reduced the opengl interface to only the used functions
This commit is contained in:
parent
72a7cbd2ed
commit
ff4fba4c33
2 changed files with 273 additions and 273 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -2,4 +2,4 @@ test*.html
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plan.txt
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glowgen
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testapp
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openglinterface.go.all
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@ -793,322 +793,322 @@ type GL interface {
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Ptr(data interface{}) unsafe.Pointer
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PtrOffset(offset int) unsafe.Pointer
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Str(str string) *uint8
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GoStr(cstr *uint8) string
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// GoStr(cstr *uint8) string
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Strs(strs ...string) (cstrs **uint8, free func())
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ActiveTexture(texture uint32)
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AttachShader(program uint32, shader uint32)
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BeginConditionalRender(id uint32, mode uint32)
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BeginQuery(target uint32, id uint32)
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BeginTransformFeedback(primitiveMode uint32)
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BindAttribLocation(program uint32, index uint32, name *uint8)
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// BeginConditionalRender(id uint32, mode uint32)
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// BeginQuery(target uint32, id uint32)
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// BeginTransformFeedback(primitiveMode uint32)
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// BindAttribLocation(program uint32, index uint32, name *uint8)
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BindBuffer(target uint32, buffer uint32)
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BindBufferBase(target uint32, index uint32, buffer uint32)
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BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int)
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BindFragDataLocation(program uint32, color uint32, name *uint8)
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BindFramebuffer(target uint32, framebuffer uint32)
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BindRenderbuffer(target uint32, renderbuffer uint32)
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// BindBufferBase(target uint32, index uint32, buffer uint32)
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// BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int)
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// BindFragDataLocation(program uint32, color uint32, name *uint8)
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// BindFramebuffer(target uint32, framebuffer uint32)
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// BindRenderbuffer(target uint32, renderbuffer uint32)
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BindTexture(target uint32, texture uint32)
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BindVertexArray(array uint32)
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BlendColor(red float32, green float32, blue float32, alpha float32)
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BlendEquation(mode uint32)
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BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
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// BindVertexArray(array uint32)
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// BlendColor(red float32, green float32, blue float32, alpha float32)
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// BlendEquation(mode uint32)
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// BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
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BlendFunc(sfactor uint32, dfactor uint32)
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BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32)
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BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32)
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// BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32)
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// BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32)
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BufferData(target uint32, size int, data unsafe.Pointer, usage uint32)
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BufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
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CheckFramebufferStatus(target uint32) uint32
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ClampColor(target uint32, clamp uint32)
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// BufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
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// CheckFramebufferStatus(target uint32) uint32
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// ClampColor(target uint32, clamp uint32)
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Clear(mask uint32)
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ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32)
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ClearBufferfv(buffer uint32, drawbuffer int32, value *float32)
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ClearBufferiv(buffer uint32, drawbuffer int32, value *int32)
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ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32)
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ClearColor(red float32, green float32, blue float32, alpha float32)
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ClearDepth(depth float64)
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ClearStencil(s int32)
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ClientWaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) uint32
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// ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32)
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// ClearBufferfv(buffer uint32, drawbuffer int32, value *float32)
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// ClearBufferiv(buffer uint32, drawbuffer int32, value *int32)
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// ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32)
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// ClearColor(red float32, green float32, blue float32, alpha float32)
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// ClearDepth(depth float64)
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// ClearStencil(s int32)
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// ClientWaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) uint32
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ColorMask(red bool, green bool, blue bool, alpha bool)
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ColorMaski(index uint32, r bool, g bool, b bool, a bool)
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// ColorMaski(index uint32, r bool, g bool, b bool, a bool)
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CompileShader(shader uint32)
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CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer)
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CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer)
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CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer)
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CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer)
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CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer)
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CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer)
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CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int)
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CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32)
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CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32)
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CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32)
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CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32)
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CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32)
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// CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer)
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// CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer)
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// CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer)
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// CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer)
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// CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer)
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// CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer)
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// CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int)
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// CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32)
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// CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32)
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// CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32)
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// CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32)
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// CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32)
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CreateProgram() uint32
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CreateShader(xtype uint32) uint32
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CullFace(mode uint32)
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DeleteBuffers(n int32, buffers *uint32)
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DeleteFramebuffers(n int32, framebuffers *uint32)
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DeleteProgram(program uint32)
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DeleteQueries(n int32, ids *uint32)
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DeleteRenderbuffers(n int32, renderbuffers *uint32)
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// CullFace(mode uint32)
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// DeleteBuffers(n int32, buffers *uint32)
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// DeleteFramebuffers(n int32, framebuffers *uint32)
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// DeleteProgram(program uint32)
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// DeleteQueries(n int32, ids *uint32)
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// DeleteRenderbuffers(n int32, renderbuffers *uint32)
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DeleteShader(shader uint32)
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DeleteSync(sync unsafe.Pointer)
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// DeleteSync(sync unsafe.Pointer)
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DeleteTextures(n int32, textures *uint32)
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DeleteVertexArrays(n int32, arrays *uint32)
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DepthFunc(xfunc uint32)
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DepthMask(flag bool)
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DepthRange(near float64, far float64)
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DetachShader(program uint32, shader uint32)
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Disable(cap uint32)
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// DeleteVertexArrays(n int32, arrays *uint32)
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// DepthFunc(xfunc uint32)
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// DepthMask(flag bool)
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// DepthRange(near float64, far float64)
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// DetachShader(program uint32, shader uint32)
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// Disable(cap uint32)
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DisableVertexAttribArray(index uint32)
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Disablei(target uint32, index uint32)
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// Disablei(target uint32, index uint32)
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DrawArrays(mode uint32, first int32, count int32)
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DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32)
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DrawBuffer(buf uint32)
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DrawBuffers(n int32, bufs *uint32)
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DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer)
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DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
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DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32)
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DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32)
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DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer)
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DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
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// DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32)
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// DrawBuffer(buf uint32)
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// DrawBuffers(n int32, bufs *uint32)
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// DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer)
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// DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
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// DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32)
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// DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32)
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// DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer)
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// DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
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Enable(cap uint32)
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EnableVertexAttribArray(index uint32)
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Enablei(target uint32, index uint32)
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EndConditionalRender()
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EndQuery(target uint32)
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EndTransformFeedback()
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FenceSync(condition uint32, flags uint32) unsafe.Pointer
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Finish()
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Flush()
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FlushMappedBufferRange(target uint32, offset int, length int)
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FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32)
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FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32)
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FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32)
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FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32)
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FrontFace(mode uint32)
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// Enablei(target uint32, index uint32)
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// EndConditionalRender()
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// EndQuery(target uint32)
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// EndTransformFeedback()
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// FenceSync(condition uint32, flags uint32) unsafe.Pointer
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// Finish()
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// Flush()
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// FlushMappedBufferRange(target uint32, offset int, length int)
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// FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32)
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// FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32)
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// FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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// FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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// FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32)
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// FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32)
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// FrontFace(mode uint32)
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GenBuffers(n int32, buffers *uint32)
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GenFramebuffers(n int32, framebuffers *uint32)
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GenQueries(n int32, ids *uint32)
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GenRenderbuffers(n int32, renderbuffers *uint32)
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// GenFramebuffers(n int32, framebuffers *uint32)
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// GenQueries(n int32, ids *uint32)
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// GenRenderbuffers(n int32, renderbuffers *uint32)
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GenTextures(n int32, textures *uint32)
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GenVertexArrays(n int32, arrays *uint32)
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// GenVertexArrays(n int32, arrays *uint32)
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GenerateMipmap(target uint32)
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GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8)
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GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32)
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GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8)
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GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32)
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GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32)
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// GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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// GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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// GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8)
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// GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32)
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// GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8)
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// GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32)
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// GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32)
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GetAttribLocation(program uint32, name *uint8) int32
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GetBooleani_v(target uint32, index uint32, data *bool)
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GetBooleanv(pname uint32, data *bool)
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GetBufferParameteri64v(target uint32, pname uint32, params *int64)
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GetBufferParameteriv(target uint32, pname uint32, params *int32)
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GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer)
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GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
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GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer)
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GetDoublev(pname uint32, data *float64)
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// GetBooleani_v(target uint32, index uint32, data *bool)
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// GetBooleanv(pname uint32, data *bool)
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// GetBufferParameteri64v(target uint32, pname uint32, params *int64)
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// GetBufferParameteriv(target uint32, pname uint32, params *int32)
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// GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer)
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// GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
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// GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer)
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// GetDoublev(pname uint32, data *float64)
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GetError() uint32
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GetFloatv(pname uint32, data *float32)
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GetFragDataLocation(program uint32, name *uint8) int32
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GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32)
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GetInteger64i_v(target uint32, index uint32, data *int64)
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GetInteger64v(pname uint32, data *int64)
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GetIntegeri_v(target uint32, index uint32, data *int32)
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GetIntegerv(pname uint32, data *int32)
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GetMultisamplefv(pname uint32, index uint32, val *float32)
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// GetFloatv(pname uint32, data *float32)
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// GetFragDataLocation(program uint32, name *uint8) int32
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// GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32)
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// GetInteger64i_v(target uint32, index uint32, data *int64)
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// GetInteger64v(pname uint32, data *int64)
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// GetIntegeri_v(target uint32, index uint32, data *int32)
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// GetIntegerv(pname uint32, data *int32)
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// GetMultisamplefv(pname uint32, index uint32, val *float32)
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GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8)
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GetProgramiv(program uint32, pname uint32, params *int32)
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GetQueryObjectiv(id uint32, pname uint32, params *int32)
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GetQueryObjectuiv(id uint32, pname uint32, params *uint32)
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GetQueryiv(target uint32, pname uint32, params *int32)
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GetRenderbufferParameteriv(target uint32, pname uint32, params *int32)
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// GetQueryObjectiv(id uint32, pname uint32, params *int32)
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// GetQueryObjectuiv(id uint32, pname uint32, params *uint32)
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// GetQueryiv(target uint32, pname uint32, params *int32)
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// GetRenderbufferParameteriv(target uint32, pname uint32, params *int32)
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GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8)
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GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8)
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// GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8)
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GetShaderiv(shader uint32, pname uint32, params *int32)
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GetString(name uint32) *uint8
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GetStringi(name uint32, index uint32) *uint8
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GetSynciv(sync unsafe.Pointer, pname uint32, bufSize int32, length *int32, values *int32)
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GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32)
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GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32)
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GetTexParameterIiv(target uint32, pname uint32, params *int32)
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GetTexParameterIuiv(target uint32, pname uint32, params *uint32)
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GetTexParameterfv(target uint32, pname uint32, params *float32)
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GetTexParameteriv(target uint32, pname uint32, params *int32)
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GetTransformFeedbackVarying(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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GetUniformBlockIndex(program uint32, uniformBlockName *uint8) uint32
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GetUniformIndices(program uint32, uniformCount int32, uniformNames **uint8, uniformIndices *uint32)
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// GetString(name uint32) *uint8
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// GetStringi(name uint32, index uint32) *uint8
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// GetSynciv(sync unsafe.Pointer, pname uint32, bufSize int32, length *int32, values *int32)
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// GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32)
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// GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32)
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// GetTexParameterIiv(target uint32, pname uint32, params *int32)
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// GetTexParameterIuiv(target uint32, pname uint32, params *uint32)
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// GetTexParameterfv(target uint32, pname uint32, params *float32)
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// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32)
|
||||
StencilMask(mask uint32)
|
||||
StencilMaskSeparate(face uint32, 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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)
|
||||
// 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
|
||||
// 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)
|
||||
// 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)
|
||||
// WaitSync(sync unsafe.Pointer, flags uint32, timeout uint64)
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue