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) }