aboutsummaryrefslogtreecommitdiffstats
path: root/Godeps/_workspace/src/github.com/obscuren/qml/gl/4.3core/funcs.h
blob: b65f69bc4ca7676c26b194c8c47d0a80fb0e6219 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530

// ** file automatically generated by glgen -- do not edit manually **

#ifndef __cplusplus
#include <inttypes.h>
#include <stddef.h>
typedef unsigned int    GLenum;
typedef unsigned char   GLboolean;
typedef unsigned int    GLbitfield;
typedef void        GLvoid;
typedef char            GLchar;
typedef signed char GLbyte;     /* 1-byte signed */
typedef short       GLshort;    /* 2-byte signed */
typedef int     GLint;      /* 4-byte signed */
typedef unsigned char   GLubyte;    /* 1-byte unsigned */
typedef unsigned short  GLushort;   /* 2-byte unsigned */
typedef unsigned int    GLuint;     /* 4-byte unsigned */
typedef int     GLsizei;    /* 4-byte signed */
typedef float       GLfloat;    /* single precision float */
typedef float       GLclampf;   /* single precision float in [0,1] */
typedef double      GLdouble;   /* double precision float */
typedef double      GLclampd;   /* double precision float in [0,1] */
typedef int64_t         GLint64;
typedef uint64_t        GLuint64;
typedef ptrdiff_t       GLintptr;
typedef ptrdiff_t       GLsizeiptr;
typedef ptrdiff_t       GLintptrARB;
typedef ptrdiff_t       GLsizeiptrARB;
typedef struct __GLsync *GLsync;
#endif

#ifdef __cplusplus
extern "C" {
#endif

void *gl4_3core_funcs();

void gl4_3core_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height);
void gl4_3core_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal);
GLboolean gl4_3core_glIsEnabled(void *_glfuncs, GLenum cap);
void gl4_3core_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params);
void gl4_3core_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params);
void gl4_3core_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl4_3core_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params);
void gl4_3core_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels);
void gl4_3core_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params);
void gl4_3core_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params);
GLenum gl4_3core_glGetError(void *_glfuncs);
void gl4_3core_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params);
void gl4_3core_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params);
void gl4_3core_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels);
void gl4_3core_glReadBuffer(void *_glfuncs, GLenum mode);
void gl4_3core_glPixelStorei(void *_glfuncs, GLenum pname, GLint param);
void gl4_3core_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param);
void gl4_3core_glDepthFunc(void *_glfuncs, GLenum glfunc);
void gl4_3core_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass);
void gl4_3core_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask);
void gl4_3core_glLogicOp(void *_glfuncs, GLenum opcode);
void gl4_3core_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor);
void gl4_3core_glFlush(void *_glfuncs);
void gl4_3core_glFinish(void *_glfuncs);
void gl4_3core_glEnable(void *_glfuncs, GLenum cap);
void gl4_3core_glDisable(void *_glfuncs, GLenum cap);
void gl4_3core_glDepthMask(void *_glfuncs, GLboolean flag);
void gl4_3core_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void gl4_3core_glStencilMask(void *_glfuncs, GLuint mask);
void gl4_3core_glClearDepth(void *_glfuncs, GLdouble depth);
void gl4_3core_glClearStencil(void *_glfuncs, GLint s);
void gl4_3core_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void gl4_3core_glClear(void *_glfuncs, GLbitfield mask);
void gl4_3core_glDrawBuffer(void *_glfuncs, GLenum mode);
void gl4_3core_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl4_3core_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl4_3core_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params);
void gl4_3core_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param);
void gl4_3core_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params);
void gl4_3core_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param);
void gl4_3core_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height);
void gl4_3core_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode);
void gl4_3core_glPointSize(void *_glfuncs, GLfloat size);
void gl4_3core_glLineWidth(void *_glfuncs, GLfloat width);
void gl4_3core_glHint(void *_glfuncs, GLenum target, GLenum mode);
void gl4_3core_glFrontFace(void *_glfuncs, GLenum mode);
void gl4_3core_glCullFace(void *_glfuncs, GLenum mode);
void gl4_3core_glIndexubv(void *_glfuncs, const GLubyte* c);
void gl4_3core_glIndexub(void *_glfuncs, GLubyte c);
GLboolean gl4_3core_glIsTexture(void *_glfuncs, GLuint texture);
void gl4_3core_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures);
void gl4_3core_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures);
void gl4_3core_glBindTexture(void *_glfuncs, GLenum target, GLuint texture);
void gl4_3core_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl4_3core_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl4_3core_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void gl4_3core_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void gl4_3core_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void gl4_3core_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
void gl4_3core_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units);
void gl4_3core_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices);
void gl4_3core_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count);
void gl4_3core_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void gl4_3core_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl4_3core_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl4_3core_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices);
void gl4_3core_glBlendEquation(void *_glfuncs, GLenum mode);
void gl4_3core_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void gl4_3core_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img);
void gl4_3core_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data);
void gl4_3core_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
void gl4_3core_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
void gl4_3core_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data);
void gl4_3core_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
void gl4_3core_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
void gl4_3core_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert);
void gl4_3core_glActiveTexture(void *_glfuncs, GLenum texture);
void gl4_3core_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params);
void gl4_3core_glPointParameteri(void *_glfuncs, GLenum pname, GLint param);
void gl4_3core_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params);
void gl4_3core_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param);
void gl4_3core_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount);
void gl4_3core_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
void gl4_3core_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
GLboolean gl4_3core_glUnmapBuffer(void *_glfuncs, GLenum target);
void gl4_3core_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data);
void gl4_3core_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
void gl4_3core_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GLboolean gl4_3core_glIsBuffer(void *_glfuncs, GLuint buffer);
void gl4_3core_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers);
void gl4_3core_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers);
void gl4_3core_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer);
void gl4_3core_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params);
void gl4_3core_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params);
void gl4_3core_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl4_3core_glEndQuery(void *_glfuncs, GLenum target);
void gl4_3core_glBeginQuery(void *_glfuncs, GLenum target, GLuint id);
GLboolean gl4_3core_glIsQuery(void *_glfuncs, GLuint id);
void gl4_3core_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids);
void gl4_3core_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids);
void gl4_3core_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset);
void gl4_3core_glValidateProgram(void *_glfuncs, GLuint program);
void gl4_3core_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void gl4_3core_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2);
void gl4_3core_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1);
void gl4_3core_glUniform1i(void *_glfuncs, GLint location, GLint v0);
void gl4_3core_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void gl4_3core_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void gl4_3core_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1);
void gl4_3core_glUniform1f(void *_glfuncs, GLint location, GLfloat v0);
void gl4_3core_glUseProgram(void *_glfuncs, GLuint program);
void gl4_3core_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length);
void gl4_3core_glLinkProgram(void *_glfuncs, GLuint program);
GLboolean gl4_3core_glIsShader(void *_glfuncs, GLuint shader);
GLboolean gl4_3core_glIsProgram(void *_glfuncs, GLuint program);
void gl4_3core_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params);
void gl4_3core_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params);
void gl4_3core_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params);
void gl4_3core_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params);
void gl4_3core_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params);
GLint gl4_3core_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name);
void gl4_3core_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source);
void gl4_3core_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void gl4_3core_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params);
void gl4_3core_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void gl4_3core_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params);
GLint gl4_3core_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name);
void gl4_3core_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj);
void gl4_3core_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name);
void gl4_3core_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name);
void gl4_3core_glEnableVertexAttribArray(void *_glfuncs, GLuint index);
void gl4_3core_glDisableVertexAttribArray(void *_glfuncs, GLuint index);
void gl4_3core_glDetachShader(void *_glfuncs, GLuint program, GLuint shader);
void gl4_3core_glDeleteShader(void *_glfuncs, GLuint shader);
void gl4_3core_glDeleteProgram(void *_glfuncs, GLuint program);
GLuint gl4_3core_glCreateShader(void *_glfuncs, GLenum gltype);
GLuint gl4_3core_glCreateProgram(void *_glfuncs);
void gl4_3core_glCompileShader(void *_glfuncs, GLuint shader);
void gl4_3core_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name);
void gl4_3core_glAttachShader(void *_glfuncs, GLuint program, GLuint shader);
void gl4_3core_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask);
void gl4_3core_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask);
void gl4_3core_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void gl4_3core_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs);
void gl4_3core_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha);
void gl4_3core_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GLboolean gl4_3core_glIsVertexArray(void *_glfuncs, GLuint array);
void gl4_3core_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays);
void gl4_3core_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays);
void gl4_3core_glBindVertexArray(void *_glfuncs, GLuint array);
void gl4_3core_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length);
void gl4_3core_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
void gl4_3core_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height);
void gl4_3core_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void gl4_3core_glGenerateMipmap(void *_glfuncs, GLenum target);
void gl4_3core_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params);
void gl4_3core_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void gl4_3core_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void gl4_3core_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void gl4_3core_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GLenum gl4_3core_glCheckFramebufferStatus(void *_glfuncs, GLenum target);
void gl4_3core_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers);
void gl4_3core_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers);
void gl4_3core_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer);
GLboolean gl4_3core_glIsFramebuffer(void *_glfuncs, GLuint framebuffer);
void gl4_3core_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl4_3core_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
void gl4_3core_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers);
void gl4_3core_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers);
void gl4_3core_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer);
GLboolean gl4_3core_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer);
void gl4_3core_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void gl4_3core_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value);
void gl4_3core_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value);
void gl4_3core_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value);
void gl4_3core_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params);
void gl4_3core_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl4_3core_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params);
void gl4_3core_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params);
void gl4_3core_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gl4_3core_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2);
void gl4_3core_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1);
void gl4_3core_glUniform1ui(void *_glfuncs, GLint location, GLuint v0);
GLint gl4_3core_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name);
void gl4_3core_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name);
void gl4_3core_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params);
void gl4_3core_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params);
void gl4_3core_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params);
void gl4_3core_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer);
void gl4_3core_glEndConditionalRender(void *_glfuncs);
void gl4_3core_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode);
void gl4_3core_glClampColor(void *_glfuncs, GLenum target, GLenum clamp);
void gl4_3core_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name);
void gl4_3core_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer);
void gl4_3core_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
void gl4_3core_glEndTransformFeedback(void *_glfuncs);
void gl4_3core_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode);
GLboolean gl4_3core_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index);
void gl4_3core_glDisablei(void *_glfuncs, GLenum target, GLuint index);
void gl4_3core_glEnablei(void *_glfuncs, GLenum target, GLuint index);
void gl4_3core_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data);
void gl4_3core_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data);
void gl4_3core_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
void gl4_3core_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
void gl4_3core_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1);
void gl4_3core_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);
void gl4_3core_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
GLuint gl4_3core_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName);
void gl4_3core_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName);
void gl4_3core_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
void gl4_3core_glPrimitiveRestartIndex(void *_glfuncs, GLuint index);
void gl4_3core_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer);
void gl4_3core_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount);
void gl4_3core_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
void gl4_3core_glSampleMaski(void *_glfuncs, GLuint index, GLbitfield mask);
void gl4_3core_glGetMultisamplefv(void *_glfuncs, GLenum pname, GLuint index, GLfloat* val);
void gl4_3core_glTexImage3DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
void gl4_3core_glTexImage2DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
void gl4_3core_glGetSynciv(void *_glfuncs, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values);
void gl4_3core_glGetInteger64v(void *_glfuncs, GLenum pname, GLint64* params);
void gl4_3core_glWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout);
GLenum gl4_3core_glClientWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout);
void gl4_3core_glDeleteSync(void *_glfuncs, GLsync sync);
GLboolean gl4_3core_glIsSync(void *_glfuncs, GLsync sync);
GLsync gl4_3core_glFenceSync(void *_glfuncs, GLenum condition, GLbitfield flags);
void gl4_3core_glProvokingVertex(void *_glfuncs, GLenum mode);
void gl4_3core_glDrawElementsInstancedBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLint basevertex);
void gl4_3core_glDrawRangeElementsBaseVertex(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex);
void gl4_3core_glDrawElementsBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex);
void gl4_3core_glFramebufferTexture(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level);
void gl4_3core_glGetBufferParameteri64v(void *_glfuncs, GLenum target, GLenum pname, GLint64* params);
void gl4_3core_glGetInteger64i_v(void *_glfuncs, GLenum target, GLuint index, GLint64* data);
void gl4_3core_glVertexAttribP4uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value);
void gl4_3core_glVertexAttribP4ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value);
void gl4_3core_glVertexAttribP3uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value);
void gl4_3core_glVertexAttribP3ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value);
void gl4_3core_glVertexAttribP2uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value);
void gl4_3core_glVertexAttribP2ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value);
void gl4_3core_glVertexAttribP1uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value);
void gl4_3core_glVertexAttribP1ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value);
void gl4_3core_glSecondaryColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color);
void gl4_3core_glSecondaryColorP3ui(void *_glfuncs, GLenum gltype, GLuint color);
void gl4_3core_glColorP4uiv(void *_glfuncs, GLenum gltype, const GLuint* color);
void gl4_3core_glColorP4ui(void *_glfuncs, GLenum gltype, GLuint color);
void gl4_3core_glColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color);
void gl4_3core_glColorP3ui(void *_glfuncs, GLenum gltype, GLuint color);
void gl4_3core_glNormalP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords);
void gl4_3core_glNormalP3ui(void *_glfuncs, GLenum gltype, GLuint coords);
void gl4_3core_glMultiTexCoordP4uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords);
void gl4_3core_glMultiTexCoordP4ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords);
void gl4_3core_glMultiTexCoordP3uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords);
void gl4_3core_glMultiTexCoordP3ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords);
void gl4_3core_glMultiTexCoordP2uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords);
void gl4_3core_glMultiTexCoordP2ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords);
void gl4_3core_glMultiTexCoordP1uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords);
void gl4_3core_glMultiTexCoordP1ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords);
void gl4_3core_glTexCoordP4uiv(void *_glfuncs, GLenum gltype, const GLuint* coords);
void gl4_3core_glTexCoordP4ui(void *_glfuncs, GLenum gltype, GLuint coords);
void gl4_3core_glTexCoordP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords);
void gl4_3core_glTexCoordP3ui(void *_glfuncs, GLenum gltype, GLuint coords);
void gl4_3core_glTexCoordP2uiv(void *_glfuncs, GLenum gltype, const GLuint* coords);
void gl4_3core_glTexCoordP2ui(void *_glfuncs, GLenum gltype, GLuint coords);
void gl4_3core_glTexCoordP1uiv(void *_glfuncs, GLenum gltype, const GLuint* coords);
void gl4_3core_glTexCoordP1ui(void *_glfuncs, GLenum gltype, GLuint coords);
void gl4_3core_glVertexP4uiv(void *_glfuncs, GLenum gltype, const GLuint* value);
void gl4_3core_glVertexP4ui(void *_glfuncs, GLenum gltype, GLuint value);
void gl4_3core_glVertexP3uiv(void *_glfuncs, GLenum gltype, const GLuint* value);
void gl4_3core_glVertexP3ui(void *_glfuncs, GLenum gltype, GLuint value);
void gl4_3core_glVertexP2uiv(void *_glfuncs, GLenum gltype, const GLuint* value);
void gl4_3core_glVertexP2ui(void *_glfuncs, GLenum gltype, GLuint value);
void gl4_3core_glGetQueryObjectui64v(void *_glfuncs, GLuint id, GLenum pname, GLuint64* params);
void gl4_3core_glGetQueryObjecti64v(void *_glfuncs, GLuint id, GLenum pname, GLint64* params);
void gl4_3core_glQueryCounter(void *_glfuncs, GLuint id, GLenum target);
void gl4_3core_glGetSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, GLuint* params);
void gl4_3core_glGetSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat* params);
void gl4_3core_glGetSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params);
void gl4_3core_glGetSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params);
void gl4_3core_glSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLuint* param);
void gl4_3core_glSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param);
void gl4_3core_glSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, const GLfloat* param);
void gl4_3core_glSamplerParameterf(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat param);
void gl4_3core_glSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param);
void gl4_3core_glSamplerParameteri(void *_glfuncs, GLuint sampler, GLenum pname, GLint param);
void gl4_3core_glBindSampler(void *_glfuncs, GLuint unit, GLuint sampler);
GLboolean gl4_3core_glIsSampler(void *_glfuncs, GLuint sampler);
void gl4_3core_glDeleteSamplers(void *_glfuncs, GLsizei count, const GLuint* samplers);
void gl4_3core_glGenSamplers(void *_glfuncs, GLsizei count, GLuint* samplers);
GLint gl4_3core_glGetFragDataIndex(void *_glfuncs, GLuint program, const GLchar* name);
void gl4_3core_glBindFragDataLocationIndexed(void *_glfuncs, GLuint program, GLuint colorNumber, GLuint index, const GLchar* name);
void gl4_3core_glVertexAttribDivisor(void *_glfuncs, GLuint index, GLuint divisor);
void gl4_3core_glGetQueryIndexediv(void *_glfuncs, GLenum target, GLuint index, GLenum pname, GLint* params);
void gl4_3core_glEndQueryIndexed(void *_glfuncs, GLenum target, GLuint index);
void gl4_3core_glBeginQueryIndexed(void *_glfuncs, GLenum target, GLuint index, GLuint id);
void gl4_3core_glDrawTransformFeedbackStream(void *_glfuncs, GLenum mode, GLuint id, GLuint stream);
void gl4_3core_glDrawTransformFeedback(void *_glfuncs, GLenum mode, GLuint id);
void gl4_3core_glResumeTransformFeedback(void *_glfuncs);
void gl4_3core_glPauseTransformFeedback(void *_glfuncs);
GLboolean gl4_3core_glIsTransformFeedback(void *_glfuncs, GLuint id);
void gl4_3core_glGenTransformFeedbacks(void *_glfuncs, GLsizei n, GLuint* ids);
void gl4_3core_glDeleteTransformFeedbacks(void *_glfuncs, GLsizei n, const GLuint* ids);
void gl4_3core_glBindTransformFeedback(void *_glfuncs, GLenum target, GLuint id);
void gl4_3core_glPatchParameterfv(void *_glfuncs, GLenum pname, const GLfloat* values);
void gl4_3core_glPatchParameteri(void *_glfuncs, GLenum pname, GLint value);
void gl4_3core_glGetProgramStageiv(void *_glfuncs, GLuint program, GLenum shadertype, GLenum pname, GLint* values);
void gl4_3core_glGetUniformSubroutineuiv(void *_glfuncs, GLenum shadertype, GLint location, GLuint* params);
void gl4_3core_glUniformSubroutinesuiv(void *_glfuncs, GLenum shadertype, GLsizei count, const GLuint* value);
void gl4_3core_glGetActiveSubroutineName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name);
void gl4_3core_glGetActiveSubroutineUniformName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name);
void gl4_3core_glGetActiveSubroutineUniformiv(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values);
GLuint gl4_3core_glGetSubroutineIndex(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name);
GLint gl4_3core_glGetSubroutineUniformLocation(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name);
void gl4_3core_glGetUniformdv(void *_glfuncs, GLuint program, GLint location, GLdouble* params);
void gl4_3core_glUniformMatrix4x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix4x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix3x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix3x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix2x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix2x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniformMatrix2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glUniform4dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glUniform3dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glUniform2dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glUniform1dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glUniform4d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
void gl4_3core_glUniform3d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
void gl4_3core_glUniform2d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1);
void gl4_3core_glUniform1d(void *_glfuncs, GLint location, GLdouble v0);
void gl4_3core_glDrawElementsIndirect(void *_glfuncs, GLenum mode, GLenum gltype, const GLvoid* indirect);
void gl4_3core_glDrawArraysIndirect(void *_glfuncs, GLenum mode, const GLvoid* indirect);
void gl4_3core_glBlendFuncSeparatei(void *_glfuncs, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void gl4_3core_glBlendFunci(void *_glfuncs, GLuint buf, GLenum src, GLenum dst);
void gl4_3core_glBlendEquationSeparatei(void *_glfuncs, GLuint buf, GLenum modeRGB, GLenum modeAlpha);
void gl4_3core_glBlendEquationi(void *_glfuncs, GLuint buf, GLenum mode);
void gl4_3core_glMinSampleShading(void *_glfuncs, GLfloat value);
void gl4_3core_glGetDoublei_v(void *_glfuncs, GLenum target, GLuint index, GLdouble* data);
void gl4_3core_glGetFloati_v(void *_glfuncs, GLenum target, GLuint index, GLfloat* data);
void gl4_3core_glDepthRangeIndexed(void *_glfuncs, GLuint index, GLdouble n, GLdouble f);
void gl4_3core_glDepthRangeArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLdouble* v);
void gl4_3core_glScissorIndexedv(void *_glfuncs, GLuint index, const GLint* v);
void gl4_3core_glScissorIndexed(void *_glfuncs, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
void gl4_3core_glScissorArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLint* v);
void gl4_3core_glViewportIndexedfv(void *_glfuncs, GLuint index, const GLfloat* v);
void gl4_3core_glViewportIndexedf(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
void gl4_3core_glViewportArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLfloat* v);
void gl4_3core_glGetVertexAttribLdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params);
void gl4_3core_glVertexAttribLPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer);
void gl4_3core_glVertexAttribL4dv(void *_glfuncs, GLuint index, const GLdouble* v);
void gl4_3core_glVertexAttribL3dv(void *_glfuncs, GLuint index, const GLdouble* v);
void gl4_3core_glVertexAttribL2dv(void *_glfuncs, GLuint index, const GLdouble* v);
void gl4_3core_glVertexAttribL1dv(void *_glfuncs, GLuint index, const GLdouble* v);
void gl4_3core_glVertexAttribL4d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void gl4_3core_glVertexAttribL3d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z);
void gl4_3core_glVertexAttribL2d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y);
void gl4_3core_glVertexAttribL1d(void *_glfuncs, GLuint index, GLdouble x);
void gl4_3core_glGetProgramPipelineInfoLog(void *_glfuncs, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void gl4_3core_glValidateProgramPipeline(void *_glfuncs, GLuint pipeline);
void gl4_3core_glProgramUniformMatrix4x3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix3x4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix4x2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix2x4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix3x2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix2x3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix4x3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix3x4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix4x2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix2x4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix3x2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix2x3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void gl4_3core_glProgramUniformMatrix4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniformMatrix2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl4_3core_glProgramUniform4uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glProgramUniform4ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gl4_3core_glProgramUniform4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glProgramUniform4d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
void gl4_3core_glProgramUniform4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glProgramUniform4f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void gl4_3core_glProgramUniform4iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glProgramUniform4i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void gl4_3core_glProgramUniform3uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glProgramUniform3ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
void gl4_3core_glProgramUniform3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glProgramUniform3d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
void gl4_3core_glProgramUniform3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glProgramUniform3f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void gl4_3core_glProgramUniform3iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glProgramUniform3i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
void gl4_3core_glProgramUniform2uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glProgramUniform2ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1);
void gl4_3core_glProgramUniform2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glProgramUniform2d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1);
void gl4_3core_glProgramUniform2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glProgramUniform2f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1);
void gl4_3core_glProgramUniform2iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glProgramUniform2i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1);
void gl4_3core_glProgramUniform1uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value);
void gl4_3core_glProgramUniform1ui(void *_glfuncs, GLuint program, GLint location, GLuint v0);
void gl4_3core_glProgramUniform1dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value);
void gl4_3core_glProgramUniform1d(void *_glfuncs, GLuint program, GLint location, GLdouble v0);
void gl4_3core_glProgramUniform1fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value);
void gl4_3core_glProgramUniform1f(void *_glfuncs, GLuint program, GLint location, GLfloat v0);
void gl4_3core_glProgramUniform1iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value);
void gl4_3core_glProgramUniform1i(void *_glfuncs, GLuint program, GLint location, GLint v0);
void gl4_3core_glGetProgramPipelineiv(void *_glfuncs, GLuint pipeline, GLenum pname, GLint* params);
GLboolean gl4_3core_glIsProgramPipeline(void *_glfuncs, GLuint pipeline);
void gl4_3core_glGenProgramPipelines(void *_glfuncs, GLsizei n, GLuint* pipelines);
void gl4_3core_glDeleteProgramPipelines(void *_glfuncs, GLsizei n, const GLuint* pipelines);
void gl4_3core_glBindProgramPipeline(void *_glfuncs, GLuint pipeline);
void gl4_3core_glActiveShaderProgram(void *_glfuncs, GLuint pipeline, GLuint program);
void gl4_3core_glUseProgramStages(void *_glfuncs, GLuint pipeline, GLbitfield stages, GLuint program);
void gl4_3core_glProgramParameteri(void *_glfuncs, GLuint program, GLenum pname, GLint value);
void gl4_3core_glProgramBinary(void *_glfuncs, GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length);
void gl4_3core_glGetProgramBinary(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
void gl4_3core_glClearDepthf(void *_glfuncs, GLfloat dd);
void gl4_3core_glDepthRangef(void *_glfuncs, GLfloat n, GLfloat f);
void gl4_3core_glGetShaderPrecisionFormat(void *_glfuncs, GLenum shadertype, GLenum precisionType, GLint* range_, GLint* precision);
void gl4_3core_glShaderBinary(void *_glfuncs, GLsizei count, const GLuint* shaders, GLenum binaryFormat, const GLvoid* binary, GLsizei length);
void gl4_3core_glReleaseShaderCompiler(void *_glfuncs);
void gl4_3core_glTexStorage3D(void *_glfuncs, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth);
void gl4_3core_glTexStorage2D(void *_glfuncs, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
void gl4_3core_glTexStorage1D(void *_glfuncs, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width);
void gl4_3core_glMemoryBarrier(void *_glfuncs, GLbitfield barriers);
void gl4_3core_glBindImageTexture(void *_glfuncs, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
void gl4_3core_glGetActiveAtomicCounterBufferiv(void *_glfuncs, GLuint program, GLuint bufferIndex, GLenum pname, GLint* params);
void gl4_3core_glGetInternalformativ(void *_glfuncs, GLenum target, GLenum internalFormat, GLenum pname, GLsizei bufSize, GLint* params);
void gl4_3core_glDrawTransformFeedbackStreamInstanced(void *_glfuncs, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
void gl4_3core_glDrawTransformFeedbackInstanced(void *_glfuncs, GLenum mode, GLuint id, GLsizei instancecount);
void gl4_3core_glDrawElementsInstancedBaseVertexBaseInstance(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
void gl4_3core_glDrawElementsInstancedBaseInstance(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLuint baseinstance);
void gl4_3core_glDrawArraysInstancedBaseInstance(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
void gl4_3core_glTexStorage3DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
void gl4_3core_glTexStorage2DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
void gl4_3core_glTexBufferRange(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer, GLintptr offset, GLsizeiptr size);
void gl4_3core_glShaderStorageBlockBinding(void *_glfuncs, GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
GLint gl4_3core_glGetProgramResourceLocationIndex(void *_glfuncs, GLuint program, GLenum programInterface, const GLchar* name);
GLint gl4_3core_glGetProgramResourceLocation(void *_glfuncs, GLuint program, GLenum programInterface, const GLchar* name);
void gl4_3core_glGetProgramResourceiv(void *_glfuncs, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
void gl4_3core_glGetProgramResourceName(void *_glfuncs, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name);
GLuint gl4_3core_glGetProgramResourceIndex(void *_glfuncs, GLuint program, GLenum programInterface, const GLchar* name);
void gl4_3core_glGetProgramInterfaceiv(void *_glfuncs, GLuint program, GLenum programInterface, GLenum pname, GLint* params);
void gl4_3core_glMultiDrawElementsIndirect(void *_glfuncs, GLenum mode, GLenum gltype, const GLvoid* indirect, GLsizei drawcount, GLsizei stride);
void gl4_3core_glMultiDrawArraysIndirect(void *_glfuncs, GLenum mode, const GLvoid* indirect, GLsizei drawcount, GLsizei stride);
void gl4_3core_glInvalidateSubFramebuffer(void *_glfuncs, GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);
void gl4_3core_glInvalidateFramebuffer(void *_glfuncs, GLenum target, GLsizei numAttachments, const GLenum* attachments);
void gl4_3core_glInvalidateBufferData(void *_glfuncs, GLuint buffer);
void gl4_3core_glInvalidateBufferSubData(void *_glfuncs, GLuint buffer, GLintptr offset, GLsizeiptr length);
void gl4_3core_glInvalidateTexImage(void *_glfuncs, GLuint texture, GLint level);
void gl4_3core_glInvalidateTexSubImage(void *_glfuncs, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
void gl4_3core_glGetInternalformati64v(void *_glfuncs, GLenum target, GLenum internalFormat, GLenum pname, GLsizei bufSize, GLint64* params);
void gl4_3core_glGetFramebufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl4_3core_glFramebufferParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param);
void gl4_3core_glVertexBindingDivisor(void *_glfuncs, GLuint bindingindex, GLuint divisor);
void gl4_3core_glVertexAttribBinding(void *_glfuncs, GLuint attribindex, GLuint bindingindex);
void gl4_3core_glVertexAttribLFormat(void *_glfuncs, GLuint attribindex, GLint size, GLenum gltype, GLuint relativeoffset);
void gl4_3core_glVertexAttribIFormat(void *_glfuncs, GLuint attribindex, GLint size, GLenum gltype, GLuint relativeoffset);
void gl4_3core_glVertexAttribFormat(void *_glfuncs, GLuint attribindex, GLint size, GLenum gltype, GLboolean normalized, GLuint relativeoffset);
void gl4_3core_glBindVertexBuffer(void *_glfuncs, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
void gl4_3core_glTextureView(void *_glfuncs, GLuint texture, GLenum target, GLuint origtexture, GLenum internalFormat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
void gl4_3core_glCopyImageSubData(void *_glfuncs, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
void gl4_3core_glDispatchComputeIndirect(void *_glfuncs, GLintptr indirect);
void gl4_3core_glDispatchCompute(void *_glfuncs, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
void gl4_3core_glClearBufferSubData(void *_glfuncs, GLenum target, GLenum internalFormat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum gltype, const GLvoid* data);
void gl4_3core_glClearBufferData(void *_glfuncs, GLenum target, GLenum internalFormat, GLenum format, GLenum gltype, const GLvoid* data);


#ifdef __cplusplus
} // extern "C"
#endif