From 53630c5cffd694a1727b4cec998c992dd07f42a0 Mon Sep 17 00:00:00 2001 From: Thomas Friedel Date: Wed, 9 May 2018 19:03:46 +0200 Subject: [PATCH] reduced the goglimpl.go and added the complete versions for reference --- .gitignore | 1 - goglimpl/goglimpl.go | 816 +--------------------------- goglimpl/goglimpl.go.all | 973 +++++++++++++++++++++++++++++++++ openglinterface.go.all | 1114 ++++++++++++++++++++++++++++++++++++++ 4 files changed, 2090 insertions(+), 814 deletions(-) create mode 100644 goglimpl/goglimpl.go.all create mode 100644 openglinterface.go.all diff --git a/.gitignore b/.gitignore index 380afae..beba11f 100644 --- a/.gitignore +++ b/.gitignore @@ -2,6 +2,5 @@ test*.html plan.txt glowgen testapp -openglinterface.go.all videocap diff --git a/goglimpl/goglimpl.go b/goglimpl/goglimpl.go index 4edeb9f..dadbec5 100644 --- a/goglimpl/goglimpl.go +++ b/goglimpl/goglimpl.go @@ -4,10 +4,13 @@ import ( "unsafe" "github.com/go-gl/gl/v3.2-core/gl" + "github.com/tfriedel6/canvas" ) type GLImpl struct{} +var _ canvas.GL = GLImpl{} + func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { return gl.Ptr(data) } @@ -17,9 +20,6 @@ func (_ GLImpl) PtrOffset(offset int) unsafe.Pointer { func (_ GLImpl) Str(str string) *uint8 { return gl.Str(str) } -func (_ GLImpl) GoStr(cstr *uint8) string { - return gl.GoStr(cstr) -} func (_ GLImpl) Strs(strs ...string) (cstrs **uint8, free func()) { return gl.Strs(strs...) } @@ -29,585 +29,87 @@ func (_ GLImpl) ActiveTexture(texture uint32) { func (_ GLImpl) AttachShader(program uint32, shader uint32) { gl.AttachShader(program, shader) } -func (_ GLImpl) BeginConditionalRender(id uint32, mode uint32) { - gl.BeginConditionalRender(id, mode) -} -func (_ GLImpl) BeginQuery(target uint32, id uint32) { - gl.BeginQuery(target, id) -} -func (_ GLImpl) BeginTransformFeedback(primitiveMode uint32) { - gl.BeginTransformFeedback(primitiveMode) -} -func (_ GLImpl) BindAttribLocation(program uint32, index uint32, name *uint8) { - gl.BindAttribLocation(program, index, name) -} func (_ GLImpl) BindBuffer(target uint32, buffer uint32) { gl.BindBuffer(target, buffer) } -func (_ GLImpl) BindBufferBase(target uint32, index uint32, buffer uint32) { - gl.BindBufferBase(target, index, buffer) -} -func (_ GLImpl) BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int) { - gl.BindBufferRange(target, index, buffer, offset, size) -} -func (_ GLImpl) BindFragDataLocation(program uint32, color uint32, name *uint8) { - gl.BindFragDataLocation(program, color, name) -} -func (_ GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { - gl.BindFramebuffer(target, framebuffer) -} -func (_ GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { - gl.BindRenderbuffer(target, renderbuffer) -} func (_ GLImpl) BindTexture(target uint32, texture uint32) { gl.BindTexture(target, texture) } -func (_ GLImpl) BindVertexArray(array uint32) { - gl.BindVertexArray(array) -} -func (_ GLImpl) BlendColor(red float32, green float32, blue float32, alpha float32) { - gl.BlendColor(red, green, blue, alpha) -} -func (_ GLImpl) BlendEquation(mode uint32) { - gl.BlendEquation(mode) -} -func (_ GLImpl) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { - gl.BlendEquationSeparate(modeRGB, modeAlpha) -} func (_ GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { gl.BlendFunc(sfactor, dfactor) } -func (_ GLImpl) BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32) { - gl.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha) -} -func (_ GLImpl) BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32) { - gl.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter) -} func (_ GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { gl.BufferData(target, size, data, usage) } -func (_ GLImpl) BufferSubData(target uint32, offset int, size int, data unsafe.Pointer) { - gl.BufferSubData(target, offset, size, data) -} -func (_ GLImpl) CheckFramebufferStatus(target uint32) uint32 { - return gl.CheckFramebufferStatus(target) -} -func (_ GLImpl) ClampColor(target uint32, clamp uint32) { - gl.ClampColor(target, clamp) -} func (_ GLImpl) Clear(mask uint32) { gl.Clear(mask) } -func (_ GLImpl) ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32) { - gl.ClearBufferfi(buffer, drawbuffer, depth, stencil) -} -func (_ GLImpl) ClearBufferfv(buffer uint32, drawbuffer int32, value *float32) { - gl.ClearBufferfv(buffer, drawbuffer, value) -} -func (_ GLImpl) ClearBufferiv(buffer uint32, drawbuffer int32, value *int32) { - gl.ClearBufferiv(buffer, drawbuffer, value) -} -func (_ GLImpl) ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32) { - gl.ClearBufferuiv(buffer, drawbuffer, value) -} -func (_ GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { - gl.ClearColor(red, green, blue, alpha) -} -func (_ GLImpl) ClearDepth(depth float64) { - gl.ClearDepth(depth) -} -func (_ GLImpl) ClearStencil(s int32) { - gl.ClearStencil(s) -} -func (_ GLImpl) ClientWaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) uint32 { - return gl.ClientWaitSync(sync, flags, timeout) -} func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { gl.ColorMask(red, green, blue, alpha) } -func (_ GLImpl) ColorMaski(index uint32, r bool, g bool, b bool, a bool) { - gl.ColorMaski(index, r, g, b, a) -} func (_ GLImpl) CompileShader(shader uint32) { gl.CompileShader(shader) } -func (_ GLImpl) CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer) { - gl.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data) -} -func (_ GLImpl) CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer) { - gl.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data) -} -func (_ GLImpl) CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer) { - gl.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data) -} -func (_ GLImpl) CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer) { - gl.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data) -} -func (_ GLImpl) CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer) { - gl.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data) -} -func (_ GLImpl) CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer) { - gl.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data) -} -func (_ GLImpl) CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int) { - gl.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size) -} -func (_ GLImpl) CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32) { - gl.CopyTexImage1D(target, level, internalformat, x, y, width, border) -} -func (_ GLImpl) CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32) { - gl.CopyTexImage2D(target, level, internalformat, x, y, width, height, border) -} -func (_ GLImpl) CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32) { - gl.CopyTexSubImage1D(target, level, xoffset, x, y, width) -} -func (_ GLImpl) CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32) { - gl.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height) -} -func (_ GLImpl) CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32) { - gl.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height) -} func (_ GLImpl) CreateProgram() uint32 { return gl.CreateProgram() } func (_ GLImpl) CreateShader(xtype uint32) uint32 { return gl.CreateShader(xtype) } -func (_ GLImpl) CullFace(mode uint32) { - gl.CullFace(mode) -} -func (_ GLImpl) DeleteBuffers(n int32, buffers *uint32) { - gl.DeleteBuffers(n, buffers) -} -func (_ GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { - gl.DeleteFramebuffers(n, framebuffers) -} -func (_ GLImpl) DeleteProgram(program uint32) { - gl.DeleteProgram(program) -} -func (_ GLImpl) DeleteQueries(n int32, ids *uint32) { - gl.DeleteQueries(n, ids) -} -func (_ GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { - gl.DeleteRenderbuffers(n, renderbuffers) -} func (_ GLImpl) DeleteShader(shader uint32) { gl.DeleteShader(shader) } -func (_ GLImpl) DeleteSync(sync unsafe.Pointer) { - gl.DeleteSync(sync) -} func (_ GLImpl) DeleteTextures(n int32, textures *uint32) { gl.DeleteTextures(n, textures) } -func (_ GLImpl) DeleteVertexArrays(n int32, arrays *uint32) { - gl.DeleteVertexArrays(n, arrays) -} -func (_ GLImpl) DepthFunc(xfunc uint32) { - gl.DepthFunc(xfunc) -} -func (_ GLImpl) DepthMask(flag bool) { - gl.DepthMask(flag) -} -func (_ GLImpl) DepthRange(near float64, far float64) { - gl.DepthRange(near, far) -} -func (_ GLImpl) DetachShader(program uint32, shader uint32) { - gl.DetachShader(program, shader) -} -func (_ GLImpl) Disable(cap uint32) { - gl.Disable(cap) -} func (_ GLImpl) DisableVertexAttribArray(index uint32) { gl.DisableVertexAttribArray(index) } -func (_ GLImpl) Disablei(target uint32, index uint32) { - gl.Disablei(target, index) -} func (_ GLImpl) DrawArrays(mode uint32, first int32, count int32) { gl.DrawArrays(mode, first, count) } -func (_ GLImpl) DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32) { - gl.DrawArraysInstanced(mode, first, count, instancecount) -} -func (_ GLImpl) DrawBuffer(buf uint32) { - gl.DrawBuffer(buf) -} -func (_ GLImpl) DrawBuffers(n int32, bufs *uint32) { - gl.DrawBuffers(n, bufs) -} -func (_ GLImpl) DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer) { - gl.DrawElements(mode, count, xtype, indices) -} -func (_ GLImpl) DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32) { - gl.DrawElementsBaseVertex(mode, count, xtype, indices, basevertex) -} -func (_ GLImpl) DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32) { - gl.DrawElementsInstanced(mode, count, xtype, indices, instancecount) -} -func (_ GLImpl) DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32) { - gl.DrawElementsInstancedBaseVertex(mode, count, xtype, indices, instancecount, basevertex) -} -func (_ GLImpl) DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer) { - gl.DrawRangeElements(mode, start, end, count, xtype, indices) -} -func (_ GLImpl) DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32) { - gl.DrawRangeElementsBaseVertex(mode, start, end, count, xtype, indices, basevertex) -} func (_ GLImpl) Enable(cap uint32) { gl.Enable(cap) } func (_ GLImpl) EnableVertexAttribArray(index uint32) { gl.EnableVertexAttribArray(index) } -func (_ GLImpl) Enablei(target uint32, index uint32) { - gl.Enablei(target, index) -} -func (_ GLImpl) EndConditionalRender() { - gl.EndConditionalRender() -} -func (_ GLImpl) EndQuery(target uint32) { - gl.EndQuery(target) -} -func (_ GLImpl) EndTransformFeedback() { - gl.EndTransformFeedback() -} -func (_ GLImpl) FenceSync(condition uint32, flags uint32) unsafe.Pointer { - return gl.FenceSync(condition, flags) -} -func (_ GLImpl) Finish() { - gl.Finish() -} -func (_ GLImpl) Flush() { - gl.Flush() -} -func (_ GLImpl) FlushMappedBufferRange(target uint32, offset int, length int) { - gl.FlushMappedBufferRange(target, offset, length) -} -func (_ GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { - gl.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer) -} -func (_ GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { - gl.FramebufferTexture(target, attachment, texture, level) -} -func (_ GLImpl) FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { - gl.FramebufferTexture1D(target, attachment, textarget, texture, level) -} -func (_ GLImpl) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { - gl.FramebufferTexture2D(target, attachment, textarget, texture, level) -} -func (_ GLImpl) FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32) { - gl.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset) -} -func (_ GLImpl) FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32) { - gl.FramebufferTextureLayer(target, attachment, texture, level, layer) -} -func (_ GLImpl) FrontFace(mode uint32) { - gl.FrontFace(mode) -} func (_ GLImpl) GenBuffers(n int32, buffers *uint32) { gl.GenBuffers(n, buffers) } -func (_ GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { - gl.GenFramebuffers(n, framebuffers) -} -func (_ GLImpl) GenQueries(n int32, ids *uint32) { - gl.GenQueries(n, ids) -} -func (_ GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { - gl.GenRenderbuffers(n, renderbuffers) -} func (_ GLImpl) GenTextures(n int32, textures *uint32) { gl.GenTextures(n, textures) } -func (_ GLImpl) GenVertexArrays(n int32, arrays *uint32) { - gl.GenVertexArrays(n, arrays) -} func (_ GLImpl) GenerateMipmap(target uint32) { gl.GenerateMipmap(target) } -func (_ GLImpl) GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) { - gl.GetActiveAttrib(program, index, bufSize, length, size, xtype, name) -} -func (_ GLImpl) GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) { - gl.GetActiveUniform(program, index, bufSize, length, size, xtype, name) -} -func (_ GLImpl) GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8) { - gl.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName) -} -func (_ GLImpl) GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32) { - gl.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params) -} -func (_ GLImpl) GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8) { - gl.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName) -} -func (_ GLImpl) GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32) { - gl.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params) -} -func (_ GLImpl) GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) { - gl.GetAttachedShaders(program, maxCount, count, shaders) -} func (_ GLImpl) GetAttribLocation(program uint32, name *uint8) int32 { return gl.GetAttribLocation(program, name) } -func (_ GLImpl) GetBooleani_v(target uint32, index uint32, data *bool) { - gl.GetBooleani_v(target, index, data) -} -func (_ GLImpl) GetBooleanv(pname uint32, data *bool) { - gl.GetBooleanv(pname, data) -} -func (_ GLImpl) GetBufferParameteri64v(target uint32, pname uint32, params *int64) { - gl.GetBufferParameteri64v(target, pname, params) -} -func (_ GLImpl) GetBufferParameteriv(target uint32, pname uint32, params *int32) { - gl.GetBufferParameteriv(target, pname, params) -} -func (_ GLImpl) GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer) { - gl.GetBufferPointerv(target, pname, params) -} -func (_ GLImpl) GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer) { - gl.GetBufferSubData(target, offset, size, data) -} -func (_ GLImpl) GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer) { - gl.GetCompressedTexImage(target, level, img) -} -func (_ GLImpl) GetDoublev(pname uint32, data *float64) { - gl.GetDoublev(pname, data) -} func (_ GLImpl) GetError() uint32 { return gl.GetError() } -func (_ GLImpl) GetFloatv(pname uint32, data *float32) { - gl.GetFloatv(pname, data) -} -func (_ GLImpl) GetFragDataLocation(program uint32, name *uint8) int32 { - return gl.GetFragDataLocation(program, name) -} -func (_ GLImpl) GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32) { - gl.GetFramebufferAttachmentParameteriv(target, attachment, pname, params) -} -func (_ GLImpl) GetInteger64i_v(target uint32, index uint32, data *int64) { - gl.GetInteger64i_v(target, index, data) -} -func (_ GLImpl) GetInteger64v(pname uint32, data *int64) { - gl.GetInteger64v(pname, data) -} -func (_ GLImpl) GetIntegeri_v(target uint32, index uint32, data *int32) { - gl.GetIntegeri_v(target, index, data) -} -func (_ GLImpl) GetIntegerv(pname uint32, data *int32) { - gl.GetIntegerv(pname, data) -} -func (_ GLImpl) GetMultisamplefv(pname uint32, index uint32, val *float32) { - gl.GetMultisamplefv(pname, index, val) -} func (_ GLImpl) GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8) { gl.GetProgramInfoLog(program, bufSize, length, infoLog) } func (_ GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { gl.GetProgramiv(program, pname, params) } -func (_ GLImpl) GetQueryObjectiv(id uint32, pname uint32, params *int32) { - gl.GetQueryObjectiv(id, pname, params) -} -func (_ GLImpl) GetQueryObjectuiv(id uint32, pname uint32, params *uint32) { - gl.GetQueryObjectuiv(id, pname, params) -} -func (_ GLImpl) GetQueryiv(target uint32, pname uint32, params *int32) { - gl.GetQueryiv(target, pname, params) -} -func (_ GLImpl) GetRenderbufferParameteriv(target uint32, pname uint32, params *int32) { - gl.GetRenderbufferParameteriv(target, pname, params) -} func (_ GLImpl) GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8) { gl.GetShaderInfoLog(shader, bufSize, length, infoLog) } -func (_ GLImpl) GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8) { - gl.GetShaderSource(shader, bufSize, length, source) -} func (_ GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { gl.GetShaderiv(shader, pname, params) } -func (_ GLImpl) GetString(name uint32) *uint8 { - return gl.GetString(name) -} -func (_ GLImpl) GetStringi(name uint32, index uint32) *uint8 { - return gl.GetStringi(name, index) -} -func (_ GLImpl) GetSynciv(sync unsafe.Pointer, pname uint32, bufSize int32, length *int32, values *int32) { - gl.GetSynciv(sync, pname, bufSize, length, values) -} -func (_ GLImpl) GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer) { - gl.GetTexImage(target, level, format, xtype, pixels) -} -func (_ GLImpl) GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32) { - gl.GetTexLevelParameterfv(target, level, pname, params) -} -func (_ GLImpl) GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32) { - gl.GetTexLevelParameteriv(target, level, pname, params) -} -func (_ GLImpl) GetTexParameterIiv(target uint32, pname uint32, params *int32) { - gl.GetTexParameterIiv(target, pname, params) -} -func (_ GLImpl) GetTexParameterIuiv(target uint32, pname uint32, params *uint32) { - gl.GetTexParameterIuiv(target, pname, params) -} -func (_ GLImpl) GetTexParameterfv(target uint32, pname uint32, params *float32) { - gl.GetTexParameterfv(target, pname, params) -} -func (_ GLImpl) GetTexParameteriv(target uint32, pname uint32, params *int32) { - gl.GetTexParameteriv(target, pname, params) -} -func (_ GLImpl) GetTransformFeedbackVarying(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) { - gl.GetTransformFeedbackVarying(program, index, bufSize, length, size, xtype, name) -} -func (_ GLImpl) GetUniformBlockIndex(program uint32, uniformBlockName *uint8) uint32 { - return gl.GetUniformBlockIndex(program, uniformBlockName) -} -func (_ GLImpl) GetUniformIndices(program uint32, uniformCount int32, uniformNames **uint8, uniformIndices *uint32) { - gl.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices) -} func (_ GLImpl) GetUniformLocation(program uint32, name *uint8) int32 { return gl.GetUniformLocation(program, name) } -func (_ GLImpl) GetUniformfv(program uint32, location int32, params *float32) { - gl.GetUniformfv(program, location, params) -} -func (_ GLImpl) GetUniformiv(program uint32, location int32, params *int32) { - gl.GetUniformiv(program, location, params) -} -func (_ GLImpl) GetUniformuiv(program uint32, location int32, params *uint32) { - gl.GetUniformuiv(program, location, params) -} -func (_ GLImpl) GetVertexAttribIiv(index uint32, pname uint32, params *int32) { - gl.GetVertexAttribIiv(index, pname, params) -} -func (_ GLImpl) GetVertexAttribIuiv(index uint32, pname uint32, params *uint32) { - gl.GetVertexAttribIuiv(index, pname, params) -} -func (_ GLImpl) GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer) { - gl.GetVertexAttribPointerv(index, pname, pointer) -} -func (_ GLImpl) GetVertexAttribdv(index uint32, pname uint32, params *float64) { - gl.GetVertexAttribdv(index, pname, params) -} -func (_ GLImpl) GetVertexAttribfv(index uint32, pname uint32, params *float32) { - gl.GetVertexAttribfv(index, pname, params) -} -func (_ GLImpl) GetVertexAttribiv(index uint32, pname uint32, params *int32) { - gl.GetVertexAttribiv(index, pname, params) -} -func (_ GLImpl) Hint(target uint32, mode uint32) { - gl.Hint(target, mode) -} -func (_ GLImpl) IsBuffer(buffer uint32) bool { - return gl.IsBuffer(buffer) -} -func (_ GLImpl) IsEnabled(cap uint32) bool { - return gl.IsEnabled(cap) -} -func (_ GLImpl) IsEnabledi(target uint32, index uint32) bool { - return gl.IsEnabledi(target, index) -} -func (_ GLImpl) IsFramebuffer(framebuffer uint32) bool { - return gl.IsFramebuffer(framebuffer) -} -func (_ GLImpl) IsProgram(program uint32) bool { - return gl.IsProgram(program) -} -func (_ GLImpl) IsQuery(id uint32) bool { - return gl.IsQuery(id) -} -func (_ GLImpl) IsRenderbuffer(renderbuffer uint32) bool { - return gl.IsRenderbuffer(renderbuffer) -} -func (_ GLImpl) IsShader(shader uint32) bool { - return gl.IsShader(shader) -} -func (_ GLImpl) IsSync(sync unsafe.Pointer) bool { - return gl.IsSync(sync) -} -func (_ GLImpl) IsTexture(texture uint32) bool { - return gl.IsTexture(texture) -} -func (_ GLImpl) IsVertexArray(array uint32) bool { - return gl.IsVertexArray(array) -} -func (_ GLImpl) LineWidth(width float32) { - gl.LineWidth(width) -} func (_ GLImpl) LinkProgram(program uint32) { gl.LinkProgram(program) } -func (_ GLImpl) LogicOp(opcode uint32) { - gl.LogicOp(opcode) -} -func (_ GLImpl) MapBuffer(target uint32, access uint32) unsafe.Pointer { - return gl.MapBuffer(target, access) -} -func (_ GLImpl) MapBufferRange(target uint32, offset int, length int, access uint32) unsafe.Pointer { - return gl.MapBufferRange(target, offset, length, access) -} -func (_ GLImpl) MultiDrawArrays(mode uint32, first *int32, count *int32, drawcount int32) { - gl.MultiDrawArrays(mode, first, count, drawcount) -} -func (_ GLImpl) MultiDrawElements(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32) { - gl.MultiDrawElements(mode, count, xtype, indices, drawcount) -} -func (_ GLImpl) MultiDrawElementsBaseVertex(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32, basevertex *int32) { - gl.MultiDrawElementsBaseVertex(mode, count, xtype, indices, drawcount, basevertex) -} -func (_ GLImpl) PixelStoref(pname uint32, param float32) { - gl.PixelStoref(pname, param) -} -func (_ GLImpl) PixelStorei(pname uint32, param int32) { - gl.PixelStorei(pname, param) -} -func (_ GLImpl) PointParameterf(pname uint32, param float32) { - gl.PointParameterf(pname, param) -} -func (_ GLImpl) PointParameterfv(pname uint32, params *float32) { - gl.PointParameterfv(pname, params) -} -func (_ GLImpl) PointParameteri(pname uint32, param int32) { - gl.PointParameteri(pname, param) -} -func (_ GLImpl) PointParameteriv(pname uint32, params *int32) { - gl.PointParameteriv(pname, params) -} -func (_ GLImpl) PointSize(size float32) { - gl.PointSize(size) -} -func (_ GLImpl) PolygonMode(face uint32, mode uint32) { - gl.PolygonMode(face, mode) -} -func (_ GLImpl) PolygonOffset(factor float32, units float32) { - gl.PolygonOffset(factor, units) -} -func (_ GLImpl) PrimitiveRestartIndex(index uint32) { - gl.PrimitiveRestartIndex(index) -} -func (_ GLImpl) ProvokingVertex(mode uint32) { - gl.ProvokingVertex(mode) -} -func (_ GLImpl) ReadBuffer(src uint32) { - gl.ReadBuffer(src) -} func (_ GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.ReadPixels(x, y, width, height, format, xtype, pixels) } -func (_ GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { - gl.RenderbufferStorage(target, internalformat, width, height) -} -func (_ GLImpl) RenderbufferStorageMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32) { - gl.RenderbufferStorageMultisample(target, samples, internalformat, width, height) -} -func (_ GLImpl) SampleCoverage(value float32, invert bool) { - gl.SampleCoverage(value, invert) -} -func (_ GLImpl) SampleMaski(maskNumber uint32, mask uint32) { - gl.SampleMaski(maskNumber, mask) -} func (_ GLImpl) Scissor(x int32, y int32, width int32, height int32) { gl.Scissor(x, y, width, height) } @@ -617,357 +119,45 @@ func (_ GLImpl) ShaderSource(shader uint32, count int32, xstring **uint8, length func (_ GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { gl.StencilFunc(xfunc, ref, mask) } -func (_ GLImpl) StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32) { - gl.StencilFuncSeparate(face, xfunc, ref, mask) -} func (_ GLImpl) StencilMask(mask uint32) { gl.StencilMask(mask) } -func (_ GLImpl) StencilMaskSeparate(face uint32, mask uint32) { - gl.StencilMaskSeparate(face, mask) -} func (_ GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { gl.StencilOp(fail, zfail, zpass) } -func (_ GLImpl) StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32) { - gl.StencilOpSeparate(face, sfail, dpfail, dppass) -} -func (_ GLImpl) TexBuffer(target uint32, internalformat uint32, buffer uint32) { - gl.TexBuffer(target, internalformat, buffer) -} func (_ GLImpl) TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.TexImage1D(target, level, internalformat, width, border, format, xtype, pixels) } func (_ GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.TexImage2D(target, level, internalformat, width, height, border, format, xtype, pixels) } -func (_ GLImpl) TexImage2DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, fixedsamplelocations bool) { - gl.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations) -} -func (_ GLImpl) TexImage3D(target uint32, level int32, internalformat int32, width int32, height int32, depth int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { - gl.TexImage3D(target, level, internalformat, width, height, depth, border, format, xtype, pixels) -} -func (_ GLImpl) TexImage3DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool) { - gl.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations) -} -func (_ GLImpl) TexParameterIiv(target uint32, pname uint32, params *int32) { - gl.TexParameterIiv(target, pname, params) -} -func (_ GLImpl) TexParameterIuiv(target uint32, pname uint32, params *uint32) { - gl.TexParameterIuiv(target, pname, params) -} -func (_ GLImpl) TexParameterf(target uint32, pname uint32, param float32) { - gl.TexParameterf(target, pname, param) -} -func (_ GLImpl) TexParameterfv(target uint32, pname uint32, params *float32) { - gl.TexParameterfv(target, pname, params) -} func (_ GLImpl) TexParameteri(target uint32, pname uint32, param int32) { gl.TexParameteri(target, pname, param) } -func (_ GLImpl) TexParameteriv(target uint32, pname uint32, params *int32) { - gl.TexParameteriv(target, pname, params) -} -func (_ GLImpl) TexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, xtype uint32, pixels unsafe.Pointer) { - gl.TexSubImage1D(target, level, xoffset, width, format, xtype, pixels) -} func (_ GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { gl.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, xtype, pixels) } -func (_ GLImpl) TexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, xtype uint32, pixels unsafe.Pointer) { - gl.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, xtype, pixels) -} -func (_ GLImpl) TransformFeedbackVaryings(program uint32, count int32, varyings **uint8, bufferMode uint32) { - gl.TransformFeedbackVaryings(program, count, varyings, bufferMode) -} func (_ GLImpl) Uniform1f(location int32, v0 float32) { gl.Uniform1f(location, v0) } -func (_ GLImpl) Uniform1fv(location int32, count int32, value *float32) { - gl.Uniform1fv(location, count, value) -} func (_ GLImpl) Uniform1i(location int32, v0 int32) { gl.Uniform1i(location, v0) } -func (_ GLImpl) Uniform1iv(location int32, count int32, value *int32) { - gl.Uniform1iv(location, count, value) -} -func (_ GLImpl) Uniform1ui(location int32, v0 uint32) { - gl.Uniform1ui(location, v0) -} -func (_ GLImpl) Uniform1uiv(location int32, count int32, value *uint32) { - gl.Uniform1uiv(location, count, value) -} func (_ GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { gl.Uniform2f(location, v0, v1) } -func (_ GLImpl) Uniform2fv(location int32, count int32, value *float32) { - gl.Uniform2fv(location, count, value) -} -func (_ GLImpl) Uniform2i(location int32, v0 int32, v1 int32) { - gl.Uniform2i(location, v0, v1) -} -func (_ GLImpl) Uniform2iv(location int32, count int32, value *int32) { - gl.Uniform2iv(location, count, value) -} -func (_ GLImpl) Uniform2ui(location int32, v0 uint32, v1 uint32) { - gl.Uniform2ui(location, v0, v1) -} -func (_ GLImpl) Uniform2uiv(location int32, count int32, value *uint32) { - gl.Uniform2uiv(location, count, value) -} -func (_ GLImpl) Uniform3f(location int32, v0 float32, v1 float32, v2 float32) { - gl.Uniform3f(location, v0, v1, v2) -} -func (_ GLImpl) Uniform3fv(location int32, count int32, value *float32) { - gl.Uniform3fv(location, count, value) -} -func (_ GLImpl) Uniform3i(location int32, v0 int32, v1 int32, v2 int32) { - gl.Uniform3i(location, v0, v1, v2) -} -func (_ GLImpl) Uniform3iv(location int32, count int32, value *int32) { - gl.Uniform3iv(location, count, value) -} -func (_ GLImpl) Uniform3ui(location int32, v0 uint32, v1 uint32, v2 uint32) { - gl.Uniform3ui(location, v0, v1, v2) -} -func (_ GLImpl) Uniform3uiv(location int32, count int32, value *uint32) { - gl.Uniform3uiv(location, count, value) -} func (_ GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { gl.Uniform4f(location, v0, v1, v2, v3) } -func (_ GLImpl) Uniform4fv(location int32, count int32, value *float32) { - gl.Uniform4fv(location, count, value) -} -func (_ GLImpl) Uniform4i(location int32, v0 int32, v1 int32, v2 int32, v3 int32) { - gl.Uniform4i(location, v0, v1, v2, v3) -} -func (_ GLImpl) Uniform4iv(location int32, count int32, value *int32) { - gl.Uniform4iv(location, count, value) -} -func (_ GLImpl) Uniform4ui(location int32, v0 uint32, v1 uint32, v2 uint32, v3 uint32) { - gl.Uniform4ui(location, v0, v1, v2, v3) -} -func (_ GLImpl) Uniform4uiv(location int32, count int32, value *uint32) { - gl.Uniform4uiv(location, count, value) -} -func (_ GLImpl) UniformBlockBinding(program uint32, uniformBlockIndex uint32, uniformBlockBinding uint32) { - gl.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding) -} -func (_ GLImpl) UniformMatrix2fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix2fv(location, count, transpose, value) -} -func (_ GLImpl) UniformMatrix2x3fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix2x3fv(location, count, transpose, value) -} -func (_ GLImpl) UniformMatrix2x4fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix2x4fv(location, count, transpose, value) -} func (_ GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { gl.UniformMatrix3fv(location, count, transpose, value) } -func (_ GLImpl) UniformMatrix3x2fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix3x2fv(location, count, transpose, value) -} -func (_ GLImpl) UniformMatrix3x4fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix3x4fv(location, count, transpose, value) -} -func (_ GLImpl) UniformMatrix4fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix4fv(location, count, transpose, value) -} -func (_ GLImpl) UniformMatrix4x2fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix4x2fv(location, count, transpose, value) -} -func (_ GLImpl) UniformMatrix4x3fv(location int32, count int32, transpose bool, value *float32) { - gl.UniformMatrix4x3fv(location, count, transpose, value) -} -func (_ GLImpl) UnmapBuffer(target uint32) bool { - return gl.UnmapBuffer(target) -} func (_ GLImpl) UseProgram(program uint32) { gl.UseProgram(program) } -func (_ GLImpl) ValidateProgram(program uint32) { - gl.ValidateProgram(program) -} -func (_ GLImpl) VertexAttrib1d(index uint32, x float64) { - gl.VertexAttrib1d(index, x) -} -func (_ GLImpl) VertexAttrib1dv(index uint32, v *float64) { - gl.VertexAttrib1dv(index, v) -} -func (_ GLImpl) VertexAttrib1f(index uint32, x float32) { - gl.VertexAttrib1f(index, x) -} -func (_ GLImpl) VertexAttrib1fv(index uint32, v *float32) { - gl.VertexAttrib1fv(index, v) -} -func (_ GLImpl) VertexAttrib1s(index uint32, x int16) { - gl.VertexAttrib1s(index, x) -} -func (_ GLImpl) VertexAttrib1sv(index uint32, v *int16) { - gl.VertexAttrib1sv(index, v) -} -func (_ GLImpl) VertexAttrib2d(index uint32, x float64, y float64) { - gl.VertexAttrib2d(index, x, y) -} -func (_ GLImpl) VertexAttrib2dv(index uint32, v *float64) { - gl.VertexAttrib2dv(index, v) -} -func (_ GLImpl) VertexAttrib2f(index uint32, x float32, y float32) { - gl.VertexAttrib2f(index, x, y) -} -func (_ GLImpl) VertexAttrib2fv(index uint32, v *float32) { - gl.VertexAttrib2fv(index, v) -} -func (_ GLImpl) VertexAttrib2s(index uint32, x int16, y int16) { - gl.VertexAttrib2s(index, x, y) -} -func (_ GLImpl) VertexAttrib2sv(index uint32, v *int16) { - gl.VertexAttrib2sv(index, v) -} -func (_ GLImpl) VertexAttrib3d(index uint32, x float64, y float64, z float64) { - gl.VertexAttrib3d(index, x, y, z) -} -func (_ GLImpl) VertexAttrib3dv(index uint32, v *float64) { - gl.VertexAttrib3dv(index, v) -} -func (_ GLImpl) VertexAttrib3f(index uint32, x float32, y float32, z float32) { - gl.VertexAttrib3f(index, x, y, z) -} -func (_ GLImpl) VertexAttrib3fv(index uint32, v *float32) { - gl.VertexAttrib3fv(index, v) -} -func (_ GLImpl) VertexAttrib3s(index uint32, x int16, y int16, z int16) { - gl.VertexAttrib3s(index, x, y, z) -} -func (_ GLImpl) VertexAttrib3sv(index uint32, v *int16) { - gl.VertexAttrib3sv(index, v) -} -func (_ GLImpl) VertexAttrib4Nbv(index uint32, v *int8) { - gl.VertexAttrib4Nbv(index, v) -} -func (_ GLImpl) VertexAttrib4Niv(index uint32, v *int32) { - gl.VertexAttrib4Niv(index, v) -} -func (_ GLImpl) VertexAttrib4Nsv(index uint32, v *int16) { - gl.VertexAttrib4Nsv(index, v) -} -func (_ GLImpl) VertexAttrib4Nub(index uint32, x uint8, y uint8, z uint8, w uint8) { - gl.VertexAttrib4Nub(index, x, y, z, w) -} -func (_ GLImpl) VertexAttrib4Nubv(index uint32, v *uint8) { - gl.VertexAttrib4Nubv(index, v) -} -func (_ GLImpl) VertexAttrib4Nuiv(index uint32, v *uint32) { - gl.VertexAttrib4Nuiv(index, v) -} -func (_ GLImpl) VertexAttrib4Nusv(index uint32, v *uint16) { - gl.VertexAttrib4Nusv(index, v) -} -func (_ GLImpl) VertexAttrib4bv(index uint32, v *int8) { - gl.VertexAttrib4bv(index, v) -} -func (_ GLImpl) VertexAttrib4d(index uint32, x float64, y float64, z float64, w float64) { - gl.VertexAttrib4d(index, x, y, z, w) -} -func (_ GLImpl) VertexAttrib4dv(index uint32, v *float64) { - gl.VertexAttrib4dv(index, v) -} -func (_ GLImpl) VertexAttrib4f(index uint32, x float32, y float32, z float32, w float32) { - gl.VertexAttrib4f(index, x, y, z, w) -} -func (_ GLImpl) VertexAttrib4fv(index uint32, v *float32) { - gl.VertexAttrib4fv(index, v) -} -func (_ GLImpl) VertexAttrib4iv(index uint32, v *int32) { - gl.VertexAttrib4iv(index, v) -} -func (_ GLImpl) VertexAttrib4s(index uint32, x int16, y int16, z int16, w int16) { - gl.VertexAttrib4s(index, x, y, z, w) -} -func (_ GLImpl) VertexAttrib4sv(index uint32, v *int16) { - gl.VertexAttrib4sv(index, v) -} -func (_ GLImpl) VertexAttrib4ubv(index uint32, v *uint8) { - gl.VertexAttrib4ubv(index, v) -} -func (_ GLImpl) VertexAttrib4uiv(index uint32, v *uint32) { - gl.VertexAttrib4uiv(index, v) -} -func (_ GLImpl) VertexAttrib4usv(index uint32, v *uint16) { - gl.VertexAttrib4usv(index, v) -} -func (_ GLImpl) VertexAttribI1i(index uint32, x int32) { - gl.VertexAttribI1i(index, x) -} -func (_ GLImpl) VertexAttribI1iv(index uint32, v *int32) { - gl.VertexAttribI1iv(index, v) -} -func (_ GLImpl) VertexAttribI1ui(index uint32, x uint32) { - gl.VertexAttribI1ui(index, x) -} -func (_ GLImpl) VertexAttribI1uiv(index uint32, v *uint32) { - gl.VertexAttribI1uiv(index, v) -} -func (_ GLImpl) VertexAttribI2i(index uint32, x int32, y int32) { - gl.VertexAttribI2i(index, x, y) -} -func (_ GLImpl) VertexAttribI2iv(index uint32, v *int32) { - gl.VertexAttribI2iv(index, v) -} -func (_ GLImpl) VertexAttribI2ui(index uint32, x uint32, y uint32) { - gl.VertexAttribI2ui(index, x, y) -} -func (_ GLImpl) VertexAttribI2uiv(index uint32, v *uint32) { - gl.VertexAttribI2uiv(index, v) -} -func (_ GLImpl) VertexAttribI3i(index uint32, x int32, y int32, z int32) { - gl.VertexAttribI3i(index, x, y, z) -} -func (_ GLImpl) VertexAttribI3iv(index uint32, v *int32) { - gl.VertexAttribI3iv(index, v) -} -func (_ GLImpl) VertexAttribI3ui(index uint32, x uint32, y uint32, z uint32) { - gl.VertexAttribI3ui(index, x, y, z) -} -func (_ GLImpl) VertexAttribI3uiv(index uint32, v *uint32) { - gl.VertexAttribI3uiv(index, v) -} -func (_ GLImpl) VertexAttribI4bv(index uint32, v *int8) { - gl.VertexAttribI4bv(index, v) -} -func (_ GLImpl) VertexAttribI4i(index uint32, x int32, y int32, z int32, w int32) { - gl.VertexAttribI4i(index, x, y, z, w) -} -func (_ GLImpl) VertexAttribI4iv(index uint32, v *int32) { - gl.VertexAttribI4iv(index, v) -} -func (_ GLImpl) VertexAttribI4sv(index uint32, v *int16) { - gl.VertexAttribI4sv(index, v) -} -func (_ GLImpl) VertexAttribI4ubv(index uint32, v *uint8) { - gl.VertexAttribI4ubv(index, v) -} -func (_ GLImpl) VertexAttribI4ui(index uint32, x uint32, y uint32, z uint32, w uint32) { - gl.VertexAttribI4ui(index, x, y, z, w) -} -func (_ GLImpl) VertexAttribI4uiv(index uint32, v *uint32) { - gl.VertexAttribI4uiv(index, v) -} -func (_ GLImpl) VertexAttribI4usv(index uint32, v *uint16) { - gl.VertexAttribI4usv(index, v) -} -func (_ GLImpl) VertexAttribIPointer(index uint32, size int32, xtype uint32, stride int32, pointer unsafe.Pointer) { - gl.VertexAttribIPointer(index, size, xtype, stride, pointer) -} func (_ GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, pointer unsafe.Pointer) { gl.VertexAttribPointer(index, size, xtype, normalized, stride, pointer) } func (_ GLImpl) Viewport(x int32, y int32, width int32, height int32) { gl.Viewport(x, y, width, height) } -func (_ GLImpl) WaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) { - gl.WaitSync(sync, flags, timeout) -} diff --git a/goglimpl/goglimpl.go.all b/goglimpl/goglimpl.go.all new file mode 100644 index 0000000..77df1cf --- /dev/null +++ b/goglimpl/goglimpl.go.all @@ -0,0 +1,973 @@ +package goglimpl + +import ( + "unsafe" + + "github.com/go-gl/gl/v3.2-core/gl" +) + +type GLImpl struct{} + +func (_ GLImpl) Ptr(data interface{}) unsafe.Pointer { + return gl.Ptr(data) +} +func (_ GLImpl) PtrOffset(offset int) unsafe.Pointer { + return gl.PtrOffset(offset) +} +func (_ GLImpl) Str(str string) *uint8 { + return gl.Str(str) +} +func (_ GLImpl) GoStr(cstr *uint8) string { + return gl.GoStr(cstr) +} +func (_ GLImpl) Strs(strs ...string) (cstrs **uint8, free func()) { + return gl.Strs(strs...) +} +func (_ GLImpl) ActiveTexture(texture uint32) { + gl.ActiveTexture(texture) +} +func (_ GLImpl) AttachShader(program uint32, shader uint32) { + gl.AttachShader(program, shader) +} +func (_ GLImpl) BeginConditionalRender(id uint32, mode uint32) { + gl.BeginConditionalRender(id, mode) +} +func (_ GLImpl) BeginQuery(target uint32, id uint32) { + gl.BeginQuery(target, id) +} +func (_ GLImpl) BeginTransformFeedback(primitiveMode uint32) { + gl.BeginTransformFeedback(primitiveMode) +} +func (_ GLImpl) BindAttribLocation(program uint32, index uint32, name *uint8) { + gl.BindAttribLocation(program, index, name) +} +func (_ GLImpl) BindBuffer(target uint32, buffer uint32) { + gl.BindBuffer(target, buffer) +} +func (_ GLImpl) BindBufferBase(target uint32, index uint32, buffer uint32) { + gl.BindBufferBase(target, index, buffer) +} +func (_ GLImpl) BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int) { + gl.BindBufferRange(target, index, buffer, offset, size) +} +func (_ GLImpl) BindFragDataLocation(program uint32, color uint32, name *uint8) { + gl.BindFragDataLocation(program, color, name) +} +func (_ GLImpl) BindFramebuffer(target uint32, framebuffer uint32) { + gl.BindFramebuffer(target, framebuffer) +} +func (_ GLImpl) BindRenderbuffer(target uint32, renderbuffer uint32) { + gl.BindRenderbuffer(target, renderbuffer) +} +func (_ GLImpl) BindTexture(target uint32, texture uint32) { + gl.BindTexture(target, texture) +} +func (_ GLImpl) BindVertexArray(array uint32) { + gl.BindVertexArray(array) +} +func (_ GLImpl) BlendColor(red float32, green float32, blue float32, alpha float32) { + gl.BlendColor(red, green, blue, alpha) +} +func (_ GLImpl) BlendEquation(mode uint32) { + gl.BlendEquation(mode) +} +func (_ GLImpl) BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) { + gl.BlendEquationSeparate(modeRGB, modeAlpha) +} +func (_ GLImpl) BlendFunc(sfactor uint32, dfactor uint32) { + gl.BlendFunc(sfactor, dfactor) +} +func (_ GLImpl) BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32) { + gl.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha) +} +func (_ GLImpl) BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32) { + gl.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter) +} +func (_ GLImpl) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) { + gl.BufferData(target, size, data, usage) +} +func (_ GLImpl) BufferSubData(target uint32, offset int, size int, data unsafe.Pointer) { + gl.BufferSubData(target, offset, size, data) +} +func (_ GLImpl) CheckFramebufferStatus(target uint32) uint32 { + return gl.CheckFramebufferStatus(target) +} +func (_ GLImpl) ClampColor(target uint32, clamp uint32) { + gl.ClampColor(target, clamp) +} +func (_ GLImpl) Clear(mask uint32) { + gl.Clear(mask) +} +func (_ GLImpl) ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32) { + gl.ClearBufferfi(buffer, drawbuffer, depth, stencil) +} +func (_ GLImpl) ClearBufferfv(buffer uint32, drawbuffer int32, value *float32) { + gl.ClearBufferfv(buffer, drawbuffer, value) +} +func (_ GLImpl) ClearBufferiv(buffer uint32, drawbuffer int32, value *int32) { + gl.ClearBufferiv(buffer, drawbuffer, value) +} +func (_ GLImpl) ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32) { + gl.ClearBufferuiv(buffer, drawbuffer, value) +} +func (_ GLImpl) ClearColor(red float32, green float32, blue float32, alpha float32) { + gl.ClearColor(red, green, blue, alpha) +} +func (_ GLImpl) ClearDepth(depth float64) { + gl.ClearDepth(depth) +} +func (_ GLImpl) ClearStencil(s int32) { + gl.ClearStencil(s) +} +func (_ GLImpl) ClientWaitSync(sync uintptr, flags uint32, timeout uint64) uint32 { + return gl.ClientWaitSync(sync, flags, timeout) +} +func (_ GLImpl) ColorMask(red bool, green bool, blue bool, alpha bool) { + gl.ColorMask(red, green, blue, alpha) +} +func (_ GLImpl) ColorMaski(index uint32, r bool, g bool, b bool, a bool) { + gl.ColorMaski(index, r, g, b, a) +} +func (_ GLImpl) CompileShader(shader uint32) { + gl.CompileShader(shader) +} +func (_ GLImpl) CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer) { + gl.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data) +} +func (_ GLImpl) CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer) { + gl.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data) +} +func (_ GLImpl) CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer) { + gl.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data) +} +func (_ GLImpl) CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer) { + gl.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data) +} +func (_ GLImpl) CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer) { + gl.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data) +} +func (_ GLImpl) CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer) { + gl.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data) +} +func (_ GLImpl) CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int) { + gl.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size) +} +func (_ GLImpl) CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32) { + gl.CopyTexImage1D(target, level, internalformat, x, y, width, border) +} +func (_ GLImpl) CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32) { + gl.CopyTexImage2D(target, level, internalformat, x, y, width, height, border) +} +func (_ GLImpl) CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32) { + gl.CopyTexSubImage1D(target, level, xoffset, x, y, width) +} +func (_ GLImpl) CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32) { + gl.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height) +} +func (_ GLImpl) CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32) { + gl.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height) +} +func (_ GLImpl) CreateProgram() uint32 { + return gl.CreateProgram() +} +func (_ GLImpl) CreateShader(xtype uint32) uint32 { + return gl.CreateShader(xtype) +} +func (_ GLImpl) CullFace(mode uint32) { + gl.CullFace(mode) +} +func (_ GLImpl) DeleteBuffers(n int32, buffers *uint32) { + gl.DeleteBuffers(n, buffers) +} +func (_ GLImpl) DeleteFramebuffers(n int32, framebuffers *uint32) { + gl.DeleteFramebuffers(n, framebuffers) +} +func (_ GLImpl) DeleteProgram(program uint32) { + gl.DeleteProgram(program) +} +func (_ GLImpl) DeleteQueries(n int32, ids *uint32) { + gl.DeleteQueries(n, ids) +} +func (_ GLImpl) DeleteRenderbuffers(n int32, renderbuffers *uint32) { + gl.DeleteRenderbuffers(n, renderbuffers) +} +func (_ GLImpl) DeleteShader(shader uint32) { + gl.DeleteShader(shader) +} +func (_ GLImpl) DeleteSync(sync uintptr) { + gl.DeleteSync(sync) +} +func (_ GLImpl) DeleteTextures(n int32, textures *uint32) { + gl.DeleteTextures(n, textures) +} +func (_ GLImpl) DeleteVertexArrays(n int32, arrays *uint32) { + gl.DeleteVertexArrays(n, arrays) +} +func (_ GLImpl) DepthFunc(xfunc uint32) { + gl.DepthFunc(xfunc) +} +func (_ GLImpl) DepthMask(flag bool) { + gl.DepthMask(flag) +} +func (_ GLImpl) DepthRange(near float64, far float64) { + gl.DepthRange(near, far) +} +func (_ GLImpl) DetachShader(program uint32, shader uint32) { + gl.DetachShader(program, shader) +} +func (_ GLImpl) Disable(cap uint32) { + gl.Disable(cap) +} +func (_ GLImpl) DisableVertexAttribArray(index uint32) { + gl.DisableVertexAttribArray(index) +} +func (_ GLImpl) Disablei(target uint32, index uint32) { + gl.Disablei(target, index) +} +func (_ GLImpl) DrawArrays(mode uint32, first int32, count int32) { + gl.DrawArrays(mode, first, count) +} +func (_ GLImpl) DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32) { + gl.DrawArraysInstanced(mode, first, count, instancecount) +} +func (_ GLImpl) DrawBuffer(buf uint32) { + gl.DrawBuffer(buf) +} +func (_ GLImpl) DrawBuffers(n int32, bufs *uint32) { + gl.DrawBuffers(n, bufs) +} +func (_ GLImpl) DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer) { + gl.DrawElements(mode, count, xtype, indices) +} +func (_ GLImpl) DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32) { + gl.DrawElementsBaseVertex(mode, count, xtype, indices, basevertex) +} +func (_ GLImpl) DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32) { + gl.DrawElementsInstanced(mode, count, xtype, indices, instancecount) +} +func (_ GLImpl) DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32) { + gl.DrawElementsInstancedBaseVertex(mode, count, xtype, indices, instancecount, basevertex) +} +func (_ GLImpl) DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer) { + gl.DrawRangeElements(mode, start, end, count, xtype, indices) +} +func (_ GLImpl) DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32) { + gl.DrawRangeElementsBaseVertex(mode, start, end, count, xtype, indices, basevertex) +} +func (_ GLImpl) Enable(cap uint32) { + gl.Enable(cap) +} +func (_ GLImpl) EnableVertexAttribArray(index uint32) { + gl.EnableVertexAttribArray(index) +} +func (_ GLImpl) Enablei(target uint32, index uint32) { + gl.Enablei(target, index) +} +func (_ GLImpl) EndConditionalRender() { + gl.EndConditionalRender() +} +func (_ GLImpl) EndQuery(target uint32) { + gl.EndQuery(target) +} +func (_ GLImpl) EndTransformFeedback() { + gl.EndTransformFeedback() +} +func (_ GLImpl) FenceSync(condition uint32, flags uint32) uintptr { + return gl.FenceSync(condition, flags) +} +func (_ GLImpl) Finish() { + gl.Finish() +} +func (_ GLImpl) Flush() { + gl.Flush() +} +func (_ GLImpl) FlushMappedBufferRange(target uint32, offset int, length int) { + gl.FlushMappedBufferRange(target, offset, length) +} +func (_ GLImpl) FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) { + gl.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer) +} +func (_ GLImpl) FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) { + gl.FramebufferTexture(target, attachment, texture, level) +} +func (_ GLImpl) FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { + gl.FramebufferTexture1D(target, attachment, textarget, texture, level) +} +func (_ GLImpl) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) { + gl.FramebufferTexture2D(target, attachment, textarget, texture, level) +} +func (_ GLImpl) FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32) { + gl.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset) +} +func (_ GLImpl) FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32) { + gl.FramebufferTextureLayer(target, attachment, texture, level, layer) +} +func (_ GLImpl) FrontFace(mode uint32) { + gl.FrontFace(mode) +} +func (_ GLImpl) GenBuffers(n int32, buffers *uint32) { + gl.GenBuffers(n, buffers) +} +func (_ GLImpl) GenFramebuffers(n int32, framebuffers *uint32) { + gl.GenFramebuffers(n, framebuffers) +} +func (_ GLImpl) GenQueries(n int32, ids *uint32) { + gl.GenQueries(n, ids) +} +func (_ GLImpl) GenRenderbuffers(n int32, renderbuffers *uint32) { + gl.GenRenderbuffers(n, renderbuffers) +} +func (_ GLImpl) GenTextures(n int32, textures *uint32) { + gl.GenTextures(n, textures) +} +func (_ GLImpl) GenVertexArrays(n int32, arrays *uint32) { + gl.GenVertexArrays(n, arrays) +} +func (_ GLImpl) GenerateMipmap(target uint32) { + gl.GenerateMipmap(target) +} +func (_ GLImpl) GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) { + gl.GetActiveAttrib(program, index, bufSize, length, size, xtype, name) +} +func (_ GLImpl) GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) { + gl.GetActiveUniform(program, index, bufSize, length, size, xtype, name) +} +func (_ GLImpl) GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8) { + gl.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName) +} +func (_ GLImpl) GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32) { + gl.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params) +} +func (_ GLImpl) GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8) { + gl.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName) +} +func (_ GLImpl) GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32) { + gl.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params) +} +func (_ GLImpl) GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) { + gl.GetAttachedShaders(program, maxCount, count, shaders) +} +func (_ GLImpl) GetAttribLocation(program uint32, name *uint8) int32 { + return gl.GetAttribLocation(program, name) +} +func (_ GLImpl) GetBooleani_v(target uint32, index uint32, data *bool) { + gl.GetBooleani_v(target, index, data) +} +func (_ GLImpl) GetBooleanv(pname uint32, data *bool) { + gl.GetBooleanv(pname, data) +} +func (_ GLImpl) GetBufferParameteri64v(target uint32, pname uint32, params *int64) { + gl.GetBufferParameteri64v(target, pname, params) +} +func (_ GLImpl) GetBufferParameteriv(target uint32, pname uint32, params *int32) { + gl.GetBufferParameteriv(target, pname, params) +} +func (_ GLImpl) GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer) { + gl.GetBufferPointerv(target, pname, params) +} +func (_ GLImpl) GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer) { + gl.GetBufferSubData(target, offset, size, data) +} +func (_ GLImpl) GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer) { + gl.GetCompressedTexImage(target, level, img) +} +func (_ GLImpl) GetDoublev(pname uint32, data *float64) { + gl.GetDoublev(pname, data) +} +func (_ GLImpl) GetError() uint32 { + return gl.GetError() +} +func (_ GLImpl) GetFloatv(pname uint32, data *float32) { + gl.GetFloatv(pname, data) +} +func (_ GLImpl) GetFragDataLocation(program uint32, name *uint8) int32 { + return gl.GetFragDataLocation(program, name) +} +func (_ GLImpl) GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32) { + gl.GetFramebufferAttachmentParameteriv(target, attachment, pname, params) +} +func (_ GLImpl) GetInteger64i_v(target uint32, index uint32, data *int64) { + gl.GetInteger64i_v(target, index, data) +} +func (_ GLImpl) GetInteger64v(pname uint32, data *int64) { + gl.GetInteger64v(pname, data) +} +func (_ GLImpl) GetIntegeri_v(target uint32, index uint32, data *int32) { + gl.GetIntegeri_v(target, index, data) +} +func (_ GLImpl) GetIntegerv(pname uint32, data *int32) { + gl.GetIntegerv(pname, data) +} +func (_ GLImpl) GetMultisamplefv(pname uint32, index uint32, val *float32) { + gl.GetMultisamplefv(pname, index, val) +} +func (_ GLImpl) GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8) { + gl.GetProgramInfoLog(program, bufSize, length, infoLog) +} +func (_ GLImpl) GetProgramiv(program uint32, pname uint32, params *int32) { + gl.GetProgramiv(program, pname, params) +} +func (_ GLImpl) GetQueryObjectiv(id uint32, pname uint32, params *int32) { + gl.GetQueryObjectiv(id, pname, params) +} +func (_ GLImpl) GetQueryObjectuiv(id uint32, pname uint32, params *uint32) { + gl.GetQueryObjectuiv(id, pname, params) +} +func (_ GLImpl) GetQueryiv(target uint32, pname uint32, params *int32) { + gl.GetQueryiv(target, pname, params) +} +func (_ GLImpl) GetRenderbufferParameteriv(target uint32, pname uint32, params *int32) { + gl.GetRenderbufferParameteriv(target, pname, params) +} +func (_ GLImpl) GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8) { + gl.GetShaderInfoLog(shader, bufSize, length, infoLog) +} +func (_ GLImpl) GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8) { + gl.GetShaderSource(shader, bufSize, length, source) +} +func (_ GLImpl) GetShaderiv(shader uint32, pname uint32, params *int32) { + gl.GetShaderiv(shader, pname, params) +} +func (_ GLImpl) GetString(name uint32) *uint8 { + return gl.GetString(name) +} +func (_ GLImpl) GetStringi(name uint32, index uint32) *uint8 { + return gl.GetStringi(name, index) +} +func (_ GLImpl) GetSynciv(sync uintptr, pname uint32, bufSize int32, length *int32, values *int32) { + gl.GetSynciv(sync, pname, bufSize, length, values) +} +func (_ GLImpl) GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.GetTexImage(target, level, format, xtype, pixels) +} +func (_ GLImpl) GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32) { + gl.GetTexLevelParameterfv(target, level, pname, params) +} +func (_ GLImpl) GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32) { + gl.GetTexLevelParameteriv(target, level, pname, params) +} +func (_ GLImpl) GetTexParameterIiv(target uint32, pname uint32, params *int32) { + gl.GetTexParameterIiv(target, pname, params) +} +func (_ GLImpl) GetTexParameterIuiv(target uint32, pname uint32, params *uint32) { + gl.GetTexParameterIuiv(target, pname, params) +} +func (_ GLImpl) GetTexParameterfv(target uint32, pname uint32, params *float32) { + gl.GetTexParameterfv(target, pname, params) +} +func (_ GLImpl) GetTexParameteriv(target uint32, pname uint32, params *int32) { + gl.GetTexParameteriv(target, pname, params) +} +func (_ GLImpl) GetTransformFeedbackVarying(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) { + gl.GetTransformFeedbackVarying(program, index, bufSize, length, size, xtype, name) +} +func (_ GLImpl) GetUniformBlockIndex(program uint32, uniformBlockName *uint8) uint32 { + return gl.GetUniformBlockIndex(program, uniformBlockName) +} +func (_ GLImpl) GetUniformIndices(program uint32, uniformCount int32, uniformNames **uint8, uniformIndices *uint32) { + gl.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices) +} +func (_ GLImpl) GetUniformLocation(program uint32, name *uint8) int32 { + return gl.GetUniformLocation(program, name) +} +func (_ GLImpl) GetUniformfv(program uint32, location int32, params *float32) { + gl.GetUniformfv(program, location, params) +} +func (_ GLImpl) GetUniformiv(program uint32, location int32, params *int32) { + gl.GetUniformiv(program, location, params) +} +func (_ GLImpl) GetUniformuiv(program uint32, location int32, params *uint32) { + gl.GetUniformuiv(program, location, params) +} +func (_ GLImpl) GetVertexAttribIiv(index uint32, pname uint32, params *int32) { + gl.GetVertexAttribIiv(index, pname, params) +} +func (_ GLImpl) GetVertexAttribIuiv(index uint32, pname uint32, params *uint32) { + gl.GetVertexAttribIuiv(index, pname, params) +} +func (_ GLImpl) GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer) { + gl.GetVertexAttribPointerv(index, pname, pointer) +} +func (_ GLImpl) GetVertexAttribdv(index uint32, pname uint32, params *float64) { + gl.GetVertexAttribdv(index, pname, params) +} +func (_ GLImpl) GetVertexAttribfv(index uint32, pname uint32, params *float32) { + gl.GetVertexAttribfv(index, pname, params) +} +func (_ GLImpl) GetVertexAttribiv(index uint32, pname uint32, params *int32) { + gl.GetVertexAttribiv(index, pname, params) +} +func (_ GLImpl) Hint(target uint32, mode uint32) { + gl.Hint(target, mode) +} +func (_ GLImpl) IsBuffer(buffer uint32) bool { + return gl.IsBuffer(buffer) +} +func (_ GLImpl) IsEnabled(cap uint32) bool { + return gl.IsEnabled(cap) +} +func (_ GLImpl) IsEnabledi(target uint32, index uint32) bool { + return gl.IsEnabledi(target, index) +} +func (_ GLImpl) IsFramebuffer(framebuffer uint32) bool { + return gl.IsFramebuffer(framebuffer) +} +func (_ GLImpl) IsProgram(program uint32) bool { + return gl.IsProgram(program) +} +func (_ GLImpl) IsQuery(id uint32) bool { + return gl.IsQuery(id) +} +func (_ GLImpl) IsRenderbuffer(renderbuffer uint32) bool { + return gl.IsRenderbuffer(renderbuffer) +} +func (_ GLImpl) IsShader(shader uint32) bool { + return gl.IsShader(shader) +} +func (_ GLImpl) IsSync(sync uintptr) bool { + return gl.IsSync(sync) +} +func (_ GLImpl) IsTexture(texture uint32) bool { + return gl.IsTexture(texture) +} +func (_ GLImpl) IsVertexArray(array uint32) bool { + return gl.IsVertexArray(array) +} +func (_ GLImpl) LineWidth(width float32) { + gl.LineWidth(width) +} +func (_ GLImpl) LinkProgram(program uint32) { + gl.LinkProgram(program) +} +func (_ GLImpl) LogicOp(opcode uint32) { + gl.LogicOp(opcode) +} +func (_ GLImpl) MapBuffer(target uint32, access uint32) unsafe.Pointer { + return gl.MapBuffer(target, access) +} +func (_ GLImpl) MapBufferRange(target uint32, offset int, length int, access uint32) unsafe.Pointer { + return gl.MapBufferRange(target, offset, length, access) +} +func (_ GLImpl) MultiDrawArrays(mode uint32, first *int32, count *int32, drawcount int32) { + gl.MultiDrawArrays(mode, first, count, drawcount) +} +func (_ GLImpl) MultiDrawElements(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32) { + gl.MultiDrawElements(mode, count, xtype, indices, drawcount) +} +func (_ GLImpl) MultiDrawElementsBaseVertex(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32, basevertex *int32) { + gl.MultiDrawElementsBaseVertex(mode, count, xtype, indices, drawcount, basevertex) +} +func (_ GLImpl) PixelStoref(pname uint32, param float32) { + gl.PixelStoref(pname, param) +} +func (_ GLImpl) PixelStorei(pname uint32, param int32) { + gl.PixelStorei(pname, param) +} +func (_ GLImpl) PointParameterf(pname uint32, param float32) { + gl.PointParameterf(pname, param) +} +func (_ GLImpl) PointParameterfv(pname uint32, params *float32) { + gl.PointParameterfv(pname, params) +} +func (_ GLImpl) PointParameteri(pname uint32, param int32) { + gl.PointParameteri(pname, param) +} +func (_ GLImpl) PointParameteriv(pname uint32, params *int32) { + gl.PointParameteriv(pname, params) +} +func (_ GLImpl) PointSize(size float32) { + gl.PointSize(size) +} +func (_ GLImpl) PolygonMode(face uint32, mode uint32) { + gl.PolygonMode(face, mode) +} +func (_ GLImpl) PolygonOffset(factor float32, units float32) { + gl.PolygonOffset(factor, units) +} +func (_ GLImpl) PrimitiveRestartIndex(index uint32) { + gl.PrimitiveRestartIndex(index) +} +func (_ GLImpl) ProvokingVertex(mode uint32) { + gl.ProvokingVertex(mode) +} +func (_ GLImpl) ReadBuffer(src uint32) { + gl.ReadBuffer(src) +} +func (_ GLImpl) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.ReadPixels(x, y, width, height, format, xtype, pixels) +} +func (_ GLImpl) RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) { + gl.RenderbufferStorage(target, internalformat, width, height) +} +func (_ GLImpl) RenderbufferStorageMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32) { + gl.RenderbufferStorageMultisample(target, samples, internalformat, width, height) +} +func (_ GLImpl) SampleCoverage(value float32, invert bool) { + gl.SampleCoverage(value, invert) +} +func (_ GLImpl) SampleMaski(maskNumber uint32, mask uint32) { + gl.SampleMaski(maskNumber, mask) +} +func (_ GLImpl) Scissor(x int32, y int32, width int32, height int32) { + gl.Scissor(x, y, width, height) +} +func (_ GLImpl) ShaderSource(shader uint32, count int32, xstring **uint8, length *int32) { + gl.ShaderSource(shader, count, xstring, length) +} +func (_ GLImpl) StencilFunc(xfunc uint32, ref int32, mask uint32) { + gl.StencilFunc(xfunc, ref, mask) +} +func (_ GLImpl) StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32) { + gl.StencilFuncSeparate(face, xfunc, ref, mask) +} +func (_ GLImpl) StencilMask(mask uint32) { + gl.StencilMask(mask) +} +func (_ GLImpl) StencilMaskSeparate(face uint32, mask uint32) { + gl.StencilMaskSeparate(face, mask) +} +func (_ GLImpl) StencilOp(fail uint32, zfail uint32, zpass uint32) { + gl.StencilOp(fail, zfail, zpass) +} +func (_ GLImpl) StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32) { + gl.StencilOpSeparate(face, sfail, dpfail, dppass) +} +func (_ GLImpl) TexBuffer(target uint32, internalformat uint32, buffer uint32) { + gl.TexBuffer(target, internalformat, buffer) +} +func (_ GLImpl) TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.TexImage1D(target, level, internalformat, width, border, format, xtype, pixels) +} +func (_ GLImpl) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.TexImage2D(target, level, internalformat, width, height, border, format, xtype, pixels) +} +func (_ GLImpl) TexImage2DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, fixedsamplelocations bool) { + gl.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations) +} +func (_ GLImpl) TexImage3D(target uint32, level int32, internalformat int32, width int32, height int32, depth int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.TexImage3D(target, level, internalformat, width, height, depth, border, format, xtype, pixels) +} +func (_ GLImpl) TexImage3DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool) { + gl.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations) +} +func (_ GLImpl) TexParameterIiv(target uint32, pname uint32, params *int32) { + gl.TexParameterIiv(target, pname, params) +} +func (_ GLImpl) TexParameterIuiv(target uint32, pname uint32, params *uint32) { + gl.TexParameterIuiv(target, pname, params) +} +func (_ GLImpl) TexParameterf(target uint32, pname uint32, param float32) { + gl.TexParameterf(target, pname, param) +} +func (_ GLImpl) TexParameterfv(target uint32, pname uint32, params *float32) { + gl.TexParameterfv(target, pname, params) +} +func (_ GLImpl) TexParameteri(target uint32, pname uint32, param int32) { + gl.TexParameteri(target, pname, param) +} +func (_ GLImpl) TexParameteriv(target uint32, pname uint32, params *int32) { + gl.TexParameteriv(target, pname, params) +} +func (_ GLImpl) TexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.TexSubImage1D(target, level, xoffset, width, format, xtype, pixels) +} +func (_ GLImpl) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, xtype, pixels) +} +func (_ GLImpl) TexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, xtype uint32, pixels unsafe.Pointer) { + gl.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, xtype, pixels) +} +func (_ GLImpl) TransformFeedbackVaryings(program uint32, count int32, varyings **uint8, bufferMode uint32) { + gl.TransformFeedbackVaryings(program, count, varyings, bufferMode) +} +func (_ GLImpl) Uniform1f(location int32, v0 float32) { + gl.Uniform1f(location, v0) +} +func (_ GLImpl) Uniform1fv(location int32, count int32, value *float32) { + gl.Uniform1fv(location, count, value) +} +func (_ GLImpl) Uniform1i(location int32, v0 int32) { + gl.Uniform1i(location, v0) +} +func (_ GLImpl) Uniform1iv(location int32, count int32, value *int32) { + gl.Uniform1iv(location, count, value) +} +func (_ GLImpl) Uniform1ui(location int32, v0 uint32) { + gl.Uniform1ui(location, v0) +} +func (_ GLImpl) Uniform1uiv(location int32, count int32, value *uint32) { + gl.Uniform1uiv(location, count, value) +} +func (_ GLImpl) Uniform2f(location int32, v0 float32, v1 float32) { + gl.Uniform2f(location, v0, v1) +} +func (_ GLImpl) Uniform2fv(location int32, count int32, value *float32) { + gl.Uniform2fv(location, count, value) +} +func (_ GLImpl) Uniform2i(location int32, v0 int32, v1 int32) { + gl.Uniform2i(location, v0, v1) +} +func (_ GLImpl) Uniform2iv(location int32, count int32, value *int32) { + gl.Uniform2iv(location, count, value) +} +func (_ GLImpl) Uniform2ui(location int32, v0 uint32, v1 uint32) { + gl.Uniform2ui(location, v0, v1) +} +func (_ GLImpl) Uniform2uiv(location int32, count int32, value *uint32) { + gl.Uniform2uiv(location, count, value) +} +func (_ GLImpl) Uniform3f(location int32, v0 float32, v1 float32, v2 float32) { + gl.Uniform3f(location, v0, v1, v2) +} +func (_ GLImpl) Uniform3fv(location int32, count int32, value *float32) { + gl.Uniform3fv(location, count, value) +} +func (_ GLImpl) Uniform3i(location int32, v0 int32, v1 int32, v2 int32) { + gl.Uniform3i(location, v0, v1, v2) +} +func (_ GLImpl) Uniform3iv(location int32, count int32, value *int32) { + gl.Uniform3iv(location, count, value) +} +func (_ GLImpl) Uniform3ui(location int32, v0 uint32, v1 uint32, v2 uint32) { + gl.Uniform3ui(location, v0, v1, v2) +} +func (_ GLImpl) Uniform3uiv(location int32, count int32, value *uint32) { + gl.Uniform3uiv(location, count, value) +} +func (_ GLImpl) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) { + gl.Uniform4f(location, v0, v1, v2, v3) +} +func (_ GLImpl) Uniform4fv(location int32, count int32, value *float32) { + gl.Uniform4fv(location, count, value) +} +func (_ GLImpl) Uniform4i(location int32, v0 int32, v1 int32, v2 int32, v3 int32) { + gl.Uniform4i(location, v0, v1, v2, v3) +} +func (_ GLImpl) Uniform4iv(location int32, count int32, value *int32) { + gl.Uniform4iv(location, count, value) +} +func (_ GLImpl) Uniform4ui(location int32, v0 uint32, v1 uint32, v2 uint32, v3 uint32) { + gl.Uniform4ui(location, v0, v1, v2, v3) +} +func (_ GLImpl) Uniform4uiv(location int32, count int32, value *uint32) { + gl.Uniform4uiv(location, count, value) +} +func (_ GLImpl) UniformBlockBinding(program uint32, uniformBlockIndex uint32, uniformBlockBinding uint32) { + gl.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding) +} +func (_ GLImpl) UniformMatrix2fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix2fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix2x3fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix2x3fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix2x4fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix2x4fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix3fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix3x2fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix3x2fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix3x4fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix3x4fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix4fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix4fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix4x2fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix4x2fv(location, count, transpose, value) +} +func (_ GLImpl) UniformMatrix4x3fv(location int32, count int32, transpose bool, value *float32) { + gl.UniformMatrix4x3fv(location, count, transpose, value) +} +func (_ GLImpl) UnmapBuffer(target uint32) bool { + return gl.UnmapBuffer(target) +} +func (_ GLImpl) UseProgram(program uint32) { + gl.UseProgram(program) +} +func (_ GLImpl) ValidateProgram(program uint32) { + gl.ValidateProgram(program) +} +func (_ GLImpl) VertexAttrib1d(index uint32, x float64) { + gl.VertexAttrib1d(index, x) +} +func (_ GLImpl) VertexAttrib1dv(index uint32, v *float64) { + gl.VertexAttrib1dv(index, v) +} +func (_ GLImpl) VertexAttrib1f(index uint32, x float32) { + gl.VertexAttrib1f(index, x) +} +func (_ GLImpl) VertexAttrib1fv(index uint32, v *float32) { + gl.VertexAttrib1fv(index, v) +} +func (_ GLImpl) VertexAttrib1s(index uint32, x int16) { + gl.VertexAttrib1s(index, x) +} +func (_ GLImpl) VertexAttrib1sv(index uint32, v *int16) { + gl.VertexAttrib1sv(index, v) +} +func (_ GLImpl) VertexAttrib2d(index uint32, x float64, y float64) { + gl.VertexAttrib2d(index, x, y) +} +func (_ GLImpl) VertexAttrib2dv(index uint32, v *float64) { + gl.VertexAttrib2dv(index, v) +} +func (_ GLImpl) VertexAttrib2f(index uint32, x float32, y float32) { + gl.VertexAttrib2f(index, x, y) +} +func (_ GLImpl) VertexAttrib2fv(index uint32, v *float32) { + gl.VertexAttrib2fv(index, v) +} +func (_ GLImpl) VertexAttrib2s(index uint32, x int16, y int16) { + gl.VertexAttrib2s(index, x, y) +} +func (_ GLImpl) VertexAttrib2sv(index uint32, v *int16) { + gl.VertexAttrib2sv(index, v) +} +func (_ GLImpl) VertexAttrib3d(index uint32, x float64, y float64, z float64) { + gl.VertexAttrib3d(index, x, y, z) +} +func (_ GLImpl) VertexAttrib3dv(index uint32, v *float64) { + gl.VertexAttrib3dv(index, v) +} +func (_ GLImpl) VertexAttrib3f(index uint32, x float32, y float32, z float32) { + gl.VertexAttrib3f(index, x, y, z) +} +func (_ GLImpl) VertexAttrib3fv(index uint32, v *float32) { + gl.VertexAttrib3fv(index, v) +} +func (_ GLImpl) VertexAttrib3s(index uint32, x int16, y int16, z int16) { + gl.VertexAttrib3s(index, x, y, z) +} +func (_ GLImpl) VertexAttrib3sv(index uint32, v *int16) { + gl.VertexAttrib3sv(index, v) +} +func (_ GLImpl) VertexAttrib4Nbv(index uint32, v *int8) { + gl.VertexAttrib4Nbv(index, v) +} +func (_ GLImpl) VertexAttrib4Niv(index uint32, v *int32) { + gl.VertexAttrib4Niv(index, v) +} +func (_ GLImpl) VertexAttrib4Nsv(index uint32, v *int16) { + gl.VertexAttrib4Nsv(index, v) +} +func (_ GLImpl) VertexAttrib4Nub(index uint32, x uint8, y uint8, z uint8, w uint8) { + gl.VertexAttrib4Nub(index, x, y, z, w) +} +func (_ GLImpl) VertexAttrib4Nubv(index uint32, v *uint8) { + gl.VertexAttrib4Nubv(index, v) +} +func (_ GLImpl) VertexAttrib4Nuiv(index uint32, v *uint32) { + gl.VertexAttrib4Nuiv(index, v) +} +func (_ GLImpl) VertexAttrib4Nusv(index uint32, v *uint16) { + gl.VertexAttrib4Nusv(index, v) +} +func (_ GLImpl) VertexAttrib4bv(index uint32, v *int8) { + gl.VertexAttrib4bv(index, v) +} +func (_ GLImpl) VertexAttrib4d(index uint32, x float64, y float64, z float64, w float64) { + gl.VertexAttrib4d(index, x, y, z, w) +} +func (_ GLImpl) VertexAttrib4dv(index uint32, v *float64) { + gl.VertexAttrib4dv(index, v) +} +func (_ GLImpl) VertexAttrib4f(index uint32, x float32, y float32, z float32, w float32) { + gl.VertexAttrib4f(index, x, y, z, w) +} +func (_ GLImpl) VertexAttrib4fv(index uint32, v *float32) { + gl.VertexAttrib4fv(index, v) +} +func (_ GLImpl) VertexAttrib4iv(index uint32, v *int32) { + gl.VertexAttrib4iv(index, v) +} +func (_ GLImpl) VertexAttrib4s(index uint32, x int16, y int16, z int16, w int16) { + gl.VertexAttrib4s(index, x, y, z, w) +} +func (_ GLImpl) VertexAttrib4sv(index uint32, v *int16) { + gl.VertexAttrib4sv(index, v) +} +func (_ GLImpl) VertexAttrib4ubv(index uint32, v *uint8) { + gl.VertexAttrib4ubv(index, v) +} +func (_ GLImpl) VertexAttrib4uiv(index uint32, v *uint32) { + gl.VertexAttrib4uiv(index, v) +} +func (_ GLImpl) VertexAttrib4usv(index uint32, v *uint16) { + gl.VertexAttrib4usv(index, v) +} +func (_ GLImpl) VertexAttribI1i(index uint32, x int32) { + gl.VertexAttribI1i(index, x) +} +func (_ GLImpl) VertexAttribI1iv(index uint32, v *int32) { + gl.VertexAttribI1iv(index, v) +} +func (_ GLImpl) VertexAttribI1ui(index uint32, x uint32) { + gl.VertexAttribI1ui(index, x) +} +func (_ GLImpl) VertexAttribI1uiv(index uint32, v *uint32) { + gl.VertexAttribI1uiv(index, v) +} +func (_ GLImpl) VertexAttribI2i(index uint32, x int32, y int32) { + gl.VertexAttribI2i(index, x, y) +} +func (_ GLImpl) VertexAttribI2iv(index uint32, v *int32) { + gl.VertexAttribI2iv(index, v) +} +func (_ GLImpl) VertexAttribI2ui(index uint32, x uint32, y uint32) { + gl.VertexAttribI2ui(index, x, y) +} +func (_ GLImpl) VertexAttribI2uiv(index uint32, v *uint32) { + gl.VertexAttribI2uiv(index, v) +} +func (_ GLImpl) VertexAttribI3i(index uint32, x int32, y int32, z int32) { + gl.VertexAttribI3i(index, x, y, z) +} +func (_ GLImpl) VertexAttribI3iv(index uint32, v *int32) { + gl.VertexAttribI3iv(index, v) +} +func (_ GLImpl) VertexAttribI3ui(index uint32, x uint32, y uint32, z uint32) { + gl.VertexAttribI3ui(index, x, y, z) +} +func (_ GLImpl) VertexAttribI3uiv(index uint32, v *uint32) { + gl.VertexAttribI3uiv(index, v) +} +func (_ GLImpl) VertexAttribI4bv(index uint32, v *int8) { + gl.VertexAttribI4bv(index, v) +} +func (_ GLImpl) VertexAttribI4i(index uint32, x int32, y int32, z int32, w int32) { + gl.VertexAttribI4i(index, x, y, z, w) +} +func (_ GLImpl) VertexAttribI4iv(index uint32, v *int32) { + gl.VertexAttribI4iv(index, v) +} +func (_ GLImpl) VertexAttribI4sv(index uint32, v *int16) { + gl.VertexAttribI4sv(index, v) +} +func (_ GLImpl) VertexAttribI4ubv(index uint32, v *uint8) { + gl.VertexAttribI4ubv(index, v) +} +func (_ GLImpl) VertexAttribI4ui(index uint32, x uint32, y uint32, z uint32, w uint32) { + gl.VertexAttribI4ui(index, x, y, z, w) +} +func (_ GLImpl) VertexAttribI4uiv(index uint32, v *uint32) { + gl.VertexAttribI4uiv(index, v) +} +func (_ GLImpl) VertexAttribI4usv(index uint32, v *uint16) { + gl.VertexAttribI4usv(index, v) +} +func (_ GLImpl) VertexAttribIPointer(index uint32, size int32, xtype uint32, stride int32, pointer unsafe.Pointer) { + gl.VertexAttribIPointer(index, size, xtype, stride, pointer) +} +func (_ GLImpl) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, pointer unsafe.Pointer) { + gl.VertexAttribPointer(index, size, xtype, normalized, stride, pointer) +} +func (_ GLImpl) Viewport(x int32, y int32, width int32, height int32) { + gl.Viewport(x, y, width, height) +} +func (_ GLImpl) WaitSync(sync uintptr, flags uint32, timeout uint64) { + gl.WaitSync(sync, flags, timeout) +} diff --git a/openglinterface.go.all b/openglinterface.go.all new file mode 100644 index 0000000..7ad4f3c --- /dev/null +++ b/openglinterface.go.all @@ -0,0 +1,1114 @@ +package canvas + +import "unsafe" + +const ( + gl_ACTIVE_ATTRIBUTES = 0x8B89 + gl_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A + gl_ACTIVE_TEXTURE = 0x84E0 + gl_ACTIVE_UNIFORMS = 0x8B86 + gl_ACTIVE_UNIFORM_BLOCKS = 0x8A36 + gl_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = 0x8A35 + gl_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 + gl_ALIASED_LINE_WIDTH_RANGE = 0x846E + gl_ALPHA = 0x1906 + gl_ALREADY_SIGNALED = 0x911A + gl_ALWAYS = 0x0207 + gl_AND = 0x1501 + gl_AND_INVERTED = 0x1504 + gl_AND_REVERSE = 0x1502 + gl_ARRAY_BUFFER = 0x8892 + gl_ARRAY_BUFFER_BINDING = 0x8894 + gl_ATTACHED_SHADERS = 0x8B85 + gl_BACK = 0x0405 + gl_BACK_LEFT = 0x0402 + gl_BACK_RIGHT = 0x0403 + gl_BGR = 0x80E0 + gl_BGRA = 0x80E1 + gl_BGRA_INTEGER = 0x8D9B + gl_BGR_INTEGER = 0x8D9A + gl_BLEND = 0x0BE2 + gl_BLEND_DST = 0x0BE0 + gl_BLEND_DST_ALPHA = 0x80CA + gl_BLEND_DST_RGB = 0x80C8 + gl_BLEND_EQUATION_ALPHA = 0x883D + gl_BLEND_EQUATION_RGB = 0x8009 + gl_BLEND_SRC = 0x0BE1 + gl_BLEND_SRC_ALPHA = 0x80CB + gl_BLEND_SRC_RGB = 0x80C9 + gl_BLUE = 0x1905 + gl_BLUE_INTEGER = 0x8D96 + gl_BOOL = 0x8B56 + gl_BOOL_VEC2 = 0x8B57 + gl_BOOL_VEC3 = 0x8B58 + gl_BOOL_VEC4 = 0x8B59 + gl_BUFFER_ACCESS = 0x88BB + gl_BUFFER_ACCESS_FLAGS = 0x911F + gl_BUFFER_MAPPED = 0x88BC + gl_BUFFER_MAP_LENGTH = 0x9120 + gl_BUFFER_MAP_OFFSET = 0x9121 + gl_BUFFER_MAP_POINTER = 0x88BD + gl_BUFFER_SIZE = 0x8764 + gl_BUFFER_USAGE = 0x8765 + gl_BYTE = 0x1400 + gl_CCW = 0x0901 + gl_CLAMP_READ_COLOR = 0x891C + gl_CLAMP_TO_BORDER = 0x812D + gl_CLAMP_TO_EDGE = 0x812F + gl_CLEAR = 0x1500 + gl_CLIP_DISTANCE0 = 0x3000 + gl_CLIP_DISTANCE1 = 0x3001 + gl_CLIP_DISTANCE2 = 0x3002 + gl_CLIP_DISTANCE3 = 0x3003 + gl_CLIP_DISTANCE4 = 0x3004 + gl_CLIP_DISTANCE5 = 0x3005 + gl_CLIP_DISTANCE6 = 0x3006 + gl_CLIP_DISTANCE7 = 0x3007 + gl_COLOR = 0x1800 + gl_COLOR_ATTACHMENT0 = 0x8CE0 + gl_COLOR_ATTACHMENT1 = 0x8CE1 + gl_COLOR_ATTACHMENT10 = 0x8CEA + gl_COLOR_ATTACHMENT11 = 0x8CEB + gl_COLOR_ATTACHMENT12 = 0x8CEC + gl_COLOR_ATTACHMENT13 = 0x8CED + gl_COLOR_ATTACHMENT14 = 0x8CEE + gl_COLOR_ATTACHMENT15 = 0x8CEF + gl_COLOR_ATTACHMENT2 = 0x8CE2 + gl_COLOR_ATTACHMENT3 = 0x8CE3 + gl_COLOR_ATTACHMENT4 = 0x8CE4 + gl_COLOR_ATTACHMENT5 = 0x8CE5 + gl_COLOR_ATTACHMENT6 = 0x8CE6 + gl_COLOR_ATTACHMENT7 = 0x8CE7 + gl_COLOR_ATTACHMENT8 = 0x8CE8 + gl_COLOR_ATTACHMENT9 = 0x8CE9 + gl_COLOR_BUFFER_BIT = 0x00004000 + gl_COLOR_CLEAR_VALUE = 0x0C22 + gl_COLOR_LOGIC_OP = 0x0BF2 + gl_COLOR_WRITEMASK = 0x0C23 + gl_COMPARE_REF_TO_TEXTURE = 0x884E + gl_COMPILE_STATUS = 0x8B81 + gl_COMPRESSED_RED = 0x8225 + gl_COMPRESSED_RED_RGTC1 = 0x8DBB + gl_COMPRESSED_RG = 0x8226 + gl_COMPRESSED_RGB = 0x84ED + gl_COMPRESSED_RGBA = 0x84EE + gl_COMPRESSED_RG_RGTC2 = 0x8DBD + gl_COMPRESSED_SIGNED_RED_RGTC1 = 0x8DBC + gl_COMPRESSED_SIGNED_RG_RGTC2 = 0x8DBE + gl_COMPRESSED_SRGB = 0x8C48 + gl_COMPRESSED_SRGB_ALPHA = 0x8C49 + gl_COMPRESSED_TEXTURE_FORMATS = 0x86A3 + gl_CONDITION_SATISFIED = 0x911C + gl_CONSTANT_ALPHA = 0x8003 + gl_CONSTANT_COLOR = 0x8001 + gl_CONTEXT_COMPATIBILITY_PROFILE_BIT = 0x00000002 + gl_CONTEXT_CORE_PROFILE_BIT = 0x00000001 + gl_CONTEXT_FLAGS = 0x821E + gl_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x00000001 + gl_CONTEXT_PROFILE_MASK = 0x9126 + gl_COPY = 0x1503 + gl_COPY_INVERTED = 0x150C + gl_COPY_READ_BUFFER = 0x8F36 + gl_COPY_WRITE_BUFFER = 0x8F37 + gl_CULL_FACE = 0x0B44 + gl_CULL_FACE_MODE = 0x0B45 + gl_CURRENT_PROGRAM = 0x8B8D + gl_CURRENT_QUERY = 0x8865 + gl_CURRENT_VERTEX_ATTRIB = 0x8626 + gl_CW = 0x0900 + gl_DECR = 0x1E03 + gl_DECR_WRAP = 0x8508 + gl_DELETE_STATUS = 0x8B80 + gl_DEPTH = 0x1801 + gl_DEPTH24_STENCIL8 = 0x88F0 + gl_DEPTH32F_STENCIL8 = 0x8CAD + gl_DEPTH_ATTACHMENT = 0x8D00 + gl_DEPTH_BUFFER_BIT = 0x00000100 + gl_DEPTH_CLAMP = 0x864F + gl_DEPTH_CLEAR_VALUE = 0x0B73 + gl_DEPTH_COMPONENT = 0x1902 + gl_DEPTH_COMPONENT16 = 0x81A5 + gl_DEPTH_COMPONENT24 = 0x81A6 + gl_DEPTH_COMPONENT32 = 0x81A7 + gl_DEPTH_COMPONENT32F = 0x8CAC + gl_DEPTH_FUNC = 0x0B74 + gl_DEPTH_RANGE = 0x0B70 + gl_DEPTH_STENCIL = 0x84F9 + gl_DEPTH_STENCIL_ATTACHMENT = 0x821A + gl_DEPTH_TEST = 0x0B71 + gl_DEPTH_WRITEMASK = 0x0B72 + gl_DITHER = 0x0BD0 + gl_DONT_CARE = 0x1100 + gl_DOUBLE = 0x140A + gl_DOUBLEBUFFER = 0x0C32 + gl_DRAW_BUFFER = 0x0C01 + gl_DRAW_BUFFER0 = 0x8825 + gl_DRAW_BUFFER1 = 0x8826 + gl_DRAW_BUFFER10 = 0x882F + gl_DRAW_BUFFER11 = 0x8830 + gl_DRAW_BUFFER12 = 0x8831 + gl_DRAW_BUFFER13 = 0x8832 + gl_DRAW_BUFFER14 = 0x8833 + gl_DRAW_BUFFER15 = 0x8834 + gl_DRAW_BUFFER2 = 0x8827 + gl_DRAW_BUFFER3 = 0x8828 + gl_DRAW_BUFFER4 = 0x8829 + gl_DRAW_BUFFER5 = 0x882A + gl_DRAW_BUFFER6 = 0x882B + gl_DRAW_BUFFER7 = 0x882C + gl_DRAW_BUFFER8 = 0x882D + gl_DRAW_BUFFER9 = 0x882E + gl_DRAW_FRAMEBUFFER = 0x8CA9 + gl_DRAW_FRAMEBUFFER_BINDING = 0x8CA6 + gl_DST_ALPHA = 0x0304 + gl_DST_COLOR = 0x0306 + gl_DYNAMIC_COPY = 0x88EA + gl_DYNAMIC_DRAW = 0x88E8 + gl_DYNAMIC_READ = 0x88E9 + gl_ELEMENT_ARRAY_BUFFER = 0x8893 + gl_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 + gl_EQUAL = 0x0202 + gl_EQUIV = 0x1509 + gl_EXTENSIONS = 0x1F03 + gl_FALSE = 0 + gl_FASTEST = 0x1101 + gl_FILL = 0x1B02 + gl_FIRST_VERTEX_CONVENTION = 0x8E4D + gl_FIXED_ONLY = 0x891D + gl_FLOAT = 0x1406 + gl_FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD + gl_FLOAT_MAT2 = 0x8B5A + gl_FLOAT_MAT2x3 = 0x8B65 + gl_FLOAT_MAT2x4 = 0x8B66 + gl_FLOAT_MAT3 = 0x8B5B + gl_FLOAT_MAT3x2 = 0x8B67 + gl_FLOAT_MAT3x4 = 0x8B68 + gl_FLOAT_MAT4 = 0x8B5C + gl_FLOAT_MAT4x2 = 0x8B69 + gl_FLOAT_MAT4x3 = 0x8B6A + gl_FLOAT_VEC2 = 0x8B50 + gl_FLOAT_VEC3 = 0x8B51 + gl_FLOAT_VEC4 = 0x8B52 + gl_FRAGMENT_SHADER = 0x8B30 + gl_FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B + gl_FRAMEBUFFER = 0x8D40 + gl_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215 + gl_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214 + gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210 + gl_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211 + gl_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216 + gl_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213 + gl_FRAMEBUFFER_ATTACHMENT_LAYERED = 0x8DA7 + gl_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 + gl_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 + gl_FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212 + gl_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217 + gl_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 + gl_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4 + gl_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 + gl_FRAMEBUFFER_BINDING = 0x8CA6 + gl_FRAMEBUFFER_COMPLETE = 0x8CD5 + gl_FRAMEBUFFER_DEFAULT = 0x8218 + gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 + gl_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = 0x8CDB + gl_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = 0x8DA8 + gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 + gl_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56 + gl_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = 0x8CDC + gl_FRAMEBUFFER_SRGB = 0x8DB9 + gl_FRAMEBUFFER_UNDEFINED = 0x8219 + gl_FRAMEBUFFER_UNSUPPORTED = 0x8CDD + gl_FRONT = 0x0404 + gl_FRONT_AND_BACK = 0x0408 + gl_FRONT_FACE = 0x0B46 + gl_FRONT_LEFT = 0x0400 + gl_FRONT_RIGHT = 0x0401 + gl_FUNC_ADD = 0x8006 + gl_FUNC_REVERSE_SUBTRACT = 0x800B + gl_FUNC_SUBTRACT = 0x800A + gl_GEOMETRY_INPUT_TYPE = 0x8917 + gl_GEOMETRY_OUTPUT_TYPE = 0x8918 + gl_GEOMETRY_SHADER = 0x8DD9 + gl_GEOMETRY_VERTICES_OUT = 0x8916 + gl_GEQUAL = 0x0206 + gl_GREATER = 0x0204 + gl_GREEN = 0x1904 + gl_GREEN_INTEGER = 0x8D95 + gl_HALF_FLOAT = 0x140B + gl_INCR = 0x1E02 + gl_INCR_WRAP = 0x8507 + gl_INFO_LOG_LENGTH = 0x8B84 + gl_INT = 0x1404 + gl_INTERLEAVED_ATTRIBS = 0x8C8C + gl_INT_SAMPLER_1D = 0x8DC9 + gl_INT_SAMPLER_1D_ARRAY = 0x8DCE + gl_INT_SAMPLER_2D = 0x8DCA + gl_INT_SAMPLER_2D_ARRAY = 0x8DCF + gl_INT_SAMPLER_2D_MULTISAMPLE = 0x9109 + gl_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910C + gl_INT_SAMPLER_2D_RECT = 0x8DCD + gl_INT_SAMPLER_3D = 0x8DCB + gl_INT_SAMPLER_BUFFER = 0x8DD0 + gl_INT_SAMPLER_CUBE = 0x8DCC + gl_INT_VEC2 = 0x8B53 + gl_INT_VEC3 = 0x8B54 + gl_INT_VEC4 = 0x8B55 + gl_INVALID_ENUM = 0x0500 + gl_INVALID_FRAMEBUFFER_OPERATION = 0x0506 + gl_INVALID_INDEX = 0xFFFFFFFF + gl_INVALID_OPERATION = 0x0502 + gl_INVALID_VALUE = 0x0501 + gl_INVERT = 0x150A + gl_KEEP = 0x1E00 + gl_LAST_VERTEX_CONVENTION = 0x8E4E + gl_LEFT = 0x0406 + gl_LEQUAL = 0x0203 + gl_LESS = 0x0201 + gl_LINE = 0x1B01 + gl_LINEAR = 0x2601 + gl_LINEAR_MIPMAP_LINEAR = 0x2703 + gl_LINEAR_MIPMAP_NEAREST = 0x2701 + gl_LINES = 0x0001 + gl_LINES_ADJACENCY = 0x000A + gl_LINE_LOOP = 0x0002 + gl_LINE_SMOOTH = 0x0B20 + gl_LINE_SMOOTH_HINT = 0x0C52 + gl_LINE_STRIP = 0x0003 + gl_LINE_STRIP_ADJACENCY = 0x000B + gl_LINE_WIDTH = 0x0B21 + gl_LINE_WIDTH_GRANULARITY = 0x0B23 + gl_LINE_WIDTH_RANGE = 0x0B22 + gl_LINK_STATUS = 0x8B82 + gl_LOGIC_OP_MODE = 0x0BF0 + gl_LOWER_LEFT = 0x8CA1 + gl_MAJOR_VERSION = 0x821B + gl_MAP_FLUSH_EXPLICIT_BIT = 0x0010 + gl_MAP_INVALIDATE_BUFFER_BIT = 0x0008 + gl_MAP_INVALIDATE_RANGE_BIT = 0x0004 + gl_MAP_READ_BIT = 0x0001 + gl_MAP_UNSYNCHRONIZED_BIT = 0x0020 + gl_MAP_WRITE_BIT = 0x0002 + gl_MAX = 0x8008 + gl_MAX_3D_TEXTURE_SIZE = 0x8073 + gl_MAX_ARRAY_TEXTURE_LAYERS = 0x88FF + gl_MAX_CLIP_DISTANCES = 0x0D32 + gl_MAX_COLOR_ATTACHMENTS = 0x8CDF + gl_MAX_COLOR_TEXTURE_SAMPLES = 0x910E + gl_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33 + gl_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = 0x8A32 + gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D + gl_MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E + gl_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31 + gl_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C + gl_MAX_DEPTH_TEXTURE_SAMPLES = 0x910F + gl_MAX_DRAW_BUFFERS = 0x8824 + gl_MAX_ELEMENTS_INDICES = 0x80E9 + gl_MAX_ELEMENTS_VERTICES = 0x80E8 + gl_MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125 + gl_MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D + gl_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 + gl_MAX_GEOMETRY_INPUT_COMPONENTS = 0x9123 + gl_MAX_GEOMETRY_OUTPUT_COMPONENTS = 0x9124 + gl_MAX_GEOMETRY_OUTPUT_VERTICES = 0x8DE0 + gl_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = 0x8C29 + gl_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = 0x8DE1 + gl_MAX_GEOMETRY_UNIFORM_BLOCKS = 0x8A2C + gl_MAX_GEOMETRY_UNIFORM_COMPONENTS = 0x8DDF + gl_MAX_INTEGER_SAMPLES = 0x9110 + gl_MAX_PROGRAM_TEXEL_OFFSET = 0x8905 + gl_MAX_RECTANGLE_TEXTURE_SIZE = 0x84F8 + gl_MAX_RENDERBUFFER_SIZE = 0x84E8 + gl_MAX_SAMPLES = 0x8D57 + gl_MAX_SAMPLE_MASK_WORDS = 0x8E59 + gl_MAX_SERVER_WAIT_TIMEOUT = 0x9111 + gl_MAX_TEXTURE_BUFFER_SIZE = 0x8C2B + gl_MAX_TEXTURE_IMAGE_UNITS = 0x8872 + gl_MAX_TEXTURE_LOD_BIAS = 0x84FD + gl_MAX_TEXTURE_SIZE = 0x0D33 + gl_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A + gl_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B + gl_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80 + gl_MAX_UNIFORM_BLOCK_SIZE = 0x8A30 + gl_MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F + gl_MAX_VARYING_COMPONENTS = 0x8B4B + gl_MAX_VARYING_FLOATS = 0x8B4B + gl_MAX_VERTEX_ATTRIBS = 0x8869 + gl_MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122 + gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C + gl_MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B + gl_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A + gl_MAX_VIEWPORT_DIMS = 0x0D3A + gl_MIN = 0x8007 + gl_MINOR_VERSION = 0x821C + gl_MIN_PROGRAM_TEXEL_OFFSET = 0x8904 + gl_MIRRORED_REPEAT = 0x8370 + gl_MULTISAMPLE = 0x809D + gl_NAND = 0x150E + gl_NEAREST = 0x2600 + gl_NEAREST_MIPMAP_LINEAR = 0x2702 + gl_NEAREST_MIPMAP_NEAREST = 0x2700 + gl_NEVER = 0x0200 + gl_NICEST = 0x1102 + gl_NONE = 0 + gl_NOOP = 0x1505 + gl_NOR = 0x1508 + gl_NOTEQUAL = 0x0205 + gl_NO_ERROR = 0 + gl_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 + gl_NUM_EXTENSIONS = 0x821D + gl_OBJECT_TYPE = 0x9112 + gl_ONE = 1 + gl_ONE_MINUS_CONSTANT_ALPHA = 0x8004 + gl_ONE_MINUS_CONSTANT_COLOR = 0x8002 + gl_ONE_MINUS_DST_ALPHA = 0x0305 + gl_ONE_MINUS_DST_COLOR = 0x0307 + gl_ONE_MINUS_SRC_ALPHA = 0x0303 + gl_ONE_MINUS_SRC_COLOR = 0x0301 + gl_OR = 0x1507 + gl_OR_INVERTED = 0x150D + gl_OR_REVERSE = 0x150B + gl_OUT_OF_MEMORY = 0x0505 + gl_PACK_ALIGNMENT = 0x0D05 + gl_PACK_IMAGE_HEIGHT = 0x806C + gl_PACK_LSB_FIRST = 0x0D01 + gl_PACK_ROW_LENGTH = 0x0D02 + gl_PACK_SKIP_IMAGES = 0x806B + gl_PACK_SKIP_PIXELS = 0x0D04 + gl_PACK_SKIP_ROWS = 0x0D03 + gl_PACK_SWAP_BYTES = 0x0D00 + gl_PIXEL_PACK_BUFFER = 0x88EB + gl_PIXEL_PACK_BUFFER_BINDING = 0x88ED + gl_PIXEL_UNPACK_BUFFER = 0x88EC + gl_PIXEL_UNPACK_BUFFER_BINDING = 0x88EF + gl_POINT = 0x1B00 + gl_POINTS = 0x0000 + gl_POINT_FADE_THRESHOLD_SIZE = 0x8128 + gl_POINT_SIZE = 0x0B11 + gl_POINT_SIZE_GRANULARITY = 0x0B13 + gl_POINT_SIZE_RANGE = 0x0B12 + gl_POINT_SPRITE_COORD_ORIGIN = 0x8CA0 + gl_POLYGON_MODE = 0x0B40 + gl_POLYGON_OFFSET_FACTOR = 0x8038 + gl_POLYGON_OFFSET_FILL = 0x8037 + gl_POLYGON_OFFSET_LINE = 0x2A02 + gl_POLYGON_OFFSET_POINT = 0x2A01 + gl_POLYGON_OFFSET_UNITS = 0x2A00 + gl_POLYGON_SMOOTH = 0x0B41 + gl_POLYGON_SMOOTH_HINT = 0x0C53 + gl_PRIMITIVES_GENERATED = 0x8C87 + gl_PRIMITIVE_RESTART = 0x8F9D + gl_PRIMITIVE_RESTART_INDEX = 0x8F9E + gl_PROGRAM_POINT_SIZE = 0x8642 + gl_PROVOKING_VERTEX = 0x8E4F + gl_PROXY_TEXTURE_1D = 0x8063 + gl_PROXY_TEXTURE_1D_ARRAY = 0x8C19 + gl_PROXY_TEXTURE_2D = 0x8064 + gl_PROXY_TEXTURE_2D_ARRAY = 0x8C1B + gl_PROXY_TEXTURE_2D_MULTISAMPLE = 0x9101 + gl_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9103 + gl_PROXY_TEXTURE_3D = 0x8070 + gl_PROXY_TEXTURE_CUBE_MAP = 0x851B + gl_PROXY_TEXTURE_RECTANGLE = 0x84F7 + gl_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = 0x8E4C + gl_QUERY_BY_REGION_NO_WAIT = 0x8E16 + gl_QUERY_BY_REGION_WAIT = 0x8E15 + gl_QUERY_COUNTER_BITS = 0x8864 + gl_QUERY_NO_WAIT = 0x8E14 + gl_QUERY_RESULT = 0x8866 + gl_QUERY_RESULT_AVAILABLE = 0x8867 + gl_QUERY_WAIT = 0x8E13 + gl_R11F_G11F_B10F = 0x8C3A + gl_R16 = 0x822A + gl_R16F = 0x822D + gl_R16I = 0x8233 + gl_R16UI = 0x8234 + gl_R16_SNORM = 0x8F98 + gl_R32F = 0x822E + gl_R32I = 0x8235 + gl_R32UI = 0x8236 + gl_R3_G3_B2 = 0x2A10 + gl_R8 = 0x8229 + gl_R8I = 0x8231 + gl_R8UI = 0x8232 + gl_R8_SNORM = 0x8F94 + gl_RASTERIZER_DISCARD = 0x8C89 + gl_READ_BUFFER = 0x0C02 + gl_READ_FRAMEBUFFER = 0x8CA8 + gl_READ_FRAMEBUFFER_BINDING = 0x8CAA + gl_READ_ONLY = 0x88B8 + gl_READ_WRITE = 0x88BA + gl_RED = 0x1903 + gl_RED_INTEGER = 0x8D94 + gl_RENDERBUFFER = 0x8D41 + gl_RENDERBUFFER_ALPHA_SIZE = 0x8D53 + gl_RENDERBUFFER_BINDING = 0x8CA7 + gl_RENDERBUFFER_BLUE_SIZE = 0x8D52 + gl_RENDERBUFFER_DEPTH_SIZE = 0x8D54 + gl_RENDERBUFFER_GREEN_SIZE = 0x8D51 + gl_RENDERBUFFER_HEIGHT = 0x8D43 + gl_RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 + gl_RENDERBUFFER_RED_SIZE = 0x8D50 + gl_RENDERBUFFER_SAMPLES = 0x8CAB + gl_RENDERBUFFER_STENCIL_SIZE = 0x8D55 + gl_RENDERBUFFER_WIDTH = 0x8D42 + gl_RENDERER = 0x1F01 + gl_REPEAT = 0x2901 + gl_REPLACE = 0x1E01 + gl_RG = 0x8227 + gl_RG16 = 0x822C + gl_RG16F = 0x822F + gl_RG16I = 0x8239 + gl_RG16UI = 0x823A + gl_RG16_SNORM = 0x8F99 + gl_RG32F = 0x8230 + gl_RG32I = 0x823B + gl_RG32UI = 0x823C + gl_RG8 = 0x822B + gl_RG8I = 0x8237 + gl_RG8UI = 0x8238 + gl_RG8_SNORM = 0x8F95 + gl_RGB = 0x1907 + gl_RGB10 = 0x8052 + gl_RGB10_A2 = 0x8059 + gl_RGB12 = 0x8053 + gl_RGB16 = 0x8054 + gl_RGB16F = 0x881B + gl_RGB16I = 0x8D89 + gl_RGB16UI = 0x8D77 + gl_RGB16_SNORM = 0x8F9A + gl_RGB32F = 0x8815 + gl_RGB32I = 0x8D83 + gl_RGB32UI = 0x8D71 + gl_RGB4 = 0x804F + gl_RGB5 = 0x8050 + gl_RGB5_A1 = 0x8057 + gl_RGB8 = 0x8051 + gl_RGB8I = 0x8D8F + gl_RGB8UI = 0x8D7D + gl_RGB8_SNORM = 0x8F96 + gl_RGB9_E5 = 0x8C3D + gl_RGBA = 0x1908 + gl_RGBA12 = 0x805A + gl_RGBA16 = 0x805B + gl_RGBA16F = 0x881A + gl_RGBA16I = 0x8D88 + gl_RGBA16UI = 0x8D76 + gl_RGBA16_SNORM = 0x8F9B + gl_RGBA2 = 0x8055 + gl_RGBA32F = 0x8814 + gl_RGBA32I = 0x8D82 + gl_RGBA32UI = 0x8D70 + gl_RGBA4 = 0x8056 + gl_RGBA8 = 0x8058 + gl_RGBA8I = 0x8D8E + gl_RGBA8UI = 0x8D7C + gl_RGBA8_SNORM = 0x8F97 + gl_RGBA_INTEGER = 0x8D99 + gl_RGB_INTEGER = 0x8D98 + gl_RG_INTEGER = 0x8228 + gl_RIGHT = 0x0407 + gl_SAMPLER_1D = 0x8B5D + gl_SAMPLER_1D_ARRAY = 0x8DC0 + gl_SAMPLER_1D_ARRAY_SHADOW = 0x8DC3 + gl_SAMPLER_1D_SHADOW = 0x8B61 + gl_SAMPLER_2D = 0x8B5E + gl_SAMPLER_2D_ARRAY = 0x8DC1 + gl_SAMPLER_2D_ARRAY_SHADOW = 0x8DC4 + gl_SAMPLER_2D_MULTISAMPLE = 0x9108 + gl_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910B + gl_SAMPLER_2D_RECT = 0x8B63 + gl_SAMPLER_2D_RECT_SHADOW = 0x8B64 + gl_SAMPLER_2D_SHADOW = 0x8B62 + gl_SAMPLER_3D = 0x8B5F + gl_SAMPLER_BUFFER = 0x8DC2 + gl_SAMPLER_CUBE = 0x8B60 + gl_SAMPLER_CUBE_SHADOW = 0x8DC5 + gl_SAMPLES = 0x80A9 + gl_SAMPLES_PASSED = 0x8914 + gl_SAMPLE_ALPHA_TO_COVERAGE = 0x809E + gl_SAMPLE_ALPHA_TO_ONE = 0x809F + gl_SAMPLE_BUFFERS = 0x80A8 + gl_SAMPLE_COVERAGE = 0x80A0 + gl_SAMPLE_COVERAGE_INVERT = 0x80AB + gl_SAMPLE_COVERAGE_VALUE = 0x80AA + gl_SAMPLE_MASK = 0x8E51 + gl_SAMPLE_MASK_VALUE = 0x8E52 + gl_SAMPLE_POSITION = 0x8E50 + gl_SCISSOR_BOX = 0x0C10 + gl_SCISSOR_TEST = 0x0C11 + gl_SEPARATE_ATTRIBS = 0x8C8D + gl_SET = 0x150F + gl_SHADER_SOURCE_LENGTH = 0x8B88 + gl_SHADER_TYPE = 0x8B4F + gl_SHADING_LANGUAGE_VERSION = 0x8B8C + gl_SHORT = 0x1402 + gl_SIGNALED = 0x9119 + gl_SIGNED_NORMALIZED = 0x8F9C + gl_SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23 + gl_SMOOTH_LINE_WIDTH_RANGE = 0x0B22 + gl_SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13 + gl_SMOOTH_POINT_SIZE_RANGE = 0x0B12 + gl_SRC1_ALPHA = 0x8589 + gl_SRC_ALPHA = 0x0302 + gl_SRC_ALPHA_SATURATE = 0x0308 + gl_SRC_COLOR = 0x0300 + gl_SRGB = 0x8C40 + gl_SRGB8 = 0x8C41 + gl_SRGB8_ALPHA8 = 0x8C43 + gl_SRGB_ALPHA = 0x8C42 + gl_STATIC_COPY = 0x88E6 + gl_STATIC_DRAW = 0x88E4 + gl_STATIC_READ = 0x88E5 + gl_STENCIL = 0x1802 + gl_STENCIL_ATTACHMENT = 0x8D20 + gl_STENCIL_BACK_FAIL = 0x8801 + gl_STENCIL_BACK_FUNC = 0x8800 + gl_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 + gl_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 + gl_STENCIL_BACK_REF = 0x8CA3 + gl_STENCIL_BACK_VALUE_MASK = 0x8CA4 + gl_STENCIL_BACK_WRITEMASK = 0x8CA5 + gl_STENCIL_BUFFER_BIT = 0x00000400 + gl_STENCIL_CLEAR_VALUE = 0x0B91 + gl_STENCIL_FAIL = 0x0B94 + gl_STENCIL_FUNC = 0x0B92 + gl_STENCIL_INDEX = 0x1901 + gl_STENCIL_INDEX1 = 0x8D46 + gl_STENCIL_INDEX16 = 0x8D49 + gl_STENCIL_INDEX4 = 0x8D47 + gl_STENCIL_INDEX8 = 0x8D48 + gl_STENCIL_PASS_DEPTH_FAIL = 0x0B95 + gl_STENCIL_PASS_DEPTH_PASS = 0x0B96 + gl_STENCIL_REF = 0x0B97 + gl_STENCIL_TEST = 0x0B90 + gl_STENCIL_VALUE_MASK = 0x0B93 + gl_STENCIL_WRITEMASK = 0x0B98 + gl_STEREO = 0x0C33 + gl_STREAM_COPY = 0x88E2 + gl_STREAM_DRAW = 0x88E0 + gl_STREAM_READ = 0x88E1 + gl_SUBPIXEL_BITS = 0x0D50 + gl_SYNC_CONDITION = 0x9113 + gl_SYNC_FENCE = 0x9116 + gl_SYNC_FLAGS = 0x9115 + gl_SYNC_FLUSH_COMMANDS_BIT = 0x00000001 + gl_SYNC_GPU_COMMANDS_COMPLETE = 0x9117 + gl_SYNC_STATUS = 0x9114 + gl_TEXTURE = 0x1702 + gl_TEXTURE0 = 0x84C0 + gl_TEXTURE1 = 0x84C1 + gl_TEXTURE10 = 0x84CA + gl_TEXTURE11 = 0x84CB + gl_TEXTURE12 = 0x84CC + gl_TEXTURE13 = 0x84CD + gl_TEXTURE14 = 0x84CE + gl_TEXTURE15 = 0x84CF + gl_TEXTURE16 = 0x84D0 + gl_TEXTURE17 = 0x84D1 + gl_TEXTURE18 = 0x84D2 + gl_TEXTURE19 = 0x84D3 + gl_TEXTURE2 = 0x84C2 + gl_TEXTURE20 = 0x84D4 + gl_TEXTURE21 = 0x84D5 + gl_TEXTURE22 = 0x84D6 + gl_TEXTURE23 = 0x84D7 + gl_TEXTURE24 = 0x84D8 + gl_TEXTURE25 = 0x84D9 + gl_TEXTURE26 = 0x84DA + gl_TEXTURE27 = 0x84DB + gl_TEXTURE28 = 0x84DC + gl_TEXTURE29 = 0x84DD + gl_TEXTURE3 = 0x84C3 + gl_TEXTURE30 = 0x84DE + gl_TEXTURE31 = 0x84DF + gl_TEXTURE4 = 0x84C4 + gl_TEXTURE5 = 0x84C5 + gl_TEXTURE6 = 0x84C6 + gl_TEXTURE7 = 0x84C7 + gl_TEXTURE8 = 0x84C8 + gl_TEXTURE9 = 0x84C9 + gl_TEXTURE_1D = 0x0DE0 + gl_TEXTURE_1D_ARRAY = 0x8C18 + gl_TEXTURE_2D = 0x0DE1 + gl_TEXTURE_2D_ARRAY = 0x8C1A + gl_TEXTURE_2D_MULTISAMPLE = 0x9100 + gl_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9102 + gl_TEXTURE_3D = 0x806F + gl_TEXTURE_ALPHA_SIZE = 0x805F + gl_TEXTURE_ALPHA_TYPE = 0x8C13 + gl_TEXTURE_BASE_LEVEL = 0x813C + gl_TEXTURE_BINDING_1D = 0x8068 + gl_TEXTURE_BINDING_1D_ARRAY = 0x8C1C + gl_TEXTURE_BINDING_2D = 0x8069 + gl_TEXTURE_BINDING_2D_ARRAY = 0x8C1D + gl_TEXTURE_BINDING_2D_MULTISAMPLE = 0x9104 + gl_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = 0x9105 + gl_TEXTURE_BINDING_3D = 0x806A + gl_TEXTURE_BINDING_BUFFER = 0x8C2C + gl_TEXTURE_BINDING_CUBE_MAP = 0x8514 + gl_TEXTURE_BINDING_RECTANGLE = 0x84F6 + gl_TEXTURE_BLUE_SIZE = 0x805E + gl_TEXTURE_BLUE_TYPE = 0x8C12 + gl_TEXTURE_BORDER_COLOR = 0x1004 + gl_TEXTURE_BUFFER = 0x8C2A + gl_TEXTURE_BUFFER_DATA_STORE_BINDING = 0x8C2D + gl_TEXTURE_COMPARE_FUNC = 0x884D + gl_TEXTURE_COMPARE_MODE = 0x884C + gl_TEXTURE_COMPRESSED = 0x86A1 + gl_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0 + gl_TEXTURE_COMPRESSION_HINT = 0x84EF + gl_TEXTURE_CUBE_MAP = 0x8513 + gl_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 + gl_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 + gl_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A + gl_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 + gl_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 + gl_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 + gl_TEXTURE_CUBE_MAP_SEAMLESS = 0x884F + gl_TEXTURE_DEPTH = 0x8071 + gl_TEXTURE_DEPTH_SIZE = 0x884A + gl_TEXTURE_DEPTH_TYPE = 0x8C16 + gl_TEXTURE_FIXED_SAMPLE_LOCATIONS = 0x9107 + gl_TEXTURE_GREEN_SIZE = 0x805D + gl_TEXTURE_GREEN_TYPE = 0x8C11 + gl_TEXTURE_HEIGHT = 0x1001 + gl_TEXTURE_INTERNAL_FORMAT = 0x1003 + gl_TEXTURE_LOD_BIAS = 0x8501 + gl_TEXTURE_MAG_FILTER = 0x2800 + gl_TEXTURE_MAX_LEVEL = 0x813D + gl_TEXTURE_MAX_LOD = 0x813B + gl_TEXTURE_MIN_FILTER = 0x2801 + gl_TEXTURE_MIN_LOD = 0x813A + gl_TEXTURE_RECTANGLE = 0x84F5 + gl_TEXTURE_RED_SIZE = 0x805C + gl_TEXTURE_RED_TYPE = 0x8C10 + gl_TEXTURE_SAMPLES = 0x9106 + gl_TEXTURE_SHARED_SIZE = 0x8C3F + gl_TEXTURE_STENCIL_SIZE = 0x88F1 + gl_TEXTURE_WIDTH = 0x1000 + gl_TEXTURE_WRAP_R = 0x8072 + gl_TEXTURE_WRAP_S = 0x2802 + gl_TEXTURE_WRAP_T = 0x2803 + gl_TIMEOUT_EXPIRED = 0x911B + gl_TIMEOUT_IGNORED = 0xFFFFFFFFFFFFFFFF + gl_TRANSFORM_FEEDBACK_BUFFER = 0x8C8E + gl_TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F + gl_TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F + gl_TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85 + gl_TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84 + gl_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88 + gl_TRANSFORM_FEEDBACK_VARYINGS = 0x8C83 + gl_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = 0x8C76 + gl_TRIANGLES = 0x0004 + gl_TRIANGLES_ADJACENCY = 0x000C + gl_TRIANGLE_FAN = 0x0006 + gl_TRIANGLE_STRIP = 0x0005 + gl_TRIANGLE_STRIP_ADJACENCY = 0x000D + gl_TRUE = 1 + gl_UNIFORM_ARRAY_STRIDE = 0x8A3C + gl_UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42 + gl_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43 + gl_UNIFORM_BLOCK_BINDING = 0x8A3F + gl_UNIFORM_BLOCK_DATA_SIZE = 0x8A40 + gl_UNIFORM_BLOCK_INDEX = 0x8A3A + gl_UNIFORM_BLOCK_NAME_LENGTH = 0x8A41 + gl_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46 + gl_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = 0x8A45 + gl_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44 + gl_UNIFORM_BUFFER = 0x8A11 + gl_UNIFORM_BUFFER_BINDING = 0x8A28 + gl_UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34 + gl_UNIFORM_BUFFER_SIZE = 0x8A2A + gl_UNIFORM_BUFFER_START = 0x8A29 + gl_UNIFORM_IS_ROW_MAJOR = 0x8A3E + gl_UNIFORM_MATRIX_STRIDE = 0x8A3D + gl_UNIFORM_NAME_LENGTH = 0x8A39 + gl_UNIFORM_OFFSET = 0x8A3B + gl_UNIFORM_SIZE = 0x8A38 + gl_UNIFORM_TYPE = 0x8A37 + gl_UNPACK_ALIGNMENT = 0x0CF5 + gl_UNPACK_IMAGE_HEIGHT = 0x806E + gl_UNPACK_LSB_FIRST = 0x0CF1 + gl_UNPACK_ROW_LENGTH = 0x0CF2 + gl_UNPACK_SKIP_IMAGES = 0x806D + gl_UNPACK_SKIP_PIXELS = 0x0CF4 + gl_UNPACK_SKIP_ROWS = 0x0CF3 + gl_UNPACK_SWAP_BYTES = 0x0CF0 + gl_UNSIGNALED = 0x9118 + gl_UNSIGNED_BYTE = 0x1401 + gl_UNSIGNED_BYTE_2_3_3_REV = 0x8362 + gl_UNSIGNED_BYTE_3_3_2 = 0x8032 + gl_UNSIGNED_INT = 0x1405 + gl_UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B + gl_UNSIGNED_INT_10_10_10_2 = 0x8036 + gl_UNSIGNED_INT_24_8 = 0x84FA + gl_UNSIGNED_INT_2_10_10_10_REV = 0x8368 + gl_UNSIGNED_INT_5_9_9_9_REV = 0x8C3E + gl_UNSIGNED_INT_8_8_8_8 = 0x8035 + gl_UNSIGNED_INT_8_8_8_8_REV = 0x8367 + gl_UNSIGNED_INT_SAMPLER_1D = 0x8DD1 + gl_UNSIGNED_INT_SAMPLER_1D_ARRAY = 0x8DD6 + gl_UNSIGNED_INT_SAMPLER_2D = 0x8DD2 + gl_UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7 + gl_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = 0x910A + gl_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910D + gl_UNSIGNED_INT_SAMPLER_2D_RECT = 0x8DD5 + gl_UNSIGNED_INT_SAMPLER_3D = 0x8DD3 + gl_UNSIGNED_INT_SAMPLER_BUFFER = 0x8DD8 + gl_UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4 + gl_UNSIGNED_INT_VEC2 = 0x8DC6 + gl_UNSIGNED_INT_VEC3 = 0x8DC7 + gl_UNSIGNED_INT_VEC4 = 0x8DC8 + gl_UNSIGNED_NORMALIZED = 0x8C17 + gl_UNSIGNED_SHORT = 0x1403 + gl_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366 + gl_UNSIGNED_SHORT_4_4_4_4 = 0x8033 + gl_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365 + gl_UNSIGNED_SHORT_5_5_5_1 = 0x8034 + gl_UNSIGNED_SHORT_5_6_5 = 0x8363 + gl_UNSIGNED_SHORT_5_6_5_REV = 0x8364 + gl_UPPER_LEFT = 0x8CA2 + gl_VALIDATE_STATUS = 0x8B83 + gl_VENDOR = 0x1F00 + gl_VERSION = 0x1F02 + gl_VERTEX_ARRAY_BINDING = 0x85B5 + gl_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F + gl_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 + gl_VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD + gl_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A + gl_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 + gl_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 + gl_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 + gl_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 + gl_VERTEX_PROGRAM_POINT_SIZE = 0x8642 + gl_VERTEX_SHADER = 0x8B31 + gl_VIEWPORT = 0x0BA2 + gl_WAIT_FAILED = 0x911D + gl_WRITE_ONLY = 0x88B9 + gl_XOR = 0x1506 + gl_ZERO = 0 +) + +type GL interface { + Ptr(data interface{}) unsafe.Pointer + PtrOffset(offset int) unsafe.Pointer + Str(str string) *uint8 + GoStr(cstr *uint8) string + Strs(strs ...string) (cstrs **uint8, free func()) + ActiveTexture(texture uint32) + AttachShader(program uint32, shader uint32) + BeginConditionalRender(id uint32, mode uint32) + BeginQuery(target uint32, id uint32) + BeginTransformFeedback(primitiveMode uint32) + BindAttribLocation(program uint32, index uint32, name *uint8) + BindBuffer(target uint32, buffer uint32) + BindBufferBase(target uint32, index uint32, buffer uint32) + BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int) + BindFragDataLocation(program uint32, color uint32, name *uint8) + BindFramebuffer(target uint32, framebuffer uint32) + BindRenderbuffer(target uint32, renderbuffer uint32) + BindTexture(target uint32, texture uint32) + BindVertexArray(array uint32) + BlendColor(red float32, green float32, blue float32, alpha float32) + BlendEquation(mode uint32) + BlendEquationSeparate(modeRGB uint32, modeAlpha uint32) + BlendFunc(sfactor uint32, dfactor uint32) + BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32) + BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32) + BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) + BufferSubData(target uint32, offset int, size int, data unsafe.Pointer) + CheckFramebufferStatus(target uint32) uint32 + ClampColor(target uint32, clamp uint32) + Clear(mask uint32) + ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32) + ClearBufferfv(buffer uint32, drawbuffer int32, value *float32) + ClearBufferiv(buffer uint32, drawbuffer int32, value *int32) + ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32) + ClearColor(red float32, green float32, blue float32, alpha float32) + ClearDepth(depth float64) + ClearStencil(s int32) + ClientWaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) uint32 + ColorMask(red bool, green bool, blue bool, alpha bool) + ColorMaski(index uint32, r bool, g bool, b bool, a bool) + CompileShader(shader uint32) + CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer) + CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer) + CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer) + CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer) + CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer) + CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer) + CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int) + CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32) + CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32) + CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32) + CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32) + CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32) + CreateProgram() uint32 + CreateShader(xtype uint32) uint32 + CullFace(mode uint32) + DeleteBuffers(n int32, buffers *uint32) + DeleteFramebuffers(n int32, framebuffers *uint32) + DeleteProgram(program uint32) + DeleteQueries(n int32, ids *uint32) + DeleteRenderbuffers(n int32, renderbuffers *uint32) + DeleteShader(shader uint32) + DeleteSync(sync unsafe.Pointer) + DeleteTextures(n int32, textures *uint32) + DeleteVertexArrays(n int32, arrays *uint32) + DepthFunc(xfunc uint32) + DepthMask(flag bool) + DepthRange(near float64, far float64) + DetachShader(program uint32, shader uint32) + Disable(cap uint32) + DisableVertexAttribArray(index uint32) + Disablei(target uint32, index uint32) + DrawArrays(mode uint32, first int32, count int32) + DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32) + DrawBuffer(buf uint32) + DrawBuffers(n int32, bufs *uint32) + DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer) + DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32) + DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32) + DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32) + DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer) + DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32) + Enable(cap uint32) + EnableVertexAttribArray(index uint32) + Enablei(target uint32, index uint32) + EndConditionalRender() + EndQuery(target uint32) + EndTransformFeedback() + FenceSync(condition uint32, flags uint32) unsafe.Pointer + Finish() + Flush() + FlushMappedBufferRange(target uint32, offset int, length int) + FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) + FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32) + FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) + FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) + FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32) + FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32) + FrontFace(mode uint32) + GenBuffers(n int32, buffers *uint32) + GenFramebuffers(n int32, framebuffers *uint32) + GenQueries(n int32, ids *uint32) + GenRenderbuffers(n int32, renderbuffers *uint32) + GenTextures(n int32, textures *uint32) + GenVertexArrays(n int32, arrays *uint32) + GenerateMipmap(target uint32) + GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) + GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) + GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8) + GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32) + GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8) + GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32) + GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32) + GetAttribLocation(program uint32, name *uint8) int32 + GetBooleani_v(target uint32, index uint32, data *bool) + GetBooleanv(pname uint32, data *bool) + GetBufferParameteri64v(target uint32, pname uint32, params *int64) + GetBufferParameteriv(target uint32, pname uint32, params *int32) + GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer) + GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer) + GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer) + GetDoublev(pname uint32, data *float64) + GetError() uint32 + GetFloatv(pname uint32, data *float32) + GetFragDataLocation(program uint32, name *uint8) int32 + GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32) + GetInteger64i_v(target uint32, index uint32, data *int64) + GetInteger64v(pname uint32, data *int64) + GetIntegeri_v(target uint32, index uint32, data *int32) + GetIntegerv(pname uint32, data *int32) + GetMultisamplefv(pname uint32, index uint32, val *float32) + GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8) + GetProgramiv(program uint32, pname uint32, params *int32) + GetQueryObjectiv(id uint32, pname uint32, params *int32) + GetQueryObjectuiv(id uint32, pname uint32, params *uint32) + GetQueryiv(target uint32, pname uint32, params *int32) + GetRenderbufferParameteriv(target uint32, pname uint32, params *int32) + GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8) + GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8) + GetShaderiv(shader uint32, pname uint32, params *int32) + GetString(name uint32) *uint8 + GetStringi(name uint32, index uint32) *uint8 + GetSynciv(sync unsafe.Pointer, pname uint32, bufSize int32, length *int32, values *int32) + GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer) + GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32) + GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32) + GetTexParameterIiv(target uint32, pname uint32, params *int32) + GetTexParameterIuiv(target uint32, pname uint32, params *uint32) + GetTexParameterfv(target uint32, pname uint32, params *float32) + GetTexParameteriv(target uint32, pname uint32, params *int32) + GetTransformFeedbackVarying(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8) + GetUniformBlockIndex(program uint32, uniformBlockName *uint8) uint32 + GetUniformIndices(program uint32, uniformCount int32, uniformNames **uint8, uniformIndices *uint32) + GetUniformLocation(program uint32, name *uint8) int32 + GetUniformfv(program uint32, location int32, params *float32) + GetUniformiv(program uint32, location int32, params *int32) + GetUniformuiv(program uint32, location int32, params *uint32) + GetVertexAttribIiv(index uint32, pname uint32, params *int32) + GetVertexAttribIuiv(index uint32, pname uint32, params *uint32) + GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer) + GetVertexAttribdv(index uint32, pname uint32, params *float64) + GetVertexAttribfv(index uint32, pname uint32, params *float32) + GetVertexAttribiv(index uint32, pname uint32, params *int32) + Hint(target uint32, mode uint32) + IsBuffer(buffer uint32) bool + IsEnabled(cap uint32) bool + IsEnabledi(target uint32, index uint32) bool + IsFramebuffer(framebuffer uint32) bool + IsProgram(program uint32) bool + IsQuery(id uint32) bool + IsRenderbuffer(renderbuffer uint32) bool + IsShader(shader uint32) bool + IsSync(sync unsafe.Pointer) bool + IsTexture(texture uint32) bool + IsVertexArray(array uint32) bool + LineWidth(width float32) + LinkProgram(program uint32) + LogicOp(opcode uint32) + MapBuffer(target uint32, access uint32) unsafe.Pointer + MapBufferRange(target uint32, offset int, length int, access uint32) unsafe.Pointer + MultiDrawArrays(mode uint32, first *int32, count *int32, drawcount int32) + MultiDrawElements(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32) + MultiDrawElementsBaseVertex(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32, basevertex *int32) + PixelStoref(pname uint32, param float32) + PixelStorei(pname uint32, param int32) + PointParameterf(pname uint32, param float32) + PointParameterfv(pname uint32, params *float32) + PointParameteri(pname uint32, param int32) + PointParameteriv(pname uint32, params *int32) + PointSize(size float32) + PolygonMode(face uint32, mode uint32) + PolygonOffset(factor float32, units float32) + PrimitiveRestartIndex(index uint32) + ProvokingVertex(mode uint32) + ReadBuffer(src uint32) + ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) + RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32) + RenderbufferStorageMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32) + SampleCoverage(value float32, invert bool) + SampleMaski(maskNumber uint32, mask uint32) + Scissor(x int32, y int32, width int32, height int32) + ShaderSource(shader uint32, count int32, xstring **uint8, length *int32) + StencilFunc(xfunc uint32, ref int32, mask uint32) + StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32) + StencilMask(mask uint32) + StencilMaskSeparate(face uint32, mask uint32) + StencilOp(fail uint32, zfail uint32, zpass uint32) + StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32) + TexBuffer(target uint32, internalformat uint32, buffer uint32) + TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) + TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) + TexImage2DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, fixedsamplelocations bool) + TexImage3D(target uint32, level int32, internalformat int32, width int32, height int32, depth int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) + TexImage3DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool) + TexParameterIiv(target uint32, pname uint32, params *int32) + TexParameterIuiv(target uint32, pname uint32, params *uint32) + TexParameterf(target uint32, pname uint32, param float32) + TexParameterfv(target uint32, pname uint32, params *float32) + TexParameteri(target uint32, pname uint32, param int32) + TexParameteriv(target uint32, pname uint32, params *int32) + TexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, xtype uint32, pixels unsafe.Pointer) + TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) + TexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, xtype uint32, pixels unsafe.Pointer) + TransformFeedbackVaryings(program uint32, count int32, varyings **uint8, bufferMode uint32) + Uniform1f(location int32, v0 float32) + Uniform1fv(location int32, count int32, value *float32) + Uniform1i(location int32, v0 int32) + Uniform1iv(location int32, count int32, value *int32) + Uniform1ui(location int32, v0 uint32) + Uniform1uiv(location int32, count int32, value *uint32) + Uniform2f(location int32, v0 float32, v1 float32) + Uniform2fv(location int32, count int32, value *float32) + Uniform2i(location int32, v0 int32, v1 int32) + Uniform2iv(location int32, count int32, value *int32) + Uniform2ui(location int32, v0 uint32, v1 uint32) + Uniform2uiv(location int32, count int32, value *uint32) + Uniform3f(location int32, v0 float32, v1 float32, v2 float32) + Uniform3fv(location int32, count int32, value *float32) + Uniform3i(location int32, v0 int32, v1 int32, v2 int32) + Uniform3iv(location int32, count int32, value *int32) + Uniform3ui(location int32, v0 uint32, v1 uint32, v2 uint32) + Uniform3uiv(location int32, count int32, value *uint32) + Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) + Uniform4fv(location int32, count int32, value *float32) + Uniform4i(location int32, v0 int32, v1 int32, v2 int32, v3 int32) + Uniform4iv(location int32, count int32, value *int32) + Uniform4ui(location int32, v0 uint32, v1 uint32, v2 uint32, v3 uint32) + Uniform4uiv(location int32, count int32, value *uint32) + UniformBlockBinding(program uint32, uniformBlockIndex uint32, uniformBlockBinding uint32) + UniformMatrix2fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix2x3fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix2x4fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix3x2fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix3x4fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix4fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix4x2fv(location int32, count int32, transpose bool, value *float32) + UniformMatrix4x3fv(location int32, count int32, transpose bool, value *float32) + UnmapBuffer(target uint32) bool + UseProgram(program uint32) + ValidateProgram(program uint32) + VertexAttrib1d(index uint32, x float64) + VertexAttrib1dv(index uint32, v *float64) + VertexAttrib1f(index uint32, x float32) + VertexAttrib1fv(index uint32, v *float32) + VertexAttrib1s(index uint32, x int16) + VertexAttrib1sv(index uint32, v *int16) + VertexAttrib2d(index uint32, x float64, y float64) + VertexAttrib2dv(index uint32, v *float64) + VertexAttrib2f(index uint32, x float32, y float32) + VertexAttrib2fv(index uint32, v *float32) + VertexAttrib2s(index uint32, x int16, y int16) + VertexAttrib2sv(index uint32, v *int16) + VertexAttrib3d(index uint32, x float64, y float64, z float64) + VertexAttrib3dv(index uint32, v *float64) + VertexAttrib3f(index uint32, x float32, y float32, z float32) + VertexAttrib3fv(index uint32, v *float32) + VertexAttrib3s(index uint32, x int16, y int16, z int16) + VertexAttrib3sv(index uint32, v *int16) + VertexAttrib4Nbv(index uint32, v *int8) + VertexAttrib4Niv(index uint32, v *int32) + VertexAttrib4Nsv(index uint32, v *int16) + VertexAttrib4Nub(index uint32, x uint8, y uint8, z uint8, w uint8) + VertexAttrib4Nubv(index uint32, v *uint8) + VertexAttrib4Nuiv(index uint32, v *uint32) + VertexAttrib4Nusv(index uint32, v *uint16) + VertexAttrib4bv(index uint32, v *int8) + VertexAttrib4d(index uint32, x float64, y float64, z float64, w float64) + VertexAttrib4dv(index uint32, v *float64) + VertexAttrib4f(index uint32, x float32, y float32, z float32, w float32) + VertexAttrib4fv(index uint32, v *float32) + VertexAttrib4iv(index uint32, v *int32) + VertexAttrib4s(index uint32, x int16, y int16, z int16, w int16) + VertexAttrib4sv(index uint32, v *int16) + VertexAttrib4ubv(index uint32, v *uint8) + VertexAttrib4uiv(index uint32, v *uint32) + VertexAttrib4usv(index uint32, v *uint16) + VertexAttribI1i(index uint32, x int32) + VertexAttribI1iv(index uint32, v *int32) + VertexAttribI1ui(index uint32, x uint32) + VertexAttribI1uiv(index uint32, v *uint32) + VertexAttribI2i(index uint32, x int32, y int32) + VertexAttribI2iv(index uint32, v *int32) + VertexAttribI2ui(index uint32, x uint32, y uint32) + VertexAttribI2uiv(index uint32, v *uint32) + VertexAttribI3i(index uint32, x int32, y int32, z int32) + VertexAttribI3iv(index uint32, v *int32) + VertexAttribI3ui(index uint32, x uint32, y uint32, z uint32) + VertexAttribI3uiv(index uint32, v *uint32) + VertexAttribI4bv(index uint32, v *int8) + VertexAttribI4i(index uint32, x int32, y int32, z int32, w int32) + VertexAttribI4iv(index uint32, v *int32) + VertexAttribI4sv(index uint32, v *int16) + VertexAttribI4ubv(index uint32, v *uint8) + VertexAttribI4ui(index uint32, x uint32, y uint32, z uint32, w uint32) + VertexAttribI4uiv(index uint32, v *uint32) + VertexAttribI4usv(index uint32, v *uint16) + VertexAttribIPointer(index uint32, size int32, xtype uint32, stride int32, pointer unsafe.Pointer) + VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, pointer unsafe.Pointer) + Viewport(x int32, y int32, width int32, height int32) + WaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) +}