GL module

GL_Procedures

structSource

Fields

gl_version_major: s32
gl_version_minor: s32
GL_VERSION_1_0: bool
GL_VERSION_1_1: bool
GL_VERSION_1_2: bool
GL_VERSION_1_3: bool
GL_VERSION_1_4: bool
GL_VERSION_1_5: bool
GL_VERSION_2_0: bool
GL_VERSION_2_1: bool
GL_VERSION_3_0: bool
GL_VERSION_3_1: bool
GL_VERSION_3_2: bool
GL_VERSION_3_3: bool
GL_VERSION_4_0: bool
GL_VERSION_4_1: bool
GL_VERSION_4_2: bool
GL_VERSION_4_3: bool
GL_VERSION_4_4: bool
GL_VERSION_4_5: bool
GL_VERSION_4_6: bool
glDrawRangeElements: (mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, indices: *void) #c_call
glTexImage3D: (target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glTexSubImage3D: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glCopyTexSubImage3D: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glActiveTexture: (texture: GLenum) #c_call
glSampleCoverage: (value: GLfloat, invert: GLboolean) #c_call
glCompressedTexImage3D: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: *void) #c_call
glCompressedTexImage2D: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: *void) #c_call
glCompressedTexImage1D: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: *void) #c_call
glCompressedTexSubImage3D: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCompressedTexSubImage2D: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCompressedTexSubImage1D: (target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glGetCompressedTexImage: (target: GLenum, level: GLint, img: *void) #c_call
glClientActiveTexture: (texture: GLenum) #c_call
glMultiTexCoord1d: (target: GLenum, s: GLdouble) #c_call
glMultiTexCoord1dv: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord1f: (target: GLenum, s: GLfloat) #c_call
glMultiTexCoord1fv: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord1i: (target: GLenum, s: GLint) #c_call
glMultiTexCoord1iv: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord1s: (target: GLenum, s: GLshort) #c_call
glMultiTexCoord1sv: (target: GLenum, v: *GLshort) #c_call
glMultiTexCoord2d: (target: GLenum, s: GLdouble, t: GLdouble) #c_call
glMultiTexCoord2dv: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord2f: (target: GLenum, s: GLfloat, t: GLfloat) #c_call
glMultiTexCoord2fv: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord2i: (target: GLenum, s: GLint, t: GLint) #c_call
glMultiTexCoord2iv: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord2s: (target: GLenum, s: GLshort, t: GLshort) #c_call
glMultiTexCoord2sv: (target: GLenum, v: *GLshort) #c_call
glMultiTexCoord3d: (target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble) #c_call
glMultiTexCoord3dv: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord3f: (target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat) #c_call
glMultiTexCoord3fv: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord3i: (target: GLenum, s: GLint, t: GLint, r: GLint) #c_call
glMultiTexCoord3iv: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord3s: (target: GLenum, s: GLshort, t: GLshort, r: GLshort) #c_call
glMultiTexCoord3sv: (target: GLenum, v: *GLshort) #c_call
glMultiTexCoord4d: (target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble) #c_call
glMultiTexCoord4dv: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord4f: (target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat) #c_call
glMultiTexCoord4fv: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord4i: (target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint) #c_call
glMultiTexCoord4iv: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord4s: (target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort) #c_call
glMultiTexCoord4sv: (target: GLenum, v: *GLshort) #c_call
glLoadTransposeMatrixf: (m: *GLfloat) #c_call
glLoadTransposeMatrixd: (m: *GLdouble) #c_call
glMultTransposeMatrixf: (m: *GLfloat) #c_call
glMultTransposeMatrixd: (m: *GLdouble) #c_call
glBlendFuncSeparate: (sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum) #c_call
glMultiDrawArrays: (mode: GLenum, first: *GLint, count: *GLsizei, drawcount: GLsizei) #c_call
glMultiDrawElements: (mode: GLenum, count: *GLsizei, type: GLenum, indices: **void, drawcount: GLsizei) #c_call
glPointParameterf: (pname: GLenum, param: GLfloat) #c_call
glPointParameterfv: (pname: GLenum, params: *GLfloat) #c_call
glPointParameteri: (pname: GLenum, param: GLint) #c_call
glPointParameteriv: (pname: GLenum, params: *GLint) #c_call
glFogCoordf: (coord: GLfloat) #c_call
glFogCoordfv: (coord: *GLfloat) #c_call
glFogCoordd: (coord: GLdouble) #c_call
glFogCoorddv: (coord: *GLdouble) #c_call
glFogCoordPointer: (type: GLenum, stride: GLsizei, pointer: *void) #c_call
glSecondaryColor3b: (red: GLbyte, green: GLbyte, blue: GLbyte) #c_call
glSecondaryColor3bv: (v: *GLbyte) #c_call
glSecondaryColor3d: (red: GLdouble, green: GLdouble, blue: GLdouble) #c_call
glSecondaryColor3dv: (v: *GLdouble) #c_call
glSecondaryColor3f: (red: GLfloat, green: GLfloat, blue: GLfloat) #c_call
glSecondaryColor3fv: (v: *GLfloat) #c_call
glSecondaryColor3i: (red: GLint, green: GLint, blue: GLint) #c_call
glSecondaryColor3iv: (v: *GLint) #c_call
glSecondaryColor3s: (red: GLshort, green: GLshort, blue: GLshort) #c_call
glSecondaryColor3sv: (v: *GLshort) #c_call
glSecondaryColor3ub: (red: GLubyte, green: GLubyte, blue: GLubyte) #c_call
glSecondaryColor3ubv: (v: *GLubyte) #c_call
glSecondaryColor3ui: (red: GLuint, green: GLuint, blue: GLuint) #c_call
glSecondaryColor3uiv: (v: *GLuint) #c_call
glSecondaryColor3us: (red: GLushort, green: GLushort, blue: GLushort) #c_call
glSecondaryColor3usv: (v: *GLushort) #c_call
glSecondaryColorPointer: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glWindowPos2d: (x: GLdouble, y: GLdouble) #c_call
glWindowPos2dv: (v: *GLdouble) #c_call
glWindowPos2f: (x: GLfloat, y: GLfloat) #c_call
glWindowPos2fv: (v: *GLfloat) #c_call
glWindowPos2i: (x: GLint, y: GLint) #c_call
glWindowPos2iv: (v: *GLint) #c_call
glWindowPos2s: (x: GLshort, y: GLshort) #c_call
glWindowPos2sv: (v: *GLshort) #c_call
glWindowPos3d: (x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glWindowPos3dv: (v: *GLdouble) #c_call
glWindowPos3f: (x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glWindowPos3fv: (v: *GLfloat) #c_call
glWindowPos3i: (x: GLint, y: GLint, z: GLint) #c_call
glWindowPos3iv: (v: *GLint) #c_call
glWindowPos3s: (x: GLshort, y: GLshort, z: GLshort) #c_call
glWindowPos3sv: (v: *GLshort) #c_call
glBlendColor: (red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat) #c_call
glBlendEquation: (mode: GLenum) #c_call
glGenQueries: (n: GLsizei, ids: *GLuint) #c_call
glDeleteQueries: (n: GLsizei, ids: *GLuint) #c_call
glIsQuery: (id: GLuint) -> GLboolean #c_call
glBeginQuery: (target: GLenum, id: GLuint) #c_call
glEndQuery: (target: GLenum) #c_call
glGetQueryiv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetQueryObjectiv: (id: GLuint, pname: GLenum, params: *GLint) #c_call
glGetQueryObjectuiv: (id: GLuint, pname: GLenum, params: *GLuint) #c_call
glBindBuffer: (target: GLenum, buffer: GLuint) #c_call
glDeleteBuffers: (n: GLsizei, buffers: *GLuint) #c_call
glGenBuffers: (n: GLsizei, buffers: *GLuint) #c_call
glIsBuffer: (buffer: GLuint) -> GLboolean #c_call
glBufferData: (target: GLenum, size: GLsizeiptr, data: *void, usage: GLenum) #c_call
glBufferSubData: (target: GLenum, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glGetBufferSubData: (target: GLenum, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glMapBuffer: (target: GLenum, access: GLenum) -> *void #c_call
glUnmapBuffer: (target: GLenum) -> GLboolean #c_call
glGetBufferParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetBufferPointerv: (target: GLenum, pname: GLenum, params: **void) #c_call
glBlendEquationSeparate: (modeRGB: GLenum, modeAlpha: GLenum) #c_call
glDrawBuffers: (n: GLsizei, bufs: *GLenum) #c_call
glStencilOpSeparate: (face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum) #c_call
glStencilFuncSeparate: (face: GLenum, func: GLenum, ref: GLint, mask: GLuint) #c_call
glStencilMaskSeparate: (face: GLenum, mask: GLuint) #c_call
glAttachShader: (program: GLuint, shader: GLuint) #c_call
glBindAttribLocation: (program: GLuint, index: GLuint, name: *GLchar) #c_call
glCompileShader: (shader: GLuint) #c_call
glCreateProgram: () -> GLuint #c_call
glCreateShader: (type: GLenum) -> GLuint #c_call
glDeleteProgram: (program: GLuint) #c_call
glDeleteShader: (shader: GLuint) #c_call
glDetachShader: (program: GLuint, shader: GLuint) #c_call
glDisableVertexAttribArray: (index: GLuint) #c_call
glEnableVertexAttribArray: (index: GLuint) #c_call
glGetActiveAttrib: (program: GLuint, index: GLuint, bufSize: GLsizei, length: *GLsizei, size: *GLint, type: *GLenum, name: *GLchar) #c_call
glGetActiveUniform: (program: GLuint, index: GLuint, bufSize: GLsizei, length: *GLsizei, size: *GLint, type: *GLenum, name: *GLchar) #c_call
glGetAttachedShaders: (program: GLuint, maxCount: GLsizei, count: *GLsizei, shaders: *GLuint) #c_call
glGetAttribLocation: (program: GLuint, name: *GLchar) -> GLint #c_call
glGetProgramiv: (program: GLuint, pname: GLenum, params: *GLint) #c_call
glGetProgramInfoLog: (program: GLuint, bufSize: GLsizei, length: *GLsizei, infoLog: *GLchar) #c_call
glGetShaderiv: (shader: GLuint, pname: GLenum, params: *GLint) #c_call
glGetShaderInfoLog: (shader: GLuint, bufSize: GLsizei, length: *GLsizei, infoLog: *GLchar) #c_call
glGetShaderSource: (shader: GLuint, bufSize: GLsizei, length: *GLsizei, source: *GLchar) #c_call
glGetUniformLocation: (program: GLuint, name: *GLchar) -> GLint #c_call
glGetUniformfv: (program: GLuint, location: GLint, params: *GLfloat) #c_call
glGetUniformiv: (program: GLuint, location: GLint, params: *GLint) #c_call
glGetVertexAttribdv: (index: GLuint, pname: GLenum, params: *GLdouble) #c_call
glGetVertexAttribfv: (index: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetVertexAttribiv: (index: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVertexAttribPointerv: (index: GLuint, pname: GLenum, pointer: **void) #c_call
glIsProgram: (program: GLuint) -> GLboolean #c_call
glIsShader: (shader: GLuint) -> GLboolean #c_call
glLinkProgram: (program: GLuint) #c_call
glShaderSource: (shader: GLuint, count: GLsizei, str: **GLchar, length: *GLint) #c_call
glUseProgram: (program: GLuint) #c_call
glUniform1f: (location: GLint, v0: GLfloat) #c_call
glUniform2f: (location: GLint, v0: GLfloat, v1: GLfloat) #c_call
glUniform3f: (location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat) #c_call
glUniform4f: (location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat) #c_call
glUniform1i: (location: GLint, v0: GLint) #c_call
glUniform2i: (location: GLint, v0: GLint, v1: GLint) #c_call
glUniform3i: (location: GLint, v0: GLint, v1: GLint, v2: GLint) #c_call
glUniform4i: (location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint) #c_call
glUniform1fv: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform2fv: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform3fv: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform4fv: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform1iv: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniform2iv: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniform3iv: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniform4iv: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniformMatrix2fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix3fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix4fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glValidateProgram: (program: GLuint) #c_call
glVertexAttrib1d: (index: GLuint, x: GLdouble) #c_call
glVertexAttrib1dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib1f: (index: GLuint, x: GLfloat) #c_call
glVertexAttrib1fv: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib1s: (index: GLuint, x: GLshort) #c_call
glVertexAttrib1sv: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib2d: (index: GLuint, x: GLdouble, y: GLdouble) #c_call
glVertexAttrib2dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib2f: (index: GLuint, x: GLfloat, y: GLfloat) #c_call
glVertexAttrib2fv: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib2s: (index: GLuint, x: GLshort, y: GLshort) #c_call
glVertexAttrib2sv: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib3d: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glVertexAttrib3dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib3f: (index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glVertexAttrib3fv: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib3s: (index: GLuint, x: GLshort, y: GLshort, z: GLshort) #c_call
glVertexAttrib3sv: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4Nbv: (index: GLuint, v: *GLbyte) #c_call
glVertexAttrib4Niv: (index: GLuint, v: *GLint) #c_call
glVertexAttrib4Nsv: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4Nub: (index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte) #c_call
glVertexAttrib4Nubv: (index: GLuint, v: *GLubyte) #c_call
glVertexAttrib4Nuiv: (index: GLuint, v: *GLuint) #c_call
glVertexAttrib4Nusv: (index: GLuint, v: *GLushort) #c_call
glVertexAttrib4bv: (index: GLuint, v: *GLbyte) #c_call
glVertexAttrib4d: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glVertexAttrib4dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib4f: (index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glVertexAttrib4fv: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib4iv: (index: GLuint, v: *GLint) #c_call
glVertexAttrib4s: (index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort) #c_call
glVertexAttrib4sv: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4ubv: (index: GLuint, v: *GLubyte) #c_call
glVertexAttrib4uiv: (index: GLuint, v: *GLuint) #c_call
glVertexAttrib4usv: (index: GLuint, v: *GLushort) #c_call
glVertexAttribPointer: (index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, pointer: *void) #c_call
glUniformMatrix2x3fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix3x2fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix2x4fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix4x2fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix3x4fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix4x3fv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glColorMaski: (index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean) #c_call
glGetBooleani_v: (target: GLenum, index: GLuint, data: *GLboolean) #c_call
glGetIntegeri_v: (target: GLenum, index: GLuint, data: *GLint) #c_call
glEnablei: (target: GLenum, index: GLuint) #c_call
glDisablei: (target: GLenum, index: GLuint) #c_call
glIsEnabledi: (target: GLenum, index: GLuint) -> GLboolean #c_call
glBeginTransformFeedback: (primitiveMode: GLenum) #c_call
glEndTransformFeedback: () #c_call
glBindBufferRange: (target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glBindBufferBase: (target: GLenum, index: GLuint, buffer: GLuint) #c_call
glTransformFeedbackVaryings: (program: GLuint, count: GLsizei, varyings: **GLchar, bufferMode: GLenum) #c_call
glGetTransformFeedbackVarying: (program: GLuint, index: GLuint, bufSize: GLsizei, length: *GLsizei, size: *GLsizei, type: *GLenum, name: *GLchar) #c_call
glClampColor: (target: GLenum, clamp: GLenum) #c_call
glBeginConditionalRender: (id: GLuint, mode: GLenum) #c_call
glEndConditionalRender: () #c_call
glVertexAttribIPointer: (index: GLuint, size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glGetVertexAttribIiv: (index: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVertexAttribIuiv: (index: GLuint, pname: GLenum, params: *GLuint) #c_call
glVertexAttribI1i: (index: GLuint, x: GLint) #c_call
glVertexAttribI2i: (index: GLuint, x: GLint, y: GLint) #c_call
glVertexAttribI3i: (index: GLuint, x: GLint, y: GLint, z: GLint) #c_call
glVertexAttribI4i: (index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glVertexAttribI1ui: (index: GLuint, x: GLuint) #c_call
glVertexAttribI2ui: (index: GLuint, x: GLuint, y: GLuint) #c_call
glVertexAttribI3ui: (index: GLuint, x: GLuint, y: GLuint, z: GLuint) #c_call
glVertexAttribI4ui: (index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) #c_call
glVertexAttribI1iv: (index: GLuint, v: *GLint) #c_call
glVertexAttribI2iv: (index: GLuint, v: *GLint) #c_call
glVertexAttribI3iv: (index: GLuint, v: *GLint) #c_call
glVertexAttribI4iv: (index: GLuint, v: *GLint) #c_call
glVertexAttribI1uiv: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI2uiv: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI3uiv: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI4uiv: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI4bv: (index: GLuint, v: *GLbyte) #c_call
glVertexAttribI4sv: (index: GLuint, v: *GLshort) #c_call
glVertexAttribI4ubv: (index: GLuint, v: *GLubyte) #c_call
glVertexAttribI4usv: (index: GLuint, v: *GLushort) #c_call
glGetUniformuiv: (program: GLuint, location: GLint, params: *GLuint) #c_call
glBindFragDataLocation: (program: GLuint, color: GLuint, name: *GLchar) #c_call
glGetFragDataLocation: (program: GLuint, name: *GLchar) -> GLint #c_call
glUniform1ui: (location: GLint, v0: GLuint) #c_call
glUniform2ui: (location: GLint, v0: GLuint, v1: GLuint) #c_call
glUniform3ui: (location: GLint, v0: GLuint, v1: GLuint, v2: GLuint) #c_call
glUniform4ui: (location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) #c_call
glUniform1uiv: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glUniform2uiv: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glUniform3uiv: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glUniform4uiv: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glTexParameterIiv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glTexParameterIuiv: (target: GLenum, pname: GLenum, params: *GLuint) #c_call
glGetTexParameterIiv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetTexParameterIuiv: (target: GLenum, pname: GLenum, params: *GLuint) #c_call
glClearBufferiv: (buffer: GLenum, drawbuffer: GLint, value: *GLint) #c_call
glClearBufferuiv: (buffer: GLenum, drawbuffer: GLint, value: *GLuint) #c_call
glClearBufferfv: (buffer: GLenum, drawbuffer: GLint, value: *GLfloat) #c_call
glClearBufferfi: (buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) #c_call
glGetStringi: (name: GLenum, index: GLuint) -> *GLubyte #c_call
glIsRenderbuffer: (renderbuffer: GLuint) -> GLboolean #c_call
glBindRenderbuffer: (target: GLenum, renderbuffer: GLuint) #c_call
glDeleteRenderbuffers: (n: GLsizei, renderbuffers: *GLuint) #c_call
glGenRenderbuffers: (n: GLsizei, renderbuffers: *GLuint) #c_call
glRenderbufferStorage: (target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glGetRenderbufferParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glIsFramebuffer: (framebuffer: GLuint) -> GLboolean #c_call
glBindFramebuffer: (target: GLenum, framebuffer: GLuint) #c_call
glDeleteFramebuffers: (n: GLsizei, framebuffers: *GLuint) #c_call
glGenFramebuffers: (n: GLsizei, framebuffers: *GLuint) #c_call
glCheckFramebufferStatus: (target: GLenum) -> GLenum #c_call
glFramebufferTexture1D: (target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint) #c_call
glFramebufferTexture2D: (target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint) #c_call
glFramebufferTexture3D: (target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint) #c_call
glFramebufferRenderbuffer: (target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint) #c_call
glGetFramebufferAttachmentParameteriv: (target: GLenum, attachment: GLenum, pname: GLenum, params: *GLint) #c_call
glGenerateMipmap: (target: GLenum) #c_call
glBlitFramebuffer: (srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) #c_call
glRenderbufferStorageMultisample: (target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glFramebufferTextureLayer: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint) #c_call
glMapBufferRange: (target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield) -> *void #c_call
glFlushMappedBufferRange: (target: GLenum, offset: GLintptr, length: GLsizeiptr) #c_call
glBindVertexArray: (array: GLuint) #c_call
glDeleteVertexArrays: (n: GLsizei, arrays: *GLuint) #c_call
glGenVertexArrays: (n: GLsizei, arrays: *GLuint) #c_call
glIsVertexArray: (array: GLuint) -> GLboolean #c_call
glDrawArraysInstanced: (mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei) #c_call
glDrawElementsInstanced: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, instancecount: GLsizei) #c_call
glTexBuffer: (target: GLenum, internalformat: GLenum, buffer: GLuint) #c_call
glPrimitiveRestartIndex: (index: GLuint) #c_call
glCopyBufferSubData: (readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) #c_call
glGetUniformIndices: (program: GLuint, uniformCount: GLsizei, uniformNames: **GLchar, uniformIndices: *GLuint) #c_call
glGetActiveUniformsiv: (program: GLuint, uniformCount: GLsizei, uniformIndices: *GLuint, pname: GLenum, params: *GLint) #c_call
glGetActiveUniformName: (program: GLuint, uniformIndex: GLuint, bufSize: GLsizei, length: *GLsizei, uniformName: *GLchar) #c_call
glGetUniformBlockIndex: (program: GLuint, uniformBlockName: *GLchar) -> GLuint #c_call
glGetActiveUniformBlockiv: (program: GLuint, uniformBlockIndex: GLuint, pname: GLenum, params: *GLint) #c_call
glGetActiveUniformBlockName: (program: GLuint, uniformBlockIndex: GLuint, bufSize: GLsizei, length: *GLsizei, uniformBlockName: *GLchar) #c_call
glUniformBlockBinding: (program: GLuint, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint) #c_call
glDrawElementsBaseVertex: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, basevertex: GLint) #c_call
glDrawRangeElementsBaseVertex: (mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, indices: *void, basevertex: GLint) #c_call
glDrawElementsInstancedBaseVertex: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, instancecount: GLsizei, basevertex: GLint) #c_call
glMultiDrawElementsBaseVertex: (mode: GLenum, count: *GLsizei, type: GLenum, indices: **void, drawcount: GLsizei, basevertex: *GLint) #c_call
glProvokingVertex: (mode: GLenum) #c_call
glFenceSync: (condition: GLenum, flags: GLbitfield) -> GLsync #c_call
glIsSync: (sync: GLsync) -> GLboolean #c_call
glDeleteSync: (sync: GLsync) #c_call
glClientWaitSync: (sync: GLsync, flags: GLbitfield, timeout: GLuint64) -> GLenum #c_call
glWaitSync: (sync: GLsync, flags: GLbitfield, timeout: GLuint64) #c_call
glGetInteger64v: (pname: GLenum, data: *GLint64) #c_call
glGetSynciv: (sync: GLsync, pname: GLenum, bufSize: GLsizei, length: *GLsizei, values: *GLint) #c_call
glGetInteger64i_v: (target: GLenum, index: GLuint, data: *GLint64) #c_call
glGetBufferParameteri64v: (target: GLenum, pname: GLenum, params: *GLint64) #c_call
glFramebufferTexture: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint) #c_call
glTexImage2DMultisample: (target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean) #c_call
glTexImage3DMultisample: (target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean) #c_call
glGetMultisamplefv: (pname: GLenum, index: GLuint, val: *GLfloat) #c_call
glSampleMaski: (maskNumber: GLuint, mask: GLbitfield) #c_call
glBindFragDataLocationIndexed: (program: GLuint, colorNumber: GLuint, index: GLuint, name: *GLchar) #c_call
glGetFragDataIndex: (program: GLuint, name: *GLchar) -> GLint #c_call
glGenSamplers: (count: GLsizei, samplers: *GLuint) #c_call
glDeleteSamplers: (count: GLsizei, samplers: *GLuint) #c_call
glIsSampler: (sampler: GLuint) -> GLboolean #c_call
glBindSampler: (unit: GLuint, sampler: GLuint) #c_call
glSamplerParameteri: (sampler: GLuint, pname: GLenum, param: GLint) #c_call
glSamplerParameteriv: (sampler: GLuint, pname: GLenum, param: *GLint) #c_call
glSamplerParameterf: (sampler: GLuint, pname: GLenum, param: GLfloat) #c_call
glSamplerParameterfv: (sampler: GLuint, pname: GLenum, param: *GLfloat) #c_call
glSamplerParameterIiv: (sampler: GLuint, pname: GLenum, param: *GLint) #c_call
glSamplerParameterIuiv: (sampler: GLuint, pname: GLenum, param: *GLuint) #c_call
glGetSamplerParameteriv: (sampler: GLuint, pname: GLenum, params: *GLint) #c_call
glGetSamplerParameterIiv: (sampler: GLuint, pname: GLenum, params: *GLint) #c_call
glGetSamplerParameterfv: (sampler: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetSamplerParameterIuiv: (sampler: GLuint, pname: GLenum, params: *GLuint) #c_call
glQueryCounter: (id: GLuint, target: GLenum) #c_call
glGetQueryObjecti64v: (id: GLuint, pname: GLenum, params: *GLint64) #c_call
glGetQueryObjectui64v: (id: GLuint, pname: GLenum, params: *GLuint64) #c_call
glVertexAttribDivisor: (index: GLuint, divisor: GLuint) #c_call
glVertexAttribP1ui: (index: GLuint, type: GLenum, normalized: GLboolean, value: GLuint) #c_call
glVertexAttribP1uiv: (index: GLuint, type: GLenum, normalized: GLboolean, value: *GLuint) #c_call
glVertexAttribP2ui: (index: GLuint, type: GLenum, normalized: GLboolean, value: GLuint) #c_call
glVertexAttribP2uiv: (index: GLuint, type: GLenum, normalized: GLboolean, value: *GLuint) #c_call
glVertexAttribP3ui: (index: GLuint, type: GLenum, normalized: GLboolean, value: GLuint) #c_call
glVertexAttribP3uiv: (index: GLuint, type: GLenum, normalized: GLboolean, value: *GLuint) #c_call
glVertexAttribP4ui: (index: GLuint, type: GLenum, normalized: GLboolean, value: GLuint) #c_call
glVertexAttribP4uiv: (index: GLuint, type: GLenum, normalized: GLboolean, value: *GLuint) #c_call
glVertexP2ui: (type: GLenum, value: GLuint) #c_call
glVertexP2uiv: (type: GLenum, value: *GLuint) #c_call
glVertexP3ui: (type: GLenum, value: GLuint) #c_call
glVertexP3uiv: (type: GLenum, value: *GLuint) #c_call
glVertexP4ui: (type: GLenum, value: GLuint) #c_call
glVertexP4uiv: (type: GLenum, value: *GLuint) #c_call
glTexCoordP1ui: (type: GLenum, coords: GLuint) #c_call
glTexCoordP1uiv: (type: GLenum, coords: *GLuint) #c_call
glTexCoordP2ui: (type: GLenum, coords: GLuint) #c_call
glTexCoordP2uiv: (type: GLenum, coords: *GLuint) #c_call
glTexCoordP3ui: (type: GLenum, coords: GLuint) #c_call
glTexCoordP3uiv: (type: GLenum, coords: *GLuint) #c_call
glTexCoordP4ui: (type: GLenum, coords: GLuint) #c_call
glTexCoordP4uiv: (type: GLenum, coords: *GLuint) #c_call
glMultiTexCoordP1ui: (texture: GLenum, type: GLenum, coords: GLuint) #c_call
glMultiTexCoordP1uiv: (texture: GLenum, type: GLenum, coords: *GLuint) #c_call
glMultiTexCoordP2ui: (texture: GLenum, type: GLenum, coords: GLuint) #c_call
glMultiTexCoordP2uiv: (texture: GLenum, type: GLenum, coords: *GLuint) #c_call
glMultiTexCoordP3ui: (texture: GLenum, type: GLenum, coords: GLuint) #c_call
glMultiTexCoordP3uiv: (texture: GLenum, type: GLenum, coords: *GLuint) #c_call
glMultiTexCoordP4ui: (texture: GLenum, type: GLenum, coords: GLuint) #c_call
glMultiTexCoordP4uiv: (texture: GLenum, type: GLenum, coords: *GLuint) #c_call
glNormalP3ui: (type: GLenum, coords: GLuint) #c_call
glNormalP3uiv: (type: GLenum, coords: *GLuint) #c_call
glColorP3ui: (type: GLenum, color: GLuint) #c_call
glColorP3uiv: (type: GLenum, color: *GLuint) #c_call
glColorP4ui: (type: GLenum, color: GLuint) #c_call
glColorP4uiv: (type: GLenum, color: *GLuint) #c_call
glSecondaryColorP3ui: (type: GLenum, color: GLuint) #c_call
glSecondaryColorP3uiv: (type: GLenum, color: *GLuint) #c_call
glMinSampleShading: (value: GLfloat) #c_call
glBlendEquationi: (buf: GLuint, mode: GLenum) #c_call
glBlendEquationSeparatei: (buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum) #c_call
glBlendFunci: (buf: GLuint, src: GLenum, dst: GLenum) #c_call
glBlendFuncSeparatei: (buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) #c_call
glDrawArraysIndirect: (mode: GLenum, indirect: *void) #c_call
glDrawElementsIndirect: (mode: GLenum, type: GLenum, indirect: *void) #c_call
glUniform1d: (location: GLint, x: GLdouble) #c_call
glUniform2d: (location: GLint, x: GLdouble, y: GLdouble) #c_call
glUniform3d: (location: GLint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glUniform4d: (location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glUniform1dv: (location: GLint, count: GLsizei, value: *GLdouble) #c_call
glUniform2dv: (location: GLint, count: GLsizei, value: *GLdouble) #c_call
glUniform3dv: (location: GLint, count: GLsizei, value: *GLdouble) #c_call
glUniform4dv: (location: GLint, count: GLsizei, value: *GLdouble) #c_call
glUniformMatrix2dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix3dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix4dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix2x3dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix2x4dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix3x2dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix3x4dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix4x2dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glUniformMatrix4x3dv: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glGetUniformdv: (program: GLuint, location: GLint, params: *GLdouble) #c_call
glGetSubroutineUniformLocation: (program: GLuint, shadertype: GLenum, name: *GLchar) -> GLint #c_call
glGetSubroutineIndex: (program: GLuint, shadertype: GLenum, name: *GLchar) -> GLuint #c_call
glGetActiveSubroutineUniformiv: (program: GLuint, shadertype: GLenum, index: GLuint, pname: GLenum, values: *GLint) #c_call
glGetActiveSubroutineUniformName: (program: GLuint, shadertype: GLenum, index: GLuint, bufsize: GLsizei, length: *GLsizei, name: *GLchar) #c_call
glGetActiveSubroutineName: (program: GLuint, shadertype: GLenum, index: GLuint, bufsize: GLsizei, length: *GLsizei, name: *GLchar) #c_call
glUniformSubroutinesuiv: (shadertype: GLenum, count: GLsizei, indices: *GLuint) #c_call
glGetUniformSubroutineuiv: (shadertype: GLenum, location: GLint, params: *GLuint) #c_call
glGetProgramStageiv: (program: GLuint, shadertype: GLenum, pname: GLenum, values: *GLint) #c_call
glPatchParameteri: (pname: GLenum, value: GLint) #c_call
glPatchParameterfv: (pname: GLenum, values: *GLfloat) #c_call
glBindTransformFeedback: (target: GLenum, id: GLuint) #c_call
glDeleteTransformFeedbacks: (n: GLsizei, ids: *GLuint) #c_call
glGenTransformFeedbacks: (n: GLsizei, ids: *GLuint) #c_call
glIsTransformFeedback: (id: GLuint) -> GLboolean #c_call
glPauseTransformFeedback: () #c_call
glResumeTransformFeedback: () #c_call
glDrawTransformFeedback: (mode: GLenum, id: GLuint) #c_call
glDrawTransformFeedbackStream: (mode: GLenum, id: GLuint, stream: GLuint) #c_call
glBeginQueryIndexed: (target: GLenum, index: GLuint, id: GLuint) #c_call
glEndQueryIndexed: (target: GLenum, index: GLuint) #c_call
glGetQueryIndexediv: (target: GLenum, index: GLuint, pname: GLenum, params: *GLint) #c_call
glReleaseShaderCompiler: () #c_call
glShaderBinary: (count: GLsizei, shaders: *GLuint, binaryformat: GLenum, binary: *void, length: GLsizei) #c_call
glGetShaderPrecisionFormat: (shadertype: GLenum, precisiontype: GLenum, range: *GLint, precision: *GLint) #c_call
glDepthRangef: (n: GLfloat, f: GLfloat) #c_call
glClearDepthf: (d: GLfloat) #c_call
glGetProgramBinary: (program: GLuint, bufSize: GLsizei, length: *GLsizei, binaryFormat: *GLenum, binary: *void) #c_call
glProgramBinary: (program: GLuint, binaryFormat: GLenum, binary: *void, length: GLsizei) #c_call
glProgramParameteri: (program: GLuint, pname: GLenum, value: GLint) #c_call
glUseProgramStages: (pipeline: GLuint, stages: GLbitfield, program: GLuint) #c_call
glActiveShaderProgram: (pipeline: GLuint, program: GLuint) #c_call
glCreateShaderProgramv: (type: GLenum, count: GLsizei, strings: **GLchar) -> GLuint #c_call
glBindProgramPipeline: (pipeline: GLuint) #c_call
glDeleteProgramPipelines: (n: GLsizei, pipelines: *GLuint) #c_call
glGenProgramPipelines: (n: GLsizei, pipelines: *GLuint) #c_call
glIsProgramPipeline: (pipeline: GLuint) -> GLboolean #c_call
glGetProgramPipelineiv: (pipeline: GLuint, pname: GLenum, params: *GLint) #c_call
glProgramUniform1i: (program: GLuint, location: GLint, v0: GLint) #c_call
glProgramUniform1iv: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform1f: (program: GLuint, location: GLint, v0: GLfloat) #c_call
glProgramUniform1fv: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform1d: (program: GLuint, location: GLint, v0: GLdouble) #c_call
glProgramUniform1dv: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform1ui: (program: GLuint, location: GLint, v0: GLuint) #c_call
glProgramUniform1uiv: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniform2i: (program: GLuint, location: GLint, v0: GLint, v1: GLint) #c_call
glProgramUniform2iv: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform2f: (program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat) #c_call
glProgramUniform2fv: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform2d: (program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble) #c_call
glProgramUniform2dv: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform2ui: (program: GLuint, location: GLint, v0: GLuint, v1: GLuint) #c_call
glProgramUniform2uiv: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniform3i: (program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint) #c_call
glProgramUniform3iv: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform3f: (program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat) #c_call
glProgramUniform3fv: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform3d: (program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble) #c_call
glProgramUniform3dv: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform3ui: (program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint) #c_call
glProgramUniform3uiv: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniform4i: (program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint) #c_call
glProgramUniform4iv: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform4f: (program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat) #c_call
glProgramUniform4fv: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform4d: (program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble, v3: GLdouble) #c_call
glProgramUniform4dv: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform4ui: (program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) #c_call
glProgramUniform4uiv: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniformMatrix2fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix3fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix4fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix2dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix3dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix4dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix2x3fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix3x2fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix2x4fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix4x2fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix3x4fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix4x3fv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix2x3dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix3x2dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix2x4dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix4x2dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix3x4dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix4x3dv: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glValidateProgramPipeline: (pipeline: GLuint) #c_call
glGetProgramPipelineInfoLog: (pipeline: GLuint, bufSize: GLsizei, length: *GLsizei, infoLog: *GLchar) #c_call
glVertexAttribL1d: (index: GLuint, x: GLdouble) #c_call
glVertexAttribL2d: (index: GLuint, x: GLdouble, y: GLdouble) #c_call
glVertexAttribL3d: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glVertexAttribL4d: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glVertexAttribL1dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribL2dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribL3dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribL4dv: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribLPointer: (index: GLuint, size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glGetVertexAttribLdv: (index: GLuint, pname: GLenum, params: *GLdouble) #c_call
glViewportArrayv: (first: GLuint, count: GLsizei, v: *GLfloat) #c_call
glViewportIndexedf: (index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat, h: GLfloat) #c_call
glViewportIndexedfv: (index: GLuint, v: *GLfloat) #c_call
glScissorArrayv: (first: GLuint, count: GLsizei, v: *GLint) #c_call
glScissorIndexed: (index: GLuint, left: GLint, bottom: GLint, width: GLsizei, height: GLsizei) #c_call
glScissorIndexedv: (index: GLuint, v: *GLint) #c_call
glDepthRangeArrayv: (first: GLuint, count: GLsizei, v: *GLdouble) #c_call
glDepthRangeIndexed: (index: GLuint, n: GLdouble, f: GLdouble) #c_call
glGetFloati_v: (target: GLenum, index: GLuint, data: *GLfloat) #c_call
glGetDoublei_v: (target: GLenum, index: GLuint, data: *GLdouble) #c_call
glDrawArraysInstancedBaseInstance: (mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei, baseinstance: GLuint) #c_call
glDrawElementsInstancedBaseInstance: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, instancecount: GLsizei, baseinstance: GLuint) #c_call
glDrawElementsInstancedBaseVertexBaseInstance: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, instancecount: GLsizei, basevertex: GLint, baseinstance: GLuint) #c_call
glGetInternalformativ: (target: GLenum, internalformat: GLenum, pname: GLenum, bufSize: GLsizei, params: *GLint) #c_call
glGetActiveAtomicCounterBufferiv: (program: GLuint, bufferIndex: GLuint, pname: GLenum, params: *GLint) #c_call
glBindImageTexture: (unit: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLenum) #c_call
glMemoryBarrier: (barriers: GLbitfield) #c_call
glTexStorage1D: (target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei) #c_call
glTexStorage2D: (target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glTexStorage3D: (target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) #c_call
glDrawTransformFeedbackInstanced: (mode: GLenum, id: GLuint, instancecount: GLsizei) #c_call
glDrawTransformFeedbackStreamInstanced: (mode: GLenum, id: GLuint, stream: GLuint, instancecount: GLsizei) #c_call
glClearBufferData: (target: GLenum, internalformat: GLenum, format: GLenum, type: GLenum, data: *void) #c_call
glClearBufferSubData: (target: GLenum, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, type: GLenum, data: *void) #c_call
glDispatchCompute: (num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint) #c_call
glDispatchComputeIndirect: (indirect: GLintptr) #c_call
glCopyImageSubData: (srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei) #c_call
glFramebufferParameteri: (target: GLenum, pname: GLenum, param: GLint) #c_call
glGetFramebufferParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetInternalformati64v: (target: GLenum, internalformat: GLenum, pname: GLenum, bufSize: GLsizei, params: *GLint64) #c_call
glInvalidateTexSubImage: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei) #c_call
glInvalidateTexImage: (texture: GLuint, level: GLint) #c_call
glInvalidateBufferSubData: (buffer: GLuint, offset: GLintptr, length: GLsizeiptr) #c_call
glInvalidateBufferData: (buffer: GLuint) #c_call
glInvalidateFramebuffer: (target: GLenum, numAttachments: GLsizei, attachments: *GLenum) #c_call
glInvalidateSubFramebuffer: (target: GLenum, numAttachments: GLsizei, attachments: *GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glMultiDrawArraysIndirect: (mode: GLenum, indirect: *void, drawcount: GLsizei, stride: GLsizei) #c_call
glMultiDrawElementsIndirect: (mode: GLenum, type: GLenum, indirect: *void, drawcount: GLsizei, stride: GLsizei) #c_call
glGetProgramInterfaceiv: (program: GLuint, programInterface: GLenum, pname: GLenum, params: *GLint) #c_call
glGetProgramResourceIndex: (program: GLuint, programInterface: GLenum, name: *GLchar) -> GLuint #c_call
glGetProgramResourceName: (program: GLuint, programInterface: GLenum, index: GLuint, bufSize: GLsizei, length: *GLsizei, name: *GLchar) #c_call
glGetProgramResourceiv: (program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: *GLenum, bufSize: GLsizei, length: *GLsizei, params: *GLint) #c_call
glGetProgramResourceLocation: (program: GLuint, programInterface: GLenum, name: *GLchar) -> GLint #c_call
glGetProgramResourceLocationIndex: (program: GLuint, programInterface: GLenum, name: *GLchar) -> GLint #c_call
glShaderStorageBlockBinding: (program: GLuint, storageBlockIndex: GLuint, storageBlockBinding: GLuint) #c_call
glTexBufferRange: (target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glTexStorage2DMultisample: (target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean) #c_call
glTexStorage3DMultisample: (target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean) #c_call
glTextureView: (texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint) #c_call
glBindVertexBuffer: (bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei) #c_call
glVertexAttribFormat: (attribindex: GLuint, size: GLint, type: GLenum, normalized: GLboolean, relativeoffset: GLuint) #c_call
glVertexAttribIFormat: (attribindex: GLuint, size: GLint, type: GLenum, relativeoffset: GLuint) #c_call
glVertexAttribLFormat: (attribindex: GLuint, size: GLint, type: GLenum, relativeoffset: GLuint) #c_call
glVertexAttribBinding: (attribindex: GLuint, bindingindex: GLuint) #c_call
glVertexBindingDivisor: (bindingindex: GLuint, divisor: GLuint) #c_call
glDebugMessageControl: (source: GLenum, type: GLenum, severity: GLenum, count: GLsizei, ids: *GLuint, enabled: GLboolean) #c_call
glDebugMessageInsert: (source: GLenum, type: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: *GLchar) #c_call
glDebugMessageCallback: (callback: GLDEBUGPROC, userParam: *void) #c_call
glGetDebugMessageLog: (count: GLuint, bufSize: GLsizei, sources: *GLenum, types: *GLenum, ids: *GLuint, severities: *GLenum, lengths: *GLsizei, messageLog: *GLchar) -> GLuint #c_call
glPushDebugGroup: (source: GLenum, id: GLuint, length: GLsizei, message: *GLchar) #c_call
glPopDebugGroup: () #c_call
glObjectLabel: (identifier: GLenum, name: GLuint, length: GLsizei, label: *GLchar) #c_call
glGetObjectLabel: (identifier: GLenum, name: GLuint, bufSize: GLsizei, length: *GLsizei, label: *GLchar) #c_call
glObjectPtrLabel: (ptr: *void, length: GLsizei, label: *GLchar) #c_call
glGetObjectPtrLabel: (ptr: *void, bufSize: GLsizei, length: *GLsizei, label: *GLchar) #c_call
glBufferStorage: (target: GLenum, size: GLsizeiptr, data: *void, flags: GLbitfield) #c_call
glClearTexImage: (texture: GLuint, level: GLint, format: GLenum, type: GLenum, data: *void) #c_call
glClearTexSubImage: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, data: *void) #c_call
glBindBuffersBase: (target: GLenum, first: GLuint, count: GLsizei, buffers: *GLuint) #c_call
glBindBuffersRange: (target: GLenum, first: GLuint, count: GLsizei, buffers: *GLuint, offsets: *GLintptr, sizes: *GLsizeiptr) #c_call
glBindTextures: (first: GLuint, count: GLsizei, textures: *GLuint) #c_call
glBindSamplers: (first: GLuint, count: GLsizei, samplers: *GLuint) #c_call
glBindImageTextures: (first: GLuint, count: GLsizei, textures: *GLuint) #c_call
glBindVertexBuffers: (first: GLuint, count: GLsizei, buffers: *GLuint, offsets: *GLintptr, strides: *GLsizei) #c_call
glClipControl: (origin: GLenum, depth: GLenum) #c_call
glCreateTransformFeedbacks: (n: GLsizei, ids: *GLuint) #c_call
glTransformFeedbackBufferBase: (xfb: GLuint, index: GLuint, buffer: GLuint) #c_call
glTransformFeedbackBufferRange: (xfb: GLuint, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glGetTransformFeedbackiv: (xfb: GLuint, pname: GLenum, param: *GLint) #c_call
glGetTransformFeedbacki_v: (xfb: GLuint, pname: GLenum, index: GLuint, param: *GLint) #c_call
glGetTransformFeedbacki64_v: (xfb: GLuint, pname: GLenum, index: GLuint, param: *GLint64) #c_call
glCreateBuffers: (n: GLsizei, buffers: *GLuint) #c_call
glNamedBufferStorage: (buffer: GLuint, size: GLsizeiptr, data: *void, flags: GLbitfield) #c_call
glNamedBufferData: (buffer: GLuint, size: GLsizeiptr, data: *void, usage: GLenum) #c_call
glNamedBufferSubData: (buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glCopyNamedBufferSubData: (readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) #c_call
glClearNamedBufferData: (buffer: GLuint, internalformat: GLenum, format: GLenum, type: GLenum, data: *void) #c_call
glClearNamedBufferSubData: (buffer: GLuint, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, type: GLenum, data: *void) #c_call
glMapNamedBuffer: (buffer: GLuint, access: GLenum) -> *void #c_call
glMapNamedBufferRange: (buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield) -> *void #c_call
glUnmapNamedBuffer: (buffer: GLuint) -> GLboolean #c_call
glFlushMappedNamedBufferRange: (buffer: GLuint, offset: GLintptr, length: GLsizeiptr) #c_call
glGetNamedBufferParameteriv: (buffer: GLuint, pname: GLenum, params: *GLint) #c_call
glGetNamedBufferParameteri64v: (buffer: GLuint, pname: GLenum, params: *GLint64) #c_call
glGetNamedBufferPointerv: (buffer: GLuint, pname: GLenum, params: **void) #c_call
glGetNamedBufferSubData: (buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glCreateFramebuffers: (n: GLsizei, framebuffers: *GLuint) #c_call
glNamedFramebufferRenderbuffer: (framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint) #c_call
glNamedFramebufferParameteri: (framebuffer: GLuint, pname: GLenum, param: GLint) #c_call
glNamedFramebufferTexture: (framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint) #c_call
glNamedFramebufferTextureLayer: (framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint) #c_call
glNamedFramebufferDrawBuffer: (framebuffer: GLuint, buf: GLenum) #c_call
glNamedFramebufferDrawBuffers: (framebuffer: GLuint, n: GLsizei, bufs: *GLenum) #c_call
glNamedFramebufferReadBuffer: (framebuffer: GLuint, src: GLenum) #c_call
glInvalidateNamedFramebufferData: (framebuffer: GLuint, numAttachments: GLsizei, attachments: *GLenum) #c_call
glInvalidateNamedFramebufferSubData: (framebuffer: GLuint, numAttachments: GLsizei, attachments: *GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glClearNamedFramebufferiv: (framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: *GLint) #c_call
glClearNamedFramebufferuiv: (framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: *GLuint) #c_call
glClearNamedFramebufferfv: (framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: *GLfloat) #c_call
glClearNamedFramebufferfi: (framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) #c_call
glBlitNamedFramebuffer: (readFramebuffer: GLuint, drawFramebuffer: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) #c_call
glCheckNamedFramebufferStatus: (framebuffer: GLuint, target: GLenum) -> GLenum #c_call
glGetNamedFramebufferParameteriv: (framebuffer: GLuint, pname: GLenum, param: *GLint) #c_call
glGetNamedFramebufferAttachmentParameteriv: (framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: *GLint) #c_call
glCreateRenderbuffers: (n: GLsizei, renderbuffers: *GLuint) #c_call
glNamedRenderbufferStorage: (renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glNamedRenderbufferStorageMultisample: (renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glGetNamedRenderbufferParameteriv: (renderbuffer: GLuint, pname: GLenum, params: *GLint) #c_call
glCreateTextures: (target: GLenum, n: GLsizei, textures: *GLuint) #c_call
glTextureBuffer: (texture: GLuint, internalformat: GLenum, buffer: GLuint) #c_call
glTextureBufferRange: (texture: GLuint, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glTextureStorage1D: (texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei) #c_call
glTextureStorage2D: (texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glTextureStorage3D: (texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) #c_call
glTextureStorage2DMultisample: (texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean) #c_call
glTextureStorage3DMultisample: (texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean) #c_call
glTextureSubImage1D: (texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureSubImage2D: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureSubImage3D: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glCompressedTextureSubImage1D: (texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCompressedTextureSubImage2D: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCompressedTextureSubImage3D: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCopyTextureSubImage1D: (texture: GLuint, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei) #c_call
glCopyTextureSubImage2D: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glCopyTextureSubImage3D: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glTextureParameterf: (texture: GLuint, pname: GLenum, param: GLfloat) #c_call
glTextureParameterfv: (texture: GLuint, pname: GLenum, param: *GLfloat) #c_call
glTextureParameteri: (texture: GLuint, pname: GLenum, param: GLint) #c_call
glTextureParameterIiv: (texture: GLuint, pname: GLenum, params: *GLint) #c_call
glTextureParameterIuiv: (texture: GLuint, pname: GLenum, params: *GLuint) #c_call
glTextureParameteriv: (texture: GLuint, pname: GLenum, param: *GLint) #c_call
glGenerateTextureMipmap: (texture: GLuint) #c_call
glBindTextureUnit: (unit: GLuint, texture: GLuint) #c_call
glGetTextureImage: (texture: GLuint, level: GLint, format: GLenum, type: GLenum, bufSize: GLsizei, pixels: *void) #c_call
glGetCompressedTextureImage: (texture: GLuint, level: GLint, bufSize: GLsizei, pixels: *void) #c_call
glGetTextureLevelParameterfv: (texture: GLuint, level: GLint, pname: GLenum, params: *GLfloat) #c_call
glGetTextureLevelParameteriv: (texture: GLuint, level: GLint, pname: GLenum, params: *GLint) #c_call
glGetTextureParameterfv: (texture: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetTextureParameterIiv: (texture: GLuint, pname: GLenum, params: *GLint) #c_call
glGetTextureParameterIuiv: (texture: GLuint, pname: GLenum, params: *GLuint) #c_call
glGetTextureParameteriv: (texture: GLuint, pname: GLenum, params: *GLint) #c_call
glCreateVertexArrays: (n: GLsizei, arrays: *GLuint) #c_call
glDisableVertexArrayAttrib: (vaobj: GLuint, index: GLuint) #c_call
glEnableVertexArrayAttrib: (vaobj: GLuint, index: GLuint) #c_call
glVertexArrayElementBuffer: (vaobj: GLuint, buffer: GLuint) #c_call
glVertexArrayVertexBuffer: (vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei) #c_call
glVertexArrayVertexBuffers: (vaobj: GLuint, first: GLuint, count: GLsizei, buffers: *GLuint, offsets: *GLintptr, strides: *GLsizei) #c_call
glVertexArrayAttribBinding: (vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint) #c_call
glVertexArrayAttribFormat: (vaobj: GLuint, attribindex: GLuint, size: GLint, type: GLenum, normalized: GLboolean, relativeoffset: GLuint) #c_call
glVertexArrayAttribIFormat: (vaobj: GLuint, attribindex: GLuint, size: GLint, type: GLenum, relativeoffset: GLuint) #c_call
glVertexArrayAttribLFormat: (vaobj: GLuint, attribindex: GLuint, size: GLint, type: GLenum, relativeoffset: GLuint) #c_call
glVertexArrayBindingDivisor: (vaobj: GLuint, bindingindex: GLuint, divisor: GLuint) #c_call
glGetVertexArrayiv: (vaobj: GLuint, pname: GLenum, param: *GLint) #c_call
glGetVertexArrayIndexediv: (vaobj: GLuint, index: GLuint, pname: GLenum, param: *GLint) #c_call
glGetVertexArrayIndexed64iv: (vaobj: GLuint, index: GLuint, pname: GLenum, param: *GLint64) #c_call
glCreateSamplers: (n: GLsizei, samplers: *GLuint) #c_call
glCreateProgramPipelines: (n: GLsizei, pipelines: *GLuint) #c_call
glCreateQueries: (target: GLenum, n: GLsizei, ids: *GLuint) #c_call
glGetQueryBufferObjecti64v: (id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr) #c_call
glGetQueryBufferObjectiv: (id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr) #c_call
glGetQueryBufferObjectui64v: (id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr) #c_call
glGetQueryBufferObjectuiv: (id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr) #c_call
glMemoryBarrierByRegion: (barriers: GLbitfield) #c_call
glGetTextureSubImage: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, bufSize: GLsizei, pixels: *void) #c_call
glGetCompressedTextureSubImage: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, bufSize: GLsizei, pixels: *void) #c_call
glGetGraphicsResetStatus: () -> GLenum #c_call
glGetnCompressedTexImage: (target: GLenum, lod: GLint, bufSize: GLsizei, pixels: *void) #c_call
glGetnTexImage: (target: GLenum, level: GLint, format: GLenum, type: GLenum, bufSize: GLsizei, pixels: *void) #c_call
glGetnUniformdv: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLdouble) #c_call
glGetnUniformfv: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLfloat) #c_call
glGetnUniformiv: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLint) #c_call
glGetnUniformuiv: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLuint) #c_call
glReadnPixels: (x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, bufSize: GLsizei, data: *void) #c_call
glGetnMapdv: (target: GLenum, query: GLenum, bufSize: GLsizei, v: *GLdouble) #c_call
glGetnMapfv: (target: GLenum, query: GLenum, bufSize: GLsizei, v: *GLfloat) #c_call
glGetnMapiv: (target: GLenum, query: GLenum, bufSize: GLsizei, v: *GLint) #c_call
glGetnPixelMapfv: (map: GLenum, bufSize: GLsizei, values: *GLfloat) #c_call
glGetnPixelMapuiv: (map: GLenum, bufSize: GLsizei, values: *GLuint) #c_call
glGetnPixelMapusv: (map: GLenum, bufSize: GLsizei, values: *GLushort) #c_call
glGetnPolygonStipple: (bufSize: GLsizei, pattern: *GLubyte) #c_call
glGetnColorTable: (target: GLenum, format: GLenum, type: GLenum, bufSize: GLsizei, table: *void) #c_call
glGetnConvolutionFilter: (target: GLenum, format: GLenum, type: GLenum, bufSize: GLsizei, image: *void) #c_call
glGetnSeparableFilter: (target: GLenum, format: GLenum, type: GLenum, rowBufSize: GLsizei, row: *void, columnBufSize: GLsizei, column: *void, span: *void) #c_call
glGetnHistogram: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, bufSize: GLsizei, values: *void) #c_call
glGetnMinmax: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, bufSize: GLsizei, values: *void) #c_call
glTextureBarrier: () #c_call
glSpecializeShader: (shader: GLuint, pEntryPoint: *GLchar, numSpecializationConstants: GLuint, pConstantIndex: *GLuint, pConstantValue: *GLuint) #c_call
glMultiDrawArraysIndirectCount: (mode: GLenum, indirect: *void, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei) #c_call
glMultiDrawElementsIndirectCount: (mode: GLenum, type: GLenum, indirect: *void, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei) #c_call
glPolygonOffsetClamp: (factor: GLfloat, units: GLfloat, clamp: GLfloat) #c_call
GL_3DFX_multisample: bool
GL_3DFX_tbuffer: bool
GL_3DFX_texture_compression_FXT1: bool
GL_AMD_blend_minmax_factor: bool
GL_AMD_conservative_depth: bool
GL_AMD_debug_output: bool
GL_AMD_depth_clamp_separate: bool
GL_AMD_draw_buffers_blend: bool
GL_AMD_framebuffer_sample_positions: bool
GL_AMD_gcn_shader: bool
GL_AMD_gpu_shader_half_float: bool
GL_AMD_gpu_shader_int16: bool
GL_AMD_gpu_shader_int64: bool
GL_AMD_interleaved_elements: bool
GL_AMD_multi_draw_indirect: bool
GL_AMD_name_gen_delete: bool
GL_AMD_occlusion_query_event: bool
GL_AMD_performance_monitor: bool
GL_AMD_pinned_memory: bool
GL_AMD_query_buffer_object: bool
GL_AMD_sample_positions: bool
GL_AMD_seamless_cubemap_per_texture: bool
GL_AMD_shader_atomic_counter_ops: bool
GL_AMD_shader_ballot: bool
GL_AMD_shader_explicit_vertex_parameter: bool
GL_AMD_shader_gpu_shader_half_float_fetch: bool
GL_AMD_shader_image_load_store_lod: bool
GL_AMD_shader_stencil_export: bool
GL_AMD_shader_trinary_minmax: bool
GL_AMD_sparse_texture: bool
GL_AMD_stencil_operation_extended: bool
GL_AMD_texture_gather_bias_lod: bool
GL_AMD_texture_texture4: bool
GL_AMD_transform_feedback3_lines_triangles: bool
GL_AMD_transform_feedback4: bool
GL_AMD_vertex_shader_layer: bool
GL_AMD_vertex_shader_tessellator: bool
GL_AMD_vertex_shader_viewport_index: bool
GL_APPLE_aux_depth_stencil: bool
GL_APPLE_client_storage: bool
GL_APPLE_element_array: bool
GL_APPLE_fence: bool
GL_APPLE_float_pixels: bool
GL_APPLE_flush_buffer_range: bool
GL_APPLE_object_purgeable: bool
GL_APPLE_rgb_422: bool
GL_APPLE_row_bytes: bool
GL_APPLE_specular_vector: bool
GL_APPLE_texture_range: bool
GL_APPLE_transform_hint: bool
GL_APPLE_vertex_array_object: bool
GL_APPLE_vertex_array_range: bool
GL_APPLE_vertex_program_evaluators: bool
GL_APPLE_ycbcr_422: bool
GL_ARB_ES2_compatibility: bool
GL_ARB_ES3_1_compatibility: bool
GL_ARB_ES3_2_compatibility: bool
GL_ARB_ES3_compatibility: bool
GL_ARB_arrays_of_arrays: bool
GL_ARB_base_instance: bool
GL_ARB_bindless_texture: bool
GL_ARB_blend_func_extended: bool
GL_ARB_buffer_storage: bool
GL_ARB_cl_event: bool
GL_ARB_clear_buffer_object: bool
GL_ARB_clear_texture: bool
GL_ARB_clip_control: bool
GL_ARB_color_buffer_float: bool
GL_ARB_compatibility: bool
GL_ARB_compressed_texture_pixel_storage: bool
GL_ARB_compute_shader: bool
GL_ARB_compute_variable_group_size: bool
GL_ARB_conditional_render_inverted: bool
GL_ARB_conservative_depth: bool
GL_ARB_copy_buffer: bool
GL_ARB_copy_image: bool
GL_ARB_cull_distance: bool
GL_ARB_debug_output: bool
GL_ARB_depth_buffer_float: bool
GL_ARB_depth_clamp: bool
GL_ARB_depth_texture: bool
GL_ARB_derivative_control: bool
GL_ARB_direct_state_access: bool
GL_ARB_draw_buffers: bool
GL_ARB_draw_buffers_blend: bool
GL_ARB_draw_elements_base_vertex: bool
GL_ARB_draw_indirect: bool
GL_ARB_draw_instanced: bool
GL_ARB_enhanced_layouts: bool
GL_ARB_explicit_attrib_location: bool
GL_ARB_explicit_uniform_location: bool
GL_ARB_fragment_coord_conventions: bool
GL_ARB_fragment_layer_viewport: bool
GL_ARB_fragment_program: bool
GL_ARB_fragment_program_shadow: bool
GL_ARB_fragment_shader: bool
GL_ARB_fragment_shader_interlock: bool
GL_ARB_framebuffer_no_attachments: bool
GL_ARB_framebuffer_object: bool
GL_ARB_framebuffer_sRGB: bool
GL_ARB_geometry_shader4: bool
GL_ARB_get_program_binary: bool
GL_ARB_get_texture_sub_image: bool
GL_ARB_gl_spirv: bool
GL_ARB_gpu_shader5: bool
GL_ARB_gpu_shader_fp64: bool
GL_ARB_gpu_shader_int64: bool
GL_ARB_half_float_pixel: bool
GL_ARB_half_float_vertex: bool
GL_ARB_imaging: bool
GL_ARB_indirect_parameters: bool
GL_ARB_instanced_arrays: bool
GL_ARB_internalformat_query: bool
GL_ARB_internalformat_query2: bool
GL_ARB_invalidate_subdata: bool
GL_ARB_map_buffer_alignment: bool
GL_ARB_map_buffer_range: bool
GL_ARB_matrix_palette: bool
GL_ARB_multi_bind: bool
GL_ARB_multi_draw_indirect: bool
GL_ARB_multisample: bool
GL_ARB_multitexture: bool
GL_ARB_occlusion_query: bool
GL_ARB_occlusion_query2: bool
GL_ARB_parallel_shader_compile: bool
GL_ARB_pipeline_statistics_query: bool
GL_ARB_pixel_buffer_object: bool
GL_ARB_point_parameters: bool
GL_ARB_point_sprite: bool
GL_ARB_polygon_offset_clamp: bool
GL_ARB_post_depth_coverage: bool
GL_ARB_program_interface_query: bool
GL_ARB_provoking_vertex: bool
GL_ARB_query_buffer_object: bool
GL_ARB_robust_buffer_access_behavior: bool
GL_ARB_robustness: bool
GL_ARB_robustness_isolation: bool
GL_ARB_sample_locations: bool
GL_ARB_sample_shading: bool
GL_ARB_sampler_objects: bool
GL_ARB_seamless_cube_map: bool
GL_ARB_seamless_cubemap_per_texture: bool
GL_ARB_separate_shader_objects: bool
GL_ARB_shader_atomic_counter_ops: bool
GL_ARB_shader_atomic_counters: bool
GL_ARB_shader_ballot: bool
GL_ARB_shader_bit_encoding: bool
GL_ARB_shader_clock: bool
GL_ARB_shader_draw_parameters: bool
GL_ARB_shader_group_vote: bool
GL_ARB_shader_image_load_store: bool
GL_ARB_shader_image_size: bool
GL_ARB_shader_objects: bool
GL_ARB_shader_precision: bool
GL_ARB_shader_stencil_export: bool
GL_ARB_shader_storage_buffer_object: bool
GL_ARB_shader_subroutine: bool
GL_ARB_shader_texture_image_samples: bool
GL_ARB_shader_texture_lod: bool
GL_ARB_shader_viewport_layer_array: bool
GL_ARB_shading_language_100: bool
GL_ARB_shading_language_420pack: bool
GL_ARB_shading_language_include: bool
GL_ARB_shading_language_packing: bool
GL_ARB_shadow: bool
GL_ARB_shadow_ambient: bool
GL_ARB_sparse_buffer: bool
GL_ARB_sparse_texture: bool
GL_ARB_sparse_texture2: bool
GL_ARB_sparse_texture_clamp: bool
GL_ARB_spirv_extensions: bool
GL_ARB_stencil_texturing: bool
GL_ARB_sync: bool
GL_ARB_tessellation_shader: bool
GL_ARB_texture_barrier: bool
GL_ARB_texture_border_clamp: bool
GL_ARB_texture_buffer_object: bool
GL_ARB_texture_buffer_object_rgb32: bool
GL_ARB_texture_buffer_range: bool
GL_ARB_texture_compression: bool
GL_ARB_texture_compression_bptc: bool
GL_ARB_texture_compression_rgtc: bool
GL_ARB_texture_cube_map: bool
GL_ARB_texture_cube_map_array: bool
GL_ARB_texture_env_add: bool
GL_ARB_texture_env_combine: bool
GL_ARB_texture_env_crossbar: bool
GL_ARB_texture_env_dot3: bool
GL_ARB_texture_filter_anisotropic: bool
GL_ARB_texture_filter_minmax: bool
GL_ARB_texture_float: bool
GL_ARB_texture_gather: bool
GL_ARB_texture_mirror_clamp_to_edge: bool
GL_ARB_texture_mirrored_repeat: bool
GL_ARB_texture_multisample: bool
GL_ARB_texture_non_power_of_two: bool
GL_ARB_texture_query_levels: bool
GL_ARB_texture_query_lod: bool
GL_ARB_texture_rectangle: bool
GL_ARB_texture_rg: bool
GL_ARB_texture_rgb10_a2ui: bool
GL_ARB_texture_stencil8: bool
GL_ARB_texture_storage: bool
GL_ARB_texture_storage_multisample: bool
GL_ARB_texture_swizzle: bool
GL_ARB_texture_view: bool
GL_ARB_timer_query: bool
GL_ARB_transform_feedback2: bool
GL_ARB_transform_feedback3: bool
GL_ARB_transform_feedback_instanced: bool
GL_ARB_transform_feedback_overflow_query: bool
GL_ARB_transpose_matrix: bool
GL_ARB_uniform_buffer_object: bool
GL_ARB_vertex_array_bgra: bool
GL_ARB_vertex_array_object: bool
GL_ARB_vertex_attrib_64bit: bool
GL_ARB_vertex_attrib_binding: bool
GL_ARB_vertex_blend: bool
GL_ARB_vertex_buffer_object: bool
GL_ARB_vertex_program: bool
GL_ARB_vertex_shader: bool
GL_ARB_vertex_type_10f_11f_11f_rev: bool
GL_ARB_vertex_type_2_10_10_10_rev: bool
GL_ARB_viewport_array: bool
GL_ARB_window_pos: bool
GL_ATI_draw_buffers: bool
GL_ATI_element_array: bool
GL_ATI_envmap_bumpmap: bool
GL_ATI_fragment_shader: bool
GL_ATI_map_object_buffer: bool
GL_ATI_meminfo: bool
GL_ATI_pixel_format_float: bool
GL_ATI_pn_triangles: bool
GL_ATI_separate_stencil: bool
GL_ATI_text_fragment_shader: bool
GL_ATI_texture_env_combine3: bool
GL_ATI_texture_float: bool
GL_ATI_texture_mirror_once: bool
GL_ATI_vertex_array_object: bool
GL_ATI_vertex_attrib_array_object: bool
GL_ATI_vertex_streams: bool
GL_EXT_422_pixels: bool
GL_EXT_abgr: bool
GL_EXT_bgra: bool
GL_EXT_bindable_uniform: bool
GL_EXT_blend_color: bool
GL_EXT_blend_equation_separate: bool
GL_EXT_blend_func_separate: bool
GL_EXT_blend_logic_op: bool
GL_EXT_blend_minmax: bool
GL_EXT_blend_subtract: bool
GL_EXT_clip_volume_hint: bool
GL_EXT_cmyka: bool
GL_EXT_color_subtable: bool
GL_EXT_compiled_vertex_array: bool
GL_EXT_convolution: bool
GL_EXT_coordinate_frame: bool
GL_EXT_copy_texture: bool
GL_EXT_cull_vertex: bool
GL_EXT_debug_label: bool
GL_EXT_debug_marker: bool
GL_EXT_depth_bounds_test: bool
GL_EXT_direct_state_access: bool
GL_EXT_draw_buffers2: bool
GL_EXT_draw_instanced: bool
GL_EXT_draw_range_elements: bool
GL_EXT_external_buffer: bool
GL_EXT_fog_coord: bool
GL_EXT_framebuffer_blit: bool
GL_EXT_framebuffer_multisample: bool
GL_EXT_framebuffer_multisample_blit_scaled: bool
GL_EXT_framebuffer_object: bool
GL_EXT_framebuffer_sRGB: bool
GL_EXT_geometry_shader4: bool
GL_EXT_gpu_program_parameters: bool
GL_EXT_gpu_shader4: bool
GL_EXT_histogram: bool
GL_EXT_index_array_formats: bool
GL_EXT_index_func: bool
GL_EXT_index_material: bool
GL_EXT_index_texture: bool
GL_EXT_light_texture: bool
GL_EXT_memory_object: bool
GL_EXT_memory_object_fd: bool
GL_EXT_memory_object_win32: bool
GL_EXT_misc_attribute: bool
GL_EXT_multi_draw_arrays: bool
GL_EXT_multisample: bool
GL_EXT_packed_depth_stencil: bool
GL_EXT_packed_float: bool
GL_EXT_packed_pixels: bool
GL_EXT_paletted_texture: bool
GL_EXT_pixel_buffer_object: bool
GL_EXT_pixel_transform: bool
GL_EXT_pixel_transform_color_table: bool
GL_EXT_point_parameters: bool
GL_EXT_polygon_offset: bool
GL_EXT_polygon_offset_clamp: bool
GL_EXT_post_depth_coverage: bool
GL_EXT_provoking_vertex: bool
GL_EXT_raster_multisample: bool
GL_EXT_rescale_normal: bool
GL_EXT_secondary_color: bool
GL_EXT_semaphore: bool
GL_EXT_semaphore_fd: bool
GL_EXT_semaphore_win32: bool
GL_EXT_separate_shader_objects: bool
GL_EXT_separate_specular_color: bool
GL_EXT_shader_framebuffer_fetch: bool
GL_EXT_shader_framebuffer_fetch_non_coherent: bool
GL_EXT_shader_image_load_formatted: bool
GL_EXT_shader_image_load_store: bool
GL_EXT_shader_integer_mix: bool
GL_EXT_shadow_funcs: bool
GL_EXT_shared_texture_palette: bool
GL_EXT_sparse_texture2: bool
GL_EXT_stencil_clear_tag: bool
GL_EXT_stencil_two_side: bool
GL_EXT_stencil_wrap: bool
GL_EXT_subtexture: bool
GL_EXT_texture: bool
GL_EXT_texture3D: bool
GL_EXT_texture_array: bool
GL_EXT_texture_buffer_object: bool
GL_EXT_texture_compression_latc: bool
GL_EXT_texture_compression_rgtc: bool
GL_EXT_texture_compression_s3tc: bool
GL_EXT_texture_cube_map: bool
GL_EXT_texture_env_add: bool
GL_EXT_texture_env_combine: bool
GL_EXT_texture_env_dot3: bool
GL_EXT_texture_filter_anisotropic: bool
GL_EXT_texture_filter_minmax: bool
GL_EXT_texture_integer: bool
GL_EXT_texture_lod_bias: bool
GL_EXT_texture_mirror_clamp: bool
GL_EXT_texture_object: bool
GL_EXT_texture_perturb_normal: bool
GL_EXT_texture_sRGB: bool
GL_EXT_texture_sRGB_decode: bool
GL_EXT_texture_shared_exponent: bool
GL_EXT_texture_snorm: bool
GL_EXT_texture_swizzle: bool
GL_EXT_timer_query: bool
GL_EXT_transform_feedback: bool
GL_EXT_vertex_array: bool
GL_EXT_vertex_array_bgra: bool
GL_EXT_vertex_attrib_64bit: bool
GL_EXT_vertex_shader: bool
GL_EXT_vertex_weighting: bool
GL_EXT_win32_keyed_mutex: bool
GL_EXT_window_rectangles: bool
GL_EXT_x11_sync_object: bool
GL_GREMEDY_frame_terminator: bool
GL_GREMEDY_string_marker: bool
GL_HP_convolution_border_modes: bool
GL_HP_image_transform: bool
GL_HP_occlusion_test: bool
GL_HP_texture_lighting: bool
GL_IBM_cull_vertex: bool
GL_IBM_multimode_draw_arrays: bool
GL_IBM_rasterpos_clip: bool
GL_IBM_static_data: bool
GL_IBM_texture_mirrored_repeat: bool
GL_IBM_vertex_array_lists: bool
GL_INGR_blend_func_separate: bool
GL_INGR_color_clamp: bool
GL_INGR_interlace_read: bool
GL_INTEL_conservative_rasterization: bool
GL_INTEL_fragment_shader_ordering: bool
GL_INTEL_framebuffer_CMAA: bool
GL_INTEL_map_texture: bool
GL_INTEL_parallel_arrays: bool
GL_INTEL_performance_query: bool
GL_KHR_blend_equation_advanced: bool
GL_KHR_blend_equation_advanced_coherent: bool
GL_KHR_context_flush_control: bool
GL_KHR_debug: bool
GL_KHR_no_error: bool
GL_KHR_parallel_shader_compile: bool
GL_KHR_robust_buffer_access_behavior: bool
GL_KHR_robustness: bool
GL_KHR_texture_compression_astc_hdr: bool
GL_KHR_texture_compression_astc_ldr: bool
GL_KHR_texture_compression_astc_sliced_3d: bool
GL_MESAX_texture_stack: bool
GL_MESA_pack_invert: bool
GL_MESA_program_binary_formats: bool
GL_MESA_resize_buffers: bool
GL_MESA_shader_integer_functions: bool
GL_MESA_tile_raster_order: bool
GL_MESA_window_pos: bool
GL_MESA_ycbcr_texture: bool
GL_NVX_blend_equation_advanced_multi_draw_buffers: bool
GL_NVX_conditional_render: bool
GL_NVX_gpu_memory_info: bool
GL_NVX_linked_gpu_multicast: bool
GL_NV_alpha_to_coverage_dither_control: bool
GL_NV_bindless_multi_draw_indirect: bool
GL_NV_bindless_multi_draw_indirect_count: bool
GL_NV_bindless_texture: bool
GL_NV_blend_equation_advanced: bool
GL_NV_blend_equation_advanced_coherent: bool
GL_NV_blend_minmax_factor: bool
GL_NV_blend_square: bool
GL_NV_clip_space_w_scaling: bool
GL_NV_command_list: bool
GL_NV_compute_program5: bool
GL_NV_conditional_render: bool
GL_NV_conservative_raster: bool
GL_NV_conservative_raster_dilate: bool
GL_NV_conservative_raster_pre_snap: bool
GL_NV_conservative_raster_pre_snap_triangles: bool
GL_NV_conservative_raster_underestimation: bool
GL_NV_copy_depth_to_color: bool
GL_NV_copy_image: bool
GL_NV_deep_texture3D: bool
GL_NV_depth_buffer_float: bool
GL_NV_depth_clamp: bool
GL_NV_draw_texture: bool
GL_NV_draw_vulkan_image: bool
GL_NV_evaluators: bool
GL_NV_explicit_multisample: bool
GL_NV_fence: bool
GL_NV_fill_rectangle: bool
GL_NV_float_buffer: bool
GL_NV_fog_distance: bool
GL_NV_fragment_coverage_to_color: bool
GL_NV_fragment_program: bool
GL_NV_fragment_program2: bool
GL_NV_fragment_program4: bool
GL_NV_fragment_program_option: bool
GL_NV_fragment_shader_interlock: bool
GL_NV_framebuffer_mixed_samples: bool
GL_NV_framebuffer_multisample_coverage: bool
GL_NV_geometry_program4: bool
GL_NV_geometry_shader4: bool
GL_NV_geometry_shader_passthrough: bool
GL_NV_gpu_multicast: bool
GL_NV_gpu_program4: bool
GL_NV_gpu_program5: bool
GL_NV_gpu_program5_mem_extended: bool
GL_NV_gpu_shader5: bool
GL_NV_half_float: bool
GL_NV_internalformat_sample_query: bool
GL_NV_light_max_exponent: bool
GL_NV_multisample_coverage: bool
GL_NV_multisample_filter_hint: bool
GL_NV_occlusion_query: bool
GL_NV_packed_depth_stencil: bool
GL_NV_parameter_buffer_object: bool
GL_NV_parameter_buffer_object2: bool
GL_NV_path_rendering: bool
GL_NV_path_rendering_shared_edge: bool
GL_NV_pixel_data_range: bool
GL_NV_point_sprite: bool
GL_NV_present_video: bool
GL_NV_primitive_restart: bool
GL_NV_query_resource: bool
GL_NV_query_resource_tag: bool
GL_NV_register_combiners: bool
GL_NV_register_combiners2: bool
GL_NV_robustness_video_memory_purge: bool
GL_NV_sample_locations: bool
GL_NV_sample_mask_override_coverage: bool
GL_NV_shader_atomic_counters: bool
GL_NV_shader_atomic_float: bool
GL_NV_shader_atomic_float64: bool
GL_NV_shader_atomic_fp16_vector: bool
GL_NV_shader_atomic_int64: bool
GL_NV_shader_buffer_load: bool
GL_NV_shader_buffer_store: bool
GL_NV_shader_storage_buffer_object: bool
GL_NV_shader_thread_group: bool
GL_NV_shader_thread_shuffle: bool
GL_NV_stereo_view_rendering: bool
GL_NV_tessellation_program5: bool
GL_NV_texgen_emboss: bool
GL_NV_texgen_reflection: bool
GL_NV_texture_barrier: bool
GL_NV_texture_compression_vtc: bool
GL_NV_texture_env_combine4: bool
GL_NV_texture_expand_normal: bool
GL_NV_texture_multisample: bool
GL_NV_texture_rectangle: bool
GL_NV_texture_rectangle_compressed: bool
GL_NV_texture_shader: bool
GL_NV_texture_shader2: bool
GL_NV_texture_shader3: bool
GL_NV_transform_feedback: bool
GL_NV_transform_feedback2: bool
GL_NV_uniform_buffer_unified_memory: bool
GL_NV_vdpau_interop: bool
GL_NV_vertex_array_range: bool
GL_NV_vertex_array_range2: bool
GL_NV_vertex_attrib_integer_64bit: bool
GL_NV_vertex_buffer_unified_memory: bool
GL_NV_vertex_program: bool
GL_NV_vertex_program1_1: bool
GL_NV_vertex_program2: bool
GL_NV_vertex_program2_option: bool
GL_NV_vertex_program3: bool
GL_NV_vertex_program4: bool
GL_NV_video_capture: bool
GL_NV_viewport_array2: bool
GL_NV_viewport_swizzle: bool
GL_OES_byte_coordinates: bool
GL_OES_compressed_paletted_texture: bool
GL_OES_fixed_point: bool
GL_OES_query_matrix: bool
GL_OES_read_format: bool
GL_OES_single_precision: bool
GL_OML_interlace: bool
GL_OML_resample: bool
GL_OML_subsample: bool
GL_OVR_multiview: bool
GL_OVR_multiview2: bool
GL_PGI_misc_hints: bool
GL_PGI_vertex_hints: bool
GL_REND_screen_coordinates: bool
GL_S3_s3tc: bool
GL_SGIS_detail_texture: bool
GL_SGIS_fog_function: bool
GL_SGIS_generate_mipmap: bool
GL_SGIS_multisample: bool
GL_SGIS_pixel_texture: bool
GL_SGIS_point_line_texgen: bool
GL_SGIS_point_parameters: bool
GL_SGIS_sharpen_texture: bool
GL_SGIS_texture4D: bool
GL_SGIS_texture_border_clamp: bool
GL_SGIS_texture_color_mask: bool
GL_SGIS_texture_edge_clamp: bool
GL_SGIS_texture_filter4: bool
GL_SGIS_texture_lod: bool
GL_SGIS_texture_select: bool
GL_SGIX_async: bool
GL_SGIX_async_histogram: bool
GL_SGIX_async_pixel: bool
GL_SGIX_blend_alpha_minmax: bool
GL_SGIX_calligraphic_fragment: bool
GL_SGIX_clipmap: bool
GL_SGIX_convolution_accuracy: bool
GL_SGIX_depth_pass_instrument: bool
GL_SGIX_depth_texture: bool
GL_SGIX_flush_raster: bool
GL_SGIX_fog_offset: bool
GL_SGIX_fragment_lighting: bool
GL_SGIX_framezoom: bool
GL_SGIX_igloo_interface: bool
GL_SGIX_instruments: bool
GL_SGIX_interlace: bool
GL_SGIX_ir_instrument1: bool
GL_SGIX_list_priority: bool
GL_SGIX_pixel_texture: bool
GL_SGIX_pixel_tiles: bool
GL_SGIX_polynomial_ffd: bool
GL_SGIX_reference_plane: bool
GL_SGIX_resample: bool
GL_SGIX_scalebias_hint: bool
GL_SGIX_shadow: bool
GL_SGIX_shadow_ambient: bool
GL_SGIX_sprite: bool
GL_SGIX_subsample: bool
GL_SGIX_tag_sample_buffer: bool
GL_SGIX_texture_add_env: bool
GL_SGIX_texture_coordinate_clamp: bool
GL_SGIX_texture_lod_bias: bool
GL_SGIX_texture_multi_buffer: bool
GL_SGIX_texture_scale_bias: bool
GL_SGIX_vertex_preclip: bool
GL_SGIX_ycrcb: bool
GL_SGIX_ycrcb_subsample: bool
GL_SGIX_ycrcba: bool
GL_SGI_color_matrix: bool
GL_SGI_color_table: bool
GL_SGI_texture_color_table: bool
GL_SUNX_constant_data: bool
GL_SUN_convolution_border_modes: bool
GL_SUN_global_alpha: bool
GL_SUN_mesh_array: bool
GL_SUN_slice_accum: bool
GL_SUN_triangle_list: bool
GL_SUN_vertex: bool
GL_WIN_phong_shading: bool
GL_WIN_specular_fog: bool
glTbufferMask3DFX: (mask: GLuint) #c_call
glDebugMessageEnableAMD: (category: GLenum, severity: GLenum, count: GLsizei, ids: *GLuint, enabled: GLboolean) #c_call
glDebugMessageInsertAMD: (category: GLenum, severity: GLenum, id: GLuint, length: GLsizei, buf: *GLchar) #c_call
glDebugMessageCallbackAMD: (callback: GLDEBUGPROCAMD, userParam: *void) #c_call
glGetDebugMessageLogAMD: (count: GLuint, bufsize: GLsizei, categories: *GLenum, severities: *GLuint, ids: *GLuint, lengths: *GLsizei, message: *GLchar) -> GLuint #c_call
glBlendFuncIndexedAMD: (buf: GLuint, src: GLenum, dst: GLenum) #c_call
glBlendFuncSeparateIndexedAMD: (buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) #c_call
glBlendEquationIndexedAMD: (buf: GLuint, mode: GLenum) #c_call
glBlendEquationSeparateIndexedAMD: (buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum) #c_call
glFramebufferSamplePositionsfvAMD: (target: GLenum, numsamples: GLuint, pixelindex: GLuint, values: *GLfloat) #c_call
glNamedFramebufferSamplePositionsfvAMD: (framebuffer: GLuint, numsamples: GLuint, pixelindex: GLuint, values: *GLfloat) #c_call
glGetFramebufferParameterfvAMD: (target: GLenum, pname: GLenum, numsamples: GLuint, pixelindex: GLuint, size: GLsizei, values: *GLfloat) #c_call
glGetNamedFramebufferParameterfvAMD: (framebuffer: GLuint, pname: GLenum, numsamples: GLuint, pixelindex: GLuint, size: GLsizei, values: *GLfloat) #c_call
glUniform1i64NV: (location: GLint, x: GLint64EXT) #c_call
glUniform2i64NV: (location: GLint, x: GLint64EXT, y: GLint64EXT) #c_call
glUniform3i64NV: (location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT) #c_call
glUniform4i64NV: (location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT) #c_call
glUniform1i64vNV: (location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glUniform2i64vNV: (location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glUniform3i64vNV: (location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glUniform4i64vNV: (location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glUniform1ui64NV: (location: GLint, x: GLuint64EXT) #c_call
glUniform2ui64NV: (location: GLint, x: GLuint64EXT, y: GLuint64EXT) #c_call
glUniform3ui64NV: (location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT) #c_call
glUniform4ui64NV: (location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT) #c_call
glUniform1ui64vNV: (location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glUniform2ui64vNV: (location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glUniform3ui64vNV: (location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glUniform4ui64vNV: (location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glGetUniformi64vNV: (program: GLuint, location: GLint, params: *GLint64EXT) #c_call
glGetUniformui64vNV: (program: GLuint, location: GLint, params: *GLuint64EXT) #c_call
glProgramUniform1i64NV: (program: GLuint, location: GLint, x: GLint64EXT) #c_call
glProgramUniform2i64NV: (program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT) #c_call
glProgramUniform3i64NV: (program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT) #c_call
glProgramUniform4i64NV: (program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT) #c_call
glProgramUniform1i64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glProgramUniform2i64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glProgramUniform3i64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glProgramUniform4i64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64EXT) #c_call
glProgramUniform1ui64NV: (program: GLuint, location: GLint, x: GLuint64EXT) #c_call
glProgramUniform2ui64NV: (program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT) #c_call
glProgramUniform3ui64NV: (program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT) #c_call
glProgramUniform4ui64NV: (program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT) #c_call
glProgramUniform1ui64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glProgramUniform2ui64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glProgramUniform3ui64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glProgramUniform4ui64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glVertexAttribParameteriAMD: (index: GLuint, pname: GLenum, param: GLint) #c_call
glMultiDrawArraysIndirectAMD: (mode: GLenum, indirect: *void, primcount: GLsizei, stride: GLsizei) #c_call
glMultiDrawElementsIndirectAMD: (mode: GLenum, type: GLenum, indirect: *void, primcount: GLsizei, stride: GLsizei) #c_call
glGenNamesAMD: (identifier: GLenum, num: GLuint, names: *GLuint) #c_call
glDeleteNamesAMD: (identifier: GLenum, num: GLuint, names: *GLuint) #c_call
glIsNameAMD: (identifier: GLenum, name: GLuint) -> GLboolean #c_call
glQueryObjectParameteruiAMD: (target: GLenum, id: GLuint, pname: GLenum, param: GLuint) #c_call
glGetPerfMonitorGroupsAMD: (numGroups: *GLint, groupsSize: GLsizei, groups: *GLuint) #c_call
glGetPerfMonitorCountersAMD: (group: GLuint, numCounters: *GLint, maxActiveCounters: *GLint, counterSize: GLsizei, counters: *GLuint) #c_call
glGetPerfMonitorGroupStringAMD: (group: GLuint, bufSize: GLsizei, length: *GLsizei, groupString: *GLchar) #c_call
glGetPerfMonitorCounterStringAMD: (group: GLuint, counter: GLuint, bufSize: GLsizei, length: *GLsizei, counterString: *GLchar) #c_call
glGetPerfMonitorCounterInfoAMD: (group: GLuint, counter: GLuint, pname: GLenum, data: *void) #c_call
glGenPerfMonitorsAMD: (n: GLsizei, monitors: *GLuint) #c_call
glDeletePerfMonitorsAMD: (n: GLsizei, monitors: *GLuint) #c_call
glSelectPerfMonitorCountersAMD: (monitor: GLuint, enable: GLboolean, group: GLuint, numCounters: GLint, counterList: *GLuint) #c_call
glBeginPerfMonitorAMD: (monitor: GLuint) #c_call
glEndPerfMonitorAMD: (monitor: GLuint) #c_call
glGetPerfMonitorCounterDataAMD: (monitor: GLuint, pname: GLenum, dataSize: GLsizei, data: *GLuint, bytesWritten: *GLint) #c_call
glSetMultisamplefvAMD: (pname: GLenum, index: GLuint, val: *GLfloat) #c_call
glTexStorageSparseAMD: (target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield) #c_call
glTextureStorageSparseAMD: (texture: GLuint, target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield) #c_call
glStencilOpValueAMD: (face: GLenum, value: GLuint) #c_call
glTessellationFactorAMD: (factor: GLfloat) #c_call
glTessellationModeAMD: (mode: GLenum) #c_call
glElementPointerAPPLE: (type: GLenum, pointer: *void) #c_call
glDrawElementArrayAPPLE: (mode: GLenum, first: GLint, count: GLsizei) #c_call
glDrawRangeElementArrayAPPLE: (mode: GLenum, start: GLuint, end: GLuint, first: GLint, count: GLsizei) #c_call
glMultiDrawElementArrayAPPLE: (mode: GLenum, first: *GLint, count: *GLsizei, primcount: GLsizei) #c_call
glMultiDrawRangeElementArrayAPPLE: (mode: GLenum, start: GLuint, end: GLuint, first: *GLint, count: *GLsizei, primcount: GLsizei) #c_call
glGenFencesAPPLE: (n: GLsizei, fences: *GLuint) #c_call
glDeleteFencesAPPLE: (n: GLsizei, fences: *GLuint) #c_call
glSetFenceAPPLE: (fence: GLuint) #c_call
glIsFenceAPPLE: (fence: GLuint) -> GLboolean #c_call
glTestFenceAPPLE: (fence: GLuint) -> GLboolean #c_call
glFinishFenceAPPLE: (fence: GLuint) #c_call
glTestObjectAPPLE: (object: GLenum, name: GLuint) -> GLboolean #c_call
glFinishObjectAPPLE: (object: GLenum, name: GLint) #c_call
glBufferParameteriAPPLE: (target: GLenum, pname: GLenum, param: GLint) #c_call
glFlushMappedBufferRangeAPPLE: (target: GLenum, offset: GLintptr, size: GLsizeiptr) #c_call
glObjectPurgeableAPPLE: (objectType: GLenum, name: GLuint, option: GLenum) -> GLenum #c_call
glObjectUnpurgeableAPPLE: (objectType: GLenum, name: GLuint, option: GLenum) -> GLenum #c_call
glGetObjectParameterivAPPLE: (objectType: GLenum, name: GLuint, pname: GLenum, params: *GLint) #c_call
glTextureRangeAPPLE: (target: GLenum, length: GLsizei, pointer: *void) #c_call
glGetTexParameterPointervAPPLE: (target: GLenum, pname: GLenum, params: **void) #c_call
glBindVertexArrayAPPLE: (array: GLuint) #c_call
glDeleteVertexArraysAPPLE: (n: GLsizei, arrays: *GLuint) #c_call
glGenVertexArraysAPPLE: (n: GLsizei, arrays: *GLuint) #c_call
glIsVertexArrayAPPLE: (array: GLuint) -> GLboolean #c_call
glVertexArrayRangeAPPLE: (length: GLsizei, pointer: *void) #c_call
glFlushVertexArrayRangeAPPLE: (length: GLsizei, pointer: *void) #c_call
glVertexArrayParameteriAPPLE: (pname: GLenum, param: GLint) #c_call
glEnableVertexAttribAPPLE: (index: GLuint, pname: GLenum) #c_call
glDisableVertexAttribAPPLE: (index: GLuint, pname: GLenum) #c_call
glIsVertexAttribEnabledAPPLE: (index: GLuint, pname: GLenum) -> GLboolean #c_call
glMapVertexAttrib1dAPPLE: (index: GLuint, size: GLuint, u1: GLdouble, u2: GLdouble, stride: GLint, order: GLint, points: *GLdouble) #c_call
glMapVertexAttrib1fAPPLE: (index: GLuint, size: GLuint, u1: GLfloat, u2: GLfloat, stride: GLint, order: GLint, points: *GLfloat) #c_call
glMapVertexAttrib2dAPPLE: (index: GLuint, size: GLuint, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, points: *GLdouble) #c_call
glMapVertexAttrib2fAPPLE: (index: GLuint, size: GLuint, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, points: *GLfloat) #c_call
glPrimitiveBoundingBoxARB: (minX: GLfloat, minY: GLfloat, minZ: GLfloat, minW: GLfloat, maxX: GLfloat, maxY: GLfloat, maxZ: GLfloat, maxW: GLfloat) #c_call
glGetTextureHandleARB: (texture: GLuint) -> GLuint64 #c_call
glGetTextureSamplerHandleARB: (texture: GLuint, sampler: GLuint) -> GLuint64 #c_call
glMakeTextureHandleResidentARB: (handle: GLuint64) #c_call
glMakeTextureHandleNonResidentARB: (handle: GLuint64) #c_call
glGetImageHandleARB: (texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, format: GLenum) -> GLuint64 #c_call
glMakeImageHandleResidentARB: (handle: GLuint64, access: GLenum) #c_call
glMakeImageHandleNonResidentARB: (handle: GLuint64) #c_call
glUniformHandleui64ARB: (location: GLint, value: GLuint64) #c_call
glUniformHandleui64vARB: (location: GLint, count: GLsizei, value: *GLuint64) #c_call
glProgramUniformHandleui64ARB: (program: GLuint, location: GLint, value: GLuint64) #c_call
glProgramUniformHandleui64vARB: (program: GLuint, location: GLint, count: GLsizei, values: *GLuint64) #c_call
glIsTextureHandleResidentARB: (handle: GLuint64) -> GLboolean #c_call
glIsImageHandleResidentARB: (handle: GLuint64) -> GLboolean #c_call
glVertexAttribL1ui64ARB: (index: GLuint, x: GLuint64EXT) #c_call
glVertexAttribL1ui64vARB: (index: GLuint, v: *GLuint64EXT) #c_call
glGetVertexAttribLui64vARB: (index: GLuint, pname: GLenum, params: *GLuint64EXT) #c_call
glClampColorARB: (target: GLenum, clamp: GLenum) #c_call
glDispatchComputeGroupSizeARB: (num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint, group_size_x: GLuint, group_size_y: GLuint, group_size_z: GLuint) #c_call
glDebugMessageControlARB: (source: GLenum, type: GLenum, severity: GLenum, count: GLsizei, ids: *GLuint, enabled: GLboolean) #c_call
glDebugMessageInsertARB: (source: GLenum, type: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: *GLchar) #c_call
glDebugMessageCallbackARB: (callback: GLDEBUGPROCARB, userParam: *void) #c_call
glGetDebugMessageLogARB: (count: GLuint, bufSize: GLsizei, sources: *GLenum, types: *GLenum, ids: *GLuint, severities: *GLenum, lengths: *GLsizei, messageLog: *GLchar) -> GLuint #c_call
glDrawBuffersARB: (n: GLsizei, bufs: *GLenum) #c_call
glBlendEquationiARB: (buf: GLuint, mode: GLenum) #c_call
glBlendEquationSeparateiARB: (buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum) #c_call
glBlendFunciARB: (buf: GLuint, src: GLenum, dst: GLenum) #c_call
glBlendFuncSeparateiARB: (buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) #c_call
glDrawArraysInstancedARB: (mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei) #c_call
glDrawElementsInstancedARB: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, primcount: GLsizei) #c_call
glProgramStringARB: (target: GLenum, format: GLenum, len: GLsizei, str: *void) #c_call
glBindProgramARB: (target: GLenum, program: GLuint) #c_call
glDeleteProgramsARB: (n: GLsizei, programs: *GLuint) #c_call
glGenProgramsARB: (n: GLsizei, programs: *GLuint) #c_call
glProgramEnvParameter4dARB: (target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glProgramEnvParameter4dvARB: (target: GLenum, index: GLuint, params: *GLdouble) #c_call
glProgramEnvParameter4fARB: (target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glProgramEnvParameter4fvARB: (target: GLenum, index: GLuint, params: *GLfloat) #c_call
glProgramLocalParameter4dARB: (target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glProgramLocalParameter4dvARB: (target: GLenum, index: GLuint, params: *GLdouble) #c_call
glProgramLocalParameter4fARB: (target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glProgramLocalParameter4fvARB: (target: GLenum, index: GLuint, params: *GLfloat) #c_call
glGetProgramEnvParameterdvARB: (target: GLenum, index: GLuint, params: *GLdouble) #c_call
glGetProgramEnvParameterfvARB: (target: GLenum, index: GLuint, params: *GLfloat) #c_call
glGetProgramLocalParameterdvARB: (target: GLenum, index: GLuint, params: *GLdouble) #c_call
glGetProgramLocalParameterfvARB: (target: GLenum, index: GLuint, params: *GLfloat) #c_call
glGetProgramivARB: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetProgramStringARB: (target: GLenum, pname: GLenum, str: *void) #c_call
glIsProgramARB: (program: GLuint) -> GLboolean #c_call
glProgramParameteriARB: (program: GLuint, pname: GLenum, value: GLint) #c_call
glFramebufferTextureARB: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint) #c_call
glFramebufferTextureLayerARB: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint) #c_call
glFramebufferTextureFaceARB: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum) #c_call
glSpecializeShaderARB: (shader: GLuint, pEntryPoint: *GLchar, numSpecializationConstants: GLuint, pConstantIndex: *GLuint, pConstantValue: *GLuint) #c_call
glUniform1i64ARB: (location: GLint, x: GLint64) #c_call
glUniform2i64ARB: (location: GLint, x: GLint64, y: GLint64) #c_call
glUniform3i64ARB: (location: GLint, x: GLint64, y: GLint64, z: GLint64) #c_call
glUniform4i64ARB: (location: GLint, x: GLint64, y: GLint64, z: GLint64, w: GLint64) #c_call
glUniform1i64vARB: (location: GLint, count: GLsizei, value: *GLint64) #c_call
glUniform2i64vARB: (location: GLint, count: GLsizei, value: *GLint64) #c_call
glUniform3i64vARB: (location: GLint, count: GLsizei, value: *GLint64) #c_call
glUniform4i64vARB: (location: GLint, count: GLsizei, value: *GLint64) #c_call
glUniform1ui64ARB: (location: GLint, x: GLuint64) #c_call
glUniform2ui64ARB: (location: GLint, x: GLuint64, y: GLuint64) #c_call
glUniform3ui64ARB: (location: GLint, x: GLuint64, y: GLuint64, z: GLuint64) #c_call
glUniform4ui64ARB: (location: GLint, x: GLuint64, y: GLuint64, z: GLuint64, w: GLuint64) #c_call
glUniform1ui64vARB: (location: GLint, count: GLsizei, value: *GLuint64) #c_call
glUniform2ui64vARB: (location: GLint, count: GLsizei, value: *GLuint64) #c_call
glUniform3ui64vARB: (location: GLint, count: GLsizei, value: *GLuint64) #c_call
glUniform4ui64vARB: (location: GLint, count: GLsizei, value: *GLuint64) #c_call
glGetUniformi64vARB: (program: GLuint, location: GLint, params: *GLint64) #c_call
glGetUniformui64vARB: (program: GLuint, location: GLint, params: *GLuint64) #c_call
glGetnUniformi64vARB: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLint64) #c_call
glGetnUniformui64vARB: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLuint64) #c_call
glProgramUniform1i64ARB: (program: GLuint, location: GLint, x: GLint64) #c_call
glProgramUniform2i64ARB: (program: GLuint, location: GLint, x: GLint64, y: GLint64) #c_call
glProgramUniform3i64ARB: (program: GLuint, location: GLint, x: GLint64, y: GLint64, z: GLint64) #c_call
glProgramUniform4i64ARB: (program: GLuint, location: GLint, x: GLint64, y: GLint64, z: GLint64, w: GLint64) #c_call
glProgramUniform1i64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64) #c_call
glProgramUniform2i64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64) #c_call
glProgramUniform3i64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64) #c_call
glProgramUniform4i64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLint64) #c_call
glProgramUniform1ui64ARB: (program: GLuint, location: GLint, x: GLuint64) #c_call
glProgramUniform2ui64ARB: (program: GLuint, location: GLint, x: GLuint64, y: GLuint64) #c_call
glProgramUniform3ui64ARB: (program: GLuint, location: GLint, x: GLuint64, y: GLuint64, z: GLuint64) #c_call
glProgramUniform4ui64ARB: (program: GLuint, location: GLint, x: GLuint64, y: GLuint64, z: GLuint64, w: GLuint64) #c_call
glProgramUniform1ui64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64) #c_call
glProgramUniform2ui64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64) #c_call
glProgramUniform3ui64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64) #c_call
glProgramUniform4ui64vARB: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64) #c_call
glColorTable: (target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, type: GLenum, table: *void) #c_call
glColorTableParameterfv: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glColorTableParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glCopyColorTable: (target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei) #c_call
glGetColorTable: (target: GLenum, format: GLenum, type: GLenum, table: *void) #c_call
glGetColorTableParameterfv: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetColorTableParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glColorSubTable: (target: GLenum, start: GLsizei, count: GLsizei, format: GLenum, type: GLenum, data: *void) #c_call
glCopyColorSubTable: (target: GLenum, start: GLsizei, x: GLint, y: GLint, width: GLsizei) #c_call
glConvolutionFilter1D: (target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, type: GLenum, image: *void) #c_call
glConvolutionFilter2D: (target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, image: *void) #c_call
glConvolutionParameterf: (target: GLenum, pname: GLenum, params: GLfloat) #c_call
glConvolutionParameterfv: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glConvolutionParameteri: (target: GLenum, pname: GLenum, params: GLint) #c_call
glConvolutionParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glCopyConvolutionFilter1D: (target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei) #c_call
glCopyConvolutionFilter2D: (target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glGetConvolutionFilter: (target: GLenum, format: GLenum, type: GLenum, image: *void) #c_call
glGetConvolutionParameterfv: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetConvolutionParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetSeparableFilter: (target: GLenum, format: GLenum, type: GLenum, row: *void, column: *void, span: *void) #c_call
glSeparableFilter2D: (target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, row: *void, column: *void) #c_call
glGetHistogram: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, values: *void) #c_call
glGetHistogramParameterfv: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetHistogramParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMinmax: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, values: *void) #c_call
glGetMinmaxParameterfv: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMinmaxParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glHistogram: (target: GLenum, width: GLsizei, internalformat: GLenum, sink: GLboolean) #c_call
glMinmax: (target: GLenum, internalformat: GLenum, sink: GLboolean) #c_call
glResetHistogram: (target: GLenum) #c_call
glResetMinmax: (target: GLenum) #c_call
glMultiDrawArraysIndirectCountARB: (mode: GLenum, indirect: *void, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei) #c_call
glMultiDrawElementsIndirectCountARB: (mode: GLenum, type: GLenum, indirect: *void, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei) #c_call
glVertexAttribDivisorARB: (index: GLuint, divisor: GLuint) #c_call
glCurrentPaletteMatrixARB: (index: GLint) #c_call
glMatrixIndexubvARB: (size: GLint, indices: *GLubyte) #c_call
glMatrixIndexusvARB: (size: GLint, indices: *GLushort) #c_call
glMatrixIndexuivARB: (size: GLint, indices: *GLuint) #c_call
glMatrixIndexPointerARB: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glSampleCoverageARB: (value: GLfloat, invert: GLboolean) #c_call
glActiveTextureARB: (texture: GLenum) #c_call
glClientActiveTextureARB: (texture: GLenum) #c_call
glMultiTexCoord1dARB: (target: GLenum, s: GLdouble) #c_call
glMultiTexCoord1dvARB: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord1fARB: (target: GLenum, s: GLfloat) #c_call
glMultiTexCoord1fvARB: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord1iARB: (target: GLenum, s: GLint) #c_call
glMultiTexCoord1ivARB: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord1sARB: (target: GLenum, s: GLshort) #c_call
glMultiTexCoord1svARB: (target: GLenum, v: *GLshort) #c_call
glMultiTexCoord2dARB: (target: GLenum, s: GLdouble, t: GLdouble) #c_call
glMultiTexCoord2dvARB: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord2fARB: (target: GLenum, s: GLfloat, t: GLfloat) #c_call
glMultiTexCoord2fvARB: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord2iARB: (target: GLenum, s: GLint, t: GLint) #c_call
glMultiTexCoord2ivARB: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord2sARB: (target: GLenum, s: GLshort, t: GLshort) #c_call
glMultiTexCoord2svARB: (target: GLenum, v: *GLshort) #c_call
glMultiTexCoord3dARB: (target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble) #c_call
glMultiTexCoord3dvARB: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord3fARB: (target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat) #c_call
glMultiTexCoord3fvARB: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord3iARB: (target: GLenum, s: GLint, t: GLint, r: GLint) #c_call
glMultiTexCoord3ivARB: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord3sARB: (target: GLenum, s: GLshort, t: GLshort, r: GLshort) #c_call
glMultiTexCoord3svARB: (target: GLenum, v: *GLshort) #c_call
glMultiTexCoord4dARB: (target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble) #c_call
glMultiTexCoord4dvARB: (target: GLenum, v: *GLdouble) #c_call
glMultiTexCoord4fARB: (target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat) #c_call
glMultiTexCoord4fvARB: (target: GLenum, v: *GLfloat) #c_call
glMultiTexCoord4iARB: (target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint) #c_call
glMultiTexCoord4ivARB: (target: GLenum, v: *GLint) #c_call
glMultiTexCoord4sARB: (target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort) #c_call
glMultiTexCoord4svARB: (target: GLenum, v: *GLshort) #c_call
glGenQueriesARB: (n: GLsizei, ids: *GLuint) #c_call
glDeleteQueriesARB: (n: GLsizei, ids: *GLuint) #c_call
glIsQueryARB: (id: GLuint) -> GLboolean #c_call
glBeginQueryARB: (target: GLenum, id: GLuint) #c_call
glEndQueryARB: (target: GLenum) #c_call
glGetQueryivARB: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetQueryObjectivARB: (id: GLuint, pname: GLenum, params: *GLint) #c_call
glGetQueryObjectuivARB: (id: GLuint, pname: GLenum, params: *GLuint) #c_call
glMaxShaderCompilerThreadsARB: (count: GLuint) #c_call
glPointParameterfARB: (pname: GLenum, param: GLfloat) #c_call
glPointParameterfvARB: (pname: GLenum, params: *GLfloat) #c_call
glGetGraphicsResetStatusARB: () -> GLenum #c_call
glGetnTexImageARB: (target: GLenum, level: GLint, format: GLenum, type: GLenum, bufSize: GLsizei, img: *void) #c_call
glReadnPixelsARB: (x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, bufSize: GLsizei, data: *void) #c_call
glGetnCompressedTexImageARB: (target: GLenum, lod: GLint, bufSize: GLsizei, img: *void) #c_call
glGetnUniformfvARB: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLfloat) #c_call
glGetnUniformivARB: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLint) #c_call
glGetnUniformuivARB: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLuint) #c_call
glGetnUniformdvARB: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLdouble) #c_call
glGetnMapdvARB: (target: GLenum, query: GLenum, bufSize: GLsizei, v: *GLdouble) #c_call
glGetnMapfvARB: (target: GLenum, query: GLenum, bufSize: GLsizei, v: *GLfloat) #c_call
glGetnMapivARB: (target: GLenum, query: GLenum, bufSize: GLsizei, v: *GLint) #c_call
glGetnPixelMapfvARB: (map: GLenum, bufSize: GLsizei, values: *GLfloat) #c_call
glGetnPixelMapuivARB: (map: GLenum, bufSize: GLsizei, values: *GLuint) #c_call
glGetnPixelMapusvARB: (map: GLenum, bufSize: GLsizei, values: *GLushort) #c_call
glGetnPolygonStippleARB: (bufSize: GLsizei, pattern: *GLubyte) #c_call
glGetnColorTableARB: (target: GLenum, format: GLenum, type: GLenum, bufSize: GLsizei, table: *void) #c_call
glGetnConvolutionFilterARB: (target: GLenum, format: GLenum, type: GLenum, bufSize: GLsizei, image: *void) #c_call
glGetnSeparableFilterARB: (target: GLenum, format: GLenum, type: GLenum, rowBufSize: GLsizei, row: *void, columnBufSize: GLsizei, column: *void, span: *void) #c_call
glGetnHistogramARB: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, bufSize: GLsizei, values: *void) #c_call
glGetnMinmaxARB: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, bufSize: GLsizei, values: *void) #c_call
glFramebufferSampleLocationsfvARB: (target: GLenum, start: GLuint, count: GLsizei, v: *GLfloat) #c_call
glNamedFramebufferSampleLocationsfvARB: (framebuffer: GLuint, start: GLuint, count: GLsizei, v: *GLfloat) #c_call
glEvaluateDepthValuesARB: () #c_call
glMinSampleShadingARB: (value: GLfloat) #c_call
glDeleteObjectARB: (obj: GLhandleARB) #c_call
glGetHandleARB: (pname: GLenum) -> GLhandleARB #c_call
glDetachObjectARB: (containerObj: GLhandleARB, attachedObj: GLhandleARB) #c_call
glCreateShaderObjectARB: (shaderType: GLenum) -> GLhandleARB #c_call
glShaderSourceARB: (shaderObj: GLhandleARB, count: GLsizei, str: **GLcharARB, length: *GLint) #c_call
glCompileShaderARB: (shaderObj: GLhandleARB) #c_call
glCreateProgramObjectARB: () -> GLhandleARB #c_call
glAttachObjectARB: (containerObj: GLhandleARB, obj: GLhandleARB) #c_call
glLinkProgramARB: (programObj: GLhandleARB) #c_call
glUseProgramObjectARB: (programObj: GLhandleARB) #c_call
glValidateProgramARB: (programObj: GLhandleARB) #c_call
glUniform1fARB: (location: GLint, v0: GLfloat) #c_call
glUniform2fARB: (location: GLint, v0: GLfloat, v1: GLfloat) #c_call
glUniform3fARB: (location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat) #c_call
glUniform4fARB: (location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat) #c_call
glUniform1iARB: (location: GLint, v0: GLint) #c_call
glUniform2iARB: (location: GLint, v0: GLint, v1: GLint) #c_call
glUniform3iARB: (location: GLint, v0: GLint, v1: GLint, v2: GLint) #c_call
glUniform4iARB: (location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint) #c_call
glUniform1fvARB: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform2fvARB: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform3fvARB: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform4fvARB: (location: GLint, count: GLsizei, value: *GLfloat) #c_call
glUniform1ivARB: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniform2ivARB: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniform3ivARB: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniform4ivARB: (location: GLint, count: GLsizei, value: *GLint) #c_call
glUniformMatrix2fvARB: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix3fvARB: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glUniformMatrix4fvARB: (location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glGetObjectParameterfvARB: (obj: GLhandleARB, pname: GLenum, params: *GLfloat) #c_call
glGetObjectParameterivARB: (obj: GLhandleARB, pname: GLenum, params: *GLint) #c_call
glGetInfoLogARB: (obj: GLhandleARB, maxLength: GLsizei, length: *GLsizei, infoLog: *GLcharARB) #c_call
glGetAttachedObjectsARB: (containerObj: GLhandleARB, maxCount: GLsizei, count: *GLsizei, obj: *GLhandleARB) #c_call
glGetUniformLocationARB: (programObj: GLhandleARB, name: *GLcharARB) -> GLint #c_call
glGetActiveUniformARB: (programObj: GLhandleARB, index: GLuint, maxLength: GLsizei, length: *GLsizei, size: *GLint, type: *GLenum, name: *GLcharARB) #c_call
glGetUniformfvARB: (programObj: GLhandleARB, location: GLint, params: *GLfloat) #c_call
glGetUniformivARB: (programObj: GLhandleARB, location: GLint, params: *GLint) #c_call
glGetShaderSourceARB: (obj: GLhandleARB, maxLength: GLsizei, length: *GLsizei, source: *GLcharARB) #c_call
glNamedStringARB: (type: GLenum, namelen: GLint, name: *GLchar, stringlen: GLint, str: *GLchar) #c_call
glDeleteNamedStringARB: (namelen: GLint, name: *GLchar) #c_call
glCompileShaderIncludeARB: (shader: GLuint, count: GLsizei, path: **GLchar, length: *GLint) #c_call
glIsNamedStringARB: (namelen: GLint, name: *GLchar) -> GLboolean #c_call
glGetNamedStringARB: (namelen: GLint, name: *GLchar, bufSize: GLsizei, stringlen: *GLint, str: *GLchar) #c_call
glGetNamedStringivARB: (namelen: GLint, name: *GLchar, pname: GLenum, params: *GLint) #c_call
glBufferPageCommitmentARB: (target: GLenum, offset: GLintptr, size: GLsizeiptr, commit: GLboolean) #c_call
glNamedBufferPageCommitmentEXT: (buffer: GLuint, offset: GLintptr, size: GLsizeiptr, commit: GLboolean) #c_call
glNamedBufferPageCommitmentARB: (buffer: GLuint, offset: GLintptr, size: GLsizeiptr, commit: GLboolean) #c_call
glTexPageCommitmentARB: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean) #c_call
glTexBufferARB: (target: GLenum, internalformat: GLenum, buffer: GLuint) #c_call
glCompressedTexImage3DARB: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: *void) #c_call
glCompressedTexImage2DARB: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: *void) #c_call
glCompressedTexImage1DARB: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: *void) #c_call
glCompressedTexSubImage3DARB: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCompressedTexSubImage2DARB: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glCompressedTexSubImage1DARB: (target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: *void) #c_call
glGetCompressedTexImageARB: (target: GLenum, level: GLint, img: *void) #c_call
glLoadTransposeMatrixfARB: (m: *GLfloat) #c_call
glLoadTransposeMatrixdARB: (m: *GLdouble) #c_call
glMultTransposeMatrixfARB: (m: *GLfloat) #c_call
glMultTransposeMatrixdARB: (m: *GLdouble) #c_call
glWeightbvARB: (size: GLint, weights: *GLbyte) #c_call
glWeightsvARB: (size: GLint, weights: *GLshort) #c_call
glWeightivARB: (size: GLint, weights: *GLint) #c_call
glWeightfvARB: (size: GLint, weights: *GLfloat) #c_call
glWeightdvARB: (size: GLint, weights: *GLdouble) #c_call
glWeightubvARB: (size: GLint, weights: *GLubyte) #c_call
glWeightusvARB: (size: GLint, weights: *GLushort) #c_call
glWeightuivARB: (size: GLint, weights: *GLuint) #c_call
glWeightPointerARB: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glVertexBlendARB: (count: GLint) #c_call
glBindBufferARB: (target: GLenum, buffer: GLuint) #c_call
glDeleteBuffersARB: (n: GLsizei, buffers: *GLuint) #c_call
glGenBuffersARB: (n: GLsizei, buffers: *GLuint) #c_call
glIsBufferARB: (buffer: GLuint) -> GLboolean #c_call
glBufferDataARB: (target: GLenum, size: GLsizeiptrARB, data: *void, usage: GLenum) #c_call
glBufferSubDataARB: (target: GLenum, offset: GLintptrARB, size: GLsizeiptrARB, data: *void) #c_call
glGetBufferSubDataARB: (target: GLenum, offset: GLintptrARB, size: GLsizeiptrARB, data: *void) #c_call
glMapBufferARB: (target: GLenum, access: GLenum) #c_call
glUnmapBufferARB: (target: GLenum) -> GLboolean #c_call
glGetBufferParameterivARB: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetBufferPointervARB: (target: GLenum, pname: GLenum, params: **void) #c_call
glVertexAttrib1dARB: (index: GLuint, x: GLdouble) #c_call
glVertexAttrib1dvARB: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib1fARB: (index: GLuint, x: GLfloat) #c_call
glVertexAttrib1fvARB: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib1sARB: (index: GLuint, x: GLshort) #c_call
glVertexAttrib1svARB: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib2dARB: (index: GLuint, x: GLdouble, y: GLdouble) #c_call
glVertexAttrib2dvARB: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib2fARB: (index: GLuint, x: GLfloat, y: GLfloat) #c_call
glVertexAttrib2fvARB: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib2sARB: (index: GLuint, x: GLshort, y: GLshort) #c_call
glVertexAttrib2svARB: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib3dARB: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glVertexAttrib3dvARB: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib3fARB: (index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glVertexAttrib3fvARB: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib3sARB: (index: GLuint, x: GLshort, y: GLshort, z: GLshort) #c_call
glVertexAttrib3svARB: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4NbvARB: (index: GLuint, v: *GLbyte) #c_call
glVertexAttrib4NivARB: (index: GLuint, v: *GLint) #c_call
glVertexAttrib4NsvARB: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4NubARB: (index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte) #c_call
glVertexAttrib4NubvARB: (index: GLuint, v: *GLubyte) #c_call
glVertexAttrib4NuivARB: (index: GLuint, v: *GLuint) #c_call
glVertexAttrib4NusvARB: (index: GLuint, v: *GLushort) #c_call
glVertexAttrib4bvARB: (index: GLuint, v: *GLbyte) #c_call
glVertexAttrib4dARB: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glVertexAttrib4dvARB: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib4fARB: (index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glVertexAttrib4fvARB: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib4ivARB: (index: GLuint, v: *GLint) #c_call
glVertexAttrib4sARB: (index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort) #c_call
glVertexAttrib4svARB: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4ubvARB: (index: GLuint, v: *GLubyte) #c_call
glVertexAttrib4uivARB: (index: GLuint, v: *GLuint) #c_call
glVertexAttrib4usvARB: (index: GLuint, v: *GLushort) #c_call
glVertexAttribPointerARB: (index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, pointer: *void) #c_call
glEnableVertexAttribArrayARB: (index: GLuint) #c_call
glDisableVertexAttribArrayARB: (index: GLuint) #c_call
glGetVertexAttribdvARB: (index: GLuint, pname: GLenum, params: *GLdouble) #c_call
glGetVertexAttribfvARB: (index: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetVertexAttribivARB: (index: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVertexAttribPointervARB: (index: GLuint, pname: GLenum, pointer: **void) #c_call
glBindAttribLocationARB: (programObj: GLhandleARB, index: GLuint, name: *GLcharARB) #c_call
glGetActiveAttribARB: (programObj: GLhandleARB, index: GLuint, maxLength: GLsizei, length: *GLsizei, size: *GLint, type: *GLenum, name: *GLcharARB) #c_call
glGetAttribLocationARB: (programObj: GLhandleARB, name: *GLcharARB) -> GLint #c_call
glWindowPos2dARB: (x: GLdouble, y: GLdouble) #c_call
glWindowPos2dvARB: (v: *GLdouble) #c_call
glWindowPos2fARB: (x: GLfloat, y: GLfloat) #c_call
glWindowPos2fvARB: (v: *GLfloat) #c_call
glWindowPos2iARB: (x: GLint, y: GLint) #c_call
glWindowPos2ivARB: (v: *GLint) #c_call
glWindowPos2sARB: (x: GLshort, y: GLshort) #c_call
glWindowPos2svARB: (v: *GLshort) #c_call
glWindowPos3dARB: (x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glWindowPos3dvARB: (v: *GLdouble) #c_call
glWindowPos3fARB: (x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glWindowPos3fvARB: (v: *GLfloat) #c_call
glWindowPos3iARB: (x: GLint, y: GLint, z: GLint) #c_call
glWindowPos3ivARB: (v: *GLint) #c_call
glWindowPos3sARB: (x: GLshort, y: GLshort, z: GLshort) #c_call
glWindowPos3svARB: (v: *GLshort) #c_call
glDrawBuffersATI: (n: GLsizei, bufs: *GLenum) #c_call
glElementPointerATI: (type: GLenum, pointer: *void) #c_call
glDrawElementArrayATI: (mode: GLenum, count: GLsizei) #c_call
glDrawRangeElementArrayATI: (mode: GLenum, start: GLuint, end: GLuint, count: GLsizei) #c_call
glTexBumpParameterivATI: (pname: GLenum, param: *GLint) #c_call
glTexBumpParameterfvATI: (pname: GLenum, param: *GLfloat) #c_call
glGetTexBumpParameterivATI: (pname: GLenum, param: *GLint) #c_call
glGetTexBumpParameterfvATI: (pname: GLenum, param: *GLfloat) #c_call
glGenFragmentShadersATI: (range: GLuint) -> GLuint #c_call
glBindFragmentShaderATI: (id: GLuint) #c_call
glDeleteFragmentShaderATI: (id: GLuint) #c_call
glBeginFragmentShaderATI: () #c_call
glEndFragmentShaderATI: () #c_call
glPassTexCoordATI: (dst: GLuint, coord: GLuint, swizzle: GLenum) #c_call
glSampleMapATI: (dst: GLuint, interp: GLuint, swizzle: GLenum) #c_call
glColorFragmentOp1ATI: (op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint) #c_call
glColorFragmentOp2ATI: (op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint) #c_call
glColorFragmentOp3ATI: (op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint) #c_call
glAlphaFragmentOp1ATI: (op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint) #c_call
glAlphaFragmentOp2ATI: (op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint) #c_call
glAlphaFragmentOp3ATI: (op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint) #c_call
glSetFragmentShaderConstantATI: (dst: GLuint, value: *GLfloat) #c_call
glMapObjectBufferATI: (buffer: GLuint) #c_call
glUnmapObjectBufferATI: (buffer: GLuint) #c_call
glPNTrianglesiATI: (pname: GLenum, param: GLint) #c_call
glPNTrianglesfATI: (pname: GLenum, param: GLfloat) #c_call
glStencilOpSeparateATI: (face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum) #c_call
glStencilFuncSeparateATI: (frontfunc: GLenum, backfunc: GLenum, ref: GLint, mask: GLuint) #c_call
glNewObjectBufferATI: (size: GLsizei, pointer: *void, usage: GLenum) -> GLuint #c_call
glIsObjectBufferATI: (buffer: GLuint) -> GLboolean #c_call
glUpdateObjectBufferATI: (buffer: GLuint, offset: GLuint, size: GLsizei, pointer: *void, preserve: GLenum) #c_call
glGetObjectBufferfvATI: (buffer: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetObjectBufferivATI: (buffer: GLuint, pname: GLenum, params: *GLint) #c_call
glFreeObjectBufferATI: (buffer: GLuint) #c_call
glArrayObjectATI: (array: GLenum, size: GLint, type: GLenum, stride: GLsizei, buffer: GLuint, offset: GLuint) #c_call
glGetArrayObjectfvATI: (array: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetArrayObjectivATI: (array: GLenum, pname: GLenum, params: *GLint) #c_call
glVariantArrayObjectATI: (id: GLuint, type: GLenum, stride: GLsizei, buffer: GLuint, offset: GLuint) #c_call
glGetVariantArrayObjectfvATI: (id: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetVariantArrayObjectivATI: (id: GLuint, pname: GLenum, params: *GLint) #c_call
glVertexAttribArrayObjectATI: (index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, buffer: GLuint, offset: GLuint) #c_call
glGetVertexAttribArrayObjectfvATI: (index: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetVertexAttribArrayObjectivATI: (index: GLuint, pname: GLenum, params: *GLint) #c_call
glVertexStream1sATI: (stream: GLenum, x: GLshort) #c_call
glVertexStream1svATI: (stream: GLenum, coords: *GLshort) #c_call
glVertexStream1iATI: (stream: GLenum, x: GLint) #c_call
glVertexStream1ivATI: (stream: GLenum, coords: *GLint) #c_call
glVertexStream1fATI: (stream: GLenum, x: GLfloat) #c_call
glVertexStream1fvATI: (stream: GLenum, coords: *GLfloat) #c_call
glVertexStream1dATI: (stream: GLenum, x: GLdouble) #c_call
glVertexStream1dvATI: (stream: GLenum, coords: *GLdouble) #c_call
glVertexStream2sATI: (stream: GLenum, x: GLshort, y: GLshort) #c_call
glVertexStream2svATI: (stream: GLenum, coords: *GLshort) #c_call
glVertexStream2iATI: (stream: GLenum, x: GLint, y: GLint) #c_call
glVertexStream2ivATI: (stream: GLenum, coords: *GLint) #c_call
glVertexStream2fATI: (stream: GLenum, x: GLfloat, y: GLfloat) #c_call
glVertexStream2fvATI: (stream: GLenum, coords: *GLfloat) #c_call
glVertexStream2dATI: (stream: GLenum, x: GLdouble, y: GLdouble) #c_call
glVertexStream2dvATI: (stream: GLenum, coords: *GLdouble) #c_call
glVertexStream3sATI: (stream: GLenum, x: GLshort, y: GLshort, z: GLshort) #c_call
glVertexStream3svATI: (stream: GLenum, coords: *GLshort) #c_call
glVertexStream3iATI: (stream: GLenum, x: GLint, y: GLint, z: GLint) #c_call
glVertexStream3ivATI: (stream: GLenum, coords: *GLint) #c_call
glVertexStream3fATI: (stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glVertexStream3fvATI: (stream: GLenum, coords: *GLfloat) #c_call
glVertexStream3dATI: (stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glVertexStream3dvATI: (stream: GLenum, coords: *GLdouble) #c_call
glVertexStream4sATI: (stream: GLenum, x: GLshort, y: GLshort, z: GLshort, w: GLshort) #c_call
glVertexStream4svATI: (stream: GLenum, coords: *GLshort) #c_call
glVertexStream4iATI: (stream: GLenum, x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glVertexStream4ivATI: (stream: GLenum, coords: *GLint) #c_call
glVertexStream4fATI: (stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glVertexStream4fvATI: (stream: GLenum, coords: *GLfloat) #c_call
glVertexStream4dATI: (stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glVertexStream4dvATI: (stream: GLenum, coords: *GLdouble) #c_call
glNormalStream3bATI: (stream: GLenum, nx: GLbyte, ny: GLbyte, nz: GLbyte) #c_call
glNormalStream3bvATI: (stream: GLenum, coords: *GLbyte) #c_call
glNormalStream3sATI: (stream: GLenum, nx: GLshort, ny: GLshort, nz: GLshort) #c_call
glNormalStream3svATI: (stream: GLenum, coords: *GLshort) #c_call
glNormalStream3iATI: (stream: GLenum, nx: GLint, ny: GLint, nz: GLint) #c_call
glNormalStream3ivATI: (stream: GLenum, coords: *GLint) #c_call
glNormalStream3fATI: (stream: GLenum, nx: GLfloat, ny: GLfloat, nz: GLfloat) #c_call
glNormalStream3fvATI: (stream: GLenum, coords: *GLfloat) #c_call
glNormalStream3dATI: (stream: GLenum, nx: GLdouble, ny: GLdouble, nz: GLdouble) #c_call
glNormalStream3dvATI: (stream: GLenum, coords: *GLdouble) #c_call
glClientActiveVertexStreamATI: (stream: GLenum) #c_call
glVertexBlendEnviATI: (pname: GLenum, param: GLint) #c_call
glVertexBlendEnvfATI: (pname: GLenum, param: GLfloat) #c_call
glUniformBufferEXT: (program: GLuint, location: GLint, buffer: GLuint) #c_call
glGetUniformBufferSizeEXT: (program: GLuint, location: GLint) -> GLint #c_call
glGetUniformOffsetEXT: (program: GLuint, location: GLint) -> GLintptr #c_call
glBlendColorEXT: (red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat) #c_call
glBlendEquationSeparateEXT: (modeRGB: GLenum, modeAlpha: GLenum) #c_call
glBlendFuncSeparateEXT: (sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum) #c_call
glBlendEquationEXT: (mode: GLenum) #c_call
glColorSubTableEXT: (target: GLenum, start: GLsizei, count: GLsizei, format: GLenum, type: GLenum, data: *void) #c_call
glCopyColorSubTableEXT: (target: GLenum, start: GLsizei, x: GLint, y: GLint, width: GLsizei) #c_call
glLockArraysEXT: (first: GLint, count: GLsizei) #c_call
glUnlockArraysEXT: () #c_call
glConvolutionFilter1DEXT: (target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, type: GLenum, image: *void) #c_call
glConvolutionFilter2DEXT: (target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, image: *void) #c_call
glConvolutionParameterfEXT: (target: GLenum, pname: GLenum, params: GLfloat) #c_call
glConvolutionParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glConvolutionParameteriEXT: (target: GLenum, pname: GLenum, params: GLint) #c_call
glConvolutionParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glCopyConvolutionFilter1DEXT: (target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei) #c_call
glCopyConvolutionFilter2DEXT: (target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glGetConvolutionFilterEXT: (target: GLenum, format: GLenum, type: GLenum, image: *void) #c_call
glGetConvolutionParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetConvolutionParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetSeparableFilterEXT: (target: GLenum, format: GLenum, type: GLenum, row: *void, column: *void, span: *void) #c_call
glSeparableFilter2DEXT: (target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, row: *void, column: *void) #c_call
glTangent3bEXT: (tx: GLbyte, ty: GLbyte, tz: GLbyte) #c_call
glTangent3bvEXT: (v: *GLbyte) #c_call
glTangent3dEXT: (tx: GLdouble, ty: GLdouble, tz: GLdouble) #c_call
glTangent3dvEXT: (v: *GLdouble) #c_call
glTangent3fEXT: (tx: GLfloat, ty: GLfloat, tz: GLfloat) #c_call
glTangent3fvEXT: (v: *GLfloat) #c_call
glTangent3iEXT: (tx: GLint, ty: GLint, tz: GLint) #c_call
glTangent3ivEXT: (v: *GLint) #c_call
glTangent3sEXT: (tx: GLshort, ty: GLshort, tz: GLshort) #c_call
glTangent3svEXT: (v: *GLshort) #c_call
glBinormal3bEXT: (bx: GLbyte, by: GLbyte, bz: GLbyte) #c_call
glBinormal3bvEXT: (v: *GLbyte) #c_call
glBinormal3dEXT: (bx: GLdouble, by: GLdouble, bz: GLdouble) #c_call
glBinormal3dvEXT: (v: *GLdouble) #c_call
glBinormal3fEXT: (bx: GLfloat, by: GLfloat, bz: GLfloat) #c_call
glBinormal3fvEXT: (v: *GLfloat) #c_call
glBinormal3iEXT: (bx: GLint, by: GLint, bz: GLint) #c_call
glBinormal3ivEXT: (v: *GLint) #c_call
glBinormal3sEXT: (bx: GLshort, by: GLshort, bz: GLshort) #c_call
glBinormal3svEXT: (v: *GLshort) #c_call
glTangentPointerEXT: (type: GLenum, stride: GLsizei, pointer: *void) #c_call
glBinormalPointerEXT: (type: GLenum, stride: GLsizei, pointer: *void) #c_call
glCopyTexImage1DEXT: (target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint) #c_call
glCopyTexImage2DEXT: (target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) #c_call
glCopyTexSubImage1DEXT: (target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei) #c_call
glCopyTexSubImage2DEXT: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glCopyTexSubImage3DEXT: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glCullParameterdvEXT: (pname: GLenum, params: *GLdouble) #c_call
glCullParameterfvEXT: (pname: GLenum, params: *GLfloat) #c_call
glLabelObjectEXT: (type: GLenum, object: GLuint, length: GLsizei, label: *GLchar) #c_call
glGetObjectLabelEXT: (type: GLenum, object: GLuint, bufSize: GLsizei, length: *GLsizei, label: *GLchar) #c_call
glInsertEventMarkerEXT: (length: GLsizei, marker: *GLchar) #c_call
glPushGroupMarkerEXT: (length: GLsizei, marker: *GLchar) #c_call
glPopGroupMarkerEXT: () #c_call
glDepthBoundsEXT: (zmin: GLclampd, zmax: GLclampd) #c_call
glMatrixLoadfEXT: (mode: GLenum, m: *GLfloat) #c_call
glMatrixLoaddEXT: (mode: GLenum, m: *GLdouble) #c_call
glMatrixMultfEXT: (mode: GLenum, m: *GLfloat) #c_call
glMatrixMultdEXT: (mode: GLenum, m: *GLdouble) #c_call
glMatrixLoadIdentityEXT: (mode: GLenum) #c_call
glMatrixRotatefEXT: (mode: GLenum, angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glMatrixRotatedEXT: (mode: GLenum, angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glMatrixScalefEXT: (mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glMatrixScaledEXT: (mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glMatrixTranslatefEXT: (mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glMatrixTranslatedEXT: (mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glMatrixFrustumEXT: (mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble) #c_call
glMatrixOrthoEXT: (mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble) #c_call
glMatrixPopEXT: (mode: GLenum) #c_call
glMatrixPushEXT: (mode: GLenum) #c_call
glClientAttribDefaultEXT: (mask: GLbitfield) #c_call
glPushClientAttribDefaultEXT: (mask: GLbitfield) #c_call
glTextureParameterfEXT: (texture: GLuint, target: GLenum, pname: GLenum, param: GLfloat) #c_call
glTextureParameterfvEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glTextureParameteriEXT: (texture: GLuint, target: GLenum, pname: GLenum, param: GLint) #c_call
glTextureParameterivEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLint) #c_call
glTextureImage1DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureImage2DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureSubImage1DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureSubImage2DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glCopyTextureImage1DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint) #c_call
glCopyTextureImage2DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) #c_call
glCopyTextureSubImage1DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei) #c_call
glCopyTextureSubImage2DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glGetTextureImageEXT: (texture: GLuint, target: GLenum, level: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glGetTextureParameterfvEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetTextureParameterivEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetTextureLevelParameterfvEXT: (texture: GLuint, target: GLenum, level: GLint, pname: GLenum, params: *GLfloat) #c_call
glGetTextureLevelParameterivEXT: (texture: GLuint, target: GLenum, level: GLint, pname: GLenum, params: *GLint) #c_call
glTextureImage3DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureSubImage3DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glCopyTextureSubImage3DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glBindMultiTextureEXT: (texunit: GLenum, target: GLenum, texture: GLuint) #c_call
glMultiTexCoordPointerEXT: (texunit: GLenum, size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glMultiTexEnvfEXT: (texunit: GLenum, target: GLenum, pname: GLenum, param: GLfloat) #c_call
glMultiTexEnvfvEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glMultiTexEnviEXT: (texunit: GLenum, target: GLenum, pname: GLenum, param: GLint) #c_call
glMultiTexEnvivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLint) #c_call
glMultiTexGendEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, param: GLdouble) #c_call
glMultiTexGendvEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, params: *GLdouble) #c_call
glMultiTexGenfEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, param: GLfloat) #c_call
glMultiTexGenfvEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, params: *GLfloat) #c_call
glMultiTexGeniEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, param: GLint) #c_call
glMultiTexGenivEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMultiTexEnvfvEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMultiTexEnvivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMultiTexGendvEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, params: *GLdouble) #c_call
glGetMultiTexGenfvEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMultiTexGenivEXT: (texunit: GLenum, coord: GLenum, pname: GLenum, params: *GLint) #c_call
glMultiTexParameteriEXT: (texunit: GLenum, target: GLenum, pname: GLenum, param: GLint) #c_call
glMultiTexParameterivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLint) #c_call
glMultiTexParameterfEXT: (texunit: GLenum, target: GLenum, pname: GLenum, param: GLfloat) #c_call
glMultiTexParameterfvEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glMultiTexImage1DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glMultiTexImage2DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glMultiTexSubImage1DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glMultiTexSubImage2DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glCopyMultiTexImage1DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint) #c_call
glCopyMultiTexImage2DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) #c_call
glCopyMultiTexSubImage1DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei) #c_call
glCopyMultiTexSubImage2DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glGetMultiTexImageEXT: (texunit: GLenum, target: GLenum, level: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glGetMultiTexParameterfvEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMultiTexParameterivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMultiTexLevelParameterfvEXT: (texunit: GLenum, target: GLenum, level: GLint, pname: GLenum, params: *GLfloat) #c_call
glGetMultiTexLevelParameterivEXT: (texunit: GLenum, target: GLenum, level: GLint, pname: GLenum, params: *GLint) #c_call
glMultiTexImage3DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glMultiTexSubImage3DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glCopyMultiTexSubImage3DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) #c_call
glEnableClientStateIndexedEXT: (array: GLenum, index: GLuint) #c_call
glDisableClientStateIndexedEXT: (array: GLenum, index: GLuint) #c_call
glGetFloatIndexedvEXT: (target: GLenum, index: GLuint, data: *GLfloat) #c_call
glGetDoubleIndexedvEXT: (target: GLenum, index: GLuint, data: *GLdouble) #c_call
glGetPointerIndexedvEXT: (target: GLenum, index: GLuint, data: **void) #c_call
glEnableIndexedEXT: (target: GLenum, index: GLuint) #c_call
glDisableIndexedEXT: (target: GLenum, index: GLuint) #c_call
glIsEnabledIndexedEXT: (target: GLenum, index: GLuint) -> GLboolean #c_call
glGetIntegerIndexedvEXT: (target: GLenum, index: GLuint, data: *GLint) #c_call
glGetBooleanIndexedvEXT: (target: GLenum, index: GLuint, data: *GLboolean) #c_call
glCompressedTextureImage3DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, bits: *void) #c_call
glCompressedTextureImage2DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, bits: *void) #c_call
glCompressedTextureImage1DEXT: (texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, bits: *void) #c_call
glCompressedTextureSubImage3DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, bits: *void) #c_call
glCompressedTextureSubImage2DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, bits: *void) #c_call
glCompressedTextureSubImage1DEXT: (texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, bits: *void) #c_call
glGetCompressedTextureImageEXT: (texture: GLuint, target: GLenum, lod: GLint, img: *void) #c_call
glCompressedMultiTexImage3DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, bits: *void) #c_call
glCompressedMultiTexImage2DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, bits: *void) #c_call
glCompressedMultiTexImage1DEXT: (texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, bits: *void) #c_call
glCompressedMultiTexSubImage3DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, bits: *void) #c_call
glCompressedMultiTexSubImage2DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, bits: *void) #c_call
glCompressedMultiTexSubImage1DEXT: (texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, bits: *void) #c_call
glGetCompressedMultiTexImageEXT: (texunit: GLenum, target: GLenum, lod: GLint, img: *void) #c_call
glMatrixLoadTransposefEXT: (mode: GLenum, m: *GLfloat) #c_call
glMatrixLoadTransposedEXT: (mode: GLenum, m: *GLdouble) #c_call
glMatrixMultTransposefEXT: (mode: GLenum, m: *GLfloat) #c_call
glMatrixMultTransposedEXT: (mode: GLenum, m: *GLdouble) #c_call
glNamedBufferDataEXT: (buffer: GLuint, size: GLsizeiptr, data: *void, usage: GLenum) #c_call
glNamedBufferSubDataEXT: (buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glMapNamedBufferEXT: (buffer: GLuint, access: GLenum) #c_call
glUnmapNamedBufferEXT: (buffer: GLuint) -> GLboolean #c_call
glGetNamedBufferParameterivEXT: (buffer: GLuint, pname: GLenum, params: *GLint) #c_call
glGetNamedBufferPointervEXT: (buffer: GLuint, pname: GLenum, params: **void) #c_call
glGetNamedBufferSubDataEXT: (buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glProgramUniform1fEXT: (program: GLuint, location: GLint, v0: GLfloat) #c_call
glProgramUniform2fEXT: (program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat) #c_call
glProgramUniform3fEXT: (program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat) #c_call
glProgramUniform4fEXT: (program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat) #c_call
glProgramUniform1iEXT: (program: GLuint, location: GLint, v0: GLint) #c_call
glProgramUniform2iEXT: (program: GLuint, location: GLint, v0: GLint, v1: GLint) #c_call
glProgramUniform3iEXT: (program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint) #c_call
glProgramUniform4iEXT: (program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint) #c_call
glProgramUniform1fvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform2fvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform3fvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform4fvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLfloat) #c_call
glProgramUniform1ivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform2ivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform3ivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniform4ivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLint) #c_call
glProgramUniformMatrix2fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix3fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix4fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix2x3fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix3x2fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix2x4fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix4x2fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix3x4fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glProgramUniformMatrix4x3fvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLfloat) #c_call
glTextureBufferEXT: (texture: GLuint, target: GLenum, internalformat: GLenum, buffer: GLuint) #c_call
glMultiTexBufferEXT: (texunit: GLenum, target: GLenum, internalformat: GLenum, buffer: GLuint) #c_call
glTextureParameterIivEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLint) #c_call
glTextureParameterIuivEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLuint) #c_call
glGetTextureParameterIivEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetTextureParameterIuivEXT: (texture: GLuint, target: GLenum, pname: GLenum, params: *GLuint) #c_call
glMultiTexParameterIivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLint) #c_call
glMultiTexParameterIuivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLuint) #c_call
glGetMultiTexParameterIivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMultiTexParameterIuivEXT: (texunit: GLenum, target: GLenum, pname: GLenum, params: *GLuint) #c_call
glProgramUniform1uiEXT: (program: GLuint, location: GLint, v0: GLuint) #c_call
glProgramUniform2uiEXT: (program: GLuint, location: GLint, v0: GLuint, v1: GLuint) #c_call
glProgramUniform3uiEXT: (program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint) #c_call
glProgramUniform4uiEXT: (program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) #c_call
glProgramUniform1uivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniform2uivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniform3uivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glProgramUniform4uivEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint) #c_call
glNamedProgramLocalParameters4fvEXT: (program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: *GLfloat) #c_call
glNamedProgramLocalParameterI4iEXT: (program: GLuint, target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glNamedProgramLocalParameterI4ivEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLint) #c_call
glNamedProgramLocalParametersI4ivEXT: (program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: *GLint) #c_call
glNamedProgramLocalParameterI4uiEXT: (program: GLuint, target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) #c_call
glNamedProgramLocalParameterI4uivEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLuint) #c_call
glNamedProgramLocalParametersI4uivEXT: (program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: *GLuint) #c_call
glGetNamedProgramLocalParameterIivEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLint) #c_call
glGetNamedProgramLocalParameterIuivEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLuint) #c_call
glEnableClientStateiEXT: (array: GLenum, index: GLuint) #c_call
glDisableClientStateiEXT: (array: GLenum, index: GLuint) #c_call
glGetFloati_vEXT: (pname: GLenum, index: GLuint, params: *GLfloat) #c_call
glGetDoublei_vEXT: (pname: GLenum, index: GLuint, params: *GLdouble) #c_call
glGetPointeri_vEXT: (pname: GLenum, index: GLuint, params: **void) #c_call
glNamedProgramStringEXT: (program: GLuint, target: GLenum, format: GLenum, len: GLsizei, str: *void) #c_call
glNamedProgramLocalParameter4dEXT: (program: GLuint, target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glNamedProgramLocalParameter4dvEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLdouble) #c_call
glNamedProgramLocalParameter4fEXT: (program: GLuint, target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glNamedProgramLocalParameter4fvEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLfloat) #c_call
glGetNamedProgramLocalParameterdvEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLdouble) #c_call
glGetNamedProgramLocalParameterfvEXT: (program: GLuint, target: GLenum, index: GLuint, params: *GLfloat) #c_call
glGetNamedProgramivEXT: (program: GLuint, target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetNamedProgramStringEXT: (program: GLuint, target: GLenum, pname: GLenum, str: *void) #c_call
glNamedRenderbufferStorageEXT: (renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glGetNamedRenderbufferParameterivEXT: (renderbuffer: GLuint, pname: GLenum, params: *GLint) #c_call
glNamedRenderbufferStorageMultisampleEXT: (renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glNamedRenderbufferStorageMultisampleCoverageEXT: (renderbuffer: GLuint, coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glCheckNamedFramebufferStatusEXT: (framebuffer: GLuint, target: GLenum) -> GLenum #c_call
glNamedFramebufferTexture1DEXT: (framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint) #c_call
glNamedFramebufferTexture2DEXT: (framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint) #c_call
glNamedFramebufferTexture3DEXT: (framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint) #c_call
glNamedFramebufferRenderbufferEXT: (framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint) #c_call
glGetNamedFramebufferAttachmentParameterivEXT: (framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: *GLint) #c_call
glGenerateTextureMipmapEXT: (texture: GLuint, target: GLenum) #c_call
glGenerateMultiTexMipmapEXT: (texunit: GLenum, target: GLenum) #c_call
glFramebufferDrawBufferEXT: (framebuffer: GLuint, mode: GLenum) #c_call
glFramebufferDrawBuffersEXT: (framebuffer: GLuint, n: GLsizei, bufs: *GLenum) #c_call
glFramebufferReadBufferEXT: (framebuffer: GLuint, mode: GLenum) #c_call
glGetFramebufferParameterivEXT: (framebuffer: GLuint, pname: GLenum, params: *GLint) #c_call
glNamedCopyBufferSubDataEXT: (readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) #c_call
glNamedFramebufferTextureEXT: (framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint) #c_call
glNamedFramebufferTextureLayerEXT: (framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint) #c_call
glNamedFramebufferTextureFaceEXT: (framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum) #c_call
glTextureRenderbufferEXT: (texture: GLuint, target: GLenum, renderbuffer: GLuint) #c_call
glMultiTexRenderbufferEXT: (texunit: GLenum, target: GLenum, renderbuffer: GLuint) #c_call
glVertexArrayVertexOffsetEXT: (vaobj: GLuint, buffer: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayColorOffsetEXT: (vaobj: GLuint, buffer: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayEdgeFlagOffsetEXT: (vaobj: GLuint, buffer: GLuint, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayIndexOffsetEXT: (vaobj: GLuint, buffer: GLuint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayNormalOffsetEXT: (vaobj: GLuint, buffer: GLuint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayTexCoordOffsetEXT: (vaobj: GLuint, buffer: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayMultiTexCoordOffsetEXT: (vaobj: GLuint, buffer: GLuint, texunit: GLenum, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayFogCoordOffsetEXT: (vaobj: GLuint, buffer: GLuint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArraySecondaryColorOffsetEXT: (vaobj: GLuint, buffer: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayVertexAttribOffsetEXT: (vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) #c_call
glVertexArrayVertexAttribIOffsetEXT: (vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glEnableVertexArrayEXT: (vaobj: GLuint, array: GLenum) #c_call
glDisableVertexArrayEXT: (vaobj: GLuint, array: GLenum) #c_call
glEnableVertexArrayAttribEXT: (vaobj: GLuint, index: GLuint) #c_call
glDisableVertexArrayAttribEXT: (vaobj: GLuint, index: GLuint) #c_call
glGetVertexArrayIntegervEXT: (vaobj: GLuint, pname: GLenum, param: *GLint) #c_call
glGetVertexArrayPointervEXT: (vaobj: GLuint, pname: GLenum, param: **void) #c_call
glGetVertexArrayIntegeri_vEXT: (vaobj: GLuint, index: GLuint, pname: GLenum, param: *GLint) #c_call
glGetVertexArrayPointeri_vEXT: (vaobj: GLuint, index: GLuint, pname: GLenum, param: **void) #c_call
glMapNamedBufferRangeEXT: (buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield) #c_call
glFlushMappedNamedBufferRangeEXT: (buffer: GLuint, offset: GLintptr, length: GLsizeiptr) #c_call
glNamedBufferStorageEXT: (buffer: GLuint, size: GLsizeiptr, data: *void, flags: GLbitfield) #c_call
glClearNamedBufferDataEXT: (buffer: GLuint, internalformat: GLenum, format: GLenum, type: GLenum, data: *void) #c_call
glClearNamedBufferSubDataEXT: (buffer: GLuint, internalformat: GLenum, offset: GLsizeiptr, size: GLsizeiptr, format: GLenum, type: GLenum, data: *void) #c_call
glNamedFramebufferParameteriEXT: (framebuffer: GLuint, pname: GLenum, param: GLint) #c_call
glGetNamedFramebufferParameterivEXT: (framebuffer: GLuint, pname: GLenum, params: *GLint) #c_call
glProgramUniform1dEXT: (program: GLuint, location: GLint, x: GLdouble) #c_call
glProgramUniform2dEXT: (program: GLuint, location: GLint, x: GLdouble, y: GLdouble) #c_call
glProgramUniform3dEXT: (program: GLuint, location: GLint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glProgramUniform4dEXT: (program: GLuint, location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glProgramUniform1dvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform2dvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform3dvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniform4dvEXT: (program: GLuint, location: GLint, count: GLsizei, value: *GLdouble) #c_call
glProgramUniformMatrix2dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix3dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix4dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix2x3dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix2x4dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix3x2dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix3x4dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix4x2dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glProgramUniformMatrix4x3dvEXT: (program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: *GLdouble) #c_call
glTextureBufferRangeEXT: (texture: GLuint, target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glTextureStorage1DEXT: (texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei) #c_call
glTextureStorage2DEXT: (texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glTextureStorage3DEXT: (texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) #c_call
glTextureStorage2DMultisampleEXT: (texture: GLuint, target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean) #c_call
glTextureStorage3DMultisampleEXT: (texture: GLuint, target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean) #c_call
glVertexArrayBindVertexBufferEXT: (vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei) #c_call
glVertexArrayVertexAttribFormatEXT: (vaobj: GLuint, attribindex: GLuint, size: GLint, type: GLenum, normalized: GLboolean, relativeoffset: GLuint) #c_call
glVertexArrayVertexAttribIFormatEXT: (vaobj: GLuint, attribindex: GLuint, size: GLint, type: GLenum, relativeoffset: GLuint) #c_call
glVertexArrayVertexAttribLFormatEXT: (vaobj: GLuint, attribindex: GLuint, size: GLint, type: GLenum, relativeoffset: GLuint) #c_call
glVertexArrayVertexAttribBindingEXT: (vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint) #c_call
glVertexArrayVertexBindingDivisorEXT: (vaobj: GLuint, bindingindex: GLuint, divisor: GLuint) #c_call
glVertexArrayVertexAttribLOffsetEXT: (vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) #c_call
glTexturePageCommitmentEXT: (texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean) #c_call
glVertexArrayVertexAttribDivisorEXT: (vaobj: GLuint, index: GLuint, divisor: GLuint) #c_call
glColorMaskIndexedEXT: (index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean) #c_call
glDrawArraysInstancedEXT: (mode: GLenum, start: GLint, count: GLsizei, primcount: GLsizei) #c_call
glDrawElementsInstancedEXT: (mode: GLenum, count: GLsizei, type: GLenum, indices: *void, primcount: GLsizei) #c_call
glDrawRangeElementsEXT: (mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, indices: *void) #c_call
glFogCoordfEXT: (coord: GLfloat) #c_call
glFogCoordfvEXT: (coord: *GLfloat) #c_call
glFogCoorddEXT: (coord: GLdouble) #c_call
glFogCoorddvEXT: (coord: *GLdouble) #c_call
glFogCoordPointerEXT: (type: GLenum, stride: GLsizei, pointer: *void) #c_call
glBlitFramebufferEXT: (srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) #c_call
glRenderbufferStorageMultisampleEXT: (target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glIsRenderbufferEXT: (renderbuffer: GLuint) -> GLboolean #c_call
glBindRenderbufferEXT: (target: GLenum, renderbuffer: GLuint) #c_call
glDeleteRenderbuffersEXT: (n: GLsizei, renderbuffers: *GLuint) #c_call
glGenRenderbuffersEXT: (n: GLsizei, renderbuffers: *GLuint) #c_call
glRenderbufferStorageEXT: (target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glGetRenderbufferParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glIsFramebufferEXT: (framebuffer: GLuint) -> GLboolean #c_call
glBindFramebufferEXT: (target: GLenum, framebuffer: GLuint) #c_call
glDeleteFramebuffersEXT: (n: GLsizei, framebuffers: *GLuint) #c_call
glGenFramebuffersEXT: (n: GLsizei, framebuffers: *GLuint) #c_call
glCheckFramebufferStatusEXT: (target: GLenum) -> GLenum #c_call
glFramebufferTexture1DEXT: (target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint) #c_call
glFramebufferTexture2DEXT: (target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint) #c_call
glFramebufferTexture3DEXT: (target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint) #c_call
glFramebufferRenderbufferEXT: (target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint) #c_call
glGetFramebufferAttachmentParameterivEXT: (target: GLenum, attachment: GLenum, pname: GLenum, params: *GLint) #c_call
glGenerateMipmapEXT: (target: GLenum) #c_call
glProgramParameteriEXT: (program: GLuint, pname: GLenum, value: GLint) #c_call
glProgramEnvParameters4fvEXT: (target: GLenum, index: GLuint, count: GLsizei, params: *GLfloat) #c_call
glProgramLocalParameters4fvEXT: (target: GLenum, index: GLuint, count: GLsizei, params: *GLfloat) #c_call
glGetUniformuivEXT: (program: GLuint, location: GLint, params: *GLuint) #c_call
glBindFragDataLocationEXT: (program: GLuint, color: GLuint, name: *GLchar) #c_call
glGetFragDataLocationEXT: (program: GLuint, name: *GLchar) -> GLint #c_call
glUniform1uiEXT: (location: GLint, v0: GLuint) #c_call
glUniform2uiEXT: (location: GLint, v0: GLuint, v1: GLuint) #c_call
glUniform3uiEXT: (location: GLint, v0: GLuint, v1: GLuint, v2: GLuint) #c_call
glUniform4uiEXT: (location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) #c_call
glUniform1uivEXT: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glUniform2uivEXT: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glUniform3uivEXT: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glUniform4uivEXT: (location: GLint, count: GLsizei, value: *GLuint) #c_call
glGetHistogramEXT: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, values: *void) #c_call
glGetHistogramParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetHistogramParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMinmaxEXT: (target: GLenum, reset: GLboolean, format: GLenum, type: GLenum, values: *void) #c_call
glGetMinmaxParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMinmaxParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glHistogramEXT: (target: GLenum, width: GLsizei, internalformat: GLenum, sink: GLboolean) #c_call
glMinmaxEXT: (target: GLenum, internalformat: GLenum, sink: GLboolean) #c_call
glResetHistogramEXT: (target: GLenum) #c_call
glResetMinmaxEXT: (target: GLenum) #c_call
glIndexFuncEXT: (func: GLenum, ref: GLclampf) #c_call
glIndexMaterialEXT: (face: GLenum, mode: GLenum) #c_call
glApplyTextureEXT: (mode: GLenum) #c_call
glTextureLightEXT: (pname: GLenum) #c_call
glTextureMaterialEXT: (face: GLenum, mode: GLenum) #c_call
glGetUnsignedBytevEXT: (pname: GLenum, data: *GLubyte) #c_call
glGetUnsignedBytei_vEXT: (target: GLenum, index: GLuint, data: *GLubyte) #c_call
glDeleteMemoryObjectsEXT: (n: GLsizei, memoryObjects: *GLuint) #c_call
glIsMemoryObjectEXT: (memoryObject: GLuint) -> GLboolean #c_call
glCreateMemoryObjectsEXT: (n: GLsizei, memoryObjects: *GLuint) #c_call
glMemoryObjectParameterivEXT: (memoryObject: GLuint, pname: GLenum, params: *GLint) #c_call
glGetMemoryObjectParameterivEXT: (memoryObject: GLuint, pname: GLenum, params: *GLint) #c_call
glTexStorageMem2DEXT: (target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, memory: GLuint, offset: GLuint64) #c_call
glTexStorageMem2DMultisampleEXT: (target: GLenum, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64) #c_call
glTexStorageMem3DEXT: (target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64) #c_call
glTexStorageMem3DMultisampleEXT: (target: GLenum, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64) #c_call
glBufferStorageMemEXT: (target: GLenum, size: GLsizeiptr, memory: GLuint, offset: GLuint64) #c_call
glTextureStorageMem2DEXT: (texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, memory: GLuint, offset: GLuint64) #c_call
glTextureStorageMem2DMultisampleEXT: (texture: GLuint, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64) #c_call
glTextureStorageMem3DEXT: (texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64) #c_call
glTextureStorageMem3DMultisampleEXT: (texture: GLuint, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64) #c_call
glNamedBufferStorageMemEXT: (buffer: GLuint, size: GLsizeiptr, memory: GLuint, offset: GLuint64) #c_call
glTexStorageMem1DEXT: (target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64) #c_call
glTextureStorageMem1DEXT: (texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64) #c_call
glImportMemoryFdEXT: (memory: GLuint, size: GLuint64, handleType: GLenum, fd: GLint) #c_call
glImportMemoryWin32HandleEXT: (memory: GLuint, size: GLuint64, handleType: GLenum, handle: *void) #c_call
glImportMemoryWin32NameEXT: (memory: GLuint, size: GLuint64, handleType: GLenum, name: *void) #c_call
glMultiDrawArraysEXT: (mode: GLenum, first: *GLint, count: *GLsizei, primcount: GLsizei) #c_call
glMultiDrawElementsEXT: (mode: GLenum, count: *GLsizei, type: GLenum, indices: **void, primcount: GLsizei) #c_call
glSampleMaskEXT: (value: GLclampf, invert: GLboolean) #c_call
glSamplePatternEXT: (pattern: GLenum) #c_call
glColorTableEXT: (target: GLenum, internalFormat: GLenum, width: GLsizei, format: GLenum, type: GLenum, table: *void) #c_call
glGetColorTableEXT: (target: GLenum, format: GLenum, type: GLenum, data: *void) #c_call
glGetColorTableParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetColorTableParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glPixelTransformParameteriEXT: (target: GLenum, pname: GLenum, param: GLint) #c_call
glPixelTransformParameterfEXT: (target: GLenum, pname: GLenum, param: GLfloat) #c_call
glPixelTransformParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glPixelTransformParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetPixelTransformParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetPixelTransformParameterfvEXT: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glPointParameterfEXT: (pname: GLenum, param: GLfloat) #c_call
glPointParameterfvEXT: (pname: GLenum, params: *GLfloat) #c_call
glPolygonOffsetEXT: (factor: GLfloat, bias: GLfloat) #c_call
glPolygonOffsetClampEXT: (factor: GLfloat, units: GLfloat, clamp: GLfloat) #c_call
glProvokingVertexEXT: (mode: GLenum) #c_call
glRasterSamplesEXT: (samples: GLuint, fixedsamplelocations: GLboolean) #c_call
glSecondaryColor3bEXT: (red: GLbyte, green: GLbyte, blue: GLbyte) #c_call
glSecondaryColor3bvEXT: (v: *GLbyte) #c_call
glSecondaryColor3dEXT: (red: GLdouble, green: GLdouble, blue: GLdouble) #c_call
glSecondaryColor3dvEXT: (v: *GLdouble) #c_call
glSecondaryColor3fEXT: (red: GLfloat, green: GLfloat, blue: GLfloat) #c_call
glSecondaryColor3fvEXT: (v: *GLfloat) #c_call
glSecondaryColor3iEXT: (red: GLint, green: GLint, blue: GLint) #c_call
glSecondaryColor3ivEXT: (v: *GLint) #c_call
glSecondaryColor3sEXT: (red: GLshort, green: GLshort, blue: GLshort) #c_call
glSecondaryColor3svEXT: (v: *GLshort) #c_call
glSecondaryColor3ubEXT: (red: GLubyte, green: GLubyte, blue: GLubyte) #c_call
glSecondaryColor3ubvEXT: (v: *GLubyte) #c_call
glSecondaryColor3uiEXT: (red: GLuint, green: GLuint, blue: GLuint) #c_call
glSecondaryColor3uivEXT: (v: *GLuint) #c_call
glSecondaryColor3usEXT: (red: GLushort, green: GLushort, blue: GLushort) #c_call
glSecondaryColor3usvEXT: (v: *GLushort) #c_call
glSecondaryColorPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glGenSemaphoresEXT: (n: GLsizei, semaphores: *GLuint) #c_call
glDeleteSemaphoresEXT: (n: GLsizei, semaphores: *GLuint) #c_call
glIsSemaphoreEXT: (semaphore: GLuint) -> GLboolean #c_call
glSemaphoreParameterui64vEXT: (semaphore: GLuint, pname: GLenum, params: *GLuint64) #c_call
glGetSemaphoreParameterui64vEXT: (semaphore: GLuint, pname: GLenum, params: *GLuint64) #c_call
glWaitSemaphoreEXT: (semaphore: GLuint, numBufferBarriers: GLuint, buffers: *GLuint, numTextureBarriers: GLuint, textures: *GLuint, srcLayouts: *GLenum) #c_call
glSignalSemaphoreEXT: (semaphore: GLuint, numBufferBarriers: GLuint, buffers: *GLuint, numTextureBarriers: GLuint, textures: *GLuint, dstLayouts: *GLenum) #c_call
glImportSemaphoreFdEXT: (semaphore: GLuint, handleType: GLenum, fd: GLint) #c_call
glImportSemaphoreWin32HandleEXT: (semaphore: GLuint, handleType: GLenum, handle: *void) #c_call
glImportSemaphoreWin32NameEXT: (semaphore: GLuint, handleType: GLenum, name: *void) #c_call
glUseShaderProgramEXT: (type: GLenum, program: GLuint) #c_call
glActiveProgramEXT: (program: GLuint) #c_call
glCreateShaderProgramEXT: (type: GLenum, str: *GLchar) -> GLuint #c_call
glActiveShaderProgramEXT: (pipeline: GLuint, program: GLuint) #c_call
glBindProgramPipelineEXT: (pipeline: GLuint) #c_call
glCreateShaderProgramvEXT: (type: GLenum, count: GLsizei, strings: **GLchar) -> GLuint #c_call
glDeleteProgramPipelinesEXT: (n: GLsizei, pipelines: *GLuint) #c_call
glGenProgramPipelinesEXT: (n: GLsizei, pipelines: *GLuint) #c_call
glGetProgramPipelineInfoLogEXT: (pipeline: GLuint, bufSize: GLsizei, length: *GLsizei, infoLog: *GLchar) #c_call
glGetProgramPipelineivEXT: (pipeline: GLuint, pname: GLenum, params: *GLint) #c_call
glIsProgramPipelineEXT: (pipeline: GLuint) -> GLboolean #c_call
glUseProgramStagesEXT: (pipeline: GLuint, stages: GLbitfield, program: GLuint) #c_call
glValidateProgramPipelineEXT: (pipeline: GLuint) #c_call
glFramebufferFetchBarrierEXT: () #c_call
glBindImageTextureEXT: (index: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLint) #c_call
glMemoryBarrierEXT: (barriers: GLbitfield) #c_call
glStencilClearTagEXT: (stencilTagBits: GLsizei, stencilClearTag: GLuint) #c_call
glActiveStencilFaceEXT: (face: GLenum) #c_call
glTexSubImage1DEXT: (target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glTexSubImage2DEXT: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glTexImage3DEXT: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glTexSubImage3DEXT: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glFramebufferTextureLayerEXT: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint) #c_call
glTexBufferEXT: (target: GLenum, internalformat: GLenum, buffer: GLuint) #c_call
glTexParameterIivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glTexParameterIuivEXT: (target: GLenum, pname: GLenum, params: *GLuint) #c_call
glGetTexParameterIivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetTexParameterIuivEXT: (target: GLenum, pname: GLenum, params: *GLuint) #c_call
glClearColorIiEXT: (red: GLint, green: GLint, blue: GLint, alpha: GLint) #c_call
glClearColorIuiEXT: (red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint) #c_call
glAreTexturesResidentEXT: (n: GLsizei, textures: *GLuint, residences: *GLboolean) -> GLboolean #c_call
glBindTextureEXT: (target: GLenum, texture: GLuint) #c_call
glDeleteTexturesEXT: (n: GLsizei, textures: *GLuint) #c_call
glGenTexturesEXT: (n: GLsizei, textures: *GLuint) #c_call
glIsTextureEXT: (texture: GLuint) -> GLboolean #c_call
glPrioritizeTexturesEXT: (n: GLsizei, textures: *GLuint, priorities: *GLclampf) #c_call
glTextureNormalEXT: (mode: GLenum) #c_call
glGetQueryObjecti64vEXT: (id: GLuint, pname: GLenum, params: *GLint64) #c_call
glGetQueryObjectui64vEXT: (id: GLuint, pname: GLenum, params: *GLuint64) #c_call
glBeginTransformFeedbackEXT: (primitiveMode: GLenum) #c_call
glEndTransformFeedbackEXT: () #c_call
glBindBufferRangeEXT: (target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glBindBufferOffsetEXT: (target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr) #c_call
glBindBufferBaseEXT: (target: GLenum, index: GLuint, buffer: GLuint) #c_call
glTransformFeedbackVaryingsEXT: (program: GLuint, count: GLsizei, varyings: **GLchar, bufferMode: GLenum) #c_call
glGetTransformFeedbackVaryingEXT: (program: GLuint, index: GLuint, bufSize: GLsizei, length: *GLsizei, size: *GLsizei, type: *GLenum, name: *GLchar) #c_call
glArrayElementEXT: (i: GLint) #c_call
glColorPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, count: GLsizei, pointer: *void) #c_call
glDrawArraysEXT: (mode: GLenum, first: GLint, count: GLsizei) #c_call
glEdgeFlagPointerEXT: (stride: GLsizei, count: GLsizei, pointer: *GLboolean) #c_call
glGetPointervEXT: (pname: GLenum, params: **void) #c_call
glIndexPointerEXT: (type: GLenum, stride: GLsizei, count: GLsizei, pointer: *void) #c_call
glNormalPointerEXT: (type: GLenum, stride: GLsizei, count: GLsizei, pointer: *void) #c_call
glTexCoordPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, count: GLsizei, pointer: *void) #c_call
glVertexPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, count: GLsizei, pointer: *void) #c_call
glVertexAttribL1dEXT: (index: GLuint, x: GLdouble) #c_call
glVertexAttribL2dEXT: (index: GLuint, x: GLdouble, y: GLdouble) #c_call
glVertexAttribL3dEXT: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glVertexAttribL4dEXT: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glVertexAttribL1dvEXT: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribL2dvEXT: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribL3dvEXT: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribL4dvEXT: (index: GLuint, v: *GLdouble) #c_call
glVertexAttribLPointerEXT: (index: GLuint, size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glGetVertexAttribLdvEXT: (index: GLuint, pname: GLenum, params: *GLdouble) #c_call
glBeginVertexShaderEXT: () #c_call
glEndVertexShaderEXT: () #c_call
glBindVertexShaderEXT: (id: GLuint) #c_call
glGenVertexShadersEXT: (range: GLuint) -> GLuint #c_call
glDeleteVertexShaderEXT: (id: GLuint) #c_call
glShaderOp1EXT: (op: GLenum, res: GLuint, arg1: GLuint) #c_call
glShaderOp2EXT: (op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint) #c_call
glShaderOp3EXT: (op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint, arg3: GLuint) #c_call
glSwizzleEXT: (res: GLuint, in: GLuint, outX: GLenum, outY: GLenum, outZ: GLenum, outW: GLenum) #c_call
glWriteMaskEXT: (res: GLuint, in: GLuint, outX: GLenum, outY: GLenum, outZ: GLenum, outW: GLenum) #c_call
glInsertComponentEXT: (res: GLuint, src: GLuint, num: GLuint) #c_call
glExtractComponentEXT: (res: GLuint, src: GLuint, num: GLuint) #c_call
glGenSymbolsEXT: (datatype: GLenum, storagetype: GLenum, range: GLenum, components: GLuint) -> GLuint #c_call
glSetInvariantEXT: (id: GLuint, type: GLenum, addr: *void) #c_call
glSetLocalConstantEXT: (id: GLuint, type: GLenum, addr: *void) #c_call
glVariantbvEXT: (id: GLuint, addr: *GLbyte) #c_call
glVariantsvEXT: (id: GLuint, addr: *GLshort) #c_call
glVariantivEXT: (id: GLuint, addr: *GLint) #c_call
glVariantfvEXT: (id: GLuint, addr: *GLfloat) #c_call
glVariantdvEXT: (id: GLuint, addr: *GLdouble) #c_call
glVariantubvEXT: (id: GLuint, addr: *GLubyte) #c_call
glVariantusvEXT: (id: GLuint, addr: *GLushort) #c_call
glVariantuivEXT: (id: GLuint, addr: *GLuint) #c_call
glVariantPointerEXT: (id: GLuint, type: GLenum, stride: GLuint, addr: *void) #c_call
glEnableVariantClientStateEXT: (id: GLuint) #c_call
glDisableVariantClientStateEXT: (id: GLuint) #c_call
glBindLightParameterEXT: (light: GLenum, value: GLenum) -> GLuint #c_call
glBindMaterialParameterEXT: (face: GLenum, value: GLenum) -> GLuint #c_call
glBindTexGenParameterEXT: (unit: GLenum, coord: GLenum, value: GLenum) -> GLuint #c_call
glBindTextureUnitParameterEXT: (unit: GLenum, value: GLenum) -> GLuint #c_call
glBindParameterEXT: (value: GLenum) -> GLuint #c_call
glIsVariantEnabledEXT: (id: GLuint, cap: GLenum) -> GLboolean #c_call
glGetVariantBooleanvEXT: (id: GLuint, value: GLenum, data: *GLboolean) #c_call
glGetVariantIntegervEXT: (id: GLuint, value: GLenum, data: *GLint) #c_call
glGetVariantFloatvEXT: (id: GLuint, value: GLenum, data: *GLfloat) #c_call
glGetVariantPointervEXT: (id: GLuint, value: GLenum, data: **void) #c_call
glGetInvariantBooleanvEXT: (id: GLuint, value: GLenum, data: *GLboolean) #c_call
glGetInvariantIntegervEXT: (id: GLuint, value: GLenum, data: *GLint) #c_call
glGetInvariantFloatvEXT: (id: GLuint, value: GLenum, data: *GLfloat) #c_call
glGetLocalConstantBooleanvEXT: (id: GLuint, value: GLenum, data: *GLboolean) #c_call
glGetLocalConstantIntegervEXT: (id: GLuint, value: GLenum, data: *GLint) #c_call
glGetLocalConstantFloatvEXT: (id: GLuint, value: GLenum, data: *GLfloat) #c_call
glVertexWeightfEXT: (weight: GLfloat) #c_call
glVertexWeightfvEXT: (weight: *GLfloat) #c_call
glVertexWeightPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glAcquireKeyedMutexWin32EXT: (memory: GLuint, key: GLuint64, timeout: GLuint) -> GLboolean #c_call
glReleaseKeyedMutexWin32EXT: (memory: GLuint, key: GLuint64) -> GLboolean #c_call
glWindowRectanglesEXT: (mode: GLenum, count: GLsizei, box: *GLint) #c_call
glImportSyncEXT: (external_sync_type: GLenum, external_sync: GLintptr, flags: GLbitfield) -> GLsync #c_call
glFrameTerminatorGREMEDY: () #c_call
glStringMarkerGREMEDY: (len: GLsizei, str: *void) #c_call
glImageTransformParameteriHP: (target: GLenum, pname: GLenum, param: GLint) #c_call
glImageTransformParameterfHP: (target: GLenum, pname: GLenum, param: GLfloat) #c_call
glImageTransformParameterivHP: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glImageTransformParameterfvHP: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetImageTransformParameterivHP: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetImageTransformParameterfvHP: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glMultiModeDrawArraysIBM: (mode: *GLenum, first: *GLint, count: *GLsizei, primcount: GLsizei, modestride: GLint) #c_call
glMultiModeDrawElementsIBM: (mode: *GLenum, count: *GLsizei, type: GLenum, indices: **void, primcount: GLsizei, modestride: GLint) #c_call
glFlushStaticDataIBM: (target: GLenum) #c_call
glColorPointerListIBM: (size: GLint, type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glSecondaryColorPointerListIBM: (size: GLint, type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glEdgeFlagPointerListIBM: (stride: GLint, pointer: **GLboolean, ptrstride: GLint) #c_call
glFogCoordPointerListIBM: (type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glIndexPointerListIBM: (type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glNormalPointerListIBM: (type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glTexCoordPointerListIBM: (size: GLint, type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glVertexPointerListIBM: (size: GLint, type: GLenum, stride: GLint, pointer: **void, ptrstride: GLint) #c_call
glBlendFuncSeparateINGR: (sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum) #c_call
glApplyFramebufferAttachmentCMAAINTEL: () #c_call
glSyncTextureINTEL: (texture: GLuint) #c_call
glUnmapTexture2DINTEL: (texture: GLuint, level: GLint) #c_call
glMapTexture2DINTEL: (texture: GLuint, level: GLint, access: GLbitfield, stride: *GLint, layout: *GLenum) #c_call
glVertexPointervINTEL: (size: GLint, type: GLenum, pointer: **void) #c_call
glNormalPointervINTEL: (type: GLenum, pointer: **void) #c_call
glColorPointervINTEL: (size: GLint, type: GLenum, pointer: **void) #c_call
glTexCoordPointervINTEL: (size: GLint, type: GLenum, pointer: **void) #c_call
glBeginPerfQueryINTEL: (queryHandle: GLuint) #c_call
glCreatePerfQueryINTEL: (queryId: GLuint, queryHandle: *GLuint) #c_call
glDeletePerfQueryINTEL: (queryHandle: GLuint) #c_call
glEndPerfQueryINTEL: (queryHandle: GLuint) #c_call
glGetFirstPerfQueryIdINTEL: (queryId: *GLuint) #c_call
glGetNextPerfQueryIdINTEL: (queryId: GLuint, nextQueryId: *GLuint) #c_call
glGetPerfCounterInfoINTEL: (queryId: GLuint, counterId: GLuint, counterNameLength: GLuint, counterName: *GLchar, counterDescLength: GLuint, counterDesc: *GLchar, counterOffset: *GLuint, counterDataSize: *GLuint, counterTypeEnum: *GLuint, counterDataTypeEnum: *GLuint, rawCounterMaxValue: *GLuint64) #c_call
glGetPerfQueryDataINTEL: (queryHandle: GLuint, flags: GLuint, dataSize: GLsizei, data: *void, bytesWritten: *GLuint) #c_call
glGetPerfQueryIdByNameINTEL: (queryName: *GLchar, queryId: *GLuint) #c_call
glGetPerfQueryInfoINTEL: (queryId: GLuint, queryNameLength: GLuint, queryName: *GLchar, dataSize: *GLuint, noCounters: *GLuint, noInstances: *GLuint, capsMask: *GLuint) #c_call
glBlendBarrierKHR: () #c_call
glDebugMessageControlKHR: (source: GLenum, type: GLenum, severity: GLenum, count: GLsizei, ids: *GLuint, enabled: GLboolean) #c_call
glDebugMessageInsertKHR: (source: GLenum, type: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: *GLchar) #c_call
glDebugMessageCallbackKHR: (callback: GLDEBUGPROCKHR, userParam: *void) #c_call
glGetDebugMessageLogKHR: (count: GLuint, bufSize: GLsizei, sources: *GLenum, types: *GLenum, ids: *GLuint, severities: *GLenum, lengths: *GLsizei, messageLog: *GLchar) -> GLuint #c_call
glPushDebugGroupKHR: (source: GLenum, id: GLuint, length: GLsizei, message: *GLchar) #c_call
glPopDebugGroupKHR: () #c_call
glObjectLabelKHR: (identifier: GLenum, name: GLuint, length: GLsizei, label: *GLchar) #c_call
glGetObjectLabelKHR: (identifier: GLenum, name: GLuint, bufSize: GLsizei, length: *GLsizei, label: *GLchar) #c_call
glObjectPtrLabelKHR: (ptr: *void, length: GLsizei, label: *GLchar) #c_call
glGetObjectPtrLabelKHR: (ptr: *void, bufSize: GLsizei, length: *GLsizei, label: *GLchar) #c_call
glGetPointervKHR: (pname: GLenum, params: **void) #c_call
glMaxShaderCompilerThreadsKHR: (count: GLuint) #c_call
glGetGraphicsResetStatusKHR: () -> GLenum #c_call
glReadnPixelsKHR: (x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, bufSize: GLsizei, data: *void) #c_call
glGetnUniformfvKHR: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLfloat) #c_call
glGetnUniformivKHR: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLint) #c_call
glGetnUniformuivKHR: (program: GLuint, location: GLint, bufSize: GLsizei, params: *GLuint) #c_call
glResizeBuffersMESA: () #c_call
glWindowPos2dMESA: (x: GLdouble, y: GLdouble) #c_call
glWindowPos2dvMESA: (v: *GLdouble) #c_call
glWindowPos2fMESA: (x: GLfloat, y: GLfloat) #c_call
glWindowPos2fvMESA: (v: *GLfloat) #c_call
glWindowPos2iMESA: (x: GLint, y: GLint) #c_call
glWindowPos2ivMESA: (v: *GLint) #c_call
glWindowPos2sMESA: (x: GLshort, y: GLshort) #c_call
glWindowPos2svMESA: (v: *GLshort) #c_call
glWindowPos3dMESA: (x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glWindowPos3dvMESA: (v: *GLdouble) #c_call
glWindowPos3fMESA: (x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glWindowPos3fvMESA: (v: *GLfloat) #c_call
glWindowPos3iMESA: (x: GLint, y: GLint, z: GLint) #c_call
glWindowPos3ivMESA: (v: *GLint) #c_call
glWindowPos3sMESA: (x: GLshort, y: GLshort, z: GLshort) #c_call
glWindowPos3svMESA: (v: *GLshort) #c_call
glWindowPos4dMESA: (x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glWindowPos4dvMESA: (v: *GLdouble) #c_call
glWindowPos4fMESA: (x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glWindowPos4fvMESA: (v: *GLfloat) #c_call
glWindowPos4iMESA: (x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glWindowPos4ivMESA: (v: *GLint) #c_call
glWindowPos4sMESA: (x: GLshort, y: GLshort, z: GLshort, w: GLshort) #c_call
glWindowPos4svMESA: (v: *GLshort) #c_call
glBeginConditionalRenderNVX: (id: GLuint) #c_call
glEndConditionalRenderNVX: () #c_call
glLGPUNamedBufferSubDataNVX: (gpuMask: GLbitfield, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glLGPUCopyImageSubDataNVX: (sourceGpu: GLuint, destinationGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srxY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, width: GLsizei, height: GLsizei, depth: GLsizei) #c_call
glLGPUInterlockNVX: () #c_call
glAlphaToCoverageDitherControlNV: (mode: GLenum) #c_call
glMultiDrawArraysIndirectBindlessNV: (mode: GLenum, indirect: *void, drawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint) #c_call
glMultiDrawElementsIndirectBindlessNV: (mode: GLenum, type: GLenum, indirect: *void, drawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint) #c_call
glMultiDrawArraysIndirectBindlessCountNV: (mode: GLenum, indirect: *void, drawCount: GLsizei, maxDrawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint) #c_call
glMultiDrawElementsIndirectBindlessCountNV: (mode: GLenum, type: GLenum, indirect: *void, drawCount: GLsizei, maxDrawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint) #c_call
glGetTextureHandleNV: (texture: GLuint) -> GLuint64 #c_call
glGetTextureSamplerHandleNV: (texture: GLuint, sampler: GLuint) -> GLuint64 #c_call
glMakeTextureHandleResidentNV: (handle: GLuint64) #c_call
glMakeTextureHandleNonResidentNV: (handle: GLuint64) #c_call
glGetImageHandleNV: (texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, format: GLenum) -> GLuint64 #c_call
glMakeImageHandleResidentNV: (handle: GLuint64, access: GLenum) #c_call
glMakeImageHandleNonResidentNV: (handle: GLuint64) #c_call
glUniformHandleui64NV: (location: GLint, value: GLuint64) #c_call
glUniformHandleui64vNV: (location: GLint, count: GLsizei, value: *GLuint64) #c_call
glProgramUniformHandleui64NV: (program: GLuint, location: GLint, value: GLuint64) #c_call
glProgramUniformHandleui64vNV: (program: GLuint, location: GLint, count: GLsizei, values: *GLuint64) #c_call
glIsTextureHandleResidentNV: (handle: GLuint64) -> GLboolean #c_call
glIsImageHandleResidentNV: (handle: GLuint64) -> GLboolean #c_call
glBlendParameteriNV: (pname: GLenum, value: GLint) #c_call
glBlendBarrierNV: () #c_call
glViewportPositionWScaleNV: (index: GLuint, xcoeff: GLfloat, ycoeff: GLfloat) #c_call
glCreateStatesNV: (n: GLsizei, states: *GLuint) #c_call
glDeleteStatesNV: (n: GLsizei, states: *GLuint) #c_call
glIsStateNV: (state: GLuint) -> GLboolean #c_call
glStateCaptureNV: (state: GLuint, mode: GLenum) #c_call
glGetCommandHeaderNV: (tokenID: GLenum, size: GLuint) -> GLuint #c_call
glGetStageIndexNV: (shadertype: GLenum) -> GLushort #c_call
glDrawCommandsNV: (primitiveMode: GLenum, buffer: GLuint, indirects: *GLintptr, sizes: *GLsizei, count: GLuint) #c_call
glDrawCommandsAddressNV: (primitiveMode: GLenum, indirects: *GLuint64, sizes: *GLsizei, count: GLuint) #c_call
glDrawCommandsStatesNV: (buffer: GLuint, indirects: *GLintptr, sizes: *GLsizei, states: *GLuint, fbos: *GLuint, count: GLuint) #c_call
glDrawCommandsStatesAddressNV: (indirects: *GLuint64, sizes: *GLsizei, states: *GLuint, fbos: *GLuint, count: GLuint) #c_call
glCreateCommandListsNV: (n: GLsizei, lists: *GLuint) #c_call
glDeleteCommandListsNV: (n: GLsizei, lists: *GLuint) #c_call
glIsCommandListNV: (list: GLuint) -> GLboolean #c_call
glListDrawCommandsStatesClientNV: (list: GLuint, segment: GLuint, indirects: **void, sizes: *GLsizei, states: *GLuint, fbos: *GLuint, count: GLuint) #c_call
glCommandListSegmentsNV: (list: GLuint, segments: GLuint) #c_call
glCompileCommandListNV: (list: GLuint) #c_call
glCallCommandListNV: (list: GLuint) #c_call
glBeginConditionalRenderNV: (id: GLuint, mode: GLenum) #c_call
glEndConditionalRenderNV: () #c_call
glSubpixelPrecisionBiasNV: (xbits: GLuint, ybits: GLuint) #c_call
glConservativeRasterParameterfNV: (pname: GLenum, value: GLfloat) #c_call
glConservativeRasterParameteriNV: (pname: GLenum, param: GLint) #c_call
glCopyImageSubDataNV: (srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, width: GLsizei, height: GLsizei, depth: GLsizei) #c_call
glDepthRangedNV: (zNear: GLdouble, zFar: GLdouble) #c_call
glClearDepthdNV: (depth: GLdouble) #c_call
glDepthBoundsdNV: (zmin: GLdouble, zmax: GLdouble) #c_call
glDrawTextureNV: (texture: GLuint, sampler: GLuint, x0: GLfloat, y0: GLfloat, x1: GLfloat, y1: GLfloat, z: GLfloat, s0: GLfloat, t0: GLfloat, s1: GLfloat, t1: GLfloat) #c_call
glDrawVkImageNV: (vkImage: GLuint64, sampler: GLuint, x0: GLfloat, y0: GLfloat, x1: GLfloat, y1: GLfloat, z: GLfloat, s0: GLfloat, t0: GLfloat, s1: GLfloat, t1: GLfloat) #c_call
glWaitVkSemaphoreNV: (vkSemaphore: GLuint64) #c_call
glSignalVkSemaphoreNV: (vkSemaphore: GLuint64) #c_call
glSignalVkFenceNV: (vkFence: GLuint64) #c_call
glMapControlPointsNV: (target: GLenum, index: GLuint, type: GLenum, ustride: GLsizei, vstride: GLsizei, uorder: GLint, vorder: GLint, packed: GLboolean, points: *void) #c_call
glMapParameterivNV: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glMapParameterfvNV: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMapControlPointsNV: (target: GLenum, index: GLuint, type: GLenum, ustride: GLsizei, vstride: GLsizei, packed: GLboolean, points: *void) #c_call
glGetMapParameterivNV: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glGetMapParameterfvNV: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetMapAttribParameterivNV: (target: GLenum, index: GLuint, pname: GLenum, params: *GLint) #c_call
glGetMapAttribParameterfvNV: (target: GLenum, index: GLuint, pname: GLenum, params: *GLfloat) #c_call
glEvalMapsNV: (target: GLenum, mode: GLenum) #c_call
glGetMultisamplefvNV: (pname: GLenum, index: GLuint, val: *GLfloat) #c_call
glSampleMaskIndexedNV: (index: GLuint, mask: GLbitfield) #c_call
glTexRenderbufferNV: (target: GLenum, renderbuffer: GLuint) #c_call
glDeleteFencesNV: (n: GLsizei, fences: *GLuint) #c_call
glGenFencesNV: (n: GLsizei, fences: *GLuint) #c_call
glIsFenceNV: (fence: GLuint) -> GLboolean #c_call
glTestFenceNV: (fence: GLuint) -> GLboolean #c_call
glGetFenceivNV: (fence: GLuint, pname: GLenum, params: *GLint) #c_call
glFinishFenceNV: (fence: GLuint) #c_call
glSetFenceNV: (fence: GLuint, condition: GLenum) #c_call
glFragmentCoverageColorNV: (color: GLuint) #c_call
glProgramNamedParameter4fNV: (id: GLuint, len: GLsizei, name: *GLubyte, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glProgramNamedParameter4fvNV: (id: GLuint, len: GLsizei, name: *GLubyte, v: *GLfloat) #c_call
glProgramNamedParameter4dNV: (id: GLuint, len: GLsizei, name: *GLubyte, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glProgramNamedParameter4dvNV: (id: GLuint, len: GLsizei, name: *GLubyte, v: *GLdouble) #c_call
glGetProgramNamedParameterfvNV: (id: GLuint, len: GLsizei, name: *GLubyte, params: *GLfloat) #c_call
glGetProgramNamedParameterdvNV: (id: GLuint, len: GLsizei, name: *GLubyte, params: *GLdouble) #c_call
glCoverageModulationTableNV: (n: GLsizei, v: *GLfloat) #c_call
glGetCoverageModulationTableNV: (bufsize: GLsizei, v: *GLfloat) #c_call
glCoverageModulationNV: (components: GLenum) #c_call
glRenderbufferStorageMultisampleCoverageNV: (target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) #c_call
glProgramVertexLimitNV: (target: GLenum, limit: GLint) #c_call
glFramebufferTextureEXT: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint) #c_call
glFramebufferTextureFaceEXT: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum) #c_call
glRenderGpuMaskNV: (mask: GLbitfield) #c_call
glMulticastBufferSubDataNV: (gpuMask: GLbitfield, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: *void) #c_call
glMulticastCopyBufferSubDataNV: (readGpu: GLuint, writeGpuMask: GLbitfield, readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) #c_call
glMulticastCopyImageSubDataNV: (srcGpu: GLuint, dstGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei) #c_call
glMulticastBlitFramebufferNV: (srcGpu: GLuint, dstGpu: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) #c_call
glMulticastFramebufferSampleLocationsfvNV: (gpu: GLuint, framebuffer: GLuint, start: GLuint, count: GLsizei, v: *GLfloat) #c_call
glMulticastBarrierNV: () #c_call
glMulticastWaitSyncNV: (signalGpu: GLuint, waitGpuMask: GLbitfield) #c_call
glMulticastGetQueryObjectivNV: (gpu: GLuint, id: GLuint, pname: GLenum, params: *GLint) #c_call
glMulticastGetQueryObjectuivNV: (gpu: GLuint, id: GLuint, pname: GLenum, params: *GLuint) #c_call
glMulticastGetQueryObjecti64vNV: (gpu: GLuint, id: GLuint, pname: GLenum, params: *GLint64) #c_call
glMulticastGetQueryObjectui64vNV: (gpu: GLuint, id: GLuint, pname: GLenum, params: *GLuint64) #c_call
glProgramLocalParameterI4iNV: (target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glProgramLocalParameterI4ivNV: (target: GLenum, index: GLuint, params: *GLint) #c_call
glProgramLocalParametersI4ivNV: (target: GLenum, index: GLuint, count: GLsizei, params: *GLint) #c_call
glProgramLocalParameterI4uiNV: (target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) #c_call
glProgramLocalParameterI4uivNV: (target: GLenum, index: GLuint, params: *GLuint) #c_call
glProgramLocalParametersI4uivNV: (target: GLenum, index: GLuint, count: GLsizei, params: *GLuint) #c_call
glProgramEnvParameterI4iNV: (target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glProgramEnvParameterI4ivNV: (target: GLenum, index: GLuint, params: *GLint) #c_call
glProgramEnvParametersI4ivNV: (target: GLenum, index: GLuint, count: GLsizei, params: *GLint) #c_call
glProgramEnvParameterI4uiNV: (target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) #c_call
glProgramEnvParameterI4uivNV: (target: GLenum, index: GLuint, params: *GLuint) #c_call
glProgramEnvParametersI4uivNV: (target: GLenum, index: GLuint, count: GLsizei, params: *GLuint) #c_call
glGetProgramLocalParameterIivNV: (target: GLenum, index: GLuint, params: *GLint) #c_call
glGetProgramLocalParameterIuivNV: (target: GLenum, index: GLuint, params: *GLuint) #c_call
glGetProgramEnvParameterIivNV: (target: GLenum, index: GLuint, params: *GLint) #c_call
glGetProgramEnvParameterIuivNV: (target: GLenum, index: GLuint, params: *GLuint) #c_call
glProgramSubroutineParametersuivNV: (target: GLenum, count: GLsizei, params: *GLuint) #c_call
glGetProgramSubroutineParameteruivNV: (target: GLenum, index: GLuint, param: *GLuint) #c_call
glVertex2hNV: (x: GLhalfNV, y: GLhalfNV) #c_call
glVertex2hvNV: (v: *GLhalfNV) #c_call
glVertex3hNV: (x: GLhalfNV, y: GLhalfNV, z: GLhalfNV) #c_call
glVertex3hvNV: (v: *GLhalfNV) #c_call
glVertex4hNV: (x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV) #c_call
glVertex4hvNV: (v: *GLhalfNV) #c_call
glNormal3hNV: (nx: GLhalfNV, ny: GLhalfNV, nz: GLhalfNV) #c_call
glNormal3hvNV: (v: *GLhalfNV) #c_call
glColor3hNV: (red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV) #c_call
glColor3hvNV: (v: *GLhalfNV) #c_call
glColor4hNV: (red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV, alpha: GLhalfNV) #c_call
glColor4hvNV: (v: *GLhalfNV) #c_call
glTexCoord1hNV: (s: GLhalfNV) #c_call
glTexCoord1hvNV: (v: *GLhalfNV) #c_call
glTexCoord2hNV: (s: GLhalfNV, t: GLhalfNV) #c_call
glTexCoord2hvNV: (v: *GLhalfNV) #c_call
glTexCoord3hNV: (s: GLhalfNV, t: GLhalfNV, r: GLhalfNV) #c_call
glTexCoord3hvNV: (v: *GLhalfNV) #c_call
glTexCoord4hNV: (s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV) #c_call
glTexCoord4hvNV: (v: *GLhalfNV) #c_call
glMultiTexCoord1hNV: (target: GLenum, s: GLhalfNV) #c_call
glMultiTexCoord1hvNV: (target: GLenum, v: *GLhalfNV) #c_call
glMultiTexCoord2hNV: (target: GLenum, s: GLhalfNV, t: GLhalfNV) #c_call
glMultiTexCoord2hvNV: (target: GLenum, v: *GLhalfNV) #c_call
glMultiTexCoord3hNV: (target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV) #c_call
glMultiTexCoord3hvNV: (target: GLenum, v: *GLhalfNV) #c_call
glMultiTexCoord4hNV: (target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV) #c_call
glMultiTexCoord4hvNV: (target: GLenum, v: *GLhalfNV) #c_call
glFogCoordhNV: (fog: GLhalfNV) #c_call
glFogCoordhvNV: (fog: *GLhalfNV) #c_call
glSecondaryColor3hNV: (red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV) #c_call
glSecondaryColor3hvNV: (v: *GLhalfNV) #c_call
glVertexWeighthNV: (weight: GLhalfNV) #c_call
glVertexWeighthvNV: (weight: *GLhalfNV) #c_call
glVertexAttrib1hNV: (index: GLuint, x: GLhalfNV) #c_call
glVertexAttrib1hvNV: (index: GLuint, v: *GLhalfNV) #c_call
glVertexAttrib2hNV: (index: GLuint, x: GLhalfNV, y: GLhalfNV) #c_call
glVertexAttrib2hvNV: (index: GLuint, v: *GLhalfNV) #c_call
glVertexAttrib3hNV: (index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV) #c_call
glVertexAttrib3hvNV: (index: GLuint, v: *GLhalfNV) #c_call
glVertexAttrib4hNV: (index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV) #c_call
glVertexAttrib4hvNV: (index: GLuint, v: *GLhalfNV) #c_call
glVertexAttribs1hvNV: (index: GLuint, n: GLsizei, v: *GLhalfNV) #c_call
glVertexAttribs2hvNV: (index: GLuint, n: GLsizei, v: *GLhalfNV) #c_call
glVertexAttribs3hvNV: (index: GLuint, n: GLsizei, v: *GLhalfNV) #c_call
glVertexAttribs4hvNV: (index: GLuint, n: GLsizei, v: *GLhalfNV) #c_call
glGetInternalformatSampleivNV: (target: GLenum, internalformat: GLenum, samples: GLsizei, pname: GLenum, bufSize: GLsizei, params: *GLint) #c_call
glGenOcclusionQueriesNV: (n: GLsizei, ids: *GLuint) #c_call
glDeleteOcclusionQueriesNV: (n: GLsizei, ids: *GLuint) #c_call
glIsOcclusionQueryNV: (id: GLuint) -> GLboolean #c_call
glBeginOcclusionQueryNV: (id: GLuint) #c_call
glEndOcclusionQueryNV: () #c_call
glGetOcclusionQueryivNV: (id: GLuint, pname: GLenum, params: *GLint) #c_call
glGetOcclusionQueryuivNV: (id: GLuint, pname: GLenum, params: *GLuint) #c_call
glProgramBufferParametersfvNV: (target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: *GLfloat) #c_call
glProgramBufferParametersIivNV: (target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: *GLint) #c_call
glProgramBufferParametersIuivNV: (target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: *GLuint) #c_call
glGenPathsNV: (range: GLsizei) -> GLuint #c_call
glDeletePathsNV: (path: GLuint, range: GLsizei) #c_call
glIsPathNV: (path: GLuint) -> GLboolean #c_call
glPathCommandsNV: (path: GLuint, numCommands: GLsizei, commands: *GLubyte, numCoords: GLsizei, coordType: GLenum, coords: *void) #c_call
glPathCoordsNV: (path: GLuint, numCoords: GLsizei, coordType: GLenum, coords: *void) #c_call
glPathSubCommandsNV: (path: GLuint, commandStart: GLsizei, commandsToDelete: GLsizei, numCommands: GLsizei, commands: *GLubyte, numCoords: GLsizei, coordType: GLenum, coords: *void) #c_call
glPathSubCoordsNV: (path: GLuint, coordStart: GLsizei, numCoords: GLsizei, coordType: GLenum, coords: *void) #c_call
glPathStringNV: (path: GLuint, format: GLenum, length: GLsizei, pathString: *void) #c_call
glPathGlyphsNV: (firstPathName: GLuint, fontTarget: GLenum, fontName: *void, fontStyle: GLbitfield, numGlyphs: GLsizei, type: GLenum, charcodes: *void, handleMissingGlyphs: GLenum, pathParameterTemplate: GLuint, emScale: GLfloat) #c_call
glPathGlyphRangeNV: (firstPathName: GLuint, fontTarget: GLenum, fontName: *void, fontStyle: GLbitfield, firstGlyph: GLuint, numGlyphs: GLsizei, handleMissingGlyphs: GLenum, pathParameterTemplate: GLuint, emScale: GLfloat) #c_call
glWeightPathsNV: (resultPath: GLuint, numPaths: GLsizei, paths: *GLuint, weights: *GLfloat) #c_call
glCopyPathNV: (resultPath: GLuint, srcPath: GLuint) #c_call
glInterpolatePathsNV: (resultPath: GLuint, pathA: GLuint, pathB: GLuint, weight: GLfloat) #c_call
glTransformPathNV: (resultPath: GLuint, srcPath: GLuint, transformType: GLenum, transformValues: *GLfloat) #c_call
glPathParameterivNV: (path: GLuint, pname: GLenum, value: *GLint) #c_call
glPathParameteriNV: (path: GLuint, pname: GLenum, value: GLint) #c_call
glPathParameterfvNV: (path: GLuint, pname: GLenum, value: *GLfloat) #c_call
glPathParameterfNV: (path: GLuint, pname: GLenum, value: GLfloat) #c_call
glPathDashArrayNV: (path: GLuint, dashCount: GLsizei, dashArray: *GLfloat) #c_call
glPathStencilFuncNV: (func: GLenum, ref: GLint, mask: GLuint) #c_call
glPathStencilDepthOffsetNV: (factor: GLfloat, units: GLfloat) #c_call
glStencilFillPathNV: (path: GLuint, fillMode: GLenum, mask: GLuint) #c_call
glStencilStrokePathNV: (path: GLuint, reference: GLint, mask: GLuint) #c_call
glStencilFillPathInstancedNV: (numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, fillMode: GLenum, mask: GLuint, transformType: GLenum, transformValues: *GLfloat) #c_call
glStencilStrokePathInstancedNV: (numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, reference: GLint, mask: GLuint, transformType: GLenum, transformValues: *GLfloat) #c_call
glPathCoverDepthFuncNV: (func: GLenum) #c_call
glCoverFillPathNV: (path: GLuint, coverMode: GLenum) #c_call
glCoverStrokePathNV: (path: GLuint, coverMode: GLenum) #c_call
glCoverFillPathInstancedNV: (numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: *GLfloat) #c_call
glCoverStrokePathInstancedNV: (numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: *GLfloat) #c_call
glGetPathParameterivNV: (path: GLuint, pname: GLenum, value: *GLint) #c_call
glGetPathParameterfvNV: (path: GLuint, pname: GLenum, value: *GLfloat) #c_call
glGetPathCommandsNV: (path: GLuint, commands: *GLubyte) #c_call
glGetPathCoordsNV: (path: GLuint, coords: *GLfloat) #c_call
glGetPathDashArrayNV: (path: GLuint, dashArray: *GLfloat) #c_call
glGetPathMetricsNV: (metricQueryMask: GLbitfield, numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, stride: GLsizei, metrics: *GLfloat) #c_call
glGetPathMetricRangeNV: (metricQueryMask: GLbitfield, firstPathName: GLuint, numPaths: GLsizei, stride: GLsizei, metrics: *GLfloat) #c_call
glGetPathSpacingNV: (pathListMode: GLenum, numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, advanceScale: GLfloat, kerningScale: GLfloat, transformType: GLenum, returnedSpacing: *GLfloat) #c_call
glIsPointInFillPathNV: (path: GLuint, mask: GLuint, x: GLfloat, y: GLfloat) -> GLboolean #c_call
glIsPointInStrokePathNV: (path: GLuint, x: GLfloat, y: GLfloat) -> GLboolean #c_call
glGetPathLengthNV: (path: GLuint, startSegment: GLsizei, numSegments: GLsizei) -> GLfloat #c_call
glPointAlongPathNV: (path: GLuint, startSegment: GLsizei, numSegments: GLsizei, distance: GLfloat, x: *GLfloat, y: *GLfloat, tangentX: *GLfloat, tangentY: *GLfloat) -> GLboolean #c_call
glMatrixLoad3x2fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
glMatrixLoad3x3fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
glMatrixLoadTranspose3x3fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
glMatrixMult3x2fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
glMatrixMult3x3fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
glMatrixMultTranspose3x3fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
glStencilThenCoverFillPathNV: (path: GLuint, fillMode: GLenum, mask: GLuint, coverMode: GLenum) #c_call
glStencilThenCoverStrokePathNV: (path: GLuint, reference: GLint, mask: GLuint, coverMode: GLenum) #c_call
glStencilThenCoverFillPathInstancedNV: (numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, fillMode: GLenum, mask: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: *GLfloat) #c_call
glStencilThenCoverStrokePathInstancedNV: (numPaths: GLsizei, pathNameType: GLenum, paths: *void, pathBase: GLuint, reference: GLint, mask: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: *GLfloat) #c_call
glPathGlyphIndexRangeNV: (fontTarget: GLenum, fontName: *void, fontStyle: GLbitfield, pathParameterTemplate: GLuint, emScale: GLfloat, baseAndCount: *GLuint) -> GLenum #c_call
glPathGlyphIndexArrayNV: (firstPathName: GLuint, fontTarget: GLenum, fontName: *void, fontStyle: GLbitfield, firstGlyphIndex: GLuint, numGlyphs: GLsizei, pathParameterTemplate: GLuint, emScale: GLfloat) -> GLenum #c_call
glPathMemoryGlyphIndexArrayNV: (firstPathName: GLuint, fontTarget: GLenum, fontSize: GLsizeiptr, fontData: *void, faceIndex: GLsizei, firstGlyphIndex: GLuint, numGlyphs: GLsizei, pathParameterTemplate: GLuint, emScale: GLfloat) -> GLenum #c_call
glProgramPathFragmentInputGenNV: (program: GLuint, location: GLint, genMode: GLenum, components: GLint, coeffs: *GLfloat) #c_call
glGetProgramResourcefvNV: (program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: *GLenum, bufSize: GLsizei, length: *GLsizei, params: *GLfloat) #c_call
glPathColorGenNV: (color: GLenum, genMode: GLenum, colorFormat: GLenum, coeffs: *GLfloat) #c_call
glPathTexGenNV: (texCoordSet: GLenum, genMode: GLenum, components: GLint, coeffs: *GLfloat) #c_call
glPathFogGenNV: (genMode: GLenum) #c_call
glGetPathColorGenivNV: (color: GLenum, pname: GLenum, value: *GLint) #c_call
glGetPathColorGenfvNV: (color: GLenum, pname: GLenum, value: *GLfloat) #c_call
glGetPathTexGenivNV: (texCoordSet: GLenum, pname: GLenum, value: *GLint) #c_call
glGetPathTexGenfvNV: (texCoordSet: GLenum, pname: GLenum, value: *GLfloat) #c_call
glPixelDataRangeNV: (target: GLenum, length: GLsizei, pointer: *void) #c_call
glFlushPixelDataRangeNV: (target: GLenum) #c_call
glPointParameteriNV: (pname: GLenum, param: GLint) #c_call
glPointParameterivNV: (pname: GLenum, params: *GLint) #c_call
glPresentFrameKeyedNV: (video_slot: GLuint, minPresentTime: GLuint64EXT, beginPresentTimeId: GLuint, presentDurationId: GLuint, type: GLenum, target0: GLenum, fill0: GLuint, key0: GLuint, target1: GLenum, fill1: GLuint, key1: GLuint) #c_call
glPresentFrameDualFillNV: (video_slot: GLuint, minPresentTime: GLuint64EXT, beginPresentTimeId: GLuint, presentDurationId: GLuint, type: GLenum, target0: GLenum, fill0: GLuint, target1: GLenum, fill1: GLuint, target2: GLenum, fill2: GLuint, target3: GLenum, fill3: GLuint) #c_call
glGetVideoivNV: (video_slot: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVideouivNV: (video_slot: GLuint, pname: GLenum, params: *GLuint) #c_call
glGetVideoi64vNV: (video_slot: GLuint, pname: GLenum, params: *GLint64EXT) #c_call
glGetVideoui64vNV: (video_slot: GLuint, pname: GLenum, params: *GLuint64EXT) #c_call
glPrimitiveRestartNV: () #c_call
glPrimitiveRestartIndexNV: (index: GLuint) #c_call
glQueryResourceNV: (queryType: GLenum, tagId: GLint, bufSize: GLuint, buffer: *GLint) -> GLint #c_call
glGenQueryResourceTagNV: (n: GLsizei, tagIds: *GLint) #c_call
glDeleteQueryResourceTagNV: (n: GLsizei, tagIds: *GLint) #c_call
glQueryResourceTagNV: (tagId: GLint, tagString: *GLchar) #c_call
glCombinerParameterfvNV: (pname: GLenum, params: *GLfloat) #c_call
glCombinerParameterfNV: (pname: GLenum, param: GLfloat) #c_call
glCombinerParameterivNV: (pname: GLenum, params: *GLint) #c_call
glCombinerParameteriNV: (pname: GLenum, param: GLint) #c_call
glCombinerInputNV: (stage: GLenum, portion: GLenum, variable: GLenum, input: GLenum, mapping: GLenum, componentUsage: GLenum) #c_call
glCombinerOutputNV: (stage: GLenum, portion: GLenum, abOutput: GLenum, cdOutput: GLenum, sumOutput: GLenum, scale: GLenum, bias: GLenum, abDotProduct: GLboolean, cdDotProduct: GLboolean, muxSum: GLboolean) #c_call
glFinalCombinerInputNV: (variable: GLenum, input: GLenum, mapping: GLenum, componentUsage: GLenum) #c_call
glGetCombinerInputParameterfvNV: (stage: GLenum, portion: GLenum, variable: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetCombinerInputParameterivNV: (stage: GLenum, portion: GLenum, variable: GLenum, pname: GLenum, params: *GLint) #c_call
glGetCombinerOutputParameterfvNV: (stage: GLenum, portion: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetCombinerOutputParameterivNV: (stage: GLenum, portion: GLenum, pname: GLenum, params: *GLint) #c_call
glGetFinalCombinerInputParameterfvNV: (variable: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetFinalCombinerInputParameterivNV: (variable: GLenum, pname: GLenum, params: *GLint) #c_call
glCombinerStageParameterfvNV: (stage: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetCombinerStageParameterfvNV: (stage: GLenum, pname: GLenum, params: *GLfloat) #c_call
glFramebufferSampleLocationsfvNV: (target: GLenum, start: GLuint, count: GLsizei, v: *GLfloat) #c_call
glNamedFramebufferSampleLocationsfvNV: (framebuffer: GLuint, start: GLuint, count: GLsizei, v: *GLfloat) #c_call
glResolveDepthValuesNV: () #c_call
glMakeBufferResidentNV: (target: GLenum, access: GLenum) #c_call
glMakeBufferNonResidentNV: (target: GLenum) #c_call
glIsBufferResidentNV: (target: GLenum) -> GLboolean #c_call
glMakeNamedBufferResidentNV: (buffer: GLuint, access: GLenum) #c_call
glMakeNamedBufferNonResidentNV: (buffer: GLuint) #c_call
glIsNamedBufferResidentNV: (buffer: GLuint) -> GLboolean #c_call
glGetBufferParameterui64vNV: (target: GLenum, pname: GLenum, params: *GLuint64EXT) #c_call
glGetNamedBufferParameterui64vNV: (buffer: GLuint, pname: GLenum, params: *GLuint64EXT) #c_call
glGetIntegerui64vNV: (value: GLenum, result: *GLuint64EXT) #c_call
glUniformui64NV: (location: GLint, value: GLuint64EXT) #c_call
glUniformui64vNV: (location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glProgramUniformui64NV: (program: GLuint, location: GLint, value: GLuint64EXT) #c_call
glProgramUniformui64vNV: (program: GLuint, location: GLint, count: GLsizei, value: *GLuint64EXT) #c_call
glTextureBarrierNV: () #c_call
glTexImage2DMultisampleCoverageNV: (target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean) #c_call
glTexImage3DMultisampleCoverageNV: (target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean) #c_call
glTextureImage2DMultisampleNV: (texture: GLuint, target: GLenum, samples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean) #c_call
glTextureImage3DMultisampleNV: (texture: GLuint, target: GLenum, samples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean) #c_call
glTextureImage2DMultisampleCoverageNV: (texture: GLuint, target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean) #c_call
glTextureImage3DMultisampleCoverageNV: (texture: GLuint, target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean) #c_call
glBeginTransformFeedbackNV: (primitiveMode: GLenum) #c_call
glEndTransformFeedbackNV: () #c_call
glTransformFeedbackAttribsNV: (count: GLsizei, attribs: *GLint, bufferMode: GLenum) #c_call
glBindBufferRangeNV: (target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr) #c_call
glBindBufferOffsetNV: (target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr) #c_call
glBindBufferBaseNV: (target: GLenum, index: GLuint, buffer: GLuint) #c_call
glTransformFeedbackVaryingsNV: (program: GLuint, count: GLsizei, locations: *GLint, bufferMode: GLenum) #c_call
glActiveVaryingNV: (program: GLuint, name: *GLchar) #c_call
glGetVaryingLocationNV: (program: GLuint, name: *GLchar) -> GLint #c_call
glGetActiveVaryingNV: (program: GLuint, index: GLuint, bufSize: GLsizei, length: *GLsizei, size: *GLsizei, type: *GLenum, name: *GLchar) #c_call
glGetTransformFeedbackVaryingNV: (program: GLuint, index: GLuint, location: *GLint) #c_call
glTransformFeedbackStreamAttribsNV: (count: GLsizei, attribs: *GLint, nbuffers: GLsizei, bufstreams: *GLint, bufferMode: GLenum) #c_call
glBindTransformFeedbackNV: (target: GLenum, id: GLuint) #c_call
glDeleteTransformFeedbacksNV: (n: GLsizei, ids: *GLuint) #c_call
glGenTransformFeedbacksNV: (n: GLsizei, ids: *GLuint) #c_call
glIsTransformFeedbackNV: (id: GLuint) -> GLboolean #c_call
glPauseTransformFeedbackNV: () #c_call
glResumeTransformFeedbackNV: () #c_call
glDrawTransformFeedbackNV: (mode: GLenum, id: GLuint) #c_call
glVDPAUInitNV: (vdpDevice: *void, getProcAddress: *void) #c_call
glVDPAUFiniNV: () #c_call
glFlushVertexArrayRangeNV: () #c_call
glVertexArrayRangeNV: (length: GLsizei, pointer: *void) #c_call
glVertexAttribL1i64NV: (index: GLuint, x: GLint64EXT) #c_call
glVertexAttribL2i64NV: (index: GLuint, x: GLint64EXT, y: GLint64EXT) #c_call
glVertexAttribL3i64NV: (index: GLuint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT) #c_call
glVertexAttribL4i64NV: (index: GLuint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT) #c_call
glVertexAttribL1i64vNV: (index: GLuint, v: *GLint64EXT) #c_call
glVertexAttribL2i64vNV: (index: GLuint, v: *GLint64EXT) #c_call
glVertexAttribL3i64vNV: (index: GLuint, v: *GLint64EXT) #c_call
glVertexAttribL4i64vNV: (index: GLuint, v: *GLint64EXT) #c_call
glVertexAttribL1ui64NV: (index: GLuint, x: GLuint64EXT) #c_call
glVertexAttribL2ui64NV: (index: GLuint, x: GLuint64EXT, y: GLuint64EXT) #c_call
glVertexAttribL3ui64NV: (index: GLuint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT) #c_call
glVertexAttribL4ui64NV: (index: GLuint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT) #c_call
glVertexAttribL1ui64vNV: (index: GLuint, v: *GLuint64EXT) #c_call
glVertexAttribL2ui64vNV: (index: GLuint, v: *GLuint64EXT) #c_call
glVertexAttribL3ui64vNV: (index: GLuint, v: *GLuint64EXT) #c_call
glVertexAttribL4ui64vNV: (index: GLuint, v: *GLuint64EXT) #c_call
glGetVertexAttribLi64vNV: (index: GLuint, pname: GLenum, params: *GLint64EXT) #c_call
glGetVertexAttribLui64vNV: (index: GLuint, pname: GLenum, params: *GLuint64EXT) #c_call
glVertexAttribLFormatNV: (index: GLuint, size: GLint, type: GLenum, stride: GLsizei) #c_call
glBufferAddressRangeNV: (pname: GLenum, index: GLuint, address: GLuint64EXT, length: GLsizeiptr) #c_call
glVertexFormatNV: (size: GLint, type: GLenum, stride: GLsizei) #c_call
glNormalFormatNV: (type: GLenum, stride: GLsizei) #c_call
glColorFormatNV: (size: GLint, type: GLenum, stride: GLsizei) #c_call
glIndexFormatNV: (type: GLenum, stride: GLsizei) #c_call
glTexCoordFormatNV: (size: GLint, type: GLenum, stride: GLsizei) #c_call
glEdgeFlagFormatNV: (stride: GLsizei) #c_call
glSecondaryColorFormatNV: (size: GLint, type: GLenum, stride: GLsizei) #c_call
glFogCoordFormatNV: (type: GLenum, stride: GLsizei) #c_call
glVertexAttribFormatNV: (index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei) #c_call
glVertexAttribIFormatNV: (index: GLuint, size: GLint, type: GLenum, stride: GLsizei) #c_call
glGetIntegerui64i_vNV: (value: GLenum, index: GLuint, result: *GLuint64EXT) #c_call
glAreProgramsResidentNV: (n: GLsizei, programs: *GLuint, residences: *GLboolean) -> GLboolean #c_call
glBindProgramNV: (target: GLenum, id: GLuint) #c_call
glDeleteProgramsNV: (n: GLsizei, programs: *GLuint) #c_call
glExecuteProgramNV: (target: GLenum, id: GLuint, params: *GLfloat) #c_call
glGenProgramsNV: (n: GLsizei, programs: *GLuint) #c_call
glGetProgramParameterdvNV: (target: GLenum, index: GLuint, pname: GLenum, params: *GLdouble) #c_call
glGetProgramParameterfvNV: (target: GLenum, index: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetProgramivNV: (id: GLuint, pname: GLenum, params: *GLint) #c_call
glGetProgramStringNV: (id: GLuint, pname: GLenum, program: *GLubyte) #c_call
glGetTrackMatrixivNV: (target: GLenum, address: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVertexAttribdvNV: (index: GLuint, pname: GLenum, params: *GLdouble) #c_call
glGetVertexAttribfvNV: (index: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetVertexAttribivNV: (index: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVertexAttribPointervNV: (index: GLuint, pname: GLenum, pointer: **void) #c_call
glIsProgramNV: (id: GLuint) -> GLboolean #c_call
glLoadProgramNV: (target: GLenum, id: GLuint, len: GLsizei, program: *GLubyte) #c_call
glProgramParameter4dNV: (target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glProgramParameter4dvNV: (target: GLenum, index: GLuint, v: *GLdouble) #c_call
glProgramParameter4fNV: (target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glProgramParameter4fvNV: (target: GLenum, index: GLuint, v: *GLfloat) #c_call
glProgramParameters4dvNV: (target: GLenum, index: GLuint, count: GLsizei, v: *GLdouble) #c_call
glProgramParameters4fvNV: (target: GLenum, index: GLuint, count: GLsizei, v: *GLfloat) #c_call
glRequestResidentProgramsNV: (n: GLsizei, programs: *GLuint) #c_call
glTrackMatrixNV: (target: GLenum, address: GLuint, matrix: GLenum, transform: GLenum) #c_call
glVertexAttribPointerNV: (index: GLuint, fsize: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glVertexAttrib1dNV: (index: GLuint, x: GLdouble) #c_call
glVertexAttrib1dvNV: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib1fNV: (index: GLuint, x: GLfloat) #c_call
glVertexAttrib1fvNV: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib1sNV: (index: GLuint, x: GLshort) #c_call
glVertexAttrib1svNV: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib2dNV: (index: GLuint, x: GLdouble, y: GLdouble) #c_call
glVertexAttrib2dvNV: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib2fNV: (index: GLuint, x: GLfloat, y: GLfloat) #c_call
glVertexAttrib2fvNV: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib2sNV: (index: GLuint, x: GLshort, y: GLshort) #c_call
glVertexAttrib2svNV: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib3dNV: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble) #c_call
glVertexAttrib3dvNV: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib3fNV: (index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glVertexAttrib3fvNV: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib3sNV: (index: GLuint, x: GLshort, y: GLshort, z: GLshort) #c_call
glVertexAttrib3svNV: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4dNV: (index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble) #c_call
glVertexAttrib4dvNV: (index: GLuint, v: *GLdouble) #c_call
glVertexAttrib4fNV: (index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glVertexAttrib4fvNV: (index: GLuint, v: *GLfloat) #c_call
glVertexAttrib4sNV: (index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort) #c_call
glVertexAttrib4svNV: (index: GLuint, v: *GLshort) #c_call
glVertexAttrib4ubNV: (index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte) #c_call
glVertexAttrib4ubvNV: (index: GLuint, v: *GLubyte) #c_call
glVertexAttribs1dvNV: (index: GLuint, count: GLsizei, v: *GLdouble) #c_call
glVertexAttribs1fvNV: (index: GLuint, count: GLsizei, v: *GLfloat) #c_call
glVertexAttribs1svNV: (index: GLuint, count: GLsizei, v: *GLshort) #c_call
glVertexAttribs2dvNV: (index: GLuint, count: GLsizei, v: *GLdouble) #c_call
glVertexAttribs2fvNV: (index: GLuint, count: GLsizei, v: *GLfloat) #c_call
glVertexAttribs2svNV: (index: GLuint, count: GLsizei, v: *GLshort) #c_call
glVertexAttribs3dvNV: (index: GLuint, count: GLsizei, v: *GLdouble) #c_call
glVertexAttribs3fvNV: (index: GLuint, count: GLsizei, v: *GLfloat) #c_call
glVertexAttribs3svNV: (index: GLuint, count: GLsizei, v: *GLshort) #c_call
glVertexAttribs4dvNV: (index: GLuint, count: GLsizei, v: *GLdouble) #c_call
glVertexAttribs4fvNV: (index: GLuint, count: GLsizei, v: *GLfloat) #c_call
glVertexAttribs4svNV: (index: GLuint, count: GLsizei, v: *GLshort) #c_call
glVertexAttribs4ubvNV: (index: GLuint, count: GLsizei, v: *GLubyte) #c_call
glVertexAttribI1iEXT: (index: GLuint, x: GLint) #c_call
glVertexAttribI2iEXT: (index: GLuint, x: GLint, y: GLint) #c_call
glVertexAttribI3iEXT: (index: GLuint, x: GLint, y: GLint, z: GLint) #c_call
glVertexAttribI4iEXT: (index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) #c_call
glVertexAttribI1uiEXT: (index: GLuint, x: GLuint) #c_call
glVertexAttribI2uiEXT: (index: GLuint, x: GLuint, y: GLuint) #c_call
glVertexAttribI3uiEXT: (index: GLuint, x: GLuint, y: GLuint, z: GLuint) #c_call
glVertexAttribI4uiEXT: (index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) #c_call
glVertexAttribI1ivEXT: (index: GLuint, v: *GLint) #c_call
glVertexAttribI2ivEXT: (index: GLuint, v: *GLint) #c_call
glVertexAttribI3ivEXT: (index: GLuint, v: *GLint) #c_call
glVertexAttribI4ivEXT: (index: GLuint, v: *GLint) #c_call
glVertexAttribI1uivEXT: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI2uivEXT: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI3uivEXT: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI4uivEXT: (index: GLuint, v: *GLuint) #c_call
glVertexAttribI4bvEXT: (index: GLuint, v: *GLbyte) #c_call
glVertexAttribI4svEXT: (index: GLuint, v: *GLshort) #c_call
glVertexAttribI4ubvEXT: (index: GLuint, v: *GLubyte) #c_call
glVertexAttribI4usvEXT: (index: GLuint, v: *GLushort) #c_call
glVertexAttribIPointerEXT: (index: GLuint, size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
glGetVertexAttribIivEXT: (index: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVertexAttribIuivEXT: (index: GLuint, pname: GLenum, params: *GLuint) #c_call
glBeginVideoCaptureNV: (video_capture_slot: GLuint) #c_call
glBindVideoCaptureStreamBufferNV: (video_capture_slot: GLuint, stream: GLuint, frame_region: GLenum, offset: GLintptrARB) #c_call
glBindVideoCaptureStreamTextureNV: (video_capture_slot: GLuint, stream: GLuint, frame_region: GLenum, target: GLenum, texture: GLuint) #c_call
glEndVideoCaptureNV: (video_capture_slot: GLuint) #c_call
glGetVideoCaptureivNV: (video_capture_slot: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVideoCaptureStreamivNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLint) #c_call
glGetVideoCaptureStreamfvNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetVideoCaptureStreamdvNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLdouble) #c_call
glVideoCaptureNV: (video_capture_slot: GLuint, sequence_num: *GLuint, capture_time: *GLuint64EXT) -> GLenum #c_call
glVideoCaptureStreamParameterivNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLint) #c_call
glVideoCaptureStreamParameterfvNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLfloat) #c_call
glVideoCaptureStreamParameterdvNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLdouble) #c_call
glViewportSwizzleNV: (index: GLuint, swizzlex: GLenum, swizzley: GLenum, swizzlez: GLenum, swizzlew: GLenum) #c_call
glMultiTexCoord1bOES: (texture: GLenum, s: GLbyte) #c_call
glMultiTexCoord1bvOES: (texture: GLenum, coords: *GLbyte) #c_call
glMultiTexCoord2bOES: (texture: GLenum, s: GLbyte, t: GLbyte) #c_call
glMultiTexCoord2bvOES: (texture: GLenum, coords: *GLbyte) #c_call
glMultiTexCoord3bOES: (texture: GLenum, s: GLbyte, t: GLbyte, r: GLbyte) #c_call
glMultiTexCoord3bvOES: (texture: GLenum, coords: *GLbyte) #c_call
glMultiTexCoord4bOES: (texture: GLenum, s: GLbyte, t: GLbyte, r: GLbyte, q: GLbyte) #c_call
glMultiTexCoord4bvOES: (texture: GLenum, coords: *GLbyte) #c_call
glTexCoord1bOES: (s: GLbyte) #c_call
glTexCoord1bvOES: (coords: *GLbyte) #c_call
glTexCoord2bOES: (s: GLbyte, t: GLbyte) #c_call
glTexCoord2bvOES: (coords: *GLbyte) #c_call
glTexCoord3bOES: (s: GLbyte, t: GLbyte, r: GLbyte) #c_call
glTexCoord3bvOES: (coords: *GLbyte) #c_call
glTexCoord4bOES: (s: GLbyte, t: GLbyte, r: GLbyte, q: GLbyte) #c_call
glTexCoord4bvOES: (coords: *GLbyte) #c_call
glVertex2bOES: (x: GLbyte, y: GLbyte) #c_call
glVertex2bvOES: (coords: *GLbyte) #c_call
glVertex3bOES: (x: GLbyte, y: GLbyte, z: GLbyte) #c_call
glVertex3bvOES: (coords: *GLbyte) #c_call
glVertex4bOES: (x: GLbyte, y: GLbyte, z: GLbyte, w: GLbyte) #c_call
glVertex4bvOES: (coords: *GLbyte) #c_call
glAlphaFuncxOES: (func: GLenum, ref: GLfixed) #c_call
glClearColorxOES: (red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed) #c_call
glClearDepthxOES: (depth: GLfixed) #c_call
glClipPlanexOES: (plane: GLenum, equation: *GLfixed) #c_call
glColor4xOES: (red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed) #c_call
glDepthRangexOES: (n: GLfixed, f: GLfixed) #c_call
glFogxOES: (pname: GLenum, param: GLfixed) #c_call
glFogxvOES: (pname: GLenum, param: *GLfixed) #c_call
glFrustumxOES: (l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed) #c_call
glGetClipPlanexOES: (plane: GLenum, equation: *GLfixed) #c_call
glGetFixedvOES: (pname: GLenum, params: *GLfixed) #c_call
glGetTexEnvxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glGetTexParameterxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glLightModelxOES: (pname: GLenum, param: GLfixed) #c_call
glLightModelxvOES: (pname: GLenum, param: *GLfixed) #c_call
glLightxOES: (light: GLenum, pname: GLenum, param: GLfixed) #c_call
glLightxvOES: (light: GLenum, pname: GLenum, params: *GLfixed) #c_call
glLineWidthxOES: (width: GLfixed) #c_call
glLoadMatrixxOES: (m: *GLfixed) #c_call
glMaterialxOES: (face: GLenum, pname: GLenum, param: GLfixed) #c_call
glMaterialxvOES: (face: GLenum, pname: GLenum, param: *GLfixed) #c_call
glMultMatrixxOES: (m: *GLfixed) #c_call
glMultiTexCoord4xOES: (texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed) #c_call
glNormal3xOES: (nx: GLfixed, ny: GLfixed, nz: GLfixed) #c_call
glOrthoxOES: (l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed) #c_call
glPointParameterxvOES: (pname: GLenum, params: *GLfixed) #c_call
glPointSizexOES: (size: GLfixed) #c_call
glPolygonOffsetxOES: (factor: GLfixed, units: GLfixed) #c_call
glRotatexOES: (angle: GLfixed, x: GLfixed, y: GLfixed, z: GLfixed) #c_call
glScalexOES: (x: GLfixed, y: GLfixed, z: GLfixed) #c_call
glTexEnvxOES: (target: GLenum, pname: GLenum, param: GLfixed) #c_call
glTexEnvxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glTexParameterxOES: (target: GLenum, pname: GLenum, param: GLfixed) #c_call
glTexParameterxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glTranslatexOES: (x: GLfixed, y: GLfixed, z: GLfixed) #c_call
glGetLightxvOES: (light: GLenum, pname: GLenum, params: *GLfixed) #c_call
glGetMaterialxvOES: (face: GLenum, pname: GLenum, params: *GLfixed) #c_call
glPointParameterxOES: (pname: GLenum, param: GLfixed) #c_call
glSampleCoveragexOES: (value: GLclampx, invert: GLboolean) #c_call
glAccumxOES: (op: GLenum, value: GLfixed) #c_call
glBitmapxOES: (width: GLsizei, height: GLsizei, xorig: GLfixed, yorig: GLfixed, xmove: GLfixed, ymove: GLfixed, bitmap: *GLubyte) #c_call
glBlendColorxOES: (red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed) #c_call
glClearAccumxOES: (red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed) #c_call
glColor3xOES: (red: GLfixed, green: GLfixed, blue: GLfixed) #c_call
glColor3xvOES: (components: *GLfixed) #c_call
glColor4xvOES: (components: *GLfixed) #c_call
glConvolutionParameterxOES: (target: GLenum, pname: GLenum, param: GLfixed) #c_call
glConvolutionParameterxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glEvalCoord1xOES: (u: GLfixed) #c_call
glEvalCoord1xvOES: (coords: *GLfixed) #c_call
glEvalCoord2xOES: (u: GLfixed, v: GLfixed) #c_call
glEvalCoord2xvOES: (coords: *GLfixed) #c_call
glFeedbackBufferxOES: (n: GLsizei, type: GLenum, buffer: *GLfixed) #c_call
glGetConvolutionParameterxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glGetHistogramParameterxvOES: (target: GLenum, pname: GLenum, params: *GLfixed) #c_call
glGetLightxOES: (light: GLenum, pname: GLenum, params: *GLfixed) #c_call
glGetMapxvOES: (target: GLenum, query: GLenum, v: *GLfixed) #c_call
glGetMaterialxOES: (face: GLenum, pname: GLenum, param: GLfixed) #c_call
glGetPixelMapxv: (map: GLenum, size: GLint, values: *GLfixed) #c_call
glGetTexGenxvOES: (coord: GLenum, pname: GLenum, params: *GLfixed) #c_call
glGetTexLevelParameterxvOES: (target: GLenum, level: GLint, pname: GLenum, params: *GLfixed) #c_call
glIndexxOES: (component: GLfixed) #c_call
glIndexxvOES: (component: *GLfixed) #c_call
glLoadTransposeMatrixxOES: (m: *GLfixed) #c_call
glMap1xOES: (target: GLenum, u1: GLfixed, u2: GLfixed, stride: GLint, order: GLint, points: GLfixed) #c_call
glMap2xOES: (target: GLenum, u1: GLfixed, u2: GLfixed, ustride: GLint, uorder: GLint, v1: GLfixed, v2: GLfixed, vstride: GLint, vorder: GLint, points: GLfixed) #c_call
glMapGrid1xOES: (n: GLint, u1: GLfixed, u2: GLfixed) #c_call
glMapGrid2xOES: (n: GLint, u1: GLfixed, u2: GLfixed, v1: GLfixed, v2: GLfixed) #c_call
glMultTransposeMatrixxOES: (m: *GLfixed) #c_call
glMultiTexCoord1xOES: (texture: GLenum, s: GLfixed) #c_call
glMultiTexCoord1xvOES: (texture: GLenum, coords: *GLfixed) #c_call
glMultiTexCoord2xOES: (texture: GLenum, s: GLfixed, t: GLfixed) #c_call
glMultiTexCoord2xvOES: (texture: GLenum, coords: *GLfixed) #c_call
glMultiTexCoord3xOES: (texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed) #c_call
glMultiTexCoord3xvOES: (texture: GLenum, coords: *GLfixed) #c_call
glMultiTexCoord4xvOES: (texture: GLenum, coords: *GLfixed) #c_call
glNormal3xvOES: (coords: *GLfixed) #c_call
glPassThroughxOES: (token: GLfixed) #c_call
glPixelMapx: (map: GLenum, size: GLint, values: *GLfixed) #c_call
glPixelStorex: (pname: GLenum, param: GLfixed) #c_call
glPixelTransferxOES: (pname: GLenum, param: GLfixed) #c_call
glPixelZoomxOES: (xfactor: GLfixed, yfactor: GLfixed) #c_call
glPrioritizeTexturesxOES: (n: GLsizei, textures: *GLuint, priorities: *GLfixed) #c_call
glRasterPos2xOES: (x: GLfixed, y: GLfixed) #c_call
glRasterPos2xvOES: (coords: *GLfixed) #c_call
glRasterPos3xOES: (x: GLfixed, y: GLfixed, z: GLfixed) #c_call
glRasterPos3xvOES: (coords: *GLfixed) #c_call
glRasterPos4xOES: (x: GLfixed, y: GLfixed, z: GLfixed, w: GLfixed) #c_call
glRasterPos4xvOES: (coords: *GLfixed) #c_call
glRectxOES: (x1: GLfixed, y1: GLfixed, x2: GLfixed, y2: GLfixed) #c_call
glRectxvOES: (v1: *GLfixed, v2: *GLfixed) #c_call
glTexCoord1xOES: (s: GLfixed) #c_call
glTexCoord1xvOES: (coords: *GLfixed) #c_call
glTexCoord2xOES: (s: GLfixed, t: GLfixed) #c_call
glTexCoord2xvOES: (coords: *GLfixed) #c_call
glTexCoord3xOES: (s: GLfixed, t: GLfixed, r: GLfixed) #c_call
glTexCoord3xvOES: (coords: *GLfixed) #c_call
glTexCoord4xOES: (s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed) #c_call
glTexCoord4xvOES: (coords: *GLfixed) #c_call
glTexGenxOES: (coord: GLenum, pname: GLenum, param: GLfixed) #c_call
glTexGenxvOES: (coord: GLenum, pname: GLenum, params: *GLfixed) #c_call
glVertex2xOES: (x: GLfixed) #c_call
glVertex2xvOES: (coords: *GLfixed) #c_call
glVertex3xOES: (x: GLfixed, y: GLfixed) #c_call
glVertex3xvOES: (coords: *GLfixed) #c_call
glVertex4xOES: (x: GLfixed, y: GLfixed, z: GLfixed) #c_call
glVertex4xvOES: (coords: *GLfixed) #c_call
glQueryMatrixxOES: (mantissa: *GLfixed, exponent: *GLint) -> GLbitfield #c_call
glClearDepthfOES: (depth: GLclampf) #c_call
glClipPlanefOES: (plane: GLenum, equation: *GLfloat) #c_call
glDepthRangefOES: (n: GLclampf, f: GLclampf) #c_call
glFrustumfOES: (l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat) #c_call
glGetClipPlanefOES: (plane: GLenum, equation: *GLfloat) #c_call
glOrthofOES: (l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat) #c_call
glFramebufferTextureMultiviewOVR: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, baseViewIndex: GLint, numViews: GLsizei) #c_call
glHintPGI: (target: GLenum, mode: GLint) #c_call
glDetailTexFuncSGIS: (target: GLenum, n: GLsizei, points: *GLfloat) #c_call
glGetDetailTexFuncSGIS: (target: GLenum, points: *GLfloat) #c_call
glFogFuncSGIS: (n: GLsizei, points: *GLfloat) #c_call
glGetFogFuncSGIS: (points: *GLfloat) #c_call
glSampleMaskSGIS: (value: GLclampf, invert: GLboolean) #c_call
glSamplePatternSGIS: (pattern: GLenum) #c_call
glPixelTexGenParameteriSGIS: (pname: GLenum, param: GLint) #c_call
glPixelTexGenParameterivSGIS: (pname: GLenum, params: *GLint) #c_call
glPixelTexGenParameterfSGIS: (pname: GLenum, param: GLfloat) #c_call
glPixelTexGenParameterfvSGIS: (pname: GLenum, params: *GLfloat) #c_call
glGetPixelTexGenParameterivSGIS: (pname: GLenum, params: *GLint) #c_call
glGetPixelTexGenParameterfvSGIS: (pname: GLenum, params: *GLfloat) #c_call
glPointParameterfSGIS: (pname: GLenum, param: GLfloat) #c_call
glPointParameterfvSGIS: (pname: GLenum, params: *GLfloat) #c_call
glSharpenTexFuncSGIS: (target: GLenum, n: GLsizei, points: *GLfloat) #c_call
glGetSharpenTexFuncSGIS: (target: GLenum, points: *GLfloat) #c_call
glTexImage4DSGIS: (target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, size4d: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: *void) #c_call
glTexSubImage4DSGIS: (target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, woffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, size4d: GLsizei, format: GLenum, type: GLenum, pixels: *void) #c_call
glTextureColorMaskSGIS: (red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean) #c_call
glGetTexFilterFuncSGIS: (target: GLenum, filter: GLenum, weights: *GLfloat) #c_call
glTexFilterFuncSGIS: (target: GLenum, filter: GLenum, n: GLsizei, weights: *GLfloat) #c_call
glAsyncMarkerSGIX: (marker: GLuint) #c_call
glFinishAsyncSGIX: (markerp: *GLuint) -> GLint #c_call
glPollAsyncSGIX: (markerp: *GLuint) -> GLint #c_call
glGenAsyncMarkersSGIX: (range: GLsizei) -> GLuint #c_call
glDeleteAsyncMarkersSGIX: (marker: GLuint, range: GLsizei) #c_call
glIsAsyncMarkerSGIX: (marker: GLuint) -> GLboolean #c_call
glFlushRasterSGIX: () #c_call
glFragmentColorMaterialSGIX: (face: GLenum, mode: GLenum) #c_call
glFragmentLightfSGIX: (light: GLenum, pname: GLenum, param: GLfloat) #c_call
glFragmentLightfvSGIX: (light: GLenum, pname: GLenum, params: *GLfloat) #c_call
glFragmentLightiSGIX: (light: GLenum, pname: GLenum, param: GLint) #c_call
glFragmentLightivSGIX: (light: GLenum, pname: GLenum, params: *GLint) #c_call
glFragmentLightModelfSGIX: (pname: GLenum, param: GLfloat) #c_call
glFragmentLightModelfvSGIX: (pname: GLenum, params: *GLfloat) #c_call
glFragmentLightModeliSGIX: (pname: GLenum, param: GLint) #c_call
glFragmentLightModelivSGIX: (pname: GLenum, params: *GLint) #c_call
glFragmentMaterialfSGIX: (face: GLenum, pname: GLenum, param: GLfloat) #c_call
glFragmentMaterialfvSGIX: (face: GLenum, pname: GLenum, params: *GLfloat) #c_call
glFragmentMaterialiSGIX: (face: GLenum, pname: GLenum, param: GLint) #c_call
glFragmentMaterialivSGIX: (face: GLenum, pname: GLenum, params: *GLint) #c_call
glGetFragmentLightfvSGIX: (light: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetFragmentLightivSGIX: (light: GLenum, pname: GLenum, params: *GLint) #c_call
glGetFragmentMaterialfvSGIX: (face: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetFragmentMaterialivSGIX: (face: GLenum, pname: GLenum, params: *GLint) #c_call
glLightEnviSGIX: (pname: GLenum, param: GLint) #c_call
glFrameZoomSGIX: (factor: GLint) #c_call
glIglooInterfaceSGIX: (pname: GLenum, params: *void) #c_call
glGetInstrumentsSGIX: () -> GLint #c_call
glInstrumentsBufferSGIX: (size: GLsizei, buffer: *GLint) #c_call
glPollInstrumentsSGIX: (marker_p: *GLint) -> GLint #c_call
glReadInstrumentsSGIX: (marker: GLint) #c_call
glStartInstrumentsSGIX: () #c_call
glStopInstrumentsSGIX: (marker: GLint) #c_call
glGetListParameterfvSGIX: (list: GLuint, pname: GLenum, params: *GLfloat) #c_call
glGetListParameterivSGIX: (list: GLuint, pname: GLenum, params: *GLint) #c_call
glListParameterfSGIX: (list: GLuint, pname: GLenum, param: GLfloat) #c_call
glListParameterfvSGIX: (list: GLuint, pname: GLenum, params: *GLfloat) #c_call
glListParameteriSGIX: (list: GLuint, pname: GLenum, param: GLint) #c_call
glListParameterivSGIX: (list: GLuint, pname: GLenum, params: *GLint) #c_call
glPixelTexGenSGIX: (mode: GLenum) #c_call
glDeformationMap3dSGIX: (target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, w1: GLdouble, w2: GLdouble, wstride: GLint, worder: GLint, points: *GLdouble) #c_call
glDeformationMap3fSGIX: (target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, w1: GLfloat, w2: GLfloat, wstride: GLint, worder: GLint, points: *GLfloat) #c_call
glDeformSGIX: (mask: GLbitfield) #c_call
glLoadIdentityDeformationMapSGIX: (mask: GLbitfield) #c_call
glReferencePlaneSGIX: (equation: *GLdouble) #c_call
glSpriteParameterfSGIX: (pname: GLenum, param: GLfloat) #c_call
glSpriteParameterfvSGIX: (pname: GLenum, params: *GLfloat) #c_call
glSpriteParameteriSGIX: (pname: GLenum, param: GLint) #c_call
glSpriteParameterivSGIX: (pname: GLenum, params: *GLint) #c_call
glTagSampleBufferSGIX: () #c_call
glColorTableSGI: (target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, type: GLenum, table: *void) #c_call
glColorTableParameterfvSGI: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glColorTableParameterivSGI: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glCopyColorTableSGI: (target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei) #c_call
glGetColorTableSGI: (target: GLenum, format: GLenum, type: GLenum, table: *void) #c_call
glGetColorTableParameterfvSGI: (target: GLenum, pname: GLenum, params: *GLfloat) #c_call
glGetColorTableParameterivSGI: (target: GLenum, pname: GLenum, params: *GLint) #c_call
glFinishTextureSUNX: () #c_call
glGlobalAlphaFactorbSUN: (factor: GLbyte) #c_call
glGlobalAlphaFactorsSUN: (factor: GLshort) #c_call
glGlobalAlphaFactoriSUN: (factor: GLint) #c_call
glGlobalAlphaFactorfSUN: (factor: GLfloat) #c_call
glGlobalAlphaFactordSUN: (factor: GLdouble) #c_call
glGlobalAlphaFactorubSUN: (factor: GLubyte) #c_call
glGlobalAlphaFactorusSUN: (factor: GLushort) #c_call
glGlobalAlphaFactoruiSUN: (factor: GLuint) #c_call
glDrawMeshArraysSUN: (mode: GLenum, first: GLint, count: GLsizei, width: GLsizei) #c_call
glReplacementCodeuiSUN: (code: GLuint) #c_call
glReplacementCodeusSUN: (code: GLushort) #c_call
glReplacementCodeubSUN: (code: GLubyte) #c_call
glReplacementCodeuivSUN: (code: *GLuint) #c_call
glReplacementCodeusvSUN: (code: *GLushort) #c_call
glReplacementCodeubvSUN: (code: *GLubyte) #c_call
glReplacementCodePointerSUN: (type: GLenum, stride: GLsizei, pointer: **void) #c_call
glColor4ubVertex2fSUN: (r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat) #c_call
glColor4ubVertex2fvSUN: (c: *GLubyte, v: *GLfloat) #c_call
glColor4ubVertex3fSUN: (r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glColor4ubVertex3fvSUN: (c: *GLubyte, v: *GLfloat) #c_call
glColor3fVertex3fSUN: (r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glColor3fVertex3fvSUN: (c: *GLfloat, v: *GLfloat) #c_call
glNormal3fVertex3fSUN: (nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glNormal3fVertex3fvSUN: (n: *GLfloat, v: *GLfloat) #c_call
glColor4fNormal3fVertex3fSUN: (r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glColor4fNormal3fVertex3fvSUN: (c: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call
glTexCoord2fVertex3fSUN: (s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glTexCoord2fVertex3fvSUN: (tc: *GLfloat, v: *GLfloat) #c_call
glTexCoord4fVertex4fSUN: (s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glTexCoord4fVertex4fvSUN: (tc: *GLfloat, v: *GLfloat) #c_call
glTexCoord2fColor4ubVertex3fSUN: (s: GLfloat, t: GLfloat, r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glTexCoord2fColor4ubVertex3fvSUN: (tc: *GLfloat, c: *GLubyte, v: *GLfloat) #c_call
glTexCoord2fColor3fVertex3fSUN: (s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glTexCoord2fColor3fVertex3fvSUN: (tc: *GLfloat, c: *GLfloat, v: *GLfloat) #c_call
glTexCoord2fNormal3fVertex3fSUN: (s: GLfloat, t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glTexCoord2fNormal3fVertex3fvSUN: (tc: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call
glTexCoord2fColor4fNormal3fVertex3fSUN: (s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glTexCoord2fColor4fNormal3fVertex3fvSUN: (tc: *GLfloat, c: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call
glTexCoord4fColor4fNormal3fVertex4fSUN: (s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) #c_call
glTexCoord4fColor4fNormal3fVertex4fvSUN: (tc: *GLfloat, c: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call
glReplacementCodeuiVertex3fSUN: (rc: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiVertex3fvSUN: (rc: *GLuint, v: *GLfloat) #c_call
glReplacementCodeuiColor4ubVertex3fSUN: (rc: GLuint, r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiColor4ubVertex3fvSUN: (rc: *GLuint, c: *GLubyte, v: *GLfloat) #c_call
glReplacementCodeuiColor3fVertex3fSUN: (rc: GLuint, r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiColor3fVertex3fvSUN: (rc: *GLuint, c: *GLfloat, v: *GLfloat) #c_call
glReplacementCodeuiNormal3fVertex3fSUN: (rc: GLuint, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiNormal3fVertex3fvSUN: (rc: *GLuint, n: *GLfloat, v: *GLfloat) #c_call
glReplacementCodeuiColor4fNormal3fVertex3fSUN: (rc: GLuint, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiColor4fNormal3fVertex3fvSUN: (rc: *GLuint, c: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call
glReplacementCodeuiTexCoord2fVertex3fSUN: (rc: GLuint, s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiTexCoord2fVertex3fvSUN: (rc: *GLuint, tc: *GLfloat, v: *GLfloat) #c_call
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN: (rc: GLuint, s: GLfloat, t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN: (rc: *GLuint, tc: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN: (rc: GLuint, s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat) #c_call
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN: (rc: *GLuint, tc: *GLfloat, c: *GLfloat, n: *GLfloat, v: *GLfloat) #c_call

See also