module glad.gl.funcs; private import glad.gl.types; bool GL_VERSION_1_0; bool GL_VERSION_1_1; bool GL_VERSION_1_2; bool GL_VERSION_1_3; bool GL_VERSION_1_4; bool GL_VERSION_1_5; bool GL_VERSION_2_0; bool GL_VERSION_2_1; bool GL_VERSION_3_0; bool GL_VERSION_3_1; bool GL_VERSION_3_2; bool GL_VERSION_3_3; nothrow @nogc extern(System) { alias fp_glCullFace = void function(GLenum); alias fp_glFrontFace = void function(GLenum); alias fp_glHint = void function(GLenum, GLenum); alias fp_glLineWidth = void function(GLfloat); alias fp_glPointSize = void function(GLfloat); alias fp_glPolygonMode = void function(GLenum, GLenum); alias fp_glScissor = void function(GLint, GLint, GLsizei, GLsizei); alias fp_glTexParameterf = void function(GLenum, GLenum, GLfloat); alias fp_glTexParameterfv = void function(GLenum, GLenum, const(GLfloat)*); alias fp_glTexParameteri = void function(GLenum, GLenum, GLint); alias fp_glTexParameteriv = void function(GLenum, GLenum, const(GLint)*); alias fp_glTexImage1D = void function(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const(void)*); alias fp_glTexImage2D = void function(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const(void)*); alias fp_glDrawBuffer = void function(GLenum); alias fp_glClear = void function(GLbitfield); alias fp_glClearColor = void function(GLfloat, GLfloat, GLfloat, GLfloat); alias fp_glClearStencil = void function(GLint); alias fp_glClearDepth = void function(GLdouble); alias fp_glStencilMask = void function(GLuint); alias fp_glColorMask = void function(GLboolean, GLboolean, GLboolean, GLboolean); alias fp_glDepthMask = void function(GLboolean); alias fp_glDisable = void function(GLenum); alias fp_glEnable = void function(GLenum); alias fp_glFinish = void function(); alias fp_glFlush = void function(); alias fp_glBlendFunc = void function(GLenum, GLenum); alias fp_glLogicOp = void function(GLenum); alias fp_glStencilFunc = void function(GLenum, GLint, GLuint); alias fp_glStencilOp = void function(GLenum, GLenum, GLenum); alias fp_glDepthFunc = void function(GLenum); alias fp_glPixelStoref = void function(GLenum, GLfloat); alias fp_glPixelStorei = void function(GLenum, GLint); alias fp_glReadBuffer = void function(GLenum); alias fp_glReadPixels = void function(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void*); alias fp_glGetBooleanv = void function(GLenum, GLboolean*); alias fp_glGetDoublev = void function(GLenum, GLdouble*); alias fp_glGetError = GLenum function(); alias fp_glGetFloatv = void function(GLenum, GLfloat*); alias fp_glGetIntegerv = void function(GLenum, GLint*); alias fp_glGetString = const(GLubyte)* function(GLenum); alias fp_glGetTexImage = void function(GLenum, GLint, GLenum, GLenum, void*); alias fp_glGetTexParameterfv = void function(GLenum, GLenum, GLfloat*); alias fp_glGetTexParameteriv = void function(GLenum, GLenum, GLint*); alias fp_glGetTexLevelParameterfv = void function(GLenum, GLint, GLenum, GLfloat*); alias fp_glGetTexLevelParameteriv = void function(GLenum, GLint, GLenum, GLint*); alias fp_glIsEnabled = GLboolean function(GLenum); alias fp_glDepthRange = void function(GLdouble, GLdouble); alias fp_glViewport = void function(GLint, GLint, GLsizei, GLsizei); alias fp_glDrawArrays = void function(GLenum, GLint, GLsizei); alias fp_glDrawElements = void function(GLenum, GLsizei, GLenum, const(void)*); alias fp_glPolygonOffset = void function(GLfloat, GLfloat); alias fp_glCopyTexImage1D = void function(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint); alias fp_glCopyTexImage2D = void function(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint); alias fp_glCopyTexSubImage1D = void function(GLenum, GLint, GLint, GLint, GLint, GLsizei); alias fp_glCopyTexSubImage2D = void function(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); alias fp_glTexSubImage1D = void function(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const(void)*); alias fp_glTexSubImage2D = void function(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const(void)*); alias fp_glBindTexture = void function(GLenum, GLuint); alias fp_glDeleteTextures = void function(GLsizei, const(GLuint)*); alias fp_glGenTextures = void function(GLsizei, GLuint*); alias fp_glIsTexture = GLboolean function(GLuint); alias fp_glDrawRangeElements = void function(GLenum, GLuint, GLuint, GLsizei, GLenum, const(void)*); alias fp_glTexImage3D = void function(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const(void)*); alias fp_glTexSubImage3D = void function(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const(void)*); alias fp_glCopyTexSubImage3D = void function(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); alias fp_glActiveTexture = void function(GLenum); alias fp_glSampleCoverage = void function(GLfloat, GLboolean); alias fp_glCompressedTexImage3D = void function(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const(void)*); alias fp_glCompressedTexImage2D = void function(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const(void)*); alias fp_glCompressedTexImage1D = void function(GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const(void)*); alias fp_glCompressedTexSubImage3D = void function(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const(void)*); alias fp_glCompressedTexSubImage2D = void function(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const(void)*); alias fp_glCompressedTexSubImage1D = void function(GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const(void)*); alias fp_glGetCompressedTexImage = void function(GLenum, GLint, void*); alias fp_glBlendFuncSeparate = void function(GLenum, GLenum, GLenum, GLenum); alias fp_glMultiDrawArrays = void function(GLenum, const(GLint)*, const(GLsizei)*, GLsizei); alias fp_glMultiDrawElements = void function(GLenum, const(GLsizei)*, GLenum, const(void*)*, GLsizei); alias fp_glPointParameterf = void function(GLenum, GLfloat); alias fp_glPointParameterfv = void function(GLenum, const(GLfloat)*); alias fp_glPointParameteri = void function(GLenum, GLint); alias fp_glPointParameteriv = void function(GLenum, const(GLint)*); alias fp_glBlendColor = void function(GLfloat, GLfloat, GLfloat, GLfloat); alias fp_glBlendEquation = void function(GLenum); alias fp_glGenQueries = void function(GLsizei, GLuint*); alias fp_glDeleteQueries = void function(GLsizei, const(GLuint)*); alias fp_glIsQuery = GLboolean function(GLuint); alias fp_glBeginQuery = void function(GLenum, GLuint); alias fp_glEndQuery = void function(GLenum); alias fp_glGetQueryiv = void function(GLenum, GLenum, GLint*); alias fp_glGetQueryObjectiv = void function(GLuint, GLenum, GLint*); alias fp_glGetQueryObjectuiv = void function(GLuint, GLenum, GLuint*); alias fp_glBindBuffer = void function(GLenum, GLuint); alias fp_glDeleteBuffers = void function(GLsizei, const(GLuint)*); alias fp_glGenBuffers = void function(GLsizei, GLuint*); alias fp_glIsBuffer = GLboolean function(GLuint); alias fp_glBufferData = void function(GLenum, GLsizeiptr, const(void)*, GLenum); alias fp_glBufferSubData = void function(GLenum, GLintptr, GLsizeiptr, const(void)*); alias fp_glGetBufferSubData = void function(GLenum, GLintptr, GLsizeiptr, void*); alias fp_glMapBuffer = void* function(GLenum, GLenum); alias fp_glUnmapBuffer = GLboolean function(GLenum); alias fp_glGetBufferParameteriv = void function(GLenum, GLenum, GLint*); alias fp_glGetBufferPointerv = void function(GLenum, GLenum, void**); alias fp_glBlendEquationSeparate = void function(GLenum, GLenum); alias fp_glDrawBuffers = void function(GLsizei, const(GLenum)*); alias fp_glStencilOpSeparate = void function(GLenum, GLenum, GLenum, GLenum); alias fp_glStencilFuncSeparate = void function(GLenum, GLenum, GLint, GLuint); alias fp_glStencilMaskSeparate = void function(GLenum, GLuint); alias fp_glAttachShader = void function(GLuint, GLuint); alias fp_glBindAttribLocation = void function(GLuint, GLuint, const(GLchar)*); alias fp_glCompileShader = void function(GLuint); alias fp_glCreateProgram = GLuint function(); alias fp_glCreateShader = GLuint function(GLenum); alias fp_glDeleteProgram = void function(GLuint); alias fp_glDeleteShader = void function(GLuint); alias fp_glDetachShader = void function(GLuint, GLuint); alias fp_glDisableVertexAttribArray = void function(GLuint); alias fp_glEnableVertexAttribArray = void function(GLuint); alias fp_glGetActiveAttrib = void function(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*); alias fp_glGetActiveUniform = void function(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*); alias fp_glGetAttachedShaders = void function(GLuint, GLsizei, GLsizei*, GLuint*); alias fp_glGetAttribLocation = GLint function(GLuint, const(GLchar)*); alias fp_glGetProgramiv = void function(GLuint, GLenum, GLint*); alias fp_glGetProgramInfoLog = void function(GLuint, GLsizei, GLsizei*, GLchar*); alias fp_glGetShaderiv = void function(GLuint, GLenum, GLint*); alias fp_glGetShaderInfoLog = void function(GLuint, GLsizei, GLsizei*, GLchar*); alias fp_glGetShaderSource = void function(GLuint, GLsizei, GLsizei*, GLchar*); alias fp_glGetUniformLocation = GLint function(GLuint, const(GLchar)*); alias fp_glGetUniformfv = void function(GLuint, GLint, GLfloat*); alias fp_glGetUniformiv = void function(GLuint, GLint, GLint*); alias fp_glGetVertexAttribdv = void function(GLuint, GLenum, GLdouble*); alias fp_glGetVertexAttribfv = void function(GLuint, GLenum, GLfloat*); alias fp_glGetVertexAttribiv = void function(GLuint, GLenum, GLint*); alias fp_glGetVertexAttribPointerv = void function(GLuint, GLenum, void**); alias fp_glIsProgram = GLboolean function(GLuint); alias fp_glIsShader = GLboolean function(GLuint); alias fp_glLinkProgram = void function(GLuint); alias fp_glShaderSource = void function(GLuint, GLsizei, const(GLchar*)*, const(GLint)*); alias fp_glUseProgram = void function(GLuint); alias fp_glUniform1f = void function(GLint, GLfloat); alias fp_glUniform2f = void function(GLint, GLfloat, GLfloat); alias fp_glUniform3f = void function(GLint, GLfloat, GLfloat, GLfloat); alias fp_glUniform4f = void function(GLint, GLfloat, GLfloat, GLfloat, GLfloat); alias fp_glUniform1i = void function(GLint, GLint); alias fp_glUniform2i = void function(GLint, GLint, GLint); alias fp_glUniform3i = void function(GLint, GLint, GLint, GLint); alias fp_glUniform4i = void function(GLint, GLint, GLint, GLint, GLint); alias fp_glUniform1fv = void function(GLint, GLsizei, const(GLfloat)*); alias fp_glUniform2fv = void function(GLint, GLsizei, const(GLfloat)*); alias fp_glUniform3fv = void function(GLint, GLsizei, const(GLfloat)*); alias fp_glUniform4fv = void function(GLint, GLsizei, const(GLfloat)*); alias fp_glUniform1iv = void function(GLint, GLsizei, const(GLint)*); alias fp_glUniform2iv = void function(GLint, GLsizei, const(GLint)*); alias fp_glUniform3iv = void function(GLint, GLsizei, const(GLint)*); alias fp_glUniform4iv = void function(GLint, GLsizei, const(GLint)*); alias fp_glUniformMatrix2fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix3fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix4fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glValidateProgram = void function(GLuint); alias fp_glVertexAttrib1d = void function(GLuint, GLdouble); alias fp_glVertexAttrib1dv = void function(GLuint, const(GLdouble)*); alias fp_glVertexAttrib1f = void function(GLuint, GLfloat); alias fp_glVertexAttrib1fv = void function(GLuint, const(GLfloat)*); alias fp_glVertexAttrib1s = void function(GLuint, GLshort); alias fp_glVertexAttrib1sv = void function(GLuint, const(GLshort)*); alias fp_glVertexAttrib2d = void function(GLuint, GLdouble, GLdouble); alias fp_glVertexAttrib2dv = void function(GLuint, const(GLdouble)*); alias fp_glVertexAttrib2f = void function(GLuint, GLfloat, GLfloat); alias fp_glVertexAttrib2fv = void function(GLuint, const(GLfloat)*); alias fp_glVertexAttrib2s = void function(GLuint, GLshort, GLshort); alias fp_glVertexAttrib2sv = void function(GLuint, const(GLshort)*); alias fp_glVertexAttrib3d = void function(GLuint, GLdouble, GLdouble, GLdouble); alias fp_glVertexAttrib3dv = void function(GLuint, const(GLdouble)*); alias fp_glVertexAttrib3f = void function(GLuint, GLfloat, GLfloat, GLfloat); alias fp_glVertexAttrib3fv = void function(GLuint, const(GLfloat)*); alias fp_glVertexAttrib3s = void function(GLuint, GLshort, GLshort, GLshort); alias fp_glVertexAttrib3sv = void function(GLuint, const(GLshort)*); alias fp_glVertexAttrib4Nbv = void function(GLuint, const(GLbyte)*); alias fp_glVertexAttrib4Niv = void function(GLuint, const(GLint)*); alias fp_glVertexAttrib4Nsv = void function(GLuint, const(GLshort)*); alias fp_glVertexAttrib4Nub = void function(GLuint, GLubyte, GLubyte, GLubyte, GLubyte); alias fp_glVertexAttrib4Nubv = void function(GLuint, const(GLubyte)*); alias fp_glVertexAttrib4Nuiv = void function(GLuint, const(GLuint)*); alias fp_glVertexAttrib4Nusv = void function(GLuint, const(GLushort)*); alias fp_glVertexAttrib4bv = void function(GLuint, const(GLbyte)*); alias fp_glVertexAttrib4d = void function(GLuint, GLdouble, GLdouble, GLdouble, GLdouble); alias fp_glVertexAttrib4dv = void function(GLuint, const(GLdouble)*); alias fp_glVertexAttrib4f = void function(GLuint, GLfloat, GLfloat, GLfloat, GLfloat); alias fp_glVertexAttrib4fv = void function(GLuint, const(GLfloat)*); alias fp_glVertexAttrib4iv = void function(GLuint, const(GLint)*); alias fp_glVertexAttrib4s = void function(GLuint, GLshort, GLshort, GLshort, GLshort); alias fp_glVertexAttrib4sv = void function(GLuint, const(GLshort)*); alias fp_glVertexAttrib4ubv = void function(GLuint, const(GLubyte)*); alias fp_glVertexAttrib4uiv = void function(GLuint, const(GLuint)*); alias fp_glVertexAttrib4usv = void function(GLuint, const(GLushort)*); alias fp_glVertexAttribPointer = void function(GLuint, GLint, GLenum, GLboolean, GLsizei, const(void)*); alias fp_glUniformMatrix2x3fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix3x2fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix2x4fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix4x2fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix3x4fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glUniformMatrix4x3fv = void function(GLint, GLsizei, GLboolean, const(GLfloat)*); alias fp_glColorMaski = void function(GLuint, GLboolean, GLboolean, GLboolean, GLboolean); alias fp_glGetBooleani_v = void function(GLenum, GLuint, GLboolean*); alias fp_glGetIntegeri_v = void function(GLenum, GLuint, GLint*); alias fp_glEnablei = void function(GLenum, GLuint); alias fp_glDisablei = void function(GLenum, GLuint); alias fp_glIsEnabledi = GLboolean function(GLenum, GLuint); alias fp_glBeginTransformFeedback = void function(GLenum); alias fp_glEndTransformFeedback = void function(); alias fp_glBindBufferRange = void function(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr); alias fp_glBindBufferBase = void function(GLenum, GLuint, GLuint); alias fp_glTransformFeedbackVaryings = void function(GLuint, GLsizei, const(GLchar*)*, GLenum); alias fp_glGetTransformFeedbackVarying = void function(GLuint, GLuint, GLsizei, GLsizei*, GLsizei*, GLenum*, GLchar*); alias fp_glClampColor = void function(GLenum, GLenum); alias fp_glBeginConditionalRender = void function(GLuint, GLenum); alias fp_glEndConditionalRender = void function(); alias fp_glVertexAttribIPointer = void function(GLuint, GLint, GLenum, GLsizei, const(void)*); alias fp_glGetVertexAttribIiv = void function(GLuint, GLenum, GLint*); alias fp_glGetVertexAttribIuiv = void function(GLuint, GLenum, GLuint*); alias fp_glVertexAttribI1i = void function(GLuint, GLint); alias fp_glVertexAttribI2i = void function(GLuint, GLint, GLint); alias fp_glVertexAttribI3i = void function(GLuint, GLint, GLint, GLint); alias fp_glVertexAttribI4i = void function(GLuint, GLint, GLint, GLint, GLint); alias fp_glVertexAttribI1ui = void function(GLuint, GLuint); alias fp_glVertexAttribI2ui = void function(GLuint, GLuint, GLuint); alias fp_glVertexAttribI3ui = void function(GLuint, GLuint, GLuint, GLuint); alias fp_glVertexAttribI4ui = void function(GLuint, GLuint, GLuint, GLuint, GLuint); alias fp_glVertexAttribI1iv = void function(GLuint, const(GLint)*); alias fp_glVertexAttribI2iv = void function(GLuint, const(GLint)*); alias fp_glVertexAttribI3iv = void function(GLuint, const(GLint)*); alias fp_glVertexAttribI4iv = void function(GLuint, const(GLint)*); alias fp_glVertexAttribI1uiv = void function(GLuint, const(GLuint)*); alias fp_glVertexAttribI2uiv = void function(GLuint, const(GLuint)*); alias fp_glVertexAttribI3uiv = void function(GLuint, const(GLuint)*); alias fp_glVertexAttribI4uiv = void function(GLuint, const(GLuint)*); alias fp_glVertexAttribI4bv = void function(GLuint, const(GLbyte)*); alias fp_glVertexAttribI4sv = void function(GLuint, const(GLshort)*); alias fp_glVertexAttribI4ubv = void function(GLuint, const(GLubyte)*); alias fp_glVertexAttribI4usv = void function(GLuint, const(GLushort)*); alias fp_glGetUniformuiv = void function(GLuint, GLint, GLuint*); alias fp_glBindFragDataLocation = void function(GLuint, GLuint, const(GLchar)*); alias fp_glGetFragDataLocation = GLint function(GLuint, const(GLchar)*); alias fp_glUniform1ui = void function(GLint, GLuint); alias fp_glUniform2ui = void function(GLint, GLuint, GLuint); alias fp_glUniform3ui = void function(GLint, GLuint, GLuint, GLuint); alias fp_glUniform4ui = void function(GLint, GLuint, GLuint, GLuint, GLuint); alias fp_glUniform1uiv = void function(GLint, GLsizei, const(GLuint)*); alias fp_glUniform2uiv = void function(GLint, GLsizei, const(GLuint)*); alias fp_glUniform3uiv = void function(GLint, GLsizei, const(GLuint)*); alias fp_glUniform4uiv = void function(GLint, GLsizei, const(GLuint)*); alias fp_glTexParameterIiv = void function(GLenum, GLenum, const(GLint)*); alias fp_glTexParameterIuiv = void function(GLenum, GLenum, const(GLuint)*); alias fp_glGetTexParameterIiv = void function(GLenum, GLenum, GLint*); alias fp_glGetTexParameterIuiv = void function(GLenum, GLenum, GLuint*); alias fp_glClearBufferiv = void function(GLenum, GLint, const(GLint)*); alias fp_glClearBufferuiv = void function(GLenum, GLint, const(GLuint)*); alias fp_glClearBufferfv = void function(GLenum, GLint, const(GLfloat)*); alias fp_glClearBufferfi = void function(GLenum, GLint, GLfloat, GLint); alias fp_glGetStringi = const(GLubyte)* function(GLenum, GLuint); alias fp_glIsRenderbuffer = GLboolean function(GLuint); alias fp_glBindRenderbuffer = void function(GLenum, GLuint); alias fp_glDeleteRenderbuffers = void function(GLsizei, const(GLuint)*); alias fp_glGenRenderbuffers = void function(GLsizei, GLuint*); alias fp_glRenderbufferStorage = void function(GLenum, GLenum, GLsizei, GLsizei); alias fp_glGetRenderbufferParameteriv = void function(GLenum, GLenum, GLint*); alias fp_glIsFramebuffer = GLboolean function(GLuint); alias fp_glBindFramebuffer = void function(GLenum, GLuint); alias fp_glDeleteFramebuffers = void function(GLsizei, const(GLuint)*); alias fp_glGenFramebuffers = void function(GLsizei, GLuint*); alias fp_glCheckFramebufferStatus = GLenum function(GLenum); alias fp_glFramebufferTexture1D = void function(GLenum, GLenum, GLenum, GLuint, GLint); alias fp_glFramebufferTexture2D = void function(GLenum, GLenum, GLenum, GLuint, GLint); alias fp_glFramebufferTexture3D = void function(GLenum, GLenum, GLenum, GLuint, GLint, GLint); alias fp_glFramebufferRenderbuffer = void function(GLenum, GLenum, GLenum, GLuint); alias fp_glGetFramebufferAttachmentParameteriv = void function(GLenum, GLenum, GLenum, GLint*); alias fp_glGenerateMipmap = void function(GLenum); alias fp_glBlitFramebuffer = void function(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum); alias fp_glRenderbufferStorageMultisample = void function(GLenum, GLsizei, GLenum, GLsizei, GLsizei); alias fp_glFramebufferTextureLayer = void function(GLenum, GLenum, GLuint, GLint, GLint); alias fp_glMapBufferRange = void* function(GLenum, GLintptr, GLsizeiptr, GLbitfield); alias fp_glFlushMappedBufferRange = void function(GLenum, GLintptr, GLsizeiptr); alias fp_glBindVertexArray = void function(GLuint); alias fp_glDeleteVertexArrays = void function(GLsizei, const(GLuint)*); alias fp_glGenVertexArrays = void function(GLsizei, GLuint*); alias fp_glIsVertexArray = GLboolean function(GLuint); alias fp_glDrawArraysInstanced = void function(GLenum, GLint, GLsizei, GLsizei); alias fp_glDrawElementsInstanced = void function(GLenum, GLsizei, GLenum, const(void)*, GLsizei); alias fp_glTexBuffer = void function(GLenum, GLenum, GLuint); alias fp_glPrimitiveRestartIndex = void function(GLuint); alias fp_glCopyBufferSubData = void function(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr); alias fp_glGetUniformIndices = void function(GLuint, GLsizei, const(GLchar*)*, GLuint*); alias fp_glGetActiveUniformsiv = void function(GLuint, GLsizei, const(GLuint)*, GLenum, GLint*); alias fp_glGetActiveUniformName = void function(GLuint, GLuint, GLsizei, GLsizei*, GLchar*); alias fp_glGetUniformBlockIndex = GLuint function(GLuint, const(GLchar)*); alias fp_glGetActiveUniformBlockiv = void function(GLuint, GLuint, GLenum, GLint*); alias fp_glGetActiveUniformBlockName = void function(GLuint, GLuint, GLsizei, GLsizei*, GLchar*); alias fp_glUniformBlockBinding = void function(GLuint, GLuint, GLuint); alias fp_glDrawElementsBaseVertex = void function(GLenum, GLsizei, GLenum, const(void)*, GLint); alias fp_glDrawRangeElementsBaseVertex = void function(GLenum, GLuint, GLuint, GLsizei, GLenum, const(void)*, GLint); alias fp_glDrawElementsInstancedBaseVertex = void function(GLenum, GLsizei, GLenum, const(void)*, GLsizei, GLint); alias fp_glMultiDrawElementsBaseVertex = void function(GLenum, const(GLsizei)*, GLenum, const(void*)*, GLsizei, const(GLint)*); alias fp_glProvokingVertex = void function(GLenum); alias fp_glFenceSync = GLsync function(GLenum, GLbitfield); alias fp_glIsSync = GLboolean function(GLsync); alias fp_glDeleteSync = void function(GLsync); alias fp_glClientWaitSync = GLenum function(GLsync, GLbitfield, GLuint64); alias fp_glWaitSync = void function(GLsync, GLbitfield, GLuint64); alias fp_glGetInteger64v = void function(GLenum, GLint64*); alias fp_glGetSynciv = void function(GLsync, GLenum, GLsizei, GLsizei*, GLint*); alias fp_glGetInteger64i_v = void function(GLenum, GLuint, GLint64*); alias fp_glGetBufferParameteri64v = void function(GLenum, GLenum, GLint64*); alias fp_glFramebufferTexture = void function(GLenum, GLenum, GLuint, GLint); alias fp_glTexImage2DMultisample = void function(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLboolean); alias fp_glTexImage3DMultisample = void function(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean); alias fp_glGetMultisamplefv = void function(GLenum, GLuint, GLfloat*); alias fp_glSampleMaski = void function(GLuint, GLbitfield); alias fp_glBindFragDataLocationIndexed = void function(GLuint, GLuint, GLuint, const(GLchar)*); alias fp_glGetFragDataIndex = GLint function(GLuint, const(GLchar)*); alias fp_glGenSamplers = void function(GLsizei, GLuint*); alias fp_glDeleteSamplers = void function(GLsizei, const(GLuint)*); alias fp_glIsSampler = GLboolean function(GLuint); alias fp_glBindSampler = void function(GLuint, GLuint); alias fp_glSamplerParameteri = void function(GLuint, GLenum, GLint); alias fp_glSamplerParameteriv = void function(GLuint, GLenum, const(GLint)*); alias fp_glSamplerParameterf = void function(GLuint, GLenum, GLfloat); alias fp_glSamplerParameterfv = void function(GLuint, GLenum, const(GLfloat)*); alias fp_glSamplerParameterIiv = void function(GLuint, GLenum, const(GLint)*); alias fp_glSamplerParameterIuiv = void function(GLuint, GLenum, const(GLuint)*); alias fp_glGetSamplerParameteriv = void function(GLuint, GLenum, GLint*); alias fp_glGetSamplerParameterIiv = void function(GLuint, GLenum, GLint*); alias fp_glGetSamplerParameterfv = void function(GLuint, GLenum, GLfloat*); alias fp_glGetSamplerParameterIuiv = void function(GLuint, GLenum, GLuint*); alias fp_glQueryCounter = void function(GLuint, GLenum); alias fp_glGetQueryObjecti64v = void function(GLuint, GLenum, GLint64*); alias fp_glGetQueryObjectui64v = void function(GLuint, GLenum, GLuint64*); alias fp_glVertexAttribDivisor = void function(GLuint, GLuint); alias fp_glVertexAttribP1ui = void function(GLuint, GLenum, GLboolean, GLuint); alias fp_glVertexAttribP1uiv = void function(GLuint, GLenum, GLboolean, const(GLuint)*); alias fp_glVertexAttribP2ui = void function(GLuint, GLenum, GLboolean, GLuint); alias fp_glVertexAttribP2uiv = void function(GLuint, GLenum, GLboolean, const(GLuint)*); alias fp_glVertexAttribP3ui = void function(GLuint, GLenum, GLboolean, GLuint); alias fp_glVertexAttribP3uiv = void function(GLuint, GLenum, GLboolean, const(GLuint)*); alias fp_glVertexAttribP4ui = void function(GLuint, GLenum, GLboolean, GLuint); alias fp_glVertexAttribP4uiv = void function(GLuint, GLenum, GLboolean, const(GLuint)*); alias fp_glVertexP2ui = void function(GLenum, GLuint); alias fp_glVertexP2uiv = void function(GLenum, const(GLuint)*); alias fp_glVertexP3ui = void function(GLenum, GLuint); alias fp_glVertexP3uiv = void function(GLenum, const(GLuint)*); alias fp_glVertexP4ui = void function(GLenum, GLuint); alias fp_glVertexP4uiv = void function(GLenum, const(GLuint)*); alias fp_glTexCoordP1ui = void function(GLenum, GLuint); alias fp_glTexCoordP1uiv = void function(GLenum, const(GLuint)*); alias fp_glTexCoordP2ui = void function(GLenum, GLuint); alias fp_glTexCoordP2uiv = void function(GLenum, const(GLuint)*); alias fp_glTexCoordP3ui = void function(GLenum, GLuint); alias fp_glTexCoordP3uiv = void function(GLenum, const(GLuint)*); alias fp_glTexCoordP4ui = void function(GLenum, GLuint); alias fp_glTexCoordP4uiv = void function(GLenum, const(GLuint)*); alias fp_glMultiTexCoordP1ui = void function(GLenum, GLenum, GLuint); alias fp_glMultiTexCoordP1uiv = void function(GLenum, GLenum, const(GLuint)*); alias fp_glMultiTexCoordP2ui = void function(GLenum, GLenum, GLuint); alias fp_glMultiTexCoordP2uiv = void function(GLenum, GLenum, const(GLuint)*); alias fp_glMultiTexCoordP3ui = void function(GLenum, GLenum, GLuint); alias fp_glMultiTexCoordP3uiv = void function(GLenum, GLenum, const(GLuint)*); alias fp_glMultiTexCoordP4ui = void function(GLenum, GLenum, GLuint); alias fp_glMultiTexCoordP4uiv = void function(GLenum, GLenum, const(GLuint)*); alias fp_glNormalP3ui = void function(GLenum, GLuint); alias fp_glNormalP3uiv = void function(GLenum, const(GLuint)*); alias fp_glColorP3ui = void function(GLenum, GLuint); alias fp_glColorP3uiv = void function(GLenum, const(GLuint)*); alias fp_glColorP4ui = void function(GLenum, GLuint); alias fp_glColorP4uiv = void function(GLenum, const(GLuint)*); alias fp_glSecondaryColorP3ui = void function(GLenum, GLuint); alias fp_glSecondaryColorP3uiv = void function(GLenum, const(GLuint)*); } __gshared { fp_glCopyTexImage1D glCopyTexImage1D; fp_glVertexAttribI3ui glVertexAttribI3ui; fp_glStencilMaskSeparate glStencilMaskSeparate; fp_glFramebufferRenderbuffer glFramebufferRenderbuffer; fp_glCompressedTexSubImage3D glCompressedTexSubImage3D; fp_glTexCoordP3uiv glTexCoordP3uiv; fp_glVertexAttrib1sv glVertexAttrib1sv; fp_glBindSampler glBindSampler; fp_glLineWidth glLineWidth; fp_glColorP3uiv glColorP3uiv; fp_glGetIntegeri_v glGetIntegeri_v; fp_glCompileShader glCompileShader; fp_glGetTransformFeedbackVarying glGetTransformFeedbackVarying; fp_glVertexAttribIPointer glVertexAttribIPointer; fp_glMultiTexCoordP3ui glMultiTexCoordP3ui; fp_glVertexP4ui glVertexP4ui; fp_glEnablei glEnablei; fp_glVertexAttribP4ui glVertexAttribP4ui; fp_glCreateShader glCreateShader; fp_glIsBuffer glIsBuffer; fp_glGetMultisamplefv glGetMultisamplefv; fp_glGenRenderbuffers glGenRenderbuffers; fp_glCopyTexSubImage2D glCopyTexSubImage2D; fp_glCompressedTexImage2D glCompressedTexImage2D; fp_glVertexAttrib1f glVertexAttrib1f; fp_glBlendFuncSeparate glBlendFuncSeparate; fp_glHint glHint; fp_glVertexAttrib1s glVertexAttrib1s; fp_glSampleMaski glSampleMaski; fp_glVertexP2ui glVertexP2ui; fp_glUniformMatrix3x2fv glUniformMatrix3x2fv; fp_glPointSize glPointSize; fp_glVertexAttrib2dv glVertexAttrib2dv; fp_glDeleteProgram glDeleteProgram; fp_glVertexAttrib4Nuiv glVertexAttrib4Nuiv; fp_glRenderbufferStorage glRenderbufferStorage; fp_glWaitSync glWaitSync; fp_glUniformMatrix4x3fv glUniformMatrix4x3fv; fp_glUniform3i glUniform3i; fp_glClearBufferfv glClearBufferfv; fp_glUniform3f glUniform3f; fp_glVertexAttrib4ubv glVertexAttrib4ubv; fp_glGetBufferParameteriv glGetBufferParameteriv; fp_glTexCoordP2ui glTexCoordP2ui; fp_glColorMaski glColorMaski; fp_glClearBufferfi glClearBufferfi; fp_glGenVertexArrays glGenVertexArrays; fp_glMultiTexCoordP2ui glMultiTexCoordP2ui; fp_glGetSamplerParameterIiv glGetSamplerParameterIiv; fp_glGetFragDataIndex glGetFragDataIndex; fp_glGetVertexAttribdv glGetVertexAttribdv; fp_glUniformMatrix3x4fv glUniformMatrix3x4fv; fp_glMultiTexCoordP4ui glMultiTexCoordP4ui; fp_glDeleteFramebuffers glDeleteFramebuffers; fp_glDrawArrays glDrawArrays; fp_glUniform1ui glUniform1ui; fp_glVertexAttribI2i glVertexAttribI2i; fp_glTexCoordP3ui glTexCoordP3ui; fp_glVertexAttrib3d glVertexAttrib3d; fp_glClear glClear; fp_glGetActiveUniformName glGetActiveUniformName; fp_glIsEnabled glIsEnabled; fp_glStencilOp glStencilOp; fp_glFramebufferTexture2D glFramebufferTexture2D; fp_glGetFramebufferAttachmentParameteriv glGetFramebufferAttachmentParameteriv; fp_glVertexAttrib4Nub glVertexAttrib4Nub; fp_glGetFragDataLocation glGetFragDataLocation; fp_glTexImage1D glTexImage1D; fp_glTexParameteriv glTexParameteriv; fp_glGetTexImage glGetTexImage; fp_glGetQueryObjecti64v glGetQueryObjecti64v; fp_glGenFramebuffers glGenFramebuffers; fp_glGetAttachedShaders glGetAttachedShaders; fp_glIsRenderbuffer glIsRenderbuffer; fp_glDeleteVertexArrays glDeleteVertexArrays; fp_glIsVertexArray glIsVertexArray; fp_glDisableVertexAttribArray glDisableVertexAttribArray; fp_glGetQueryiv glGetQueryiv; fp_glGetSamplerParameterfv glGetSamplerParameterfv; fp_glGetUniformIndices glGetUniformIndices; fp_glIsShader glIsShader; fp_glVertexAttribI4ubv glVertexAttribI4ubv; fp_glPointParameteriv glPointParameteriv; fp_glEnable glEnable; fp_glGetActiveUniformsiv glGetActiveUniformsiv; fp_glGetAttribLocation glGetAttribLocation; fp_glVertexAttrib4dv glVertexAttrib4dv; fp_glMultiTexCoordP3uiv glMultiTexCoordP3uiv; fp_glVertexAttribP3ui glVertexAttribP3ui; fp_glGetUniformfv glGetUniformfv; fp_glGetUniformuiv glGetUniformuiv; fp_glGetVertexAttribIiv glGetVertexAttribIiv; fp_glDrawBuffer glDrawBuffer; fp_glClearBufferuiv glClearBufferuiv; fp_glDrawElementsInstanced glDrawElementsInstanced; fp_glFlush glFlush; fp_glGetRenderbufferParameteriv glGetRenderbufferParameteriv; fp_glGetVertexAttribPointerv glGetVertexAttribPointerv; fp_glFenceSync glFenceSync; fp_glColorP3ui glColorP3ui; fp_glVertexAttrib3sv glVertexAttrib3sv; fp_glBeginConditionalRender glBeginConditionalRender; fp_glGetTexLevelParameteriv glGetTexLevelParameteriv; fp_glMultiTexCoordP4uiv glMultiTexCoordP4uiv; fp_glStencilFuncSeparate glStencilFuncSeparate; fp_glGenSamplers glGenSamplers; fp_glClampColor glClampColor; fp_glUniform4iv glUniform4iv; fp_glClearStencil glClearStencil; fp_glTexCoordP1uiv glTexCoordP1uiv; fp_glGenTextures glGenTextures; fp_glGetTexParameterIuiv glGetTexParameterIuiv; fp_glVertexAttrib4Nbv glVertexAttrib4Nbv; fp_glIsSync glIsSync; fp_glGetActiveUniformBlockName glGetActiveUniformBlockName; fp_glUniform2i glUniform2i; fp_glUniform2f glUniform2f; fp_glTexCoordP4ui glTexCoordP4ui; fp_glGetProgramiv glGetProgramiv; fp_glVertexAttribPointer glVertexAttribPointer; fp_glFramebufferTextureLayer glFramebufferTextureLayer; fp_glFlushMappedBufferRange glFlushMappedBufferRange; fp_glGenQueries glGenQueries; fp_glVertexAttribP1ui glVertexAttribP1ui; fp_glTexSubImage3D glTexSubImage3D; fp_glGetInteger64i_v glGetInteger64i_v; fp_glDeleteSamplers glDeleteSamplers; fp_glCopyTexImage2D glCopyTexImage2D; fp_glBlitFramebuffer glBlitFramebuffer; fp_glIsEnabledi glIsEnabledi; fp_glSecondaryColorP3ui glSecondaryColorP3ui; fp_glBindFragDataLocationIndexed glBindFragDataLocationIndexed; fp_glUniform2iv glUniform2iv; fp_glVertexAttrib1fv glVertexAttrib1fv; fp_glUniform4uiv glUniform4uiv; fp_glFramebufferTexture1D glFramebufferTexture1D; fp_glGetShaderiv glGetShaderiv; fp_glBindFragDataLocation glBindFragDataLocation; fp_glPolygonOffset glPolygonOffset; fp_glGetDoublev glGetDoublev; fp_glVertexAttrib1d glVertexAttrib1d; fp_glGetUniformiv glGetUniformiv; fp_glMultiTexCoordP1uiv glMultiTexCoordP1uiv; fp_glUniform3fv glUniform3fv; fp_glDepthRange glDepthRange; fp_glMapBuffer glMapBuffer; fp_glCompressedTexImage3D glCompressedTexImage3D; fp_glDeleteSync glDeleteSync; fp_glCopyTexSubImage3D glCopyTexSubImage3D; fp_glGetVertexAttribiv glGetVertexAttribiv; fp_glMultiDrawElements glMultiDrawElements; fp_glVertexAttrib3fv glVertexAttrib3fv; fp_glUniform3iv glUniform3iv; fp_glPolygonMode glPolygonMode; fp_glDrawBuffers glDrawBuffers; fp_glGetActiveUniformBlockiv glGetActiveUniformBlockiv; fp_glUseProgram glUseProgram; fp_glGetProgramInfoLog glGetProgramInfoLog; fp_glBindVertexArray glBindVertexArray; fp_glDeleteBuffers glDeleteBuffers; fp_glSamplerParameterIiv glSamplerParameterIiv; fp_glMultiDrawElementsBaseVertex glMultiDrawElementsBaseVertex; fp_glUniform2uiv glUniform2uiv; fp_glCompressedTexSubImage1D glCompressedTexSubImage1D; fp_glFinish glFinish; fp_glDeleteShader glDeleteShader; fp_glVertexAttrib4Nsv glVertexAttrib4Nsv; fp_glViewport glViewport; fp_glUniform1uiv glUniform1uiv; fp_glTransformFeedbackVaryings glTransformFeedbackVaryings; fp_glUniform2ui glUniform2ui; fp_glVertexAttribI3i glVertexAttribI3i; fp_glClearDepth glClearDepth; fp_glVertexAttribI4usv glVertexAttribI4usv; fp_glTexParameterf glTexParameterf; fp_glTexParameteri glTexParameteri; fp_glGetShaderSource glGetShaderSource; fp_glTexBuffer glTexBuffer; fp_glPixelStorei glPixelStorei; fp_glValidateProgram glValidateProgram; fp_glPixelStoref glPixelStoref; fp_glGetBooleani_v glGetBooleani_v; fp_glMultiTexCoordP2uiv glMultiTexCoordP2uiv; fp_glVertexAttribP1uiv glVertexAttribP1uiv; fp_glLinkProgram glLinkProgram; fp_glBindTexture glBindTexture; fp_glGetString glGetString; fp_glVertexAttribP2uiv glVertexAttribP2uiv; fp_glDetachShader glDetachShader; fp_glEndQuery glEndQuery; fp_glNormalP3ui glNormalP3ui; fp_glVertexAttribI2ui glVertexAttribI2ui; fp_glDeleteTextures glDeleteTextures; fp_glStencilOpSeparate glStencilOpSeparate; fp_glDeleteQueries glDeleteQueries; fp_glNormalP3uiv glNormalP3uiv; fp_glVertexAttrib4f glVertexAttrib4f; fp_glVertexAttrib4d glVertexAttrib4d; fp_glGetTexParameteriv glGetTexParameteriv; fp_glVertexAttrib4s glVertexAttrib4s; fp_glDrawElementsBaseVertex glDrawElementsBaseVertex; fp_glSampleCoverage glSampleCoverage; fp_glSamplerParameteri glSamplerParameteri; fp_glSamplerParameterf glSamplerParameterf; fp_glUniform1f glUniform1f; fp_glGetVertexAttribfv glGetVertexAttribfv; fp_glGetCompressedTexImage glGetCompressedTexImage; fp_glUniform1i glUniform1i; fp_glGetActiveAttrib glGetActiveAttrib; fp_glTexSubImage2D glTexSubImage2D; fp_glDisable glDisable; fp_glLogicOp glLogicOp; fp_glUniform4ui glUniform4ui; fp_glBindFramebuffer glBindFramebuffer; fp_glCullFace glCullFace; fp_glGetStringi glGetStringi; fp_glAttachShader glAttachShader; fp_glQueryCounter glQueryCounter; fp_glProvokingVertex glProvokingVertex; fp_glDrawElements glDrawElements; fp_glVertexAttribI4sv glVertexAttribI4sv; fp_glUniform1iv glUniform1iv; fp_glGetQueryObjectiv glGetQueryObjectiv; fp_glReadBuffer glReadBuffer; fp_glTexParameterIuiv glTexParameterIuiv; fp_glDrawArraysInstanced glDrawArraysInstanced; fp_glGenerateMipmap glGenerateMipmap; fp_glSamplerParameteriv glSamplerParameteriv; fp_glVertexAttrib3f glVertexAttrib3f; fp_glVertexAttrib4uiv glVertexAttrib4uiv; fp_glPointParameteri glPointParameteri; fp_glBlendColor glBlendColor; fp_glSamplerParameterIuiv glSamplerParameterIuiv; fp_glUnmapBuffer glUnmapBuffer; fp_glPointParameterf glPointParameterf; fp_glVertexAttrib3s glVertexAttrib3s; fp_glBindRenderbuffer glBindRenderbuffer; fp_glVertexAttribP4uiv glVertexAttribP4uiv; fp_glIsProgram glIsProgram; fp_glVertexAttrib4bv glVertexAttrib4bv; fp_glVertexAttrib4fv glVertexAttrib4fv; fp_glUniform4i glUniform4i; fp_glActiveTexture glActiveTexture; fp_glEnableVertexAttribArray glEnableVertexAttribArray; fp_glReadPixels glReadPixels; fp_glVertexAttribI3iv glVertexAttribI3iv; fp_glUniform4f glUniform4f; fp_glRenderbufferStorageMultisample glRenderbufferStorageMultisample; fp_glUniformMatrix3fv glUniformMatrix3fv; fp_glDrawElementsInstancedBaseVertex glDrawElementsInstancedBaseVertex; fp_glStencilFunc glStencilFunc; fp_glUniformBlockBinding glUniformBlockBinding; fp_glColorP4ui glColorP4ui; fp_glVertexAttribI4iv glVertexAttribI4iv; fp_glGetShaderInfoLog glGetShaderInfoLog; fp_glVertexAttribI4i glVertexAttribI4i; fp_glGetBufferSubData glGetBufferSubData; fp_glBlendEquationSeparate glBlendEquationSeparate; fp_glVertexAttribI1ui glVertexAttribI1ui; fp_glGenBuffers glGenBuffers; fp_glVertexAttrib2sv glVertexAttrib2sv; fp_glBlendFunc glBlendFunc; fp_glCreateProgram glCreateProgram; fp_glTexImage3D glTexImage3D; fp_glIsFramebuffer glIsFramebuffer; fp_glPrimitiveRestartIndex glPrimitiveRestartIndex; fp_glGetInteger64v glGetInteger64v; fp_glScissor glScissor; fp_glTexCoordP4uiv glTexCoordP4uiv; fp_glGetBooleanv glGetBooleanv; fp_glVertexP2uiv glVertexP2uiv; fp_glUniform3uiv glUniform3uiv; fp_glClearColor glClearColor; fp_glVertexAttrib4Niv glVertexAttrib4Niv; fp_glClearBufferiv glClearBufferiv; fp_glGetBufferParameteri64v glGetBufferParameteri64v; fp_glColorP4uiv glColorP4uiv; fp_glVertexAttribI2uiv glVertexAttribI2uiv; fp_glUniform3ui glUniform3ui; fp_glVertexAttribI4uiv glVertexAttribI4uiv; fp_glPointParameterfv glPointParameterfv; fp_glUniform2fv glUniform2fv; fp_glGetSamplerParameterIuiv glGetSamplerParameterIuiv; fp_glBindBufferRange glBindBufferRange; fp_glUniformMatrix2x3fv glUniformMatrix2x3fv; fp_glGetVertexAttribIuiv glGetVertexAttribIuiv; fp_glVertexAttrib4Nusv glVertexAttrib4Nusv; fp_glDepthFunc glDepthFunc; fp_glCompressedTexSubImage2D glCompressedTexSubImage2D; fp_glVertexAttribI4bv glVertexAttribI4bv; fp_glGetTexParameterfv glGetTexParameterfv; fp_glMultiTexCoordP1ui glMultiTexCoordP1ui; fp_glClientWaitSync glClientWaitSync; fp_glVertexAttribI4ui glVertexAttribI4ui; fp_glColorMask glColorMask; fp_glTexParameterIiv glTexParameterIiv; fp_glBlendEquation glBlendEquation; fp_glGetUniformLocation glGetUniformLocation; fp_glEndTransformFeedback glEndTransformFeedback; fp_glVertexAttrib4usv glVertexAttrib4usv; fp_glUniform4fv glUniform4fv; fp_glBeginTransformFeedback glBeginTransformFeedback; fp_glVertexAttribI1iv glVertexAttribI1iv; fp_glIsSampler glIsSampler; fp_glVertexP3ui glVertexP3ui; fp_glVertexAttribDivisor glVertexAttribDivisor; fp_glCompressedTexImage1D glCompressedTexImage1D; fp_glCopyTexSubImage1D glCopyTexSubImage1D; fp_glDrawRangeElementsBaseVertex glDrawRangeElementsBaseVertex; fp_glCheckFramebufferStatus glCheckFramebufferStatus; fp_glEndConditionalRender glEndConditionalRender; fp_glVertexP3uiv glVertexP3uiv; fp_glBindAttribLocation glBindAttribLocation; fp_glUniformMatrix4x2fv glUniformMatrix4x2fv; fp_glVertexAttrib1dv glVertexAttrib1dv; fp_glDrawRangeElements glDrawRangeElements; fp_glGetQueryObjectuiv glGetQueryObjectuiv; fp_glBindBufferBase glBindBufferBase; fp_glBufferSubData glBufferSubData; fp_glVertexAttrib4iv glVertexAttrib4iv; fp_glMapBufferRange glMapBufferRange; fp_glFramebufferTexture glFramebufferTexture; fp_glMultiDrawArrays glMultiDrawArrays; fp_glVertexP4uiv glVertexP4uiv; fp_glVertexAttribI2iv glVertexAttribI2iv; fp_glDisablei glDisablei; fp_glShaderSource glShaderSource; fp_glDeleteRenderbuffers glDeleteRenderbuffers; fp_glVertexAttribI3uiv glVertexAttribI3uiv; fp_glGetSynciv glGetSynciv; fp_glTexCoordP2uiv glTexCoordP2uiv; fp_glBeginQuery glBeginQuery; fp_glUniformMatrix4fv glUniformMatrix4fv; fp_glBindBuffer glBindBuffer; fp_glUniformMatrix2fv glUniformMatrix2fv; fp_glUniformMatrix2x4fv glUniformMatrix2x4fv; fp_glBufferData glBufferData; fp_glGetTexParameterIiv glGetTexParameterIiv; fp_glTexCoordP1ui glTexCoordP1ui; fp_glGetError glGetError; fp_glVertexAttribP2ui glVertexAttribP2ui; fp_glGetFloatv glGetFloatv; fp_glTexSubImage1D glTexSubImage1D; fp_glVertexAttrib2fv glVertexAttrib2fv; fp_glGetTexLevelParameterfv glGetTexLevelParameterfv; fp_glVertexAttribI1i glVertexAttribI1i; fp_glVertexAttribP3uiv glVertexAttribP3uiv; fp_glSecondaryColorP3uiv glSecondaryColorP3uiv; fp_glGetIntegerv glGetIntegerv; fp_glGetBufferPointerv glGetBufferPointerv; fp_glFramebufferTexture3D glFramebufferTexture3D; fp_glIsQuery glIsQuery; fp_glVertexAttrib4sv glVertexAttrib4sv; fp_glTexImage2D glTexImage2D; fp_glStencilMask glStencilMask; fp_glSamplerParameterfv glSamplerParameterfv; fp_glIsTexture glIsTexture; fp_glUniform1fv glUniform1fv; fp_glVertexAttrib4Nubv glVertexAttrib4Nubv; fp_glTexParameterfv glTexParameterfv; fp_glGetSamplerParameteriv glGetSamplerParameteriv; fp_glCopyBufferSubData glCopyBufferSubData; fp_glVertexAttribI1uiv glVertexAttribI1uiv; fp_glVertexAttrib2d glVertexAttrib2d; fp_glVertexAttrib2f glVertexAttrib2f; fp_glVertexAttrib3dv glVertexAttrib3dv; fp_glGetQueryObjectui64v glGetQueryObjectui64v; fp_glDepthMask glDepthMask; fp_glVertexAttrib2s glVertexAttrib2s; fp_glTexImage3DMultisample glTexImage3DMultisample; fp_glGetUniformBlockIndex glGetUniformBlockIndex; fp_glTexImage2DMultisample glTexImage2DMultisample; fp_glGetActiveUniform glGetActiveUniform; fp_glFrontFace glFrontFace; }