- 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
- 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
- glActiveTexture: (texture: GLenum) #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
- glGetCompressedTexImage: (target: GLenum, level: GLint, img: *void) #c_call
- glClientActiveTexture: (texture: GLenum) #c_call
- glMultiTexCoord1iv: (target: GLenum, v: *GLint) #c_call
- glMultiTexCoord2iv: (target: GLenum, v: *GLint) #c_call
- glMultiTexCoord3iv: (target: GLenum, v: *GLint) #c_call
- glMultiTexCoord4iv: (target: GLenum, v: *GLint) #c_call
- glLoadTransposeMatrixf: (m: *GLfloat) #c_call
- glLoadTransposeMatrixd: (m: *GLdouble) #c_call
- glMultTransposeMatrixf: (m: *GLfloat) #c_call
- glMultTransposeMatrixd: (m: *GLdouble) #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
- glFogCoorddv: (coord: *GLdouble) #c_call
- glFogCoordPointer: (type: GLenum, stride: GLsizei, pointer: *void) #c_call
- glSecondaryColor3bv: (v: *GLbyte) #c_call
- glSecondaryColor3dv: (v: *GLdouble) #c_call
- glSecondaryColor3fv: (v: *GLfloat) #c_call
- glSecondaryColor3iv: (v: *GLint) #c_call
- glSecondaryColor3sv: (v: *GLshort) #c_call
- glSecondaryColor3ubv: (v: *GLubyte) #c_call
- glSecondaryColor3uiv: (v: *GLuint) #c_call
- glSecondaryColor3usv: (v: *GLushort) #c_call
- glSecondaryColorPointer: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
- glWindowPos2fv: (v: *GLfloat) #c_call
- glWindowPos2iv: (v: *GLint) #c_call
- glWindowPos2sv: (v: *GLshort) #c_call
- glWindowPos3fv: (v: *GLfloat) #c_call
- glWindowPos3iv: (v: *GLint) #c_call
- glWindowPos3sv: (v: *GLshort) #c_call
- glBlendEquation: (mode: GLenum) #c_call
- glEndQuery: (target: GLenum) #c_call
- glMapBuffer: (target: GLenum, access: GLenum) -> *void #c_call
- glGetBufferPointerv: (target: GLenum, pname: GLenum, params: **void) #c_call
- glBlendEquationSeparate: (modeRGB: GLenum, modeAlpha: GLenum) #c_call
- glCompileShader: (shader: GLuint) #c_call
- glCreateProgram: () -> GLuint #c_call
- glDeleteProgram: (program: GLuint) #c_call
- glDeleteShader: (shader: GLuint) #c_call
- glDisableVertexAttribArray: (index: GLuint) #c_call
- glEnableVertexAttribArray: (index: GLuint) #c_call
- glGetVertexAttribPointerv: (index: GLuint, pname: GLenum, pointer: **void) #c_call
- glLinkProgram: (program: GLuint) #c_call
- glUseProgram: (program: GLuint) #c_call
- glValidateProgram: (program: GLuint) #c_call
- glEndTransformFeedback: () #c_call
- glBeginConditionalRender: (id: GLuint, mode: GLenum) #c_call
- glEndConditionalRender: () #c_call
- glBindRenderbuffer: (target: GLenum, renderbuffer: GLuint) #c_call
- glDeleteRenderbuffers: (n: GLsizei, renderbuffers: *GLuint) #c_call
- glGetRenderbufferParameteriv: (target: GLenum, pname: GLenum, params: *GLint) #c_call
- glBindFramebuffer: (target: GLenum, framebuffer: GLuint) #c_call
- glDeleteFramebuffers: (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
- glGenerateMipmap: (target: GLenum) #c_call
- glFramebufferTextureLayer: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint) #c_call
- glBindVertexArray: (array: GLuint) #c_call
- glPrimitiveRestartIndex: (index: GLuint) #c_call
- glProvokingVertex: (mode: GLenum) #c_call
- glDeleteSync: (sync: GLsync) #c_call
- glFramebufferTexture: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint) #c_call
- glVertexAttribDivisor: (index: GLuint, divisor: GLuint) #c_call
- glSecondaryColorP3uiv: (type: GLenum, color: *GLuint) #c_call
- glMinSampleShading: (value: GLfloat) #c_call
- glDrawArraysIndirect: (mode: GLenum, indirect: *void) #c_call
- glDrawElementsIndirect: (mode: GLenum, type: GLenum, indirect: *void) #c_call
- glPatchParameteri: (pname: GLenum, value: GLint) #c_call
- glPauseTransformFeedback: () #c_call
- glResumeTransformFeedback: () #c_call
- glReleaseShaderCompiler: () #c_call
- glClearDepthf: (d: GLfloat) #c_call
- glProgramBinary: (program: GLuint, binaryFormat: GLenum, binary: *void, length: GLsizei) #c_call
- glActiveShaderProgram: (pipeline: GLuint, program: GLuint) #c_call
- glBindProgramPipeline: (pipeline: GLuint) #c_call
- glDeleteProgramPipelines: (n: GLsizei, pipelines: *GLuint) #c_call
- glValidateProgramPipeline: (pipeline: GLuint) #c_call
- glBindImageTexture: (unit: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLenum) #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
- glInvalidateTexImage: (texture: GLuint, level: GLint) #c_call
- glInvalidateBufferData: (buffer: GLuint) #c_call
- glInvalidateFramebuffer: (target: GLenum, numAttachments: GLsizei, attachments: *GLenum) #c_call
- glMultiDrawArraysIndirect: (mode: GLenum, indirect: *void, drawcount: GLsizei, stride: GLsizei) #c_call
- glShaderStorageBlockBinding: (program: GLuint, storageBlockIndex: GLuint, storageBlockBinding: GLuint) #c_call
- glTextureView: (texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint) #c_call
- glVertexAttribBinding: (attribindex: GLuint, bindingindex: GLuint) #c_call
- glVertexBindingDivisor: (bindingindex: GLuint, divisor: GLuint) #c_call
- glDebugMessageCallback: (callback: GLDEBUGPROC, userParam: *void) #c_call
- glPopDebugGroup: () #c_call
- glObjectPtrLabel: (ptr: *void, length: GLsizei, label: *GLchar) #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
- glBindTextures: (first: GLuint, count: GLsizei, textures: *GLuint) #c_call
- glBindImageTextures: (first: GLuint, count: GLsizei, textures: *GLuint) #c_call
- glMapNamedBuffer: (buffer: GLuint, access: GLenum) -> *void #c_call
- glGetNamedBufferPointerv: (buffer: GLuint, pname: GLenum, params: **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
- glNamedFramebufferReadBuffer: (framebuffer: GLuint, src: GLenum) #c_call
- glInvalidateNamedFramebufferData: (framebuffer: GLuint, numAttachments: GLsizei, attachments: *GLenum) #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
- 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
- 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
- glDisableVertexArrayAttrib: (vaobj: GLuint, index: GLuint) #c_call
- glEnableVertexArrayAttrib: (vaobj: GLuint, index: GLuint) #c_call
- glVertexArrayElementBuffer: (vaobj: GLuint, buffer: GLuint) #c_call
- glVertexArrayAttribBinding: (vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint) #c_call
- glVertexArrayBindingDivisor: (vaobj: GLuint, bindingindex: GLuint, divisor: GLuint) #c_call
- glCreateProgramPipelines: (n: GLsizei, pipelines: *GLuint) #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
- glGetnSeparableFilter: (target: GLenum, format: GLenum, type: GLenum, rowBufSize: GLsizei, row: *void, columnBufSize: GLsizei, column: *void, span: *void) #c_call
- glTextureBarrier: () #c_call
- glSpecializeShader: (shader: GLuint, pEntryPoint: *GLchar, numSpecializationConstants: GLuint, pConstantIndex: *GLuint, pConstantValue: *GLuint) #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
- glDebugMessageCallbackAMD: (callback: GLDEBUGPROCAMD, userParam: *void) #c_call
- glBlendEquationIndexedAMD: (buf: GLuint, mode: GLenum) #c_call
- glBlendEquationSeparateIndexedAMD: (buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum) #c_call
- glNamedFramebufferSamplePositionsfvAMD: (framebuffer: GLuint, numsamples: GLuint, pixelindex: GLuint, values: *GLfloat) #c_call
- glMultiDrawArraysIndirectAMD: (mode: GLenum, indirect: *void, primcount: GLsizei, stride: GLsizei) #c_call
- glGetPerfMonitorGroupsAMD: (numGroups: *GLint, groupsSize: GLsizei, groups: *GLuint) #c_call
- glGetPerfMonitorCounterInfoAMD: (group: GLuint, counter: GLuint, pname: GLenum, data: *void) #c_call
- glBeginPerfMonitorAMD: (monitor: GLuint) #c_call
- glEndPerfMonitorAMD: (monitor: GLuint) #c_call
- glTextureStorageSparseAMD: (texture: GLuint, target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield) #c_call
- glTessellationFactorAMD: (factor: GLfloat) #c_call
- glTessellationModeAMD: (mode: GLenum) #c_call
- glElementPointerAPPLE: (type: GLenum, pointer: *void) #c_call
- glSetFenceAPPLE: (fence: GLuint) #c_call
- glFinishFenceAPPLE: (fence: GLuint) #c_call
- glFinishObjectAPPLE: (object: GLenum, name: 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
- 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
- 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
- glGetTextureHandleARB: (texture: GLuint) -> GLuint64 #c_call
- glGetTextureSamplerHandleARB: (texture: GLuint, sampler: GLuint) -> GLuint64 #c_call
- glMakeTextureHandleResidentARB: (handle: GLuint64) #c_call
- glMakeTextureHandleNonResidentARB: (handle: GLuint64) #c_call
- glMakeImageHandleResidentARB: (handle: GLuint64, access: GLenum) #c_call
- glMakeImageHandleNonResidentARB: (handle: GLuint64) #c_call
- glIsTextureHandleResidentARB: (handle: GLuint64) -> GLboolean #c_call
- glDebugMessageCallbackARB: (callback: GLDEBUGPROCARB, userParam: *void) #c_call
- glGetProgramStringARB: (target: GLenum, pname: GLenum, str: *void) #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
- glGetConvolutionFilter: (target: GLenum, format: GLenum, type: GLenum, image: *void) #c_call
- glGetSeparableFilter: (target: GLenum, format: GLenum, type: GLenum, row: *void, column: *void, span: *void) #c_call
- glResetHistogram: (target: GLenum) #c_call
- glResetMinmax: (target: GLenum) #c_call
- glVertexAttribDivisorARB: (index: GLuint, divisor: GLuint) #c_call
- glCurrentPaletteMatrixARB: (index: GLint) #c_call
- glMatrixIndexubvARB: (size: GLint, indices: *GLubyte) #c_call
- glMatrixIndexuivARB: (size: GLint, indices: *GLuint) #c_call
- glMatrixIndexPointerARB: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
- glActiveTextureARB: (texture: GLenum) #c_call
- glClientActiveTextureARB: (texture: GLenum) #c_call
- glMultiTexCoord1iARB: (target: GLenum, s: GLint) #c_call
- glMultiTexCoord1ivARB: (target: GLenum, v: *GLint) #c_call
- glMultiTexCoord2ivARB: (target: GLenum, v: *GLint) #c_call
- glMultiTexCoord3ivARB: (target: GLenum, v: *GLint) #c_call
- glMultiTexCoord4ivARB: (target: GLenum, v: *GLint) #c_call
- glEndQueryARB: (target: GLenum) #c_call
- glMaxShaderCompilerThreadsARB: (count: GLuint) #c_call
- glGetGraphicsResetStatusARB: () -> GLenum #c_call
- glGetnCompressedTexImageARB: (target: GLenum, lod: GLint, bufSize: GLsizei, img: *void) #c_call
- glGetnPolygonStippleARB: (bufSize: GLsizei, pattern: *GLubyte) #c_call
- glGetnSeparableFilterARB: (target: GLenum, format: GLenum, type: GLenum, rowBufSize: GLsizei, row: *void, columnBufSize: GLsizei, column: *void, span: *void) #c_call
- glEvaluateDepthValuesARB: () #c_call
- glMinSampleShadingARB: (value: GLfloat) #c_call
- glUseProgramObjectARB: (programObj: GLhandleARB) #c_call
- glValidateProgramARB: (programObj: GLhandleARB) #c_call
- glDeleteNamedStringARB: (namelen: GLint, name: *GLchar) #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
- 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
- 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
- glWeightivARB: (size: GLint, weights: *GLint) #c_call
- glWeightuivARB: (size: GLint, weights: *GLuint) #c_call
- glVertexBlendARB: (count: GLint) #c_call
- glGetBufferPointervARB: (target: GLenum, pname: GLenum, params: **void) #c_call
- glVertexAttrib4NivARB: (index: GLuint, v: *GLint) #c_call
- glVertexAttrib4ivARB: (index: GLuint, v: *GLint) #c_call
- glEnableVertexAttribArrayARB: (index: GLuint) #c_call
- glDisableVertexAttribArrayARB: (index: GLuint) #c_call
- glGetVertexAttribPointervARB: (index: GLuint, pname: GLenum, pointer: **void) #c_call
- glWindowPos2dvARB: (v: *GLdouble) #c_call
- glWindowPos2fvARB: (v: *GLfloat) #c_call
- glWindowPos2ivARB: (v: *GLint) #c_call
- glWindowPos2svARB: (v: *GLshort) #c_call
- glWindowPos3dvARB: (v: *GLdouble) #c_call
- glWindowPos3fvARB: (v: *GLfloat) #c_call
- glWindowPos3ivARB: (v: *GLint) #c_call
- glWindowPos3svARB: (v: *GLshort) #c_call
- glElementPointerATI: (type: GLenum, pointer: *void) #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
- glBindFragmentShaderATI: (id: GLuint) #c_call
- glDeleteFragmentShaderATI: (id: GLuint) #c_call
- glBeginFragmentShaderATI: () #c_call
- glEndFragmentShaderATI: () #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
- 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
- glFreeObjectBufferATI: (buffer: GLuint) #c_call
- glGetVertexAttribArrayObjectivATI: (index: GLuint, pname: GLenum, params: *GLint) #c_call
- glVertexStream1iATI: (stream: GLenum, x: GLint) #c_call
- glVertexStream1ivATI: (stream: GLenum, coords: *GLint) #c_call
- glVertexStream2ivATI: (stream: GLenum, coords: *GLint) #c_call
- glVertexStream3ivATI: (stream: GLenum, coords: *GLint) #c_call
- glVertexStream4ivATI: (stream: GLenum, coords: *GLint) #c_call
- glNormalStream3bvATI: (stream: GLenum, coords: *GLbyte) #c_call
- glNormalStream3ivATI: (stream: GLenum, coords: *GLint) #c_call
- glClientActiveVertexStreamATI: (stream: GLenum) #c_call
- glVertexBlendEnviATI: (pname: GLenum, param: GLint) #c_call
- glBlendEquationSeparateEXT: (modeRGB: GLenum, modeAlpha: GLenum) #c_call
- glBlendEquationEXT: (mode: GLenum) #c_call
- glUnlockArraysEXT: () #c_call
- glGetConvolutionFilterEXT: (target: GLenum, format: GLenum, type: GLenum, image: *void) #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
- glTangent3bvEXT: (v: *GLbyte) #c_call
- glTangent3fvEXT: (v: *GLfloat) #c_call
- glTangent3ivEXT: (v: *GLint) #c_call
- glTangent3svEXT: (v: *GLshort) #c_call
- glBinormal3bvEXT: (v: *GLbyte) #c_call
- glBinormal3dvEXT: (v: *GLdouble) #c_call
- glBinormal3fvEXT: (v: *GLfloat) #c_call
- glBinormal3ivEXT: (v: *GLint) #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
- glLabelObjectEXT: (type: GLenum, object: GLuint, length: GLsizei, label: *GLchar) #c_call
- glInsertEventMarkerEXT: (length: GLsizei, marker: *GLchar) #c_call
- glPopGroupMarkerEXT: () #c_call
- glMatrixLoadIdentityEXT: (mode: GLenum) #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
- 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
- glEnableClientStateIndexedEXT: (array: GLenum, index: GLuint) #c_call
- glDisableClientStateIndexedEXT: (array: GLenum, index: GLuint) #c_call
- glGetPointerIndexedvEXT: (target: GLenum, index: GLuint, data: **void) #c_call
- glDisableIndexedEXT: (target: GLenum, index: GLuint) #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
- 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
- glGetCompressedMultiTexImageEXT: (texunit: GLenum, target: GLenum, lod: GLint, img: *void) #c_call
- glMapNamedBufferEXT: (buffer: GLuint, access: GLenum) #c_call
- glGetNamedBufferParameterivEXT: (buffer: GLuint, pname: GLenum, params: *GLint) #c_call
- glGetNamedBufferPointervEXT: (buffer: GLuint, pname: GLenum, params: **void) #c_call
- glTextureBufferEXT: (texture: GLuint, 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
- glEnableClientStateiEXT: (array: GLenum, index: GLuint) #c_call
- glDisableClientStateiEXT: (array: GLenum, index: GLuint) #c_call
- glGetPointeri_vEXT: (pname: GLenum, index: GLuint, params: **void) #c_call
- glGetNamedProgramStringEXT: (program: GLuint, target: GLenum, pname: GLenum, str: *void) #c_call
- glGetNamedRenderbufferParameterivEXT: (renderbuffer: GLuint, pname: GLenum, params: *GLint) #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
- glFramebufferReadBufferEXT: (framebuffer: GLuint, mode: GLenum) #c_call
- glGetFramebufferParameterivEXT: (framebuffer: GLuint, pname: GLenum, params: *GLint) #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
- glGetVertexArrayPointervEXT: (vaobj: GLuint, pname: GLenum, param: **void) #c_call
- glGetVertexArrayPointeri_vEXT: (vaobj: GLuint, index: GLuint, pname: GLenum, param: **void) #c_call
- glNamedFramebufferParameteriEXT: (framebuffer: GLuint, pname: GLenum, param: GLint) #c_call
- glGetNamedFramebufferParameterivEXT: (framebuffer: GLuint, pname: GLenum, params: *GLint) #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
- 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
- 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
- glBindRenderbufferEXT: (target: GLenum, renderbuffer: GLuint) #c_call
- glDeleteRenderbuffersEXT: (n: GLsizei, renderbuffers: *GLuint) #c_call
- glGenRenderbuffersEXT: (n: GLsizei, renderbuffers: *GLuint) #c_call
- glGetRenderbufferParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #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
- glGetHistogramParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
- glResetHistogramEXT: (target: GLenum) #c_call
- glResetMinmaxEXT: (target: GLenum) #c_call
- glApplyTextureEXT: (mode: GLenum) #c_call
- glTextureLightEXT: (pname: GLenum) #c_call
- glTextureMaterialEXT: (face: GLenum, mode: GLenum) #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
- 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
- glTextureStorageMem1DEXT: (texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64) #c_call
- glImportMemoryWin32HandleEXT: (memory: GLuint, size: GLuint64, handleType: GLenum, handle: *void) #c_call
- glImportMemoryWin32NameEXT: (memory: GLuint, size: GLuint64, handleType: GLenum, name: *void) #c_call
- glSamplePatternEXT: (pattern: GLenum) #c_call
- glGetColorTableParameterivEXT: (target: GLenum, pname: GLenum, params: *GLint) #c_call
- glPolygonOffsetEXT: (factor: GLfloat, bias: GLfloat) #c_call
- glProvokingVertexEXT: (mode: GLenum) #c_call
- glRasterSamplesEXT: (samples: GLuint, fixedsamplelocations: GLboolean) #c_call
- glSecondaryColor3bvEXT: (v: *GLbyte) #c_call
- glSecondaryColor3dvEXT: (v: *GLdouble) #c_call
- glSecondaryColor3fvEXT: (v: *GLfloat) #c_call
- glSecondaryColor3ivEXT: (v: *GLint) #c_call
- glSecondaryColor3svEXT: (v: *GLshort) #c_call
- glSecondaryColor3ubvEXT: (v: *GLubyte) #c_call
- glSecondaryColor3uivEXT: (v: *GLuint) #c_call
- glSecondaryColor3usvEXT: (v: *GLushort) #c_call
- glSecondaryColorPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #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
- glActiveShaderProgramEXT: (pipeline: GLuint, program: GLuint) #c_call
- glBindProgramPipelineEXT: (pipeline: GLuint) #c_call
- glDeleteProgramPipelinesEXT: (n: GLsizei, pipelines: *GLuint) #c_call
- glGenProgramPipelinesEXT: (n: GLsizei, pipelines: *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
- 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
- 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
- glEndTransformFeedbackEXT: () #c_call
- glBindBufferOffsetEXT: (target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr) #c_call
- glArrayElementEXT: (i: GLint) #c_call
- glGetPointervEXT: (pname: GLenum, params: **void) #c_call
- glBeginVertexShaderEXT: () #c_call
- glEndVertexShaderEXT: () #c_call
- glBindVertexShaderEXT: (id: GLuint) #c_call
- glDeleteVertexShaderEXT: (id: GLuint) #c_call
- glInsertComponentEXT: (res: GLuint, src: GLuint, num: GLuint) #c_call
- glSetInvariantEXT: (id: GLuint, type: GLenum, addr: *void) #c_call
- glSetLocalConstantEXT: (id: GLuint, type: GLenum, addr: *void) #c_call
- glEnableVariantClientStateEXT: (id: GLuint) #c_call
- glDisableVariantClientStateEXT: (id: GLuint) #c_call
- glBindTextureUnitParameterEXT: (unit: GLenum, value: GLenum) -> GLuint #c_call
- glGetVariantPointervEXT: (id: GLuint, value: GLenum, data: **void) #c_call
- glVertexWeightfEXT: (weight: GLfloat) #c_call
- glVertexWeightfvEXT: (weight: *GLfloat) #c_call
- glVertexWeightPointerEXT: (size: GLint, type: GLenum, stride: GLsizei, pointer: *void) #c_call
- glFrameTerminatorGREMEDY: () #c_call
- glStringMarkerGREMEDY: (len: GLsizei, str: *void) #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
- 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
- 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
- glGetPerfQueryIdByNameINTEL: (queryName: *GLchar, queryId: *GLuint) #c_call
- glBlendBarrierKHR: () #c_call
- glDebugMessageCallbackKHR: (callback: GLDEBUGPROCKHR, userParam: *void) #c_call
- glPopDebugGroupKHR: () #c_call
- glObjectPtrLabelKHR: (ptr: *void, length: GLsizei, label: *GLchar) #c_call
- glGetPointervKHR: (pname: GLenum, params: **void) #c_call
- glMaxShaderCompilerThreadsKHR: (count: GLuint) #c_call
- glGetGraphicsResetStatusKHR: () -> GLenum #c_call
- glResizeBuffersMESA: () #c_call
- glWindowPos2dvMESA: (v: *GLdouble) #c_call
- glWindowPos2fvMESA: (v: *GLfloat) #c_call
- glWindowPos2ivMESA: (v: *GLint) #c_call
- glWindowPos2svMESA: (v: *GLshort) #c_call
- glWindowPos3dvMESA: (v: *GLdouble) #c_call
- glWindowPos3fvMESA: (v: *GLfloat) #c_call
- glWindowPos3ivMESA: (v: *GLint) #c_call
- glWindowPos3svMESA: (v: *GLshort) #c_call
- glWindowPos4dvMESA: (v: *GLdouble) #c_call
- glWindowPos4fvMESA: (v: *GLfloat) #c_call
- glWindowPos4ivMESA: (v: *GLint) #c_call
- glWindowPos4svMESA: (v: *GLshort) #c_call
- glBeginConditionalRenderNVX: (id: GLuint) #c_call
- glEndConditionalRenderNVX: () #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
- glGetTextureHandleNV: (texture: GLuint) -> GLuint64 #c_call
- glGetTextureSamplerHandleNV: (texture: GLuint, sampler: GLuint) -> GLuint64 #c_call
- glMakeTextureHandleResidentNV: (handle: GLuint64) #c_call
- glMakeTextureHandleNonResidentNV: (handle: GLuint64) #c_call
- glMakeImageHandleResidentNV: (handle: GLuint64, access: GLenum) #c_call
- glMakeImageHandleNonResidentNV: (handle: GLuint64) #c_call
- glIsTextureHandleResidentNV: (handle: GLuint64) -> GLboolean #c_call
- glBlendParameteriNV: (pname: GLenum, value: GLint) #c_call
- glBlendBarrierNV: () #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
- glClearDepthdNV: (depth: 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
- glTexRenderbufferNV: (target: GLenum, renderbuffer: GLuint) #c_call
- glFinishFenceNV: (fence: GLuint) #c_call
- glFragmentCoverageColorNV: (color: GLuint) #c_call
- glGetCoverageModulationTableNV: (bufsize: GLsizei, v: *GLfloat) #c_call
- glCoverageModulationNV: (components: GLenum) #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
- 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
- glMulticastBarrierNV: () #c_call
- glProgramLocalParameterI4ivNV: (target: GLenum, index: GLuint, params: *GLint) #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
- glGetProgramSubroutineParameteruivNV: (target: GLenum, index: GLuint, param: *GLuint) #c_call
- glFogCoordhvNV: (fog: *GLhalfNV) #c_call
- glSecondaryColor3hvNV: (v: *GLhalfNV) #c_call
- glVertexWeighthNV: (weight: GLhalfNV) #c_call
- glVertexWeighthvNV: (weight: *GLhalfNV) #c_call
- glBeginOcclusionQueryNV: (id: GLuint) #c_call
- glEndOcclusionQueryNV: () #c_call
- glPathCoverDepthFuncNV: (func: GLenum) #c_call
- glCoverFillPathNV: (path: GLuint, coverMode: GLenum) #c_call
- glCoverStrokePathNV: (path: GLuint, coverMode: GLenum) #c_call
- glGetPathDashArrayNV: (path: GLuint, dashArray: *GLfloat) #c_call
- glMatrixLoadTranspose3x3fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
- glMatrixMultTranspose3x3fNV: (matrixMode: GLenum, m: *GLfloat) #c_call
- glPathFogGenNV: (genMode: GLenum) #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
- glPrimitiveRestartNV: () #c_call
- glPrimitiveRestartIndexNV: (index: GLuint) #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
- glCombinerParameterivNV: (pname: GLenum, params: *GLint) #c_call
- glCombinerParameteriNV: (pname: GLenum, param: GLint) #c_call
- glResolveDepthValuesNV: () #c_call
- glMakeBufferResidentNV: (target: GLenum, access: GLenum) #c_call
- glMakeBufferNonResidentNV: (target: GLenum) #c_call
- glMakeNamedBufferResidentNV: (buffer: GLuint, access: GLenum) #c_call
- glMakeNamedBufferNonResidentNV: (buffer: GLuint) #c_call
- glTextureBarrierNV: () #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
- glEndTransformFeedbackNV: () #c_call
- glPauseTransformFeedbackNV: () #c_call
- glResumeTransformFeedbackNV: () #c_call
- glVDPAUInitNV: (vdpDevice: *void, getProcAddress: *void) #c_call
- glVDPAUFiniNV: () #c_call
- glFlushVertexArrayRangeNV: () #c_call
- glVertexArrayRangeNV: (length: GLsizei, pointer: *void) #c_call
- glGetVertexAttribPointervNV: (index: GLuint, pname: GLenum, pointer: **void) #c_call
- glRequestResidentProgramsNV: (n: GLsizei, programs: *GLuint) #c_call
- glVertexAttribI1iEXT: (index: GLuint, x: GLint) #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
- glBeginVideoCaptureNV: (video_capture_slot: GLuint) #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
- glVideoCaptureStreamParameterivNV: (video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: *GLint) #c_call
- glMultiTexCoord1bvOES: (texture: GLenum, coords: *GLbyte) #c_call
- glMultiTexCoord2bvOES: (texture: GLenum, coords: *GLbyte) #c_call
- glMultiTexCoord3bvOES: (texture: GLenum, coords: *GLbyte) #c_call
- glMultiTexCoord4bvOES: (texture: GLenum, coords: *GLbyte) #c_call
- glTexCoord1bOES: (s: GLbyte) #c_call
- glTexCoord1bvOES: (coords: *GLbyte) #c_call
- glTexCoord2bvOES: (coords: *GLbyte) #c_call
- glTexCoord3bvOES: (coords: *GLbyte) #c_call
- glTexCoord4bvOES: (coords: *GLbyte) #c_call
- glVertex2bvOES: (coords: *GLbyte) #c_call
- glVertex3bvOES: (coords: *GLbyte) #c_call
- glVertex4bvOES: (coords: *GLbyte) #c_call
- glClearDepthxOES: (depth: GLfixed) #c_call
- glLineWidthxOES: (width: GLfixed) #c_call
- glLoadMatrixxOES: (m: *GLfixed) #c_call
- glMultMatrixxOES: (m: *GLfixed) #c_call
- glPointSizexOES: (size: GLfixed) #c_call
- glColor3xvOES: (components: *GLfixed) #c_call
- glColor4xvOES: (components: *GLfixed) #c_call
- glEvalCoord1xOES: (u: GLfixed) #c_call
- glEvalCoord1xvOES: (coords: *GLfixed) #c_call
- glEvalCoord2xvOES: (coords: *GLfixed) #c_call
- glIndexxOES: (component: GLfixed) #c_call
- glIndexxvOES: (component: *GLfixed) #c_call
- glLoadTransposeMatrixxOES: (m: *GLfixed) #c_call
- glMultTransposeMatrixxOES: (m: *GLfixed) #c_call
- glMultiTexCoord1xvOES: (texture: GLenum, coords: *GLfixed) #c_call
- glMultiTexCoord2xvOES: (texture: GLenum, coords: *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
- glPrioritizeTexturesxOES: (n: GLsizei, textures: *GLuint, priorities: *GLfixed) #c_call
- glRasterPos2xvOES: (coords: *GLfixed) #c_call
- glRasterPos3xvOES: (coords: *GLfixed) #c_call
- glRasterPos4xvOES: (coords: *GLfixed) #c_call
- glTexCoord1xOES: (s: GLfixed) #c_call
- glTexCoord1xvOES: (coords: *GLfixed) #c_call
- glTexCoord2xvOES: (coords: *GLfixed) #c_call
- glTexCoord3xvOES: (coords: *GLfixed) #c_call
- glTexCoord4xvOES: (coords: *GLfixed) #c_call
- glVertex2xOES: (x: GLfixed) #c_call
- glVertex2xvOES: (coords: *GLfixed) #c_call
- glVertex3xvOES: (coords: *GLfixed) #c_call
- glVertex4xvOES: (coords: *GLfixed) #c_call
- glClearDepthfOES: (depth: GLclampf) #c_call
- glFramebufferTextureMultiviewOVR: (target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, baseViewIndex: GLint, numViews: GLsizei) #c_call
- glGetDetailTexFuncSGIS: (target: GLenum, points: *GLfloat) #c_call
- glGetFogFuncSGIS: (points: *GLfloat) #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
- glPointParameterfvSGIS: (pname: GLenum, params: *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
- glAsyncMarkerSGIX: (marker: GLuint) #c_call
- glFlushRasterSGIX: () #c_call
- glFragmentColorMaterialSGIX: (face: GLenum, mode: GLenum) #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
- 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
- glPixelTexGenSGIX: (mode: GLenum) #c_call
- glReferencePlaneSGIX: (equation: *GLdouble) #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
- glGetColorTableParameterivSGI: (target: GLenum, pname: GLenum, params: *GLint) #c_call
- glFinishTextureSUNX: () #c_call
- glGlobalAlphaFactorbSUN: (factor: GLbyte) #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
- 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
- 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
- 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
- glReplacementCodeuiVertex3fvSUN: (rc: *GLuint, 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
- 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