# ============================================================================ # gl_api.ludic — the OpenGL 4.1 core API, bound for Ludic. GENERATED by # `ludic-dev glgen` from the platform gl3.h: every entry point and every GL_* constant. # Do not edit by hand; regenerate. float/double parameters take `fixed`; the IR # thunks in runtime/native/gl.ll (also generated) convert at the C boundary. # ============================================================================ const GL_DEPTH_BUFFER_BIT: int = 0x00000100 const GL_STENCIL_BUFFER_BIT: int = 0x00000400 const GL_COLOR_BUFFER_BIT: int = 0x00004000 const GL_FALSE: int = 0 const GL_TRUE: int = 1 const GL_POINTS: int = 0x0000 const GL_LINES: int = 0x0001 const GL_LINE_LOOP: int = 0x0002 const GL_LINE_STRIP: int = 0x0003 const GL_TRIANGLES: int = 0x0004 const GL_TRIANGLE_STRIP: int = 0x0005 const GL_TRIANGLE_FAN: int = 0x0006 const GL_NEVER: int = 0x0200 const GL_LESS: int = 0x0201 const GL_EQUAL: int = 0x0202 const GL_LEQUAL: int = 0x0203 const GL_GREATER: int = 0x0204 const GL_NOTEQUAL: int = 0x0205 const GL_GEQUAL: int = 0x0206 const GL_ALWAYS: int = 0x0207 const GL_ZERO: int = 0 const GL_ONE: int = 1 const GL_SRC_COLOR: int = 0x0300 const GL_ONE_MINUS_SRC_COLOR: int = 0x0301 const GL_SRC_ALPHA: int = 0x0302 const GL_ONE_MINUS_SRC_ALPHA: int = 0x0303 const GL_DST_ALPHA: int = 0x0304 const GL_ONE_MINUS_DST_ALPHA: int = 0x0305 const GL_DST_COLOR: int = 0x0306 const GL_ONE_MINUS_DST_COLOR: int = 0x0307 const GL_SRC_ALPHA_SATURATE: int = 0x0308 const GL_NONE: int = 0 const GL_FRONT_LEFT: int = 0x0400 const GL_FRONT_RIGHT: int = 0x0401 const GL_BACK_LEFT: int = 0x0402 const GL_BACK_RIGHT: int = 0x0403 const GL_FRONT: int = 0x0404 const GL_BACK: int = 0x0405 const GL_LEFT: int = 0x0406 const GL_RIGHT: int = 0x0407 const GL_FRONT_AND_BACK: int = 0x0408 const GL_NO_ERROR: int = 0 const GL_INVALID_ENUM: int = 0x0500 const GL_INVALID_VALUE: int = 0x0501 const GL_INVALID_OPERATION: int = 0x0502 const GL_OUT_OF_MEMORY: int = 0x0505 const GL_CW: int = 0x0900 const GL_CCW: int = 0x0901 const GL_POINT_SIZE: int = 0x0B11 const GL_POINT_SIZE_RANGE: int = 0x0B12 const GL_POINT_SIZE_GRANULARITY: int = 0x0B13 const GL_LINE_SMOOTH: int = 0x0B20 const GL_LINE_WIDTH: int = 0x0B21 const GL_LINE_WIDTH_RANGE: int = 0x0B22 const GL_LINE_WIDTH_GRANULARITY: int = 0x0B23 const GL_POLYGON_MODE: int = 0x0B40 const GL_POLYGON_SMOOTH: int = 0x0B41 const GL_CULL_FACE: int = 0x0B44 const GL_CULL_FACE_MODE: int = 0x0B45 const GL_FRONT_FACE: int = 0x0B46 const GL_DEPTH_RANGE: int = 0x0B70 const GL_DEPTH_TEST: int = 0x0B71 const GL_DEPTH_WRITEMASK: int = 0x0B72 const GL_DEPTH_CLEAR_VALUE: int = 0x0B73 const GL_DEPTH_FUNC: int = 0x0B74 const GL_STENCIL_TEST: int = 0x0B90 const GL_STENCIL_CLEAR_VALUE: int = 0x0B91 const GL_STENCIL_FUNC: int = 0x0B92 const GL_STENCIL_VALUE_MASK: int = 0x0B93 const GL_STENCIL_FAIL: int = 0x0B94 const GL_STENCIL_PASS_DEPTH_FAIL: int = 0x0B95 const GL_STENCIL_PASS_DEPTH_PASS: int = 0x0B96 const GL_STENCIL_REF: int = 0x0B97 const GL_STENCIL_WRITEMASK: int = 0x0B98 const GL_VIEWPORT: int = 0x0BA2 const GL_DITHER: int = 0x0BD0 const GL_BLEND_DST: int = 0x0BE0 const GL_BLEND_SRC: int = 0x0BE1 const GL_BLEND: int = 0x0BE2 const GL_LOGIC_OP_MODE: int = 0x0BF0 const GL_COLOR_LOGIC_OP: int = 0x0BF2 const GL_DRAW_BUFFER: int = 0x0C01 const GL_READ_BUFFER: int = 0x0C02 const GL_SCISSOR_BOX: int = 0x0C10 const GL_SCISSOR_TEST: int = 0x0C11 const GL_COLOR_CLEAR_VALUE: int = 0x0C22 const GL_COLOR_WRITEMASK: int = 0x0C23 const GL_DOUBLEBUFFER: int = 0x0C32 const GL_STEREO: int = 0x0C33 const GL_LINE_SMOOTH_HINT: int = 0x0C52 const GL_POLYGON_SMOOTH_HINT: int = 0x0C53 const GL_UNPACK_SWAP_BYTES: int = 0x0CF0 const GL_UNPACK_LSB_FIRST: int = 0x0CF1 const GL_UNPACK_ROW_LENGTH: int = 0x0CF2 const GL_UNPACK_SKIP_ROWS: int = 0x0CF3 const GL_UNPACK_SKIP_PIXELS: int = 0x0CF4 const GL_UNPACK_ALIGNMENT: int = 0x0CF5 const GL_PACK_SWAP_BYTES: int = 0x0D00 const GL_PACK_LSB_FIRST: int = 0x0D01 const GL_PACK_ROW_LENGTH: int = 0x0D02 const GL_PACK_SKIP_ROWS: int = 0x0D03 const GL_PACK_SKIP_PIXELS: int = 0x0D04 const GL_PACK_ALIGNMENT: int = 0x0D05 const GL_MAX_TEXTURE_SIZE: int = 0x0D33 const GL_MAX_VIEWPORT_DIMS: int = 0x0D3A const GL_SUBPIXEL_BITS: int = 0x0D50 const GL_TEXTURE_1D: int = 0x0DE0 const GL_TEXTURE_2D: int = 0x0DE1 const GL_POLYGON_OFFSET_UNITS: int = 0x2A00 const GL_POLYGON_OFFSET_POINT: int = 0x2A01 const GL_POLYGON_OFFSET_LINE: int = 0x2A02 const GL_POLYGON_OFFSET_FILL: int = 0x8037 const GL_POLYGON_OFFSET_FACTOR: int = 0x8038 const GL_TEXTURE_BINDING_1D: int = 0x8068 const GL_TEXTURE_BINDING_2D: int = 0x8069 const GL_TEXTURE_WIDTH: int = 0x1000 const GL_TEXTURE_HEIGHT: int = 0x1001 const GL_TEXTURE_INTERNAL_FORMAT: int = 0x1003 const GL_TEXTURE_BORDER_COLOR: int = 0x1004 const GL_TEXTURE_RED_SIZE: int = 0x805C const GL_TEXTURE_GREEN_SIZE: int = 0x805D const GL_TEXTURE_BLUE_SIZE: int = 0x805E const GL_TEXTURE_ALPHA_SIZE: int = 0x805F const GL_DONT_CARE: int = 0x1100 const GL_FASTEST: int = 0x1101 const GL_NICEST: int = 0x1102 const GL_BYTE: int = 0x1400 const GL_UNSIGNED_BYTE: int = 0x1401 const GL_SHORT: int = 0x1402 const GL_UNSIGNED_SHORT: int = 0x1403 const GL_INT: int = 0x1404 const GL_UNSIGNED_INT: int = 0x1405 const GL_FLOAT: int = 0x1406 const GL_DOUBLE: int = 0x140A const GL_CLEAR: int = 0x1500 const GL_AND: int = 0x1501 const GL_AND_REVERSE: int = 0x1502 const GL_COPY: int = 0x1503 const GL_AND_INVERTED: int = 0x1504 const GL_NOOP: int = 0x1505 const GL_XOR: int = 0x1506 const GL_OR: int = 0x1507 const GL_NOR: int = 0x1508 const GL_EQUIV: int = 0x1509 const GL_INVERT: int = 0x150A const GL_OR_REVERSE: int = 0x150B const GL_COPY_INVERTED: int = 0x150C const GL_OR_INVERTED: int = 0x150D const GL_NAND: int = 0x150E const GL_SET: int = 0x150F const GL_TEXTURE: int = 0x1702 const GL_COLOR: int = 0x1800 const GL_DEPTH: int = 0x1801 const GL_STENCIL: int = 0x1802 const GL_STENCIL_INDEX: int = 0x1901 const GL_DEPTH_COMPONENT: int = 0x1902 const GL_RED: int = 0x1903 const GL_GREEN: int = 0x1904 const GL_BLUE: int = 0x1905 const GL_ALPHA: int = 0x1906 const GL_RGB: int = 0x1907 const GL_RGBA: int = 0x1908 const GL_POINT: int = 0x1B00 const GL_LINE: int = 0x1B01 const GL_FILL: int = 0x1B02 const GL_KEEP: int = 0x1E00 const GL_REPLACE: int = 0x1E01 const GL_INCR: int = 0x1E02 const GL_DECR: int = 0x1E03 const GL_VENDOR: int = 0x1F00 const GL_RENDERER: int = 0x1F01 const GL_VERSION: int = 0x1F02 const GL_EXTENSIONS: int = 0x1F03 const GL_NEAREST: int = 0x2600 const GL_LINEAR: int = 0x2601 const GL_NEAREST_MIPMAP_NEAREST: int = 0x2700 const GL_LINEAR_MIPMAP_NEAREST: int = 0x2701 const GL_NEAREST_MIPMAP_LINEAR: int = 0x2702 const GL_LINEAR_MIPMAP_LINEAR: int = 0x2703 const GL_TEXTURE_MAG_FILTER: int = 0x2800 const GL_TEXTURE_MIN_FILTER: int = 0x2801 const GL_TEXTURE_WRAP_S: int = 0x2802 const GL_TEXTURE_WRAP_T: int = 0x2803 const GL_PROXY_TEXTURE_1D: int = 0x8063 const GL_PROXY_TEXTURE_2D: int = 0x8064 const GL_REPEAT: int = 0x2901 const GL_R3_G3_B2: int = 0x2A10 const GL_RGB4: int = 0x804F const GL_RGB5: int = 0x8050 const GL_RGB8: int = 0x8051 const GL_RGB10: int = 0x8052 const GL_RGB12: int = 0x8053 const GL_RGB16: int = 0x8054 const GL_RGBA2: int = 0x8055 const GL_RGBA4: int = 0x8056 const GL_RGB5_A1: int = 0x8057 const GL_RGBA8: int = 0x8058 const GL_RGB10_A2: int = 0x8059 const GL_RGBA12: int = 0x805A const GL_RGBA16: int = 0x805B const GL_UNSIGNED_BYTE_3_3_2: int = 0x8032 const GL_UNSIGNED_SHORT_4_4_4_4: int = 0x8033 const GL_UNSIGNED_SHORT_5_5_5_1: int = 0x8034 const GL_UNSIGNED_INT_8_8_8_8: int = 0x8035 const GL_UNSIGNED_INT_10_10_10_2: int = 0x8036 const GL_TEXTURE_BINDING_3D: int = 0x806A const GL_PACK_SKIP_IMAGES: int = 0x806B const GL_PACK_IMAGE_HEIGHT: int = 0x806C const GL_UNPACK_SKIP_IMAGES: int = 0x806D const GL_UNPACK_IMAGE_HEIGHT: int = 0x806E const GL_TEXTURE_3D: int = 0x806F const GL_PROXY_TEXTURE_3D: int = 0x8070 const GL_TEXTURE_DEPTH: int = 0x8071 const GL_TEXTURE_WRAP_R: int = 0x8072 const GL_MAX_3D_TEXTURE_SIZE: int = 0x8073 const GL_UNSIGNED_BYTE_2_3_3_REV: int = 0x8362 const GL_UNSIGNED_SHORT_5_6_5: int = 0x8363 const GL_UNSIGNED_SHORT_5_6_5_REV: int = 0x8364 const GL_UNSIGNED_SHORT_4_4_4_4_REV: int = 0x8365 const GL_UNSIGNED_SHORT_1_5_5_5_REV: int = 0x8366 const GL_UNSIGNED_INT_8_8_8_8_REV: int = 0x8367 const GL_UNSIGNED_INT_2_10_10_10_REV: int = 0x8368 const GL_BGR: int = 0x80E0 const GL_BGRA: int = 0x80E1 const GL_MAX_ELEMENTS_VERTICES: int = 0x80E8 const GL_MAX_ELEMENTS_INDICES: int = 0x80E9 const GL_CLAMP_TO_EDGE: int = 0x812F const GL_TEXTURE_MIN_LOD: int = 0x813A const GL_TEXTURE_MAX_LOD: int = 0x813B const GL_TEXTURE_BASE_LEVEL: int = 0x813C const GL_TEXTURE_MAX_LEVEL: int = 0x813D const GL_SMOOTH_POINT_SIZE_RANGE: int = 0x0B12 const GL_SMOOTH_POINT_SIZE_GRANULARITY: int = 0x0B13 const GL_SMOOTH_LINE_WIDTH_RANGE: int = 0x0B22 const GL_SMOOTH_LINE_WIDTH_GRANULARITY: int = 0x0B23 const GL_ALIASED_LINE_WIDTH_RANGE: int = 0x846E const GL_CONSTANT_COLOR: int = 0x8001 const GL_ONE_MINUS_CONSTANT_COLOR: int = 0x8002 const GL_CONSTANT_ALPHA: int = 0x8003 const GL_ONE_MINUS_CONSTANT_ALPHA: int = 0x8004 const GL_BLEND_COLOR: int = 0x8005 const GL_FUNC_ADD: int = 0x8006 const GL_MIN: int = 0x8007 const GL_MAX: int = 0x8008 const GL_BLEND_EQUATION: int = 0x8009 const GL_FUNC_SUBTRACT: int = 0x800A const GL_FUNC_REVERSE_SUBTRACT: int = 0x800B const GL_TEXTURE0: int = 0x84C0 const GL_TEXTURE1: int = 0x84C1 const GL_TEXTURE2: int = 0x84C2 const GL_TEXTURE3: int = 0x84C3 const GL_TEXTURE4: int = 0x84C4 const GL_TEXTURE5: int = 0x84C5 const GL_TEXTURE6: int = 0x84C6 const GL_TEXTURE7: int = 0x84C7 const GL_TEXTURE8: int = 0x84C8 const GL_TEXTURE9: int = 0x84C9 const GL_TEXTURE10: int = 0x84CA const GL_TEXTURE11: int = 0x84CB const GL_TEXTURE12: int = 0x84CC const GL_TEXTURE13: int = 0x84CD const GL_TEXTURE14: int = 0x84CE const GL_TEXTURE15: int = 0x84CF const GL_TEXTURE16: int = 0x84D0 const GL_TEXTURE17: int = 0x84D1 const GL_TEXTURE18: int = 0x84D2 const GL_TEXTURE19: int = 0x84D3 const GL_TEXTURE20: int = 0x84D4 const GL_TEXTURE21: int = 0x84D5 const GL_TEXTURE22: int = 0x84D6 const GL_TEXTURE23: int = 0x84D7 const GL_TEXTURE24: int = 0x84D8 const GL_TEXTURE25: int = 0x84D9 const GL_TEXTURE26: int = 0x84DA const GL_TEXTURE27: int = 0x84DB const GL_TEXTURE28: int = 0x84DC const GL_TEXTURE29: int = 0x84DD const GL_TEXTURE30: int = 0x84DE const GL_TEXTURE31: int = 0x84DF const GL_ACTIVE_TEXTURE: int = 0x84E0 const GL_MULTISAMPLE: int = 0x809D const GL_SAMPLE_ALPHA_TO_COVERAGE: int = 0x809E const GL_SAMPLE_ALPHA_TO_ONE: int = 0x809F const GL_SAMPLE_COVERAGE: int = 0x80A0 const GL_SAMPLE_BUFFERS: int = 0x80A8 const GL_SAMPLES: int = 0x80A9 const GL_SAMPLE_COVERAGE_VALUE: int = 0x80AA const GL_SAMPLE_COVERAGE_INVERT: int = 0x80AB const GL_TEXTURE_CUBE_MAP: int = 0x8513 const GL_TEXTURE_BINDING_CUBE_MAP: int = 0x8514 const GL_TEXTURE_CUBE_MAP_POSITIVE_X: int = 0x8515 const GL_TEXTURE_CUBE_MAP_NEGATIVE_X: int = 0x8516 const GL_TEXTURE_CUBE_MAP_POSITIVE_Y: int = 0x8517 const GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: int = 0x8518 const GL_TEXTURE_CUBE_MAP_POSITIVE_Z: int = 0x8519 const GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: int = 0x851A const GL_PROXY_TEXTURE_CUBE_MAP: int = 0x851B const GL_MAX_CUBE_MAP_TEXTURE_SIZE: int = 0x851C const GL_COMPRESSED_RGB: int = 0x84ED const GL_COMPRESSED_RGBA: int = 0x84EE const GL_TEXTURE_COMPRESSION_HINT: int = 0x84EF const GL_TEXTURE_COMPRESSED_IMAGE_SIZE: int = 0x86A0 const GL_TEXTURE_COMPRESSED: int = 0x86A1 const GL_NUM_COMPRESSED_TEXTURE_FORMATS: int = 0x86A2 const GL_COMPRESSED_TEXTURE_FORMATS: int = 0x86A3 const GL_CLAMP_TO_BORDER: int = 0x812D const GL_BLEND_DST_RGB: int = 0x80C8 const GL_BLEND_SRC_RGB: int = 0x80C9 const GL_BLEND_DST_ALPHA: int = 0x80CA const GL_BLEND_SRC_ALPHA: int = 0x80CB const GL_POINT_FADE_THRESHOLD_SIZE: int = 0x8128 const GL_DEPTH_COMPONENT16: int = 0x81A5 const GL_DEPTH_COMPONENT24: int = 0x81A6 const GL_DEPTH_COMPONENT32: int = 0x81A7 const GL_MIRRORED_REPEAT: int = 0x8370 const GL_MAX_TEXTURE_LOD_BIAS: int = 0x84FD const GL_TEXTURE_LOD_BIAS: int = 0x8501 const GL_INCR_WRAP: int = 0x8507 const GL_DECR_WRAP: int = 0x8508 const GL_TEXTURE_DEPTH_SIZE: int = 0x884A const GL_TEXTURE_COMPARE_MODE: int = 0x884C const GL_TEXTURE_COMPARE_FUNC: int = 0x884D const GL_BUFFER_SIZE: int = 0x8764 const GL_BUFFER_USAGE: int = 0x8765 const GL_QUERY_COUNTER_BITS: int = 0x8864 const GL_CURRENT_QUERY: int = 0x8865 const GL_QUERY_RESULT: int = 0x8866 const GL_QUERY_RESULT_AVAILABLE: int = 0x8867 const GL_ARRAY_BUFFER: int = 0x8892 const GL_ELEMENT_ARRAY_BUFFER: int = 0x8893 const GL_ARRAY_BUFFER_BINDING: int = 0x8894 const GL_ELEMENT_ARRAY_BUFFER_BINDING: int = 0x8895 const GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: int = 0x889F const GL_READ_ONLY: int = 0x88B8 const GL_WRITE_ONLY: int = 0x88B9 const GL_READ_WRITE: int = 0x88BA const GL_BUFFER_ACCESS: int = 0x88BB const GL_BUFFER_MAPPED: int = 0x88BC const GL_BUFFER_MAP_POINTER: int = 0x88BD const GL_STREAM_DRAW: int = 0x88E0 const GL_STREAM_READ: int = 0x88E1 const GL_STREAM_COPY: int = 0x88E2 const GL_STATIC_DRAW: int = 0x88E4 const GL_STATIC_READ: int = 0x88E5 const GL_STATIC_COPY: int = 0x88E6 const GL_DYNAMIC_DRAW: int = 0x88E8 const GL_DYNAMIC_READ: int = 0x88E9 const GL_DYNAMIC_COPY: int = 0x88EA const GL_SAMPLES_PASSED: int = 0x8914 const GL_BLEND_EQUATION_RGB: int = 0x8009 const GL_VERTEX_ATTRIB_ARRAY_ENABLED: int = 0x8622 const GL_VERTEX_ATTRIB_ARRAY_SIZE: int = 0x8623 const GL_VERTEX_ATTRIB_ARRAY_STRIDE: int = 0x8624 const GL_VERTEX_ATTRIB_ARRAY_TYPE: int = 0x8625 const GL_CURRENT_VERTEX_ATTRIB: int = 0x8626 const GL_VERTEX_PROGRAM_POINT_SIZE: int = 0x8642 const GL_VERTEX_ATTRIB_ARRAY_POINTER: int = 0x8645 const GL_STENCIL_BACK_FUNC: int = 0x8800 const GL_STENCIL_BACK_FAIL: int = 0x8801 const GL_STENCIL_BACK_PASS_DEPTH_FAIL: int = 0x8802 const GL_STENCIL_BACK_PASS_DEPTH_PASS: int = 0x8803 const GL_MAX_DRAW_BUFFERS: int = 0x8824 const GL_DRAW_BUFFER0: int = 0x8825 const GL_DRAW_BUFFER1: int = 0x8826 const GL_DRAW_BUFFER2: int = 0x8827 const GL_DRAW_BUFFER3: int = 0x8828 const GL_DRAW_BUFFER4: int = 0x8829 const GL_DRAW_BUFFER5: int = 0x882A const GL_DRAW_BUFFER6: int = 0x882B const GL_DRAW_BUFFER7: int = 0x882C const GL_DRAW_BUFFER8: int = 0x882D const GL_DRAW_BUFFER9: int = 0x882E const GL_DRAW_BUFFER10: int = 0x882F const GL_DRAW_BUFFER11: int = 0x8830 const GL_DRAW_BUFFER12: int = 0x8831 const GL_DRAW_BUFFER13: int = 0x8832 const GL_DRAW_BUFFER14: int = 0x8833 const GL_DRAW_BUFFER15: int = 0x8834 const GL_BLEND_EQUATION_ALPHA: int = 0x883D const GL_MAX_VERTEX_ATTRIBS: int = 0x8869 const GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: int = 0x886A const GL_MAX_TEXTURE_IMAGE_UNITS: int = 0x8872 const GL_FRAGMENT_SHADER: int = 0x8B30 const GL_VERTEX_SHADER: int = 0x8B31 const GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: int = 0x8B49 const GL_MAX_VERTEX_UNIFORM_COMPONENTS: int = 0x8B4A const GL_MAX_VARYING_FLOATS: int = 0x8B4B const GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: int = 0x8B4C const GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: int = 0x8B4D const GL_SHADER_TYPE: int = 0x8B4F const GL_FLOAT_VEC2: int = 0x8B50 const GL_FLOAT_VEC3: int = 0x8B51 const GL_FLOAT_VEC4: int = 0x8B52 const GL_INT_VEC2: int = 0x8B53 const GL_INT_VEC3: int = 0x8B54 const GL_INT_VEC4: int = 0x8B55 const GL_BOOL: int = 0x8B56 const GL_BOOL_VEC2: int = 0x8B57 const GL_BOOL_VEC3: int = 0x8B58 const GL_BOOL_VEC4: int = 0x8B59 const GL_FLOAT_MAT2: int = 0x8B5A const GL_FLOAT_MAT3: int = 0x8B5B const GL_FLOAT_MAT4: int = 0x8B5C const GL_SAMPLER_1D: int = 0x8B5D const GL_SAMPLER_2D: int = 0x8B5E const GL_SAMPLER_3D: int = 0x8B5F const GL_SAMPLER_CUBE: int = 0x8B60 const GL_SAMPLER_1D_SHADOW: int = 0x8B61 const GL_SAMPLER_2D_SHADOW: int = 0x8B62 const GL_DELETE_STATUS: int = 0x8B80 const GL_COMPILE_STATUS: int = 0x8B81 const GL_LINK_STATUS: int = 0x8B82 const GL_VALIDATE_STATUS: int = 0x8B83 const GL_INFO_LOG_LENGTH: int = 0x8B84 const GL_ATTACHED_SHADERS: int = 0x8B85 const GL_ACTIVE_UNIFORMS: int = 0x8B86 const GL_ACTIVE_UNIFORM_MAX_LENGTH: int = 0x8B87 const GL_SHADER_SOURCE_LENGTH: int = 0x8B88 const GL_ACTIVE_ATTRIBUTES: int = 0x8B89 const GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: int = 0x8B8A const GL_FRAGMENT_SHADER_DERIVATIVE_HINT: int = 0x8B8B const GL_SHADING_LANGUAGE_VERSION: int = 0x8B8C const GL_CURRENT_PROGRAM: int = 0x8B8D const GL_POINT_SPRITE_COORD_ORIGIN: int = 0x8CA0 const GL_LOWER_LEFT: int = 0x8CA1 const GL_UPPER_LEFT: int = 0x8CA2 const GL_STENCIL_BACK_REF: int = 0x8CA3 const GL_STENCIL_BACK_VALUE_MASK: int = 0x8CA4 const GL_STENCIL_BACK_WRITEMASK: int = 0x8CA5 const GL_PIXEL_PACK_BUFFER: int = 0x88EB const GL_PIXEL_UNPACK_BUFFER: int = 0x88EC const GL_PIXEL_PACK_BUFFER_BINDING: int = 0x88ED const GL_PIXEL_UNPACK_BUFFER_BINDING: int = 0x88EF const GL_SRGB: int = 0x8C40 const GL_SRGB8: int = 0x8C41 const GL_SRGB_ALPHA: int = 0x8C42 const GL_SRGB8_ALPHA8: int = 0x8C43 const GL_COMPRESSED_SRGB: int = 0x8C48 const GL_COMPRESSED_SRGB_ALPHA: int = 0x8C49 const GL_COMPARE_REF_TO_TEXTURE: int = 0x884E const GL_CLIP_DISTANCE0: int = 0x3000 const GL_CLIP_DISTANCE1: int = 0x3001 const GL_CLIP_DISTANCE2: int = 0x3002 const GL_CLIP_DISTANCE3: int = 0x3003 const GL_CLIP_DISTANCE4: int = 0x3004 const GL_CLIP_DISTANCE5: int = 0x3005 const GL_CLIP_DISTANCE6: int = 0x3006 const GL_CLIP_DISTANCE7: int = 0x3007 const GL_MAX_CLIP_DISTANCES: int = 0x0D32 const GL_MAJOR_VERSION: int = 0x821B const GL_MINOR_VERSION: int = 0x821C const GL_NUM_EXTENSIONS: int = 0x821D const GL_CONTEXT_FLAGS: int = 0x821E const GL_COMPRESSED_RED: int = 0x8225 const GL_COMPRESSED_RG: int = 0x8226 const GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT: int = 0x0001 const GL_RGBA32F: int = 0x8814 const GL_RGB32F: int = 0x8815 const GL_RGBA16F: int = 0x881A const GL_RGB16F: int = 0x881B const GL_VERTEX_ATTRIB_ARRAY_INTEGER: int = 0x88FD const GL_MAX_ARRAY_TEXTURE_LAYERS: int = 0x88FF const GL_MIN_PROGRAM_TEXEL_OFFSET: int = 0x8904 const GL_MAX_PROGRAM_TEXEL_OFFSET: int = 0x8905 const GL_CLAMP_READ_COLOR: int = 0x891C const GL_FIXED_ONLY: int = 0x891D const GL_MAX_VARYING_COMPONENTS: int = 0x8B4B const GL_TEXTURE_1D_ARRAY: int = 0x8C18 const GL_PROXY_TEXTURE_1D_ARRAY: int = 0x8C19 const GL_TEXTURE_2D_ARRAY: int = 0x8C1A const GL_PROXY_TEXTURE_2D_ARRAY: int = 0x8C1B const GL_TEXTURE_BINDING_1D_ARRAY: int = 0x8C1C const GL_TEXTURE_BINDING_2D_ARRAY: int = 0x8C1D const GL_R11F_G11F_B10F: int = 0x8C3A const GL_UNSIGNED_INT_10F_11F_11F_REV: int = 0x8C3B const GL_RGB9_E5: int = 0x8C3D const GL_UNSIGNED_INT_5_9_9_9_REV: int = 0x8C3E const GL_TEXTURE_SHARED_SIZE: int = 0x8C3F const GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: int = 0x8C76 const GL_TRANSFORM_FEEDBACK_BUFFER_MODE: int = 0x8C7F const GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: int = 0x8C80 const GL_TRANSFORM_FEEDBACK_VARYINGS: int = 0x8C83 const GL_TRANSFORM_FEEDBACK_BUFFER_START: int = 0x8C84 const GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: int = 0x8C85 const GL_PRIMITIVES_GENERATED: int = 0x8C87 const GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: int = 0x8C88 const GL_RASTERIZER_DISCARD: int = 0x8C89 const GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: int = 0x8C8A const GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: int = 0x8C8B const GL_INTERLEAVED_ATTRIBS: int = 0x8C8C const GL_SEPARATE_ATTRIBS: int = 0x8C8D const GL_TRANSFORM_FEEDBACK_BUFFER: int = 0x8C8E const GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: int = 0x8C8F const GL_RGBA32UI: int = 0x8D70 const GL_RGB32UI: int = 0x8D71 const GL_RGBA16UI: int = 0x8D76 const GL_RGB16UI: int = 0x8D77 const GL_RGBA8UI: int = 0x8D7C const GL_RGB8UI: int = 0x8D7D const GL_RGBA32I: int = 0x8D82 const GL_RGB32I: int = 0x8D83 const GL_RGBA16I: int = 0x8D88 const GL_RGB16I: int = 0x8D89 const GL_RGBA8I: int = 0x8D8E const GL_RGB8I: int = 0x8D8F const GL_RED_INTEGER: int = 0x8D94 const GL_GREEN_INTEGER: int = 0x8D95 const GL_BLUE_INTEGER: int = 0x8D96 const GL_RGB_INTEGER: int = 0x8D98 const GL_RGBA_INTEGER: int = 0x8D99 const GL_BGR_INTEGER: int = 0x8D9A const GL_BGRA_INTEGER: int = 0x8D9B const GL_SAMPLER_1D_ARRAY: int = 0x8DC0 const GL_SAMPLER_2D_ARRAY: int = 0x8DC1 const GL_SAMPLER_1D_ARRAY_SHADOW: int = 0x8DC3 const GL_SAMPLER_2D_ARRAY_SHADOW: int = 0x8DC4 const GL_SAMPLER_CUBE_SHADOW: int = 0x8DC5 const GL_UNSIGNED_INT_VEC2: int = 0x8DC6 const GL_UNSIGNED_INT_VEC3: int = 0x8DC7 const GL_UNSIGNED_INT_VEC4: int = 0x8DC8 const GL_INT_SAMPLER_1D: int = 0x8DC9 const GL_INT_SAMPLER_2D: int = 0x8DCA const GL_INT_SAMPLER_3D: int = 0x8DCB const GL_INT_SAMPLER_CUBE: int = 0x8DCC const GL_INT_SAMPLER_1D_ARRAY: int = 0x8DCE const GL_INT_SAMPLER_2D_ARRAY: int = 0x8DCF const GL_UNSIGNED_INT_SAMPLER_1D: int = 0x8DD1 const GL_UNSIGNED_INT_SAMPLER_2D: int = 0x8DD2 const GL_UNSIGNED_INT_SAMPLER_3D: int = 0x8DD3 const GL_UNSIGNED_INT_SAMPLER_CUBE: int = 0x8DD4 const GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: int = 0x8DD6 const GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: int = 0x8DD7 const GL_QUERY_WAIT: int = 0x8E13 const GL_QUERY_NO_WAIT: int = 0x8E14 const GL_QUERY_BY_REGION_WAIT: int = 0x8E15 const GL_QUERY_BY_REGION_NO_WAIT: int = 0x8E16 const GL_BUFFER_ACCESS_FLAGS: int = 0x911F const GL_BUFFER_MAP_LENGTH: int = 0x9120 const GL_BUFFER_MAP_OFFSET: int = 0x9121 const GL_SAMPLER_2D_RECT: int = 0x8B63 const GL_SAMPLER_2D_RECT_SHADOW: int = 0x8B64 const GL_SAMPLER_BUFFER: int = 0x8DC2 const GL_INT_SAMPLER_2D_RECT: int = 0x8DCD const GL_INT_SAMPLER_BUFFER: int = 0x8DD0 const GL_UNSIGNED_INT_SAMPLER_2D_RECT: int = 0x8DD5 const GL_UNSIGNED_INT_SAMPLER_BUFFER: int = 0x8DD8 const GL_TEXTURE_BUFFER: int = 0x8C2A const GL_MAX_TEXTURE_BUFFER_SIZE: int = 0x8C2B const GL_TEXTURE_BINDING_BUFFER: int = 0x8C2C const GL_TEXTURE_BUFFER_DATA_STORE_BINDING: int = 0x8C2D const GL_TEXTURE_RECTANGLE: int = 0x84F5 const GL_TEXTURE_BINDING_RECTANGLE: int = 0x84F6 const GL_PROXY_TEXTURE_RECTANGLE: int = 0x84F7 const GL_MAX_RECTANGLE_TEXTURE_SIZE: int = 0x84F8 const GL_R8_SNORM: int = 0x8F94 const GL_RG8_SNORM: int = 0x8F95 const GL_RGB8_SNORM: int = 0x8F96 const GL_RGBA8_SNORM: int = 0x8F97 const GL_R16_SNORM: int = 0x8F98 const GL_RG16_SNORM: int = 0x8F99 const GL_RGB16_SNORM: int = 0x8F9A const GL_RGBA16_SNORM: int = 0x8F9B const GL_SIGNED_NORMALIZED: int = 0x8F9C const GL_PRIMITIVE_RESTART: int = 0x8F9D const GL_PRIMITIVE_RESTART_INDEX: int = 0x8F9E const GL_CONTEXT_CORE_PROFILE_BIT: int = 0x00000001 const GL_CONTEXT_COMPATIBILITY_PROFILE_BIT: int = 0x00000002 const GL_LINES_ADJACENCY: int = 0x000A const GL_LINE_STRIP_ADJACENCY: int = 0x000B const GL_TRIANGLES_ADJACENCY: int = 0x000C const GL_TRIANGLE_STRIP_ADJACENCY: int = 0x000D const GL_PROGRAM_POINT_SIZE: int = 0x8642 const GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: int = 0x8C29 const GL_FRAMEBUFFER_ATTACHMENT_LAYERED: int = 0x8DA7 const GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: int = 0x8DA8 const GL_GEOMETRY_SHADER: int = 0x8DD9 const GL_GEOMETRY_VERTICES_OUT: int = 0x8916 const GL_GEOMETRY_INPUT_TYPE: int = 0x8917 const GL_GEOMETRY_OUTPUT_TYPE: int = 0x8918 const GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: int = 0x8DDF const GL_MAX_GEOMETRY_OUTPUT_VERTICES: int = 0x8DE0 const GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: int = 0x8DE1 const GL_MAX_VERTEX_OUTPUT_COMPONENTS: int = 0x9122 const GL_MAX_GEOMETRY_INPUT_COMPONENTS: int = 0x9123 const GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: int = 0x9124 const GL_MAX_FRAGMENT_INPUT_COMPONENTS: int = 0x9125 const GL_CONTEXT_PROFILE_MASK: int = 0x9126 const GL_VERTEX_ATTRIB_ARRAY_DIVISOR: int = 0x88FE const GL_SAMPLE_SHADING: int = 0x8C36 const GL_MIN_SAMPLE_SHADING_VALUE: int = 0x8C37 const GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: int = 0x8E5E const GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: int = 0x8E5F const GL_TEXTURE_CUBE_MAP_ARRAY: int = 0x9009 const GL_TEXTURE_BINDING_CUBE_MAP_ARRAY: int = 0x900A const GL_PROXY_TEXTURE_CUBE_MAP_ARRAY: int = 0x900B const GL_SAMPLER_CUBE_MAP_ARRAY: int = 0x900C const GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: int = 0x900D const GL_INT_SAMPLER_CUBE_MAP_ARRAY: int = 0x900E const GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY: int = 0x900F const GL_DEPTH_COMPONENT32F: int = 0x8CAC const GL_DEPTH32F_STENCIL8: int = 0x8CAD const GL_FLOAT_32_UNSIGNED_INT_24_8_REV: int = 0x8DAD const GL_INVALID_FRAMEBUFFER_OPERATION: int = 0x0506 const GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: int = 0x8210 const GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: int = 0x8211 const GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: int = 0x8212 const GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: int = 0x8213 const GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: int = 0x8214 const GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: int = 0x8215 const GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: int = 0x8216 const GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: int = 0x8217 const GL_FRAMEBUFFER_DEFAULT: int = 0x8218 const GL_FRAMEBUFFER_UNDEFINED: int = 0x8219 const GL_DEPTH_STENCIL_ATTACHMENT: int = 0x821A const GL_MAX_RENDERBUFFER_SIZE: int = 0x84E8 const GL_DEPTH_STENCIL: int = 0x84F9 const GL_UNSIGNED_INT_24_8: int = 0x84FA const GL_DEPTH24_STENCIL8: int = 0x88F0 const GL_TEXTURE_STENCIL_SIZE: int = 0x88F1 const GL_TEXTURE_RED_TYPE: int = 0x8C10 const GL_TEXTURE_GREEN_TYPE: int = 0x8C11 const GL_TEXTURE_BLUE_TYPE: int = 0x8C12 const GL_TEXTURE_ALPHA_TYPE: int = 0x8C13 const GL_TEXTURE_DEPTH_TYPE: int = 0x8C16 const GL_UNSIGNED_NORMALIZED: int = 0x8C17 const GL_FRAMEBUFFER_BINDING: int = 0x8CA6 const GL_RENDERBUFFER_BINDING: int = 0x8CA7 const GL_READ_FRAMEBUFFER: int = 0x8CA8 const GL_DRAW_FRAMEBUFFER: int = 0x8CA9 const GL_READ_FRAMEBUFFER_BINDING: int = 0x8CAA const GL_RENDERBUFFER_SAMPLES: int = 0x8CAB const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: int = 0x8CD0 const GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: int = 0x8CD1 const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: int = 0x8CD2 const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: int = 0x8CD3 const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: int = 0x8CD4 const GL_FRAMEBUFFER_COMPLETE: int = 0x8CD5 const GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: int = 0x8CD6 const GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: int = 0x8CD7 const GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: int = 0x8CDB const GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: int = 0x8CDC const GL_FRAMEBUFFER_UNSUPPORTED: int = 0x8CDD const GL_MAX_COLOR_ATTACHMENTS: int = 0x8CDF const GL_COLOR_ATTACHMENT0: int = 0x8CE0 const GL_COLOR_ATTACHMENT1: int = 0x8CE1 const GL_COLOR_ATTACHMENT2: int = 0x8CE2 const GL_COLOR_ATTACHMENT3: int = 0x8CE3 const GL_COLOR_ATTACHMENT4: int = 0x8CE4 const GL_COLOR_ATTACHMENT5: int = 0x8CE5 const GL_COLOR_ATTACHMENT6: int = 0x8CE6 const GL_COLOR_ATTACHMENT7: int = 0x8CE7 const GL_COLOR_ATTACHMENT8: int = 0x8CE8 const GL_COLOR_ATTACHMENT9: int = 0x8CE9 const GL_COLOR_ATTACHMENT10: int = 0x8CEA const GL_COLOR_ATTACHMENT11: int = 0x8CEB const GL_COLOR_ATTACHMENT12: int = 0x8CEC const GL_COLOR_ATTACHMENT13: int = 0x8CED const GL_COLOR_ATTACHMENT14: int = 0x8CEE const GL_COLOR_ATTACHMENT15: int = 0x8CEF const GL_DEPTH_ATTACHMENT: int = 0x8D00 const GL_STENCIL_ATTACHMENT: int = 0x8D20 const GL_FRAMEBUFFER: int = 0x8D40 const GL_RENDERBUFFER: int = 0x8D41 const GL_RENDERBUFFER_WIDTH: int = 0x8D42 const GL_RENDERBUFFER_HEIGHT: int = 0x8D43 const GL_RENDERBUFFER_INTERNAL_FORMAT: int = 0x8D44 const GL_STENCIL_INDEX1: int = 0x8D46 const GL_STENCIL_INDEX4: int = 0x8D47 const GL_STENCIL_INDEX8: int = 0x8D48 const GL_STENCIL_INDEX16: int = 0x8D49 const GL_RENDERBUFFER_RED_SIZE: int = 0x8D50 const GL_RENDERBUFFER_GREEN_SIZE: int = 0x8D51 const GL_RENDERBUFFER_BLUE_SIZE: int = 0x8D52 const GL_RENDERBUFFER_ALPHA_SIZE: int = 0x8D53 const GL_RENDERBUFFER_DEPTH_SIZE: int = 0x8D54 const GL_RENDERBUFFER_STENCIL_SIZE: int = 0x8D55 const GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: int = 0x8D56 const GL_MAX_SAMPLES: int = 0x8D57 const GL_FRAMEBUFFER_SRGB: int = 0x8DB9 const GL_HALF_FLOAT: int = 0x140B const GL_MAP_READ_BIT: int = 0x0001 const GL_MAP_WRITE_BIT: int = 0x0002 const GL_MAP_INVALIDATE_RANGE_BIT: int = 0x0004 const GL_MAP_INVALIDATE_BUFFER_BIT: int = 0x0008 const GL_MAP_FLUSH_EXPLICIT_BIT: int = 0x0010 const GL_MAP_UNSYNCHRONIZED_BIT: int = 0x0020 const GL_COMPRESSED_RED_RGTC1: int = 0x8DBB const GL_COMPRESSED_SIGNED_RED_RGTC1: int = 0x8DBC const GL_COMPRESSED_RG_RGTC2: int = 0x8DBD const GL_COMPRESSED_SIGNED_RG_RGTC2: int = 0x8DBE const GL_RG: int = 0x8227 const GL_RG_INTEGER: int = 0x8228 const GL_R8: int = 0x8229 const GL_R16: int = 0x822A const GL_RG8: int = 0x822B const GL_RG16: int = 0x822C const GL_R16F: int = 0x822D const GL_R32F: int = 0x822E const GL_RG16F: int = 0x822F const GL_RG32F: int = 0x8230 const GL_R8I: int = 0x8231 const GL_R8UI: int = 0x8232 const GL_R16I: int = 0x8233 const GL_R16UI: int = 0x8234 const GL_R32I: int = 0x8235 const GL_R32UI: int = 0x8236 const GL_RG8I: int = 0x8237 const GL_RG8UI: int = 0x8238 const GL_RG16I: int = 0x8239 const GL_RG16UI: int = 0x823A const GL_RG32I: int = 0x823B const GL_RG32UI: int = 0x823C const GL_VERTEX_ARRAY_BINDING: int = 0x85B5 const GL_UNIFORM_BUFFER: int = 0x8A11 const GL_UNIFORM_BUFFER_BINDING: int = 0x8A28 const GL_UNIFORM_BUFFER_START: int = 0x8A29 const GL_UNIFORM_BUFFER_SIZE: int = 0x8A2A const GL_MAX_VERTEX_UNIFORM_BLOCKS: int = 0x8A2B const GL_MAX_GEOMETRY_UNIFORM_BLOCKS: int = 0x8A2C const GL_MAX_FRAGMENT_UNIFORM_BLOCKS: int = 0x8A2D const GL_MAX_COMBINED_UNIFORM_BLOCKS: int = 0x8A2E const GL_MAX_UNIFORM_BUFFER_BINDINGS: int = 0x8A2F const GL_MAX_UNIFORM_BLOCK_SIZE: int = 0x8A30 const GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: int = 0x8A31 const GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: int = 0x8A32 const GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: int = 0x8A33 const GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: int = 0x8A34 const GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: int = 0x8A35 const GL_ACTIVE_UNIFORM_BLOCKS: int = 0x8A36 const GL_UNIFORM_TYPE: int = 0x8A37 const GL_UNIFORM_SIZE: int = 0x8A38 const GL_UNIFORM_NAME_LENGTH: int = 0x8A39 const GL_UNIFORM_BLOCK_INDEX: int = 0x8A3A const GL_UNIFORM_OFFSET: int = 0x8A3B const GL_UNIFORM_ARRAY_STRIDE: int = 0x8A3C const GL_UNIFORM_MATRIX_STRIDE: int = 0x8A3D const GL_UNIFORM_IS_ROW_MAJOR: int = 0x8A3E const GL_UNIFORM_BLOCK_BINDING: int = 0x8A3F const GL_UNIFORM_BLOCK_DATA_SIZE: int = 0x8A40 const GL_UNIFORM_BLOCK_NAME_LENGTH: int = 0x8A41 const GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: int = 0x8A42 const GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: int = 0x8A43 const GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: int = 0x8A44 const GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER: int = 0x8A45 const GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: int = 0x8A46 const GL_INVALID_INDEX: int = -1 const GL_COPY_READ_BUFFER: int = 0x8F36 const GL_COPY_WRITE_BUFFER: int = 0x8F37 const GL_DEPTH_CLAMP: int = 0x864F const GL_FIRST_VERTEX_CONVENTION: int = 0x8E4D const GL_LAST_VERTEX_CONVENTION: int = 0x8E4E const GL_PROVOKING_VERTEX: int = 0x8E4F const GL_TEXTURE_CUBE_MAP_SEAMLESS: int = 0x884F const GL_MAX_SERVER_WAIT_TIMEOUT: int = 0x9111 const GL_OBJECT_TYPE: int = 0x9112 const GL_SYNC_CONDITION: int = 0x9113 const GL_SYNC_STATUS: int = 0x9114 const GL_SYNC_FLAGS: int = 0x9115 const GL_SYNC_FENCE: int = 0x9116 const GL_SYNC_GPU_COMMANDS_COMPLETE: int = 0x9117 const GL_UNSIGNALED: int = 0x9118 const GL_SIGNALED: int = 0x9119 const GL_ALREADY_SIGNALED: int = 0x911A const GL_TIMEOUT_EXPIRED: int = 0x911B const GL_CONDITION_SATISFIED: int = 0x911C const GL_WAIT_FAILED: int = 0x911D const GL_SYNC_FLUSH_COMMANDS_BIT: int = 0x00000001 const GL_TIMEOUT_IGNORED: long = -1 const GL_SAMPLE_POSITION: int = 0x8E50 const GL_SAMPLE_MASK: int = 0x8E51 const GL_SAMPLE_MASK_VALUE: int = 0x8E52 const GL_MAX_SAMPLE_MASK_WORDS: int = 0x8E59 const GL_TEXTURE_2D_MULTISAMPLE: int = 0x9100 const GL_PROXY_TEXTURE_2D_MULTISAMPLE: int = 0x9101 const GL_TEXTURE_2D_MULTISAMPLE_ARRAY: int = 0x9102 const GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY: int = 0x9103 const GL_TEXTURE_BINDING_2D_MULTISAMPLE: int = 0x9104 const GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: int = 0x9105 const GL_TEXTURE_SAMPLES: int = 0x9106 const GL_TEXTURE_FIXED_SAMPLE_LOCATIONS: int = 0x9107 const GL_SAMPLER_2D_MULTISAMPLE: int = 0x9108 const GL_INT_SAMPLER_2D_MULTISAMPLE: int = 0x9109 const GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: int = 0x910A const GL_SAMPLER_2D_MULTISAMPLE_ARRAY: int = 0x910B const GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: int = 0x910C const GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: int = 0x910D const GL_MAX_COLOR_TEXTURE_SAMPLES: int = 0x910E const GL_MAX_DEPTH_TEXTURE_SAMPLES: int = 0x910F const GL_MAX_INTEGER_SAMPLES: int = 0x9110 const GL_SRC1_COLOR: int = 0x88F9 const GL_SRC1_ALPHA: int = 0x8589 const GL_ONE_MINUS_SRC1_COLOR: int = 0x88FA const GL_ONE_MINUS_SRC1_ALPHA: int = 0x88FB const GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: int = 0x88FC const GL_ANY_SAMPLES_PASSED: int = 0x8C2F const GL_SAMPLER_BINDING: int = 0x8919 const GL_RGB10_A2UI: int = 0x906F const GL_TEXTURE_SWIZZLE_R: int = 0x8E42 const GL_TEXTURE_SWIZZLE_G: int = 0x8E43 const GL_TEXTURE_SWIZZLE_B: int = 0x8E44 const GL_TEXTURE_SWIZZLE_A: int = 0x8E45 const GL_TEXTURE_SWIZZLE_RGBA: int = 0x8E46 const GL_TIME_ELAPSED: int = 0x88BF const GL_TIMESTAMP: int = 0x8E28 const GL_INT_2_10_10_10_REV: int = 0x8D9F const GL_DRAW_INDIRECT_BUFFER: int = 0x8F3F const GL_DRAW_INDIRECT_BUFFER_BINDING: int = 0x8F43 const GL_GEOMETRY_SHADER_INVOCATIONS: int = 0x887F const GL_MAX_GEOMETRY_SHADER_INVOCATIONS: int = 0x8E5A const GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: int = 0x8E5B const GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: int = 0x8E5C const GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: int = 0x8E5D const GL_DOUBLE_VEC2: int = 0x8FFC const GL_DOUBLE_VEC3: int = 0x8FFD const GL_DOUBLE_VEC4: int = 0x8FFE const GL_DOUBLE_MAT2: int = 0x8F46 const GL_DOUBLE_MAT3: int = 0x8F47 const GL_DOUBLE_MAT4: int = 0x8F48 const GL_ACTIVE_SUBROUTINES: int = 0x8DE5 const GL_ACTIVE_SUBROUTINE_UNIFORMS: int = 0x8DE6 const GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS: int = 0x8E47 const GL_ACTIVE_SUBROUTINE_MAX_LENGTH: int = 0x8E48 const GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH: int = 0x8E49 const GL_MAX_SUBROUTINES: int = 0x8DE7 const GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS: int = 0x8DE8 const GL_NUM_COMPATIBLE_SUBROUTINES: int = 0x8E4A const GL_COMPATIBLE_SUBROUTINES: int = 0x8E4B const GL_PATCHES: int = 0x000E const GL_PATCH_VERTICES: int = 0x8E72 const GL_PATCH_DEFAULT_INNER_LEVEL: int = 0x8E73 const GL_PATCH_DEFAULT_OUTER_LEVEL: int = 0x8E74 const GL_TESS_CONTROL_OUTPUT_VERTICES: int = 0x8E75 const GL_TESS_GEN_MODE: int = 0x8E76 const GL_TESS_GEN_SPACING: int = 0x8E77 const GL_TESS_GEN_VERTEX_ORDER: int = 0x8E78 const GL_TESS_GEN_POINT_MODE: int = 0x8E79 const GL_QUADS: int = 0x0007 const GL_ISOLINES: int = 0x8E7A const GL_FRACTIONAL_ODD: int = 0x8E7B const GL_FRACTIONAL_EVEN: int = 0x8E7C const GL_MAX_PATCH_VERTICES: int = 0x8E7D const GL_MAX_TESS_GEN_LEVEL: int = 0x8E7E const GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: int = 0x8E7F const GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: int = 0x8E80 const GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: int = 0x8E81 const GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: int = 0x8E82 const GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: int = 0x8E83 const GL_MAX_TESS_PATCH_COMPONENTS: int = 0x8E84 const GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: int = 0x8E85 const GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: int = 0x8E86 const GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: int = 0x8E89 const GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: int = 0x8E8A const GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: int = 0x886C const GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: int = 0x886D const GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: int = 0x8E1E const GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: int = 0x8E1F const GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER: int = 0x84F0 const GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER: int = 0x84F1 const GL_TESS_EVALUATION_SHADER: int = 0x8E87 const GL_TESS_CONTROL_SHADER: int = 0x8E88 const GL_TRANSFORM_FEEDBACK: int = 0x8E22 const GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED: int = 0x8E23 const GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE: int = 0x8E24 const GL_TRANSFORM_FEEDBACK_BINDING: int = 0x8E25 const GL_MAX_TRANSFORM_FEEDBACK_BUFFERS: int = 0x8E70 const GL_MAX_VERTEX_STREAMS: int = 0x8E71 const GL_FIXED: int = 0x140C const GL_IMPLEMENTATION_COLOR_READ_TYPE: int = 0x8B9A const GL_IMPLEMENTATION_COLOR_READ_FORMAT: int = 0x8B9B const GL_LOW_FLOAT: int = 0x8DF0 const GL_MEDIUM_FLOAT: int = 0x8DF1 const GL_HIGH_FLOAT: int = 0x8DF2 const GL_LOW_INT: int = 0x8DF3 const GL_MEDIUM_INT: int = 0x8DF4 const GL_HIGH_INT: int = 0x8DF5 const GL_SHADER_COMPILER: int = 0x8DFA const GL_SHADER_BINARY_FORMATS: int = 0x8DF8 const GL_NUM_SHADER_BINARY_FORMATS: int = 0x8DF9 const GL_MAX_VERTEX_UNIFORM_VECTORS: int = 0x8DFB const GL_MAX_VARYING_VECTORS: int = 0x8DFC const GL_MAX_FRAGMENT_UNIFORM_VECTORS: int = 0x8DFD const GL_RGB565: int = 0x8D62 const GL_PROGRAM_BINARY_RETRIEVABLE_HINT: int = 0x8257 const GL_PROGRAM_BINARY_LENGTH: int = 0x8741 const GL_NUM_PROGRAM_BINARY_FORMATS: int = 0x87FE const GL_PROGRAM_BINARY_FORMATS: int = 0x87FF const GL_VERTEX_SHADER_BIT: int = 0x00000001 const GL_FRAGMENT_SHADER_BIT: int = 0x00000002 const GL_GEOMETRY_SHADER_BIT: int = 0x00000004 const GL_TESS_CONTROL_SHADER_BIT: int = 0x00000008 const GL_TESS_EVALUATION_SHADER_BIT: int = 0x00000010 const GL_ALL_SHADER_BITS: int = -1 const GL_PROGRAM_SEPARABLE: int = 0x8258 const GL_ACTIVE_PROGRAM: int = 0x8259 const GL_PROGRAM_PIPELINE_BINDING: int = 0x825A const GL_MAX_VIEWPORTS: int = 0x825B const GL_VIEWPORT_SUBPIXEL_BITS: int = 0x825C const GL_VIEWPORT_BOUNDS_RANGE: int = 0x825D const GL_LAYER_PROVOKING_VERTEX: int = 0x825E const GL_VIEWPORT_INDEX_PROVOKING_VERTEX: int = 0x825F const GL_UNDEFINED_VERTEX: int = 0x8260 extern function gl_cull_face(mode: int) = "lgl_CullFace" extern function gl_front_face(mode: int) = "lgl_FrontFace" extern function gl_hint(target: int, mode: int) = "lgl_Hint" extern function gl_line_width(width: fixed) = "lgl_LineWidth" extern function gl_point_size(size: fixed) = "lgl_PointSize" extern function gl_polygon_mode(face: int, mode: int) = "lgl_PolygonMode" extern function gl_scissor(x: int, y: int, width: int, height: int) = "lgl_Scissor" extern function gl_tex_parameterf(target: int, pname: int, param: fixed) = "lgl_TexParameterf" extern function gl_tex_parameterfv(target: int, pname: int, params: pointer) = "lgl_TexParameterfv" extern function gl_tex_parameteri(target: int, pname: int, param: int) = "lgl_TexParameteri" extern function gl_tex_parameteriv(target: int, pname: int, params: pointer) = "lgl_TexParameteriv" extern function gl_tex_image1d(target: int, level: int, internalformat: int, width: int, border: int, format: int, type: int, pixels: pointer) = "lgl_TexImage1D" extern function gl_tex_image2d(target: int, level: int, internalformat: int, width: int, height: int, border: int, format: int, type: int, pixels: pointer) = "lgl_TexImage2D" extern function gl_draw_buffer(mode: int) = "lgl_DrawBuffer" extern function gl_clear(mask: int) = "lgl_Clear" extern function gl_clear_color(red: fixed, green: fixed, blue: fixed, alpha: fixed) = "lgl_ClearColor" extern function gl_clear_stencil(s: int) = "lgl_ClearStencil" extern function gl_clear_depth(depth: fixed) = "lgl_ClearDepth" extern function gl_stencil_mask(mask: int) = "lgl_StencilMask" extern function gl_color_mask(red: int, green: int, blue: int, alpha: int) = "lgl_ColorMask" extern function gl_depth_mask(flag: int) = "lgl_DepthMask" extern function gl_disable(cap: int) = "lgl_Disable" extern function gl_enable(cap: int) = "lgl_Enable" extern function gl_finish() = "lgl_Finish" extern function gl_flush() = "lgl_Flush" extern function gl_blend_func(sfactor: int, dfactor: int) = "lgl_BlendFunc" extern function gl_logic_op(opcode: int) = "lgl_LogicOp" extern function gl_stencil_func(func: int, ref: int, mask: int) = "lgl_StencilFunc" extern function gl_stencil_op(fail: int, zfail: int, zpass: int) = "lgl_StencilOp" extern function gl_depth_func(func: int) = "lgl_DepthFunc" extern function gl_pixel_storef(pname: int, param: fixed) = "lgl_PixelStoref" extern function gl_pixel_storei(pname: int, param: int) = "lgl_PixelStorei" extern function gl_read_buffer(mode: int) = "lgl_ReadBuffer" extern function gl_read_pixels(x: int, y: int, width: int, height: int, format: int, type: int, pixels: pointer) = "lgl_ReadPixels" extern function gl_get_booleanv(pname: int, params: pointer) = "lgl_GetBooleanv" extern function gl_get_doublev(pname: int, params: pointer) = "lgl_GetDoublev" extern function gl_get_error() -> int = "lgl_GetError" extern function gl_get_floatv(pname: int, params: pointer) = "lgl_GetFloatv" extern function gl_get_integerv(pname: int, params: pointer) = "lgl_GetIntegerv" extern function gl_get_string(name: int) -> pointer = "lgl_GetString" extern function gl_get_tex_image(target: int, level: int, format: int, type: int, pixels: pointer) = "lgl_GetTexImage" extern function gl_get_tex_parameterfv(target: int, pname: int, params: pointer) = "lgl_GetTexParameterfv" extern function gl_get_tex_parameteriv(target: int, pname: int, params: pointer) = "lgl_GetTexParameteriv" extern function gl_get_tex_level_parameterfv(target: int, level: int, pname: int, params: pointer) = "lgl_GetTexLevelParameterfv" extern function gl_get_tex_level_parameteriv(target: int, level: int, pname: int, params: pointer) = "lgl_GetTexLevelParameteriv" extern function gl_is_enabled(cap: int) -> int = "lgl_IsEnabled" extern function gl_depth_range(near: fixed, far: fixed) = "lgl_DepthRange" extern function gl_viewport(x: int, y: int, width: int, height: int) = "lgl_Viewport" extern function gl_draw_arrays(mode: int, first: int, count: int) = "lgl_DrawArrays" extern function gl_draw_elements(mode: int, count: int, type: int, indices: pointer) = "lgl_DrawElements" extern function gl_polygon_offset(factor: fixed, units: fixed) = "lgl_PolygonOffset" extern function gl_copy_tex_image1d(target: int, level: int, internalformat: int, x: int, y: int, width: int, border: int) = "lgl_CopyTexImage1D" extern function gl_copy_tex_image2d(target: int, level: int, internalformat: int, x: int, y: int, width: int, height: int, border: int) = "lgl_CopyTexImage2D" extern function gl_copy_tex_sub_image1d(target: int, level: int, xoffset: int, x: int, y: int, width: int) = "lgl_CopyTexSubImage1D" extern function gl_copy_tex_sub_image2d(target: int, level: int, xoffset: int, yoffset: int, x: int, y: int, width: int, height: int) = "lgl_CopyTexSubImage2D" extern function gl_tex_sub_image1d(target: int, level: int, xoffset: int, width: int, format: int, type: int, pixels: pointer) = "lgl_TexSubImage1D" extern function gl_tex_sub_image2d(target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, type: int, pixels: pointer) = "lgl_TexSubImage2D" extern function gl_bind_texture(target: int, texture: int) = "lgl_BindTexture" extern function gl_delete_textures(n: int, textures: pointer) = "lgl_DeleteTextures" extern function gl_gen_textures(n: int, textures: pointer) = "lgl_GenTextures" extern function gl_is_texture(texture: int) -> int = "lgl_IsTexture" extern function gl_blend_color(red: fixed, green: fixed, blue: fixed, alpha: fixed) = "lgl_BlendColor" extern function gl_blend_equation(mode: int) = "lgl_BlendEquation" extern function gl_draw_range_elements(mode: int, first: int, end: int, count: int, type: int, indices: pointer) = "lgl_DrawRangeElements" extern function gl_tex_image3d(target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, format: int, type: int, pixels: pointer) = "lgl_TexImage3D" extern function gl_tex_sub_image3d(target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, type: int, pixels: pointer) = "lgl_TexSubImage3D" extern function gl_copy_tex_sub_image3d(target: int, level: int, xoffset: int, yoffset: int, zoffset: int, x: int, y: int, width: int, height: int) = "lgl_CopyTexSubImage3D" extern function gl_active_texture(texture: int) = "lgl_ActiveTexture" extern function gl_sample_coverage(value: fixed, invert: int) = "lgl_SampleCoverage" extern function gl_compressed_tex_image3d(target: int, level: int, internalformat: int, width: int, height: int, depth: int, border: int, image_size: int, data: pointer) = "lgl_CompressedTexImage3D" extern function gl_compressed_tex_image2d(target: int, level: int, internalformat: int, width: int, height: int, border: int, image_size: int, data: pointer) = "lgl_CompressedTexImage2D" extern function gl_compressed_tex_image1d(target: int, level: int, internalformat: int, width: int, border: int, image_size: int, data: pointer) = "lgl_CompressedTexImage1D" extern function gl_compressed_tex_sub_image3d(target: int, level: int, xoffset: int, yoffset: int, zoffset: int, width: int, height: int, depth: int, format: int, image_size: int, data: pointer) = "lgl_CompressedTexSubImage3D" extern function gl_compressed_tex_sub_image2d(target: int, level: int, xoffset: int, yoffset: int, width: int, height: int, format: int, image_size: int, data: pointer) = "lgl_CompressedTexSubImage2D" extern function gl_compressed_tex_sub_image1d(target: int, level: int, xoffset: int, width: int, format: int, image_size: int, data: pointer) = "lgl_CompressedTexSubImage1D" extern function gl_get_compressed_tex_image(target: int, level: int, img: pointer) = "lgl_GetCompressedTexImage" extern function gl_blend_func_separate(sfactor_rgb: int, dfactor_rgb: int, sfactor_alpha: int, dfactor_alpha: int) = "lgl_BlendFuncSeparate" extern function gl_multi_draw_arrays(mode: int, first: pointer, count: pointer, drawcount: int) = "lgl_MultiDrawArrays" extern function gl_multi_draw_elements(mode: int, count: pointer, type: int, indices: pointer, drawcount: int) = "lgl_MultiDrawElements" extern function gl_point_parameterf(pname: int, param: fixed) = "lgl_PointParameterf" extern function gl_point_parameterfv(pname: int, params: pointer) = "lgl_PointParameterfv" extern function gl_point_parameteri(pname: int, param: int) = "lgl_PointParameteri" extern function gl_point_parameteriv(pname: int, params: pointer) = "lgl_PointParameteriv" extern function gl_gen_queries(n: int, ids: pointer) = "lgl_GenQueries" extern function gl_delete_queries(n: int, ids: pointer) = "lgl_DeleteQueries" extern function gl_is_query(id: int) -> int = "lgl_IsQuery" extern function gl_begin_query(target: int, id: int) = "lgl_BeginQuery" extern function gl_end_query(target: int) = "lgl_EndQuery" extern function gl_get_queryiv(target: int, pname: int, params: pointer) = "lgl_GetQueryiv" extern function gl_get_query_objectiv(id: int, pname: int, params: pointer) = "lgl_GetQueryObjectiv" extern function gl_get_query_objectuiv(id: int, pname: int, params: pointer) = "lgl_GetQueryObjectuiv" extern function gl_bind_buffer(target: int, buffer: int) = "lgl_BindBuffer" extern function gl_delete_buffers(n: int, buffers: pointer) = "lgl_DeleteBuffers" extern function gl_gen_buffers(n: int, buffers: pointer) = "lgl_GenBuffers" extern function gl_is_buffer(buffer: int) -> int = "lgl_IsBuffer" extern function gl_buffer_data(target: int, size: long, data: pointer, usage: int) = "lgl_BufferData" extern function gl_buffer_sub_data(target: int, offset: long, size: long, data: pointer) = "lgl_BufferSubData" extern function gl_get_buffer_sub_data(target: int, offset: long, size: long, data: pointer) = "lgl_GetBufferSubData" extern function gl_map_buffer(target: int, access: int) -> pointer = "lgl_MapBuffer" extern function gl_unmap_buffer(target: int) -> int = "lgl_UnmapBuffer" extern function gl_get_buffer_parameteriv(target: int, pname: int, params: pointer) = "lgl_GetBufferParameteriv" extern function gl_get_buffer_pointerv(target: int, pname: int, params: pointer) = "lgl_GetBufferPointerv" extern function gl_blend_equation_separate(mode_rgb: int, mode_alpha: int) = "lgl_BlendEquationSeparate" extern function gl_draw_buffers(n: int, bufs: pointer) = "lgl_DrawBuffers" extern function gl_stencil_op_separate(face: int, sfail: int, dpfail: int, dppass: int) = "lgl_StencilOpSeparate" extern function gl_stencil_func_separate(face: int, func: int, ref: int, mask: int) = "lgl_StencilFuncSeparate" extern function gl_stencil_mask_separate(face: int, mask: int) = "lgl_StencilMaskSeparate" extern function gl_attach_shader(prog: int, shader: int) = "lgl_AttachShader" extern function gl_bind_attrib_location(prog: int, index: int, name: pointer) = "lgl_BindAttribLocation" extern function gl_compile_shader(shader: int) = "lgl_CompileShader" extern function gl_create_program() -> int = "lgl_CreateProgram" extern function gl_create_shader(type: int) -> int = "lgl_CreateShader" extern function gl_delete_program(prog: int) = "lgl_DeleteProgram" extern function gl_delete_shader(shader: int) = "lgl_DeleteShader" extern function gl_detach_shader(prog: int, shader: int) = "lgl_DetachShader" extern function gl_disable_vertex_attrib_array(index: int) = "lgl_DisableVertexAttribArray" extern function gl_enable_vertex_attrib_array(index: int) = "lgl_EnableVertexAttribArray" extern function gl_get_active_attrib(prog: int, index: int, buf_size: int, length: pointer, size: pointer, type: pointer, name: pointer) = "lgl_GetActiveAttrib" extern function gl_get_active_uniform(prog: int, index: int, buf_size: int, length: pointer, size: pointer, type: pointer, name: pointer) = "lgl_GetActiveUniform" extern function gl_get_attached_shaders(prog: int, max_count: int, count: pointer, shaders: pointer) = "lgl_GetAttachedShaders" extern function gl_get_attrib_location(prog: int, name: pointer) -> int = "lgl_GetAttribLocation" extern function gl_get_programiv(prog: int, pname: int, params: pointer) = "lgl_GetProgramiv" extern function gl_get_program_info_log(prog: int, buf_size: int, length: pointer, info_log: pointer) = "lgl_GetProgramInfoLog" extern function gl_get_shaderiv(shader: int, pname: int, params: pointer) = "lgl_GetShaderiv" extern function gl_get_shader_info_log(shader: int, buf_size: int, length: pointer, info_log: pointer) = "lgl_GetShaderInfoLog" extern function gl_get_shader_source(shader: int, buf_size: int, length: pointer, source: pointer) = "lgl_GetShaderSource" extern function gl_get_uniform_location(prog: int, name: pointer) -> int = "lgl_GetUniformLocation" extern function gl_get_uniformfv(prog: int, location: int, params: pointer) = "lgl_GetUniformfv" extern function gl_get_uniformiv(prog: int, location: int, params: pointer) = "lgl_GetUniformiv" extern function gl_get_vertex_attribdv(index: int, pname: int, params: pointer) = "lgl_GetVertexAttribdv" extern function gl_get_vertex_attribfv(index: int, pname: int, params: pointer) = "lgl_GetVertexAttribfv" extern function gl_get_vertex_attribiv(index: int, pname: int, params: pointer) = "lgl_GetVertexAttribiv" extern function gl_get_vertex_attrib_pointerv(index: int, pname: int, offset: pointer) = "lgl_GetVertexAttribPointerv" extern function gl_is_program(prog: int) -> int = "lgl_IsProgram" extern function gl_is_shader(shader: int) -> int = "lgl_IsShader" extern function gl_link_program(prog: int) = "lgl_LinkProgram" extern function gl_shader_source(shader: int, count: int, text: pointer, length: pointer) = "lgl_ShaderSource" extern function gl_use_program(prog: int) = "lgl_UseProgram" extern function gl_uniform1f(location: int, v0: fixed) = "lgl_Uniform1f" extern function gl_uniform2f(location: int, v0: fixed, v1: fixed) = "lgl_Uniform2f" extern function gl_uniform3f(location: int, v0: fixed, v1: fixed, v2: fixed) = "lgl_Uniform3f" extern function gl_uniform4f(location: int, v0: fixed, v1: fixed, v2: fixed, v3: fixed) = "lgl_Uniform4f" extern function gl_uniform1i(location: int, v0: int) = "lgl_Uniform1i" extern function gl_uniform2i(location: int, v0: int, v1: int) = "lgl_Uniform2i" extern function gl_uniform3i(location: int, v0: int, v1: int, v2: int) = "lgl_Uniform3i" extern function gl_uniform4i(location: int, v0: int, v1: int, v2: int, v3: int) = "lgl_Uniform4i" extern function gl_uniform1fv(location: int, count: int, value: pointer) = "lgl_Uniform1fv" extern function gl_uniform2fv(location: int, count: int, value: pointer) = "lgl_Uniform2fv" extern function gl_uniform3fv(location: int, count: int, value: pointer) = "lgl_Uniform3fv" extern function gl_uniform4fv(location: int, count: int, value: pointer) = "lgl_Uniform4fv" extern function gl_uniform1iv(location: int, count: int, value: pointer) = "lgl_Uniform1iv" extern function gl_uniform2iv(location: int, count: int, value: pointer) = "lgl_Uniform2iv" extern function gl_uniform3iv(location: int, count: int, value: pointer) = "lgl_Uniform3iv" extern function gl_uniform4iv(location: int, count: int, value: pointer) = "lgl_Uniform4iv" extern function gl_uniform_matrix2fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix2fv" extern function gl_uniform_matrix3fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix3fv" extern function gl_uniform_matrix4fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix4fv" extern function gl_validate_program(prog: int) = "lgl_ValidateProgram" extern function gl_vertex_attrib1d(index: int, x: fixed) = "lgl_VertexAttrib1d" extern function gl_vertex_attrib1dv(index: int, v: pointer) = "lgl_VertexAttrib1dv" extern function gl_vertex_attrib1f(index: int, x: fixed) = "lgl_VertexAttrib1f" extern function gl_vertex_attrib1fv(index: int, v: pointer) = "lgl_VertexAttrib1fv" extern function gl_vertex_attrib1s(index: int, x: int) = "lgl_VertexAttrib1s" extern function gl_vertex_attrib1sv(index: int, v: pointer) = "lgl_VertexAttrib1sv" extern function gl_vertex_attrib2d(index: int, x: fixed, y: fixed) = "lgl_VertexAttrib2d" extern function gl_vertex_attrib2dv(index: int, v: pointer) = "lgl_VertexAttrib2dv" extern function gl_vertex_attrib2f(index: int, x: fixed, y: fixed) = "lgl_VertexAttrib2f" extern function gl_vertex_attrib2fv(index: int, v: pointer) = "lgl_VertexAttrib2fv" extern function gl_vertex_attrib2s(index: int, x: int, y: int) = "lgl_VertexAttrib2s" extern function gl_vertex_attrib2sv(index: int, v: pointer) = "lgl_VertexAttrib2sv" extern function gl_vertex_attrib3d(index: int, x: fixed, y: fixed, z: fixed) = "lgl_VertexAttrib3d" extern function gl_vertex_attrib3dv(index: int, v: pointer) = "lgl_VertexAttrib3dv" extern function gl_vertex_attrib3f(index: int, x: fixed, y: fixed, z: fixed) = "lgl_VertexAttrib3f" extern function gl_vertex_attrib3fv(index: int, v: pointer) = "lgl_VertexAttrib3fv" extern function gl_vertex_attrib3s(index: int, x: int, y: int, z: int) = "lgl_VertexAttrib3s" extern function gl_vertex_attrib3sv(index: int, v: pointer) = "lgl_VertexAttrib3sv" extern function gl_vertex_attrib4nbv(index: int, v: pointer) = "lgl_VertexAttrib4Nbv" extern function gl_vertex_attrib4niv(index: int, v: pointer) = "lgl_VertexAttrib4Niv" extern function gl_vertex_attrib4nsv(index: int, v: pointer) = "lgl_VertexAttrib4Nsv" extern function gl_vertex_attrib4nub(index: int, x: int, y: int, z: int, w: int) = "lgl_VertexAttrib4Nub" extern function gl_vertex_attrib4nubv(index: int, v: pointer) = "lgl_VertexAttrib4Nubv" extern function gl_vertex_attrib4nuiv(index: int, v: pointer) = "lgl_VertexAttrib4Nuiv" extern function gl_vertex_attrib4nusv(index: int, v: pointer) = "lgl_VertexAttrib4Nusv" extern function gl_vertex_attrib4bv(index: int, v: pointer) = "lgl_VertexAttrib4bv" extern function gl_vertex_attrib4d(index: int, x: fixed, y: fixed, z: fixed, w: fixed) = "lgl_VertexAttrib4d" extern function gl_vertex_attrib4dv(index: int, v: pointer) = "lgl_VertexAttrib4dv" extern function gl_vertex_attrib4f(index: int, x: fixed, y: fixed, z: fixed, w: fixed) = "lgl_VertexAttrib4f" extern function gl_vertex_attrib4fv(index: int, v: pointer) = "lgl_VertexAttrib4fv" extern function gl_vertex_attrib4iv(index: int, v: pointer) = "lgl_VertexAttrib4iv" extern function gl_vertex_attrib4s(index: int, x: int, y: int, z: int, w: int) = "lgl_VertexAttrib4s" extern function gl_vertex_attrib4sv(index: int, v: pointer) = "lgl_VertexAttrib4sv" extern function gl_vertex_attrib4ubv(index: int, v: pointer) = "lgl_VertexAttrib4ubv" extern function gl_vertex_attrib4uiv(index: int, v: pointer) = "lgl_VertexAttrib4uiv" extern function gl_vertex_attrib4usv(index: int, v: pointer) = "lgl_VertexAttrib4usv" extern function gl_vertex_attrib_pointer(index: int, size: int, type: int, normalized: int, stride: int, offset: pointer) = "lgl_VertexAttribPointer" extern function gl_uniform_matrix2x3fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix2x3fv" extern function gl_uniform_matrix3x2fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix3x2fv" extern function gl_uniform_matrix2x4fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix2x4fv" extern function gl_uniform_matrix4x2fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix4x2fv" extern function gl_uniform_matrix3x4fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix3x4fv" extern function gl_uniform_matrix4x3fv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix4x3fv" extern function gl_color_maski(index: int, r: int, g: int, b: int, a: int) = "lgl_ColorMaski" extern function gl_get_booleani_v(target: int, index: int, data: pointer) = "lgl_GetBooleani_v" extern function gl_get_integeri_v(target: int, index: int, data: pointer) = "lgl_GetIntegeri_v" extern function gl_enablei(target: int, index: int) = "lgl_Enablei" extern function gl_disablei(target: int, index: int) = "lgl_Disablei" extern function gl_is_enabledi(target: int, index: int) -> int = "lgl_IsEnabledi" extern function gl_begin_transform_feedback(primitive_mode: int) = "lgl_BeginTransformFeedback" extern function gl_end_transform_feedback() = "lgl_EndTransformFeedback" extern function gl_bind_buffer_range(target: int, index: int, buffer: int, offset: long, size: long) = "lgl_BindBufferRange" extern function gl_bind_buffer_base(target: int, index: int, buffer: int) = "lgl_BindBufferBase" extern function gl_transform_feedback_varyings(prog: int, count: int, varyings: pointer, buffer_mode: int) = "lgl_TransformFeedbackVaryings" extern function gl_get_transform_feedback_varying(prog: int, index: int, buf_size: int, length: pointer, size: pointer, type: pointer, name: pointer) = "lgl_GetTransformFeedbackVarying" extern function gl_clamp_color(target: int, clamp: int) = "lgl_ClampColor" extern function gl_begin_conditional_render(id: int, mode: int) = "lgl_BeginConditionalRender" extern function gl_end_conditional_render() = "lgl_EndConditionalRender" extern function gl_vertex_attrib_ipointer(index: int, size: int, type: int, stride: int, offset: pointer) = "lgl_VertexAttribIPointer" extern function gl_get_vertex_attrib_iiv(index: int, pname: int, params: pointer) = "lgl_GetVertexAttribIiv" extern function gl_get_vertex_attrib_iuiv(index: int, pname: int, params: pointer) = "lgl_GetVertexAttribIuiv" extern function gl_vertex_attrib_i1i(index: int, x: int) = "lgl_VertexAttribI1i" extern function gl_vertex_attrib_i2i(index: int, x: int, y: int) = "lgl_VertexAttribI2i" extern function gl_vertex_attrib_i3i(index: int, x: int, y: int, z: int) = "lgl_VertexAttribI3i" extern function gl_vertex_attrib_i4i(index: int, x: int, y: int, z: int, w: int) = "lgl_VertexAttribI4i" extern function gl_vertex_attrib_i1ui(index: int, x: int) = "lgl_VertexAttribI1ui" extern function gl_vertex_attrib_i2ui(index: int, x: int, y: int) = "lgl_VertexAttribI2ui" extern function gl_vertex_attrib_i3ui(index: int, x: int, y: int, z: int) = "lgl_VertexAttribI3ui" extern function gl_vertex_attrib_i4ui(index: int, x: int, y: int, z: int, w: int) = "lgl_VertexAttribI4ui" extern function gl_vertex_attrib_i1iv(index: int, v: pointer) = "lgl_VertexAttribI1iv" extern function gl_vertex_attrib_i2iv(index: int, v: pointer) = "lgl_VertexAttribI2iv" extern function gl_vertex_attrib_i3iv(index: int, v: pointer) = "lgl_VertexAttribI3iv" extern function gl_vertex_attrib_i4iv(index: int, v: pointer) = "lgl_VertexAttribI4iv" extern function gl_vertex_attrib_i1uiv(index: int, v: pointer) = "lgl_VertexAttribI1uiv" extern function gl_vertex_attrib_i2uiv(index: int, v: pointer) = "lgl_VertexAttribI2uiv" extern function gl_vertex_attrib_i3uiv(index: int, v: pointer) = "lgl_VertexAttribI3uiv" extern function gl_vertex_attrib_i4uiv(index: int, v: pointer) = "lgl_VertexAttribI4uiv" extern function gl_vertex_attrib_i4bv(index: int, v: pointer) = "lgl_VertexAttribI4bv" extern function gl_vertex_attrib_i4sv(index: int, v: pointer) = "lgl_VertexAttribI4sv" extern function gl_vertex_attrib_i4ubv(index: int, v: pointer) = "lgl_VertexAttribI4ubv" extern function gl_vertex_attrib_i4usv(index: int, v: pointer) = "lgl_VertexAttribI4usv" extern function gl_get_uniformuiv(prog: int, location: int, params: pointer) = "lgl_GetUniformuiv" extern function gl_bind_frag_data_location(prog: int, color: int, name: pointer) = "lgl_BindFragDataLocation" extern function gl_get_frag_data_location(prog: int, name: pointer) -> int = "lgl_GetFragDataLocation" extern function gl_uniform1ui(location: int, v0: int) = "lgl_Uniform1ui" extern function gl_uniform2ui(location: int, v0: int, v1: int) = "lgl_Uniform2ui" extern function gl_uniform3ui(location: int, v0: int, v1: int, v2: int) = "lgl_Uniform3ui" extern function gl_uniform4ui(location: int, v0: int, v1: int, v2: int, v3: int) = "lgl_Uniform4ui" extern function gl_uniform1uiv(location: int, count: int, value: pointer) = "lgl_Uniform1uiv" extern function gl_uniform2uiv(location: int, count: int, value: pointer) = "lgl_Uniform2uiv" extern function gl_uniform3uiv(location: int, count: int, value: pointer) = "lgl_Uniform3uiv" extern function gl_uniform4uiv(location: int, count: int, value: pointer) = "lgl_Uniform4uiv" extern function gl_tex_parameter_iiv(target: int, pname: int, params: pointer) = "lgl_TexParameterIiv" extern function gl_tex_parameter_iuiv(target: int, pname: int, params: pointer) = "lgl_TexParameterIuiv" extern function gl_get_tex_parameter_iiv(target: int, pname: int, params: pointer) = "lgl_GetTexParameterIiv" extern function gl_get_tex_parameter_iuiv(target: int, pname: int, params: pointer) = "lgl_GetTexParameterIuiv" extern function gl_clear_bufferiv(buffer: int, drawbuffer: int, value: pointer) = "lgl_ClearBufferiv" extern function gl_clear_bufferuiv(buffer: int, drawbuffer: int, value: pointer) = "lgl_ClearBufferuiv" extern function gl_clear_bufferfv(buffer: int, drawbuffer: int, value: pointer) = "lgl_ClearBufferfv" extern function gl_clear_bufferfi(buffer: int, drawbuffer: int, depth: fixed, stencil: int) = "lgl_ClearBufferfi" extern function gl_get_stringi(name: int, index: int) -> pointer = "lgl_GetStringi" extern function gl_draw_arrays_instanced(mode: int, first: int, count: int, instancecount: int) = "lgl_DrawArraysInstanced" extern function gl_draw_elements_instanced(mode: int, count: int, type: int, indices: pointer, instancecount: int) = "lgl_DrawElementsInstanced" extern function gl_tex_buffer(target: int, internalformat: int, buffer: int) = "lgl_TexBuffer" extern function gl_primitive_restart_index(index: int) = "lgl_PrimitiveRestartIndex" extern function gl_get_integer64i_v(target: int, index: int, data: pointer) = "lgl_GetInteger64i_v" extern function gl_get_buffer_parameteri64v(target: int, pname: int, params: pointer) = "lgl_GetBufferParameteri64v" extern function gl_framebuffer_texture(target: int, attachment: int, texture: int, level: int) = "lgl_FramebufferTexture" extern function gl_vertex_attrib_divisor(index: int, divisor: int) = "lgl_VertexAttribDivisor" extern function gl_min_sample_shading(value: fixed) = "lgl_MinSampleShading" extern function gl_blend_equationi(buf: int, mode: int) = "lgl_BlendEquationi" extern function gl_blend_equation_separatei(buf: int, mode_rgb: int, mode_alpha: int) = "lgl_BlendEquationSeparatei" extern function gl_blend_funci(buf: int, src: int, dst: int) = "lgl_BlendFunci" extern function gl_blend_func_separatei(buf: int, src_rgb: int, dst_rgb: int, src_alpha: int, dst_alpha: int) = "lgl_BlendFuncSeparatei" extern function gl_is_renderbuffer(renderbuffer: int) -> int = "lgl_IsRenderbuffer" extern function gl_bind_renderbuffer(target: int, renderbuffer: int) = "lgl_BindRenderbuffer" extern function gl_delete_renderbuffers(n: int, renderbuffers: pointer) = "lgl_DeleteRenderbuffers" extern function gl_gen_renderbuffers(n: int, renderbuffers: pointer) = "lgl_GenRenderbuffers" extern function gl_renderbuffer_storage(target: int, internalformat: int, width: int, height: int) = "lgl_RenderbufferStorage" extern function gl_get_renderbuffer_parameteriv(target: int, pname: int, params: pointer) = "lgl_GetRenderbufferParameteriv" extern function gl_is_framebuffer(framebuffer: int) -> int = "lgl_IsFramebuffer" extern function gl_bind_framebuffer(target: int, framebuffer: int) = "lgl_BindFramebuffer" extern function gl_delete_framebuffers(n: int, framebuffers: pointer) = "lgl_DeleteFramebuffers" extern function gl_gen_framebuffers(n: int, framebuffers: pointer) = "lgl_GenFramebuffers" extern function gl_check_framebuffer_status(target: int) -> int = "lgl_CheckFramebufferStatus" extern function gl_framebuffer_texture1d(target: int, attachment: int, textarget: int, texture: int, level: int) = "lgl_FramebufferTexture1D" extern function gl_framebuffer_texture2d(target: int, attachment: int, textarget: int, texture: int, level: int) = "lgl_FramebufferTexture2D" extern function gl_framebuffer_texture3d(target: int, attachment: int, textarget: int, texture: int, level: int, zoffset: int) = "lgl_FramebufferTexture3D" extern function gl_framebuffer_renderbuffer(target: int, attachment: int, renderbuffertarget: int, renderbuffer: int) = "lgl_FramebufferRenderbuffer" extern function gl_get_framebuffer_attachment_parameteriv(target: int, attachment: int, pname: int, params: pointer) = "lgl_GetFramebufferAttachmentParameteriv" extern function gl_generate_mipmap(target: int) = "lgl_GenerateMipmap" extern function gl_blit_framebuffer(src_x0: int, src_y0: int, src_x1: int, src_y1: int, dst_x0: int, dst_y0: int, dst_x1: int, dst_y1: int, mask: int, filter: int) = "lgl_BlitFramebuffer" extern function gl_renderbuffer_storage_multisample(target: int, samples: int, internalformat: int, width: int, height: int) = "lgl_RenderbufferStorageMultisample" extern function gl_framebuffer_texture_layer(target: int, attachment: int, texture: int, level: int, level: int) = "lgl_FramebufferTextureLayer" extern function gl_map_buffer_range(target: int, offset: long, length: long, access: int) -> pointer = "lgl_MapBufferRange" extern function gl_flush_mapped_buffer_range(target: int, offset: long, length: long) = "lgl_FlushMappedBufferRange" extern function gl_bind_vertex_array(array: int) = "lgl_BindVertexArray" extern function gl_delete_vertex_arrays(n: int, arrays: pointer) = "lgl_DeleteVertexArrays" extern function gl_gen_vertex_arrays(n: int, arrays: pointer) = "lgl_GenVertexArrays" extern function gl_is_vertex_array(array: int) -> int = "lgl_IsVertexArray" extern function gl_get_uniform_indices(prog: int, uniform_count: int, uniform_names: pointer, uniform_indices: pointer) = "lgl_GetUniformIndices" extern function gl_get_active_uniformsiv(prog: int, uniform_count: int, uniform_indices: pointer, pname: int, params: pointer) = "lgl_GetActiveUniformsiv" extern function gl_get_active_uniform_name(prog: int, uniform_index: int, buf_size: int, length: pointer, uniform_name: pointer) = "lgl_GetActiveUniformName" extern function gl_get_uniform_block_index(prog: int, uniform_block_name: pointer) -> int = "lgl_GetUniformBlockIndex" extern function gl_get_active_uniform_blockiv(prog: int, uniform_block_index: int, pname: int, params: pointer) = "lgl_GetActiveUniformBlockiv" extern function gl_get_active_uniform_block_name(prog: int, uniform_block_index: int, buf_size: int, length: pointer, uniform_block_name: pointer) = "lgl_GetActiveUniformBlockName" extern function gl_uniform_block_binding(prog: int, uniform_block_index: int, uniform_block_binding: int) = "lgl_UniformBlockBinding" extern function gl_copy_buffer_sub_data(read_target: int, write_target: int, read_offset: long, write_offset: long, size: long) = "lgl_CopyBufferSubData" extern function gl_draw_elements_base_vertex(mode: int, count: int, type: int, indices: pointer, basevertex: int) = "lgl_DrawElementsBaseVertex" extern function gl_draw_range_elements_base_vertex(mode: int, first: int, end: int, count: int, type: int, indices: pointer, basevertex: int) = "lgl_DrawRangeElementsBaseVertex" extern function gl_draw_elements_instanced_base_vertex(mode: int, count: int, type: int, indices: pointer, instancecount: int, basevertex: int) = "lgl_DrawElementsInstancedBaseVertex" extern function gl_multi_draw_elements_base_vertex(mode: int, count: pointer, type: int, indices: pointer, drawcount: int, basevertex: pointer) = "lgl_MultiDrawElementsBaseVertex" extern function gl_provoking_vertex(mode: int) = "lgl_ProvokingVertex" extern function gl_fence_sync(condition: int, flags: int) -> pointer = "lgl_FenceSync" extern function gl_is_sync(sync: pointer) -> int = "lgl_IsSync" extern function gl_delete_sync(sync: pointer) = "lgl_DeleteSync" extern function gl_client_wait_sync(sync: pointer, flags: int, timeout: long) -> int = "lgl_ClientWaitSync" extern function gl_wait_sync(sync: pointer, flags: int, timeout: long) = "lgl_WaitSync" extern function gl_get_integer64v(pname: int, params: pointer) = "lgl_GetInteger64v" extern function gl_get_synciv(sync: pointer, pname: int, buf_size: int, length: pointer, values: pointer) = "lgl_GetSynciv" extern function gl_tex_image2dmultisample(target: int, samples: int, internalformat: int, width: int, height: int, fixedsamplelocations: int) = "lgl_TexImage2DMultisample" extern function gl_tex_image3dmultisample(target: int, samples: int, internalformat: int, width: int, height: int, depth: int, fixedsamplelocations: int) = "lgl_TexImage3DMultisample" extern function gl_get_multisamplefv(pname: int, index: int, val: pointer) = "lgl_GetMultisamplefv" extern function gl_sample_maski(index: int, mask: int) = "lgl_SampleMaski" extern function gl_bind_frag_data_location_indexed(prog: int, color_number: int, index: int, name: pointer) = "lgl_BindFragDataLocationIndexed" extern function gl_get_frag_data_index(prog: int, name: pointer) -> int = "lgl_GetFragDataIndex" extern function gl_gen_samplers(count: int, samplers: pointer) = "lgl_GenSamplers" extern function gl_delete_samplers(count: int, samplers: pointer) = "lgl_DeleteSamplers" extern function gl_is_sampler(sampler: int) -> int = "lgl_IsSampler" extern function gl_bind_sampler(unit: int, sampler: int) = "lgl_BindSampler" extern function gl_sampler_parameteri(sampler: int, pname: int, param: int) = "lgl_SamplerParameteri" extern function gl_sampler_parameteriv(sampler: int, pname: int, param: pointer) = "lgl_SamplerParameteriv" extern function gl_sampler_parameterf(sampler: int, pname: int, param: fixed) = "lgl_SamplerParameterf" extern function gl_sampler_parameterfv(sampler: int, pname: int, param: pointer) = "lgl_SamplerParameterfv" extern function gl_sampler_parameter_iiv(sampler: int, pname: int, param: pointer) = "lgl_SamplerParameterIiv" extern function gl_sampler_parameter_iuiv(sampler: int, pname: int, param: pointer) = "lgl_SamplerParameterIuiv" extern function gl_get_sampler_parameteriv(sampler: int, pname: int, params: pointer) = "lgl_GetSamplerParameteriv" extern function gl_get_sampler_parameter_iiv(sampler: int, pname: int, params: pointer) = "lgl_GetSamplerParameterIiv" extern function gl_get_sampler_parameterfv(sampler: int, pname: int, params: pointer) = "lgl_GetSamplerParameterfv" extern function gl_get_sampler_parameter_iuiv(sampler: int, pname: int, params: pointer) = "lgl_GetSamplerParameterIuiv" extern function gl_query_counter(id: int, target: int) = "lgl_QueryCounter" extern function gl_get_query_objecti64v(id: int, pname: int, params: pointer) = "lgl_GetQueryObjecti64v" extern function gl_get_query_objectui64v(id: int, pname: int, params: pointer) = "lgl_GetQueryObjectui64v" extern function gl_vertex_attrib_p1ui(index: int, type: int, normalized: int, value: int) = "lgl_VertexAttribP1ui" extern function gl_vertex_attrib_p1uiv(index: int, type: int, normalized: int, value: pointer) = "lgl_VertexAttribP1uiv" extern function gl_vertex_attrib_p2ui(index: int, type: int, normalized: int, value: int) = "lgl_VertexAttribP2ui" extern function gl_vertex_attrib_p2uiv(index: int, type: int, normalized: int, value: pointer) = "lgl_VertexAttribP2uiv" extern function gl_vertex_attrib_p3ui(index: int, type: int, normalized: int, value: int) = "lgl_VertexAttribP3ui" extern function gl_vertex_attrib_p3uiv(index: int, type: int, normalized: int, value: pointer) = "lgl_VertexAttribP3uiv" extern function gl_vertex_attrib_p4ui(index: int, type: int, normalized: int, value: int) = "lgl_VertexAttribP4ui" extern function gl_vertex_attrib_p4uiv(index: int, type: int, normalized: int, value: pointer) = "lgl_VertexAttribP4uiv" extern function gl_draw_arrays_indirect(mode: int, indirect: pointer) = "lgl_DrawArraysIndirect" extern function gl_draw_elements_indirect(mode: int, type: int, indirect: pointer) = "lgl_DrawElementsIndirect" extern function gl_uniform1d(location: int, x: fixed) = "lgl_Uniform1d" extern function gl_uniform2d(location: int, x: fixed, y: fixed) = "lgl_Uniform2d" extern function gl_uniform3d(location: int, x: fixed, y: fixed, z: fixed) = "lgl_Uniform3d" extern function gl_uniform4d(location: int, x: fixed, y: fixed, z: fixed, w: fixed) = "lgl_Uniform4d" extern function gl_uniform1dv(location: int, count: int, value: pointer) = "lgl_Uniform1dv" extern function gl_uniform2dv(location: int, count: int, value: pointer) = "lgl_Uniform2dv" extern function gl_uniform3dv(location: int, count: int, value: pointer) = "lgl_Uniform3dv" extern function gl_uniform4dv(location: int, count: int, value: pointer) = "lgl_Uniform4dv" extern function gl_uniform_matrix2dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix2dv" extern function gl_uniform_matrix3dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix3dv" extern function gl_uniform_matrix4dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix4dv" extern function gl_uniform_matrix2x3dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix2x3dv" extern function gl_uniform_matrix2x4dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix2x4dv" extern function gl_uniform_matrix3x2dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix3x2dv" extern function gl_uniform_matrix3x4dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix3x4dv" extern function gl_uniform_matrix4x2dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix4x2dv" extern function gl_uniform_matrix4x3dv(location: int, count: int, transpose: int, value: pointer) = "lgl_UniformMatrix4x3dv" extern function gl_get_uniformdv(prog: int, location: int, params: pointer) = "lgl_GetUniformdv" extern function gl_get_subroutine_uniform_location(prog: int, shadertype: int, name: pointer) -> int = "lgl_GetSubroutineUniformLocation" extern function gl_get_subroutine_index(prog: int, shadertype: int, name: pointer) -> int = "lgl_GetSubroutineIndex" extern function gl_get_active_subroutine_uniformiv(prog: int, shadertype: int, index: int, pname: int, values: pointer) = "lgl_GetActiveSubroutineUniformiv" extern function gl_get_active_subroutine_uniform_name(prog: int, shadertype: int, index: int, bufsize: int, length: pointer, name: pointer) = "lgl_GetActiveSubroutineUniformName" extern function gl_get_active_subroutine_name(prog: int, shadertype: int, index: int, bufsize: int, length: pointer, name: pointer) = "lgl_GetActiveSubroutineName" extern function gl_uniform_subroutinesuiv(shadertype: int, count: int, indices: pointer) = "lgl_UniformSubroutinesuiv" extern function gl_get_uniform_subroutineuiv(shadertype: int, location: int, params: pointer) = "lgl_GetUniformSubroutineuiv" extern function gl_get_program_stageiv(prog: int, shadertype: int, pname: int, values: pointer) = "lgl_GetProgramStageiv" extern function gl_patch_parameteri(pname: int, value: int) = "lgl_PatchParameteri" extern function gl_patch_parameterfv(pname: int, values: pointer) = "lgl_PatchParameterfv" extern function gl_bind_transform_feedback(target: int, id: int) = "lgl_BindTransformFeedback" extern function gl_delete_transform_feedbacks(n: int, ids: pointer) = "lgl_DeleteTransformFeedbacks" extern function gl_gen_transform_feedbacks(n: int, ids: pointer) = "lgl_GenTransformFeedbacks" extern function gl_is_transform_feedback(id: int) -> int = "lgl_IsTransformFeedback" extern function gl_pause_transform_feedback() = "lgl_PauseTransformFeedback" extern function gl_resume_transform_feedback() = "lgl_ResumeTransformFeedback" extern function gl_draw_transform_feedback(mode: int, id: int) = "lgl_DrawTransformFeedback" extern function gl_draw_transform_feedback_stream(mode: int, id: int, stream: int) = "lgl_DrawTransformFeedbackStream" extern function gl_begin_query_indexed(target: int, index: int, id: int) = "lgl_BeginQueryIndexed" extern function gl_end_query_indexed(target: int, index: int) = "lgl_EndQueryIndexed" extern function gl_get_query_indexediv(target: int, index: int, pname: int, params: pointer) = "lgl_GetQueryIndexediv" extern function gl_release_shader_compiler() = "lgl_ReleaseShaderCompiler" extern function gl_shader_binary(count: int, shaders: pointer, binaryformat: int, binary: pointer, length: int) = "lgl_ShaderBinary" extern function gl_get_shader_precision_format(shadertype: int, precisiontype: int, range: pointer, precision: pointer) = "lgl_GetShaderPrecisionFormat" extern function gl_depth_rangef(n: fixed, f: fixed) = "lgl_DepthRangef" extern function gl_clear_depthf(d: fixed) = "lgl_ClearDepthf" extern function gl_get_program_binary(prog: int, buf_size: int, length: pointer, binary_format: pointer, binary: pointer) = "lgl_GetProgramBinary" extern function gl_program_binary(prog: int, binary_format: int, binary: pointer, length: int) = "lgl_ProgramBinary" extern function gl_program_parameteri(prog: int, pname: int, value: int) = "lgl_ProgramParameteri" extern function gl_use_program_stages(pipeline: int, stages: int, prog: int) = "lgl_UseProgramStages" extern function gl_active_shader_program(pipeline: int, prog: int) = "lgl_ActiveShaderProgram" extern function gl_create_shader_programv(type: int, count: int, strings: pointer) -> int = "lgl_CreateShaderProgramv" extern function gl_bind_program_pipeline(pipeline: int) = "lgl_BindProgramPipeline" extern function gl_delete_program_pipelines(n: int, pipelines: pointer) = "lgl_DeleteProgramPipelines" extern function gl_gen_program_pipelines(n: int, pipelines: pointer) = "lgl_GenProgramPipelines" extern function gl_is_program_pipeline(pipeline: int) -> int = "lgl_IsProgramPipeline" extern function gl_get_program_pipelineiv(pipeline: int, pname: int, params: pointer) = "lgl_GetProgramPipelineiv" extern function gl_program_uniform1i(prog: int, location: int, v0: int) = "lgl_ProgramUniform1i" extern function gl_program_uniform1iv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform1iv" extern function gl_program_uniform1f(prog: int, location: int, v0: fixed) = "lgl_ProgramUniform1f" extern function gl_program_uniform1fv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform1fv" extern function gl_program_uniform1d(prog: int, location: int, v0: fixed) = "lgl_ProgramUniform1d" extern function gl_program_uniform1dv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform1dv" extern function gl_program_uniform1ui(prog: int, location: int, v0: int) = "lgl_ProgramUniform1ui" extern function gl_program_uniform1uiv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform1uiv" extern function gl_program_uniform2i(prog: int, location: int, v0: int, v1: int) = "lgl_ProgramUniform2i" extern function gl_program_uniform2iv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform2iv" extern function gl_program_uniform2f(prog: int, location: int, v0: fixed, v1: fixed) = "lgl_ProgramUniform2f" extern function gl_program_uniform2fv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform2fv" extern function gl_program_uniform2d(prog: int, location: int, v0: fixed, v1: fixed) = "lgl_ProgramUniform2d" extern function gl_program_uniform2dv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform2dv" extern function gl_program_uniform2ui(prog: int, location: int, v0: int, v1: int) = "lgl_ProgramUniform2ui" extern function gl_program_uniform2uiv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform2uiv" extern function gl_program_uniform3i(prog: int, location: int, v0: int, v1: int, v2: int) = "lgl_ProgramUniform3i" extern function gl_program_uniform3iv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform3iv" extern function gl_program_uniform3f(prog: int, location: int, v0: fixed, v1: fixed, v2: fixed) = "lgl_ProgramUniform3f" extern function gl_program_uniform3fv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform3fv" extern function gl_program_uniform3d(prog: int, location: int, v0: fixed, v1: fixed, v2: fixed) = "lgl_ProgramUniform3d" extern function gl_program_uniform3dv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform3dv" extern function gl_program_uniform3ui(prog: int, location: int, v0: int, v1: int, v2: int) = "lgl_ProgramUniform3ui" extern function gl_program_uniform3uiv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform3uiv" extern function gl_program_uniform4i(prog: int, location: int, v0: int, v1: int, v2: int, v3: int) = "lgl_ProgramUniform4i" extern function gl_program_uniform4iv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform4iv" extern function gl_program_uniform4f(prog: int, location: int, v0: fixed, v1: fixed, v2: fixed, v3: fixed) = "lgl_ProgramUniform4f" extern function gl_program_uniform4fv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform4fv" extern function gl_program_uniform4d(prog: int, location: int, v0: fixed, v1: fixed, v2: fixed, v3: fixed) = "lgl_ProgramUniform4d" extern function gl_program_uniform4dv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform4dv" extern function gl_program_uniform4ui(prog: int, location: int, v0: int, v1: int, v2: int, v3: int) = "lgl_ProgramUniform4ui" extern function gl_program_uniform4uiv(prog: int, location: int, count: int, value: pointer) = "lgl_ProgramUniform4uiv" extern function gl_program_uniform_matrix2fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix2fv" extern function gl_program_uniform_matrix3fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix3fv" extern function gl_program_uniform_matrix4fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix4fv" extern function gl_program_uniform_matrix2dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix2dv" extern function gl_program_uniform_matrix3dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix3dv" extern function gl_program_uniform_matrix4dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix4dv" extern function gl_program_uniform_matrix2x3fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix2x3fv" extern function gl_program_uniform_matrix3x2fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix3x2fv" extern function gl_program_uniform_matrix2x4fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix2x4fv" extern function gl_program_uniform_matrix4x2fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix4x2fv" extern function gl_program_uniform_matrix3x4fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix3x4fv" extern function gl_program_uniform_matrix4x3fv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix4x3fv" extern function gl_program_uniform_matrix2x3dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix2x3dv" extern function gl_program_uniform_matrix3x2dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix3x2dv" extern function gl_program_uniform_matrix2x4dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix2x4dv" extern function gl_program_uniform_matrix4x2dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix4x2dv" extern function gl_program_uniform_matrix3x4dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix3x4dv" extern function gl_program_uniform_matrix4x3dv(prog: int, location: int, count: int, transpose: int, value: pointer) = "lgl_ProgramUniformMatrix4x3dv" extern function gl_validate_program_pipeline(pipeline: int) = "lgl_ValidateProgramPipeline" extern function gl_get_program_pipeline_info_log(pipeline: int, buf_size: int, length: pointer, info_log: pointer) = "lgl_GetProgramPipelineInfoLog" extern function gl_vertex_attrib_l1d(index: int, x: fixed) = "lgl_VertexAttribL1d" extern function gl_vertex_attrib_l2d(index: int, x: fixed, y: fixed) = "lgl_VertexAttribL2d" extern function gl_vertex_attrib_l3d(index: int, x: fixed, y: fixed, z: fixed) = "lgl_VertexAttribL3d" extern function gl_vertex_attrib_l4d(index: int, x: fixed, y: fixed, z: fixed, w: fixed) = "lgl_VertexAttribL4d" extern function gl_vertex_attrib_l1dv(index: int, v: pointer) = "lgl_VertexAttribL1dv" extern function gl_vertex_attrib_l2dv(index: int, v: pointer) = "lgl_VertexAttribL2dv" extern function gl_vertex_attrib_l3dv(index: int, v: pointer) = "lgl_VertexAttribL3dv" extern function gl_vertex_attrib_l4dv(index: int, v: pointer) = "lgl_VertexAttribL4dv" extern function gl_vertex_attrib_lpointer(index: int, size: int, type: int, stride: int, offset: pointer) = "lgl_VertexAttribLPointer" extern function gl_get_vertex_attrib_ldv(index: int, pname: int, params: pointer) = "lgl_GetVertexAttribLdv" extern function gl_viewport_arrayv(first: int, count: int, v: pointer) = "lgl_ViewportArrayv" extern function gl_viewport_indexedf(index: int, x: fixed, y: fixed, w: fixed, h: fixed) = "lgl_ViewportIndexedf" extern function gl_viewport_indexedfv(index: int, v: pointer) = "lgl_ViewportIndexedfv" extern function gl_scissor_arrayv(first: int, count: int, v: pointer) = "lgl_ScissorArrayv" extern function gl_scissor_indexed(index: int, left: int, bottom: int, width: int, height: int) = "lgl_ScissorIndexed" extern function gl_scissor_indexedv(index: int, v: pointer) = "lgl_ScissorIndexedv" extern function gl_depth_range_arrayv(first: int, count: int, v: pointer) = "lgl_DepthRangeArrayv" extern function gl_depth_range_indexed(index: int, n: fixed, f: fixed) = "lgl_DepthRangeIndexed" extern function gl_get_floati_v(target: int, index: int, data: pointer) = "lgl_GetFloati_v" extern function gl_get_doublei_v(target: int, index: int, data: pointer) = "lgl_GetDoublei_v"