// ** file automatically generated by glgen -- do not edit manually **
package GL
// #cgo CXXFLAGS: -std=c++0x -pedantic-errors -Wall -fno-strict-aliasing
// #cgo LDFLAGS: -lstdc++
// #cgo pkg-config: Qt5Core Qt5OpenGL
//
// #include "funcs.h"
//
// void free(void*);
//
import "C"
import (
"fmt"
"reflect"
"unsafe"
"gopkg.in/qml.v1/gl/glbase"
)
// API returns a value that offers methods matching the OpenGL version 4.2 API.
//
// The returned API must not be used after the provided OpenGL context becomes invalid.
func API(context glbase.Contexter) *GL {
gl := &GL{}
gl.funcs = C.gl4_2core_funcs()
if gl.funcs == nil {
panic(fmt.Errorf("OpenGL version 4.2 is not available"))
}
return gl
}
// GL implements the OpenGL version 4.2 API. Values of this
// type must be created via the API function, and it must not be used after
// the associated OpenGL context becomes invalid.
type GL struct {
funcs unsafe.Pointer
}
const (
FALSE = 0
TRUE = 1
NONE = 0
BYTE = 0x1400
UNSIGNED_BYTE = 0x1401
SHORT = 0x1402
UNSIGNED_SHORT = 0x1403
INT = 0x1404
UNSIGNED_INT = 0x1405
FLOAT = 0x1406
N2_BYTES = 0x1407
N3_BYTES = 0x1408
N4_BYTES = 0x1409
DOUBLE = 0x140A
HALF_FLOAT = 0x140B
FIXED = 0x140C
ACCUM = 0x0100
LOAD = 0x0101
RETURN = 0x0102
MULT = 0x0103
ADD = 0x0104
ACCUM_BUFFER_BIT = 0x00000200
ALL_ATTRIB_BITS = 0xFFFFFFFF
COLOR_BUFFER_BIT = 0x00004000
CURRENT_BIT = 0x00000001
DEPTH_BUFFER_BIT = 0x00000100
ENABLE_BIT = 0x00002000
EVAL_BIT = 0x00010000
FOG_BIT = 0x00000080
HINT_BIT = 0x00008000
LIGHTING_BIT = 0x00000040
LINE_BIT = 0x00000004
LIST_BIT = 0x00020000
MULTISAMPLE_BIT = 0x20000000
PIXEL_MODE_BIT = 0x00000020
POINT_BIT = 0x00000002
POLYGON_BIT = 0x00000008
POLYGON_STIPPLE_BIT = 0x00000010
SCISSOR_BIT = 0x00080000
STENCIL_BUFFER_BIT = 0x00000400
TEXTURE_BIT = 0x00040000
TRANSFORM_BIT = 0x00001000
VIEWPORT_BIT = 0x00000800
ALWAYS = 0x0207
EQUAL = 0x0202
GEQUAL = 0x0206
GREATER = 0x0204
LEQUAL = 0x0203
LESS = 0x0201
NEVER = 0x0200
NOTEQUAL = 0x0205
LOGIC_OP = 0x0BF1
DST_ALPHA = 0x0304
ONE = 1
ONE_MINUS_DST_ALPHA = 0x0305
ONE_MINUS_SRC_ALPHA = 0x0303
ONE_MINUS_SRC_COLOR = 0x0301
SRC_ALPHA = 0x0302
SRC_COLOR = 0x0300
ZERO = 0
DST_COLOR = 0x0306
ONE_MINUS_DST_COLOR = 0x0307
SRC_ALPHA_SATURATE = 0x0308
CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF
CLIENT_PIXEL_STORE_BIT = 0x00000001
CLIENT_VERTEX_ARRAY_BIT = 0x00000002
CLIP_DISTANCE0 = 0x3000
CLIP_DISTANCE1 = 0x3001
CLIP_DISTANCE2 = 0x3002
CLIP_DISTANCE3 = 0x3003
CLIP_DISTANCE4 = 0x3004
CLIP_DISTANCE5 = 0x3005
CLIP_DISTANCE6 = 0x3006
CLIP_DISTANCE7 = 0x3007
CLIP_PLANE0 = 0x3000
CLIP_PLANE1 = 0x3001
CLIP_PLANE2 = 0x3002
CLIP_PLANE3 = 0x3003
CLIP_PLANE4 = 0x3004
CLIP_PLANE5 = 0x3005
BACK = 0x0405
FRONT = 0x0404
FRONT_AND_BACK = 0x0408
AMBIENT = 0x1200
AMBIENT_AND_DIFFUSE = 0x1602
DIFFUSE = 0x1201
EMISSION = 0x1600
SPECULAR = 0x1202
CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x00000001
CONTEXT_COMPATIBILITY_PROFILE_BIT = 0x00000002
CONTEXT_CORE_PROFILE_BIT = 0x00000001
AUX0 = 0x0409
AUX1 = 0x040A
AUX2 = 0x040B
AUX3 = 0x040C
BACK_LEFT = 0x0402
BACK_RIGHT = 0x0403
FRONT_LEFT = 0x0400
FRONT_RIGHT = 0x0401
LEFT = 0x0406
RIGHT = 0x0407
ALPHA_TEST = 0x0BC0
AUTO_NORMAL = 0x0D80
BLEND = 0x0BE2
COLOR_ARRAY = 0x8076
COLOR_LOGIC_OP = 0x0BF2
COLOR_MATERIAL = 0x0B57
CULL_FACE = 0x0B44
DEPTH_TEST = 0x0B71
DITHER = 0x0BD0
EDGE_FLAG_ARRAY = 0x8079
FOG = 0x0B60
INDEX_ARRAY = 0x8077
INDEX_LOGIC_OP = 0x0BF1
LIGHT0 = 0x4000
LIGHT1 = 0x4001
LIGHT2 = 0x4002
LIGHT3 = 0x4003
LIGHT4 = 0x4004
LIGHT5 = 0x4005
LIGHT6 = 0x4006
LIGHT7 = 0x4007
LIGHTING = 0x0B50
LINE_SMOOTH = 0x0B20
LINE_STIPPLE = 0x0B24
MAP1_COLOR_4 = 0x0D90
MAP1_INDEX = 0x0D91
MAP1_NORMAL = 0x0D92
MAP1_TEXTURE_COORD_1 = 0x0D93
MAP1_TEXTURE_COORD_2 = 0x0D94
MAP1_TEXTURE_COORD_3 = 0x0D95
MAP1_TEXTURE_COORD_4 = 0x0D96
MAP1_VERTEX_3 = 0x0D97
MAP1_VERTEX_4 = 0x0D98
MAP2_COLOR_4 = 0x0DB0
MAP2_INDEX = 0x0DB1
MAP2_NORMAL = 0x0DB2
MAP2_TEXTURE_COORD_1 = 0x0DB3
MAP2_TEXTURE_COORD_2 = 0x0DB4
MAP2_TEXTURE_COORD_3 = 0x0DB5
MAP2_TEXTURE_COORD_4 = 0x0DB6
MAP2_VERTEX_3 = 0x0DB7
MAP2_VERTEX_4 = 0x0DB8
NORMALIZE = 0x0BA1
NORMAL_ARRAY = 0x8075
POINT_SMOOTH = 0x0B10
POLYGON_OFFSET_FILL = 0x8037
POLYGON_OFFSET_LINE = 0x2A02
POLYGON_OFFSET_POINT = 0x2A01
POLYGON_SMOOTH = 0x0B41
POLYGON_STIPPLE = 0x0B42
SCISSOR_TEST = 0x0C11
STENCIL_TEST = 0x0B90
TEXTURE_1D = 0x0DE0
TEXTURE_2D = 0x0DE1
TEXTURE_COORD_ARRAY = 0x8078
TEXTURE_GEN_Q = 0x0C63
TEXTURE_GEN_R = 0x0C62
TEXTURE_GEN_S = 0x0C60
TEXTURE_GEN_T = 0x0C61
VERTEX_ARRAY = 0x8074
INVALID_ENUM = 0x0500
INVALID_FRAMEBUFFER_OPERATION = 0x0506
INVALID_OPERATION = 0x0502
INVALID_VALUE = 0x0501
NO_ERROR = 0
OUT_OF_MEMORY = 0x0505
STACK_OVERFLOW = 0x0503
STACK_UNDERFLOW = 0x0504
N2D = 0x0600
N3D = 0x0601
N3D_COLOR = 0x0602
N3D_COLOR_TEXTURE = 0x0603
N4D_COLOR_TEXTURE = 0x0604
BITMAP_TOKEN = 0x0704
COPY_PIXEL_TOKEN = 0x0706
DRAW_PIXEL_TOKEN = 0x0705
LINE_RESET_TOKEN = 0x0707
LINE_TOKEN = 0x0702
PASS_THROUGH_TOKEN = 0x0700
POINT_TOKEN = 0x0701
POLYGON_TOKEN = 0x0703
EXP = 0x0800
EXP2 = 0x0801
LINEAR = 0x2601
FOG_COLOR = 0x0B66
FOG_DENSITY = 0x0B62
FOG_END = 0x0B64
FOG_INDEX = 0x0B61
FOG_MODE = 0x0B65
FOG_START = 0x0B63
CCW = 0x0901
CW = 0x0900
COEFF = 0x0A00
DOMAIN = 0x0A02
ORDER = 0x0A01
PIXEL_MAP_A_TO_A = 0x0C79
PIXEL_MAP_B_TO_B = 0x0C78
PIXEL_MAP_G_TO_G = 0x0C77
PIXEL_MAP_I_TO_A = 0x0C75
PIXEL_MAP_I_TO_B = 0x0C74
PIXEL_MAP_I_TO_G = 0x0C73
PIXEL_MAP_I_TO_I = 0x0C70
PIXEL_MAP_I_TO_R = 0x0C72
PIXEL_MAP_R_TO_R = 0x0C76
PIXEL_MAP_S_TO_S = 0x0C71
ACCUM_ALPHA_BITS = 0x0D5B
ACCUM_BLUE_BITS = 0x0D5A
ACCUM_CLEAR_VALUE = 0x0B80
ACCUM_GREEN_BITS = 0x0D59
ACCUM_RED_BITS = 0x0D58
ALIASED_LINE_WIDTH_RANGE = 0x846E
ALIASED_POINT_SIZE_RANGE = 0x846D
ALPHA_BIAS = 0x0D1D
ALPHA_BITS = 0x0D55
ALPHA_SCALE = 0x0D1C
ALPHA_TEST_FUNC = 0x0BC1
ALPHA_TEST_REF = 0x0BC2
ATTRIB_STACK_DEPTH = 0x0BB0
AUX_BUFFERS = 0x0C00
BLEND_DST = 0x0BE0
BLEND_SRC = 0x0BE1
BLUE_BIAS = 0x0D1B
BLUE_BITS = 0x0D54
BLUE_SCALE = 0x0D1A
CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1
COLOR_ARRAY_SIZE = 0x8081
COLOR_ARRAY_STRIDE = 0x8083
COLOR_ARRAY_TYPE = 0x8082
COLOR_CLEAR_VALUE = 0x0C22
COLOR_MATERIAL_FACE = 0x0B55
COLOR_MATERIAL_PARAMETER = 0x0B56
COLOR_WRITEMASK = 0x0C23
CULL_FACE_MODE = 0x0B45
CURRENT_COLOR = 0x0B00
CURRENT_INDEX = 0x0B01
CURRENT_NORMAL = 0x0B02
CURRENT_RASTER_COLOR = 0x0B04
CURRENT_RASTER_DISTANCE = 0x0B09
CURRENT_RASTER_INDEX = 0x0B05
CURRENT_RASTER_POSITION = 0x0B07
CURRENT_RASTER_POSITION_VALID = 0x0B08
CURRENT_RASTER_TEXTURE_COORDS = 0x0B06
CURRENT_TEXTURE_COORDS = 0x0B03
DEPTH_BIAS = 0x0D1F
DEPTH_BITS = 0x0D56
DEPTH_CLEAR_VALUE = 0x0B73
DEPTH_FUNC = 0x0B74
DEPTH_RANGE = 0x0B70
DEPTH_SCALE = 0x0D1E
DEPTH_WRITEMASK = 0x0B72
DOUBLEBUFFER = 0x0C32
DRAW_BUFFER = 0x0C01
EDGE_FLAG = 0x0B43
EDGE_FLAG_ARRAY_STRIDE = 0x808C
FEEDBACK_BUFFER_SIZE = 0x0DF1
FEEDBACK_BUFFER_TYPE = 0x0DF2
FOG_HINT = 0x0C54
FRONT_FACE = 0x0B46
GREEN_BIAS = 0x0D19
GREEN_BITS = 0x0D53
GREEN_SCALE = 0x0D18
INDEX_ARRAY_STRIDE = 0x8086
INDEX_ARRAY_TYPE = 0x8085
INDEX_BITS = 0x0D51
INDEX_CLEAR_VALUE = 0x0C20
INDEX_MODE = 0x0C30
INDEX_OFFSET = 0x0D13
INDEX_SHIFT = 0x0D12
INDEX_WRITEMASK = 0x0C21
LIGHT_MODEL_AMBIENT = 0x0B53
LIGHT_MODEL_COLOR_CONTROL = 0x81F8
LIGHT_MODEL_LOCAL_VIEWER = 0x0B51
LIGHT_MODEL_TWO_SIDE = 0x0B52
LINE_SMOOTH_HINT = 0x0C52
LINE_STIPPLE_PATTERN = 0x0B25
LINE_STIPPLE_REPEAT = 0x0B26
LINE_WIDTH = 0x0B21
LINE_WIDTH_GRANULARITY = 0x0B23
LINE_WIDTH_RANGE = 0x0B22
LIST_BASE = 0x0B32
LIST_INDEX = 0x0B33
LIST_MODE = 0x0B30
LOGIC_OP_MODE = 0x0BF0
MAP1_GRID_DOMAIN = 0x0DD0
MAP1_GRID_SEGMENTS = 0x0DD1
MAP2_GRID_DOMAIN = 0x0DD2
MAP2_GRID_SEGMENTS = 0x0DD3
MAP_COLOR = 0x0D10
MAP_STENCIL = 0x0D11
MATRIX_MODE = 0x0BA0
MAX_ATTRIB_STACK_DEPTH = 0x0D35
MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B
MAX_CLIP_DISTANCES = 0x0D32
MAX_CLIP_PLANES = 0x0D32
MAX_EVAL_ORDER = 0x0D30
MAX_LIGHTS = 0x0D31
MAX_LIST_NESTING = 0x0B31
MAX_MODELVIEW_STACK_DEPTH = 0x0D36
MAX_NAME_STACK_DEPTH = 0x0D37
MAX_PIXEL_MAP_TABLE = 0x0D34
MAX_PROJECTION_STACK_DEPTH = 0x0D38
MAX_TEXTURE_SIZE = 0x0D33
MAX_TEXTURE_STACK_DEPTH = 0x0D39
MAX_VIEWPORT_DIMS = 0x0D3A
MODELVIEW_MATRIX = 0x0BA6
MODELVIEW_STACK_DEPTH = 0x0BA3
NAME_STACK_DEPTH = 0x0D70
NORMAL_ARRAY_STRIDE = 0x807F
NORMAL_ARRAY_TYPE = 0x807E
PACK_ALIGNMENT = 0x0D05
PACK_LSB_FIRST = 0x0D01
PACK_ROW_LENGTH = 0x0D02
PACK_SKIP_PIXELS = 0x0D04
PACK_SKIP_ROWS = 0x0D03
PACK_SWAP_BYTES = 0x0D00
PERSPECTIVE_CORRECTION_HINT = 0x0C50
PIXEL_MAP_A_TO_A_SIZE = 0x0CB9
PIXEL_MAP_B_TO_B_SIZE = 0x0CB8
PIXEL_MAP_G_TO_G_SIZE = 0x0CB7
PIXEL_MAP_I_TO_A_SIZE = 0x0CB5
PIXEL_MAP_I_TO_B_SIZE = 0x0CB4
PIXEL_MAP_I_TO_G_SIZE = 0x0CB3
PIXEL_MAP_I_TO_I_SIZE = 0x0CB0
PIXEL_MAP_I_TO_R_SIZE = 0x0CB2
PIXEL_MAP_R_TO_R_SIZE = 0x0CB6
PIXEL_MAP_S_TO_S_SIZE = 0x0CB1
POINT_SIZE = 0x0B11
POINT_SIZE_GRANULARITY = 0x0B13
POINT_SIZE_RANGE = 0x0B12
POINT_SMOOTH_HINT = 0x0C51
POLYGON_MODE = 0x0B40
POLYGON_OFFSET_FACTOR = 0x8038
POLYGON_OFFSET_UNITS = 0x2A00
POLYGON_SMOOTH_HINT = 0x0C53
PROJECTION_MATRIX = 0x0BA7
PROJECTION_STACK_DEPTH = 0x0BA4
READ_BUFFER = 0x0C02
RED_BIAS = 0x0D15
RED_BITS = 0x0D52
RED_SCALE = 0x0D14
RENDER_MODE = 0x0C40
RGBA_MODE = 0x0C31
SCISSOR_BOX = 0x0C10
SELECTION_BUFFER_SIZE = 0x0DF4
SHADE_MODEL = 0x0B54
SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23
SMOOTH_LINE_WIDTH_RANGE = 0x0B22
SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13
SMOOTH_POINT_SIZE_RANGE = 0x0B12
STENCIL_BITS = 0x0D57
STENCIL_CLEAR_VALUE = 0x0B91
STENCIL_FAIL = 0x0B94
STENCIL_FUNC = 0x0B92
STENCIL_PASS_DEPTH_FAIL = 0x0B95
STENCIL_PASS_DEPTH_PASS = 0x0B96
STENCIL_REF = 0x0B97
STENCIL_VALUE_MASK = 0x0B93
STENCIL_WRITEMASK = 0x0B98
STEREO = 0x0C33
SUBPIXEL_BITS = 0x0D50
TEXTURE_BINDING_1D = 0x8068
TEXTURE_BINDING_2D = 0x8069
TEXTURE_BINDING_3D = 0x806A
TEXTURE_COORD_ARRAY_SIZE = 0x8088
TEXTURE_COORD_ARRAY_STRIDE = 0x808A
TEXTURE_COORD_ARRAY_TYPE = 0x8089
TEXTURE_MATRIX = 0x0BA8
TEXTURE_STACK_DEPTH = 0x0BA5
UNPACK_ALIGNMENT = 0x0CF5
UNPACK_LSB_FIRST = 0x0CF1
UNPACK_ROW_LENGTH = 0x0CF2
UNPACK_SKIP_PIXELS = 0x0CF4
UNPACK_SKIP_ROWS = 0x0CF3
UNPACK_SWAP_BYTES = 0x0CF0
VERTEX_ARRAY_SIZE = 0x807A
VERTEX_ARRAY_STRIDE = 0x807C
VERTEX_ARRAY_TYPE = 0x807B
VIEWPORT = 0x0BA2
ZOOM_X = 0x0D16
ZOOM_Y = 0x0D17
COLOR_ARRAY_POINTER = 0x8090
EDGE_FLAG_ARRAY_POINTER = 0x8093
FEEDBACK_BUFFER_POINTER = 0x0DF0
INDEX_ARRAY_POINTER = 0x8091
NORMAL_ARRAY_POINTER = 0x808F
SELECTION_BUFFER_POINTER = 0x0DF3
TEXTURE_COORD_ARRAY_POINTER = 0x8092
VERTEX_ARRAY_POINTER = 0x808E
TEXTURE_ALPHA_SIZE = 0x805F
TEXTURE_BLUE_SIZE = 0x805E
TEXTURE_BORDER = 0x1005
TEXTURE_BORDER_COLOR = 0x1004
TEXTURE_COMPONENTS = 0x1003
TEXTURE_GREEN_SIZE = 0x805D
TEXTURE_HEIGHT = 0x1001
TEXTURE_INTENSITY_SIZE = 0x8061
TEXTURE_INTERNAL_FORMAT = 0x1003
TEXTURE_LUMINANCE_SIZE = 0x8060
TEXTURE_MAG_FILTER = 0x2800
TEXTURE_MIN_FILTER = 0x2801
TEXTURE_PRIORITY = 0x8066
TEXTURE_RED_SIZE = 0x805C
TEXTURE_RESIDENT = 0x8067
TEXTURE_WIDTH = 0x1000
TEXTURE_WRAP_S = 0x2802
TEXTURE_WRAP_T = 0x2803
DONT_CARE = 0x1100
FASTEST = 0x1101
NICEST = 0x1102
FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B
GENERATE_MIPMAP_HINT = 0x8192
PROGRAM_BINARY_RETRIEVABLE_HINT = 0x8257
TEXTURE_COMPRESSION_HINT = 0x84EF
C3F_V3F = 0x2A24
C4F_N3F_V3F = 0x2A26
C4UB_V2F = 0x2A22
C4UB_V3F = 0x2A23
N3F_V3F = 0x2A25
T2F_C3F_V3F = 0x2A2A
T2F_C4F_N3F_V3F = 0x2A2C
T2F_C4UB_V3F = 0x2A29
T2F_N3F_V3F = 0x2A2B
T2F_V3F = 0x2A27
T4F_C4F_N3F_V4F = 0x2A2D
T4F_V4F = 0x2A28
V2F = 0x2A20
V3F = 0x2A21
MODULATE = 0x2100
REPLACE = 0x1E01
SEPARATE_SPECULAR_COLOR = 0x81FA
SINGLE_COLOR = 0x81F9
CONSTANT_ATTENUATION = 0x1207
LINEAR_ATTENUATION = 0x1208
POSITION = 0x1203
QUADRATIC_ATTENUATION = 0x1209
SPOT_CUTOFF = 0x1206
SPOT_DIRECTION = 0x1204
SPOT_EXPONENT = 0x1205
COMPILE = 0x1300
COMPILE_AND_EXECUTE = 0x1301
AND = 0x1501
AND_INVERTED = 0x1504
AND_REVERSE = 0x1502
CLEAR = 0x1500
COPY = 0x1503
COPY_INVERTED = 0x150C
EQUIV = 0x1509
INVERT = 0x150A
NAND = 0x150E
NOOP = 0x1505
NOR = 0x1508
OR = 0x1507
OR_INVERTED = 0x150D
OR_REVERSE = 0x150B
SET = 0x150F
XOR = 0x1506
MAP_FLUSH_EXPLICIT_BIT = 0x0010
MAP_INVALIDATE_BUFFER_BIT = 0x0008
MAP_INVALIDATE_RANGE_BIT = 0x0004
MAP_READ_BIT = 0x0001
MAP_UNSYNCHRONIZED_BIT = 0x0020
MAP_WRITE_BIT = 0x0002
COLOR_INDEXES = 0x1603
SHININESS = 0x1601
MODELVIEW = 0x1700
PROJECTION = 0x1701
TEXTURE = 0x1702
ALL_BARRIER_BITS = 0xFFFFFFFF
ATOMIC_COUNTER_BARRIER_BIT = 0x00001000
BUFFER_UPDATE_BARRIER_BIT = 0x00000200
COMMAND_BARRIER_BIT = 0x00000040
ELEMENT_ARRAY_BARRIER_BIT = 0x00000002
FRAMEBUFFER_BARRIER_BIT = 0x00000400
PIXEL_BUFFER_BARRIER_BIT = 0x00000080
SHADER_IMAGE_ACCESS_BARRIER_BIT = 0x00000020
TEXTURE_FETCH_BARRIER_BIT = 0x00000008
TEXTURE_UPDATE_BARRIER_BIT = 0x00000100
TRANSFORM_FEEDBACK_BARRIER_BIT = 0x00000800
UNIFORM_BARRIER_BIT = 0x00000004
VERTEX_ATTRIB_ARRAY_BARRIER_BIT = 0x00000001
LINE = 0x1B01
POINT = 0x1B00
FILL = 0x1B02
COLOR = 0x1800
DEPTH = 0x1801
STENCIL = 0x1802
ALPHA = 0x1906
BLUE = 0x1905
COLOR_INDEX = 0x1900
DEPTH_COMPONENT = 0x1902
GREEN = 0x1904
LUMINANCE = 0x1909
LUMINANCE_ALPHA = 0x190A
RED = 0x1903
RGB = 0x1907
RGBA = 0x1908
STENCIL_INDEX = 0x1901
ALPHA12 = 0x803D
ALPHA16 = 0x803E
ALPHA4 = 0x803B
ALPHA8 = 0x803C
INTENSITY = 0x8049
INTENSITY12 = 0x804C
INTENSITY16 = 0x804D
INTENSITY4 = 0x804A
INTENSITY8 = 0x804B
LUMINANCE12 = 0x8041
LUMINANCE12_ALPHA12 = 0x8047
LUMINANCE12_ALPHA4 = 0x8046
LUMINANCE16 = 0x8042
LUMINANCE16_ALPHA16 = 0x8048
LUMINANCE4 = 0x803F
LUMINANCE4_ALPHA4 = 0x8043
LUMINANCE6_ALPHA2 = 0x8044
LUMINANCE8 = 0x8040
LUMINANCE8_ALPHA8 = 0x8045
R3_G3_B2 = 0x2A10
RGB10 = 0x8052
RGB10_A2 = 0x8059
RGB12 = 0x8053
RGB16 = 0x8054
RGB4 = 0x804F
RGB5 = 0x8050
RGB5_A1 = 0x8057
RGB8 = 0x8051
RGBA12 = 0x805A
RGBA16 = 0x805B
RGBA2 = 0x8055
RGBA4 = 0x8056
RGBA8 = 0x8058
PACK_IMAGE_HEIGHT = 0x806C
PACK_SKIP_IMAGES = 0x806B
UNPACK_IMAGE_HEIGHT = 0x806E
UNPACK_SKIP_IMAGES = 0x806D
BITMAP = 0x1A00
UNSIGNED_BYTE_3_3_2 = 0x8032
UNSIGNED_INT_10_10_10_2 = 0x8036
UNSIGNED_INT_8_8_8_8 = 0x8035
UNSIGNED_SHORT_4_4_4_4 = 0x8033
UNSIGNED_SHORT_5_5_5_1 = 0x8034
POINT_DISTANCE_ATTENUATION = 0x8129
POINT_FADE_THRESHOLD_SIZE = 0x8128
POINT_SIZE_MAX = 0x8127
POINT_SIZE_MIN = 0x8126
LINES = 0x0001
LINES_ADJACENCY = 0x000A
LINE_LOOP = 0x0002
LINE_STRIP = 0x0003
LINE_STRIP_ADJACENCY = 0x000B
PATCHES = 0x000E
POINTS = 0x0000
POLYGON = 0x0009
QUADS = 0x0007
QUAD_STRIP = 0x0008
TRIANGLES = 0x0004
TRIANGLES_ADJACENCY = 0x000C
TRIANGLE_FAN = 0x0006
TRIANGLE_STRIP = 0x0005
TRIANGLE_STRIP_ADJACENCY = 0x000D
FEEDBACK = 0x1C01
RENDER = 0x1C00
SELECT = 0x1C02
FLAT = 0x1D00
SMOOTH = 0x1D01
DECR = 0x1E03
INCR = 0x1E02
KEEP = 0x1E00
EXTENSIONS = 0x1F03
RENDERER = 0x1F01
VENDOR = 0x1F00
VERSION = 0x1F02
S = 0x2000
T = 0x2001
R = 0x2002
Q = 0x2003
DECAL = 0x2101
TEXTURE_ENV_COLOR = 0x2201
TEXTURE_ENV_MODE = 0x2200
TEXTURE_ENV = 0x2300
EYE_LINEAR = 0x2400
OBJECT_LINEAR = 0x2401
SPHERE_MAP = 0x2402
EYE_PLANE = 0x2502
OBJECT_PLANE = 0x2501
TEXTURE_GEN_MODE = 0x2500
NEAREST = 0x2600
LINEAR_MIPMAP_LINEAR = 0x2703
LINEAR_MIPMAP_NEAREST = 0x2701
NEAREST_MIPMAP_LINEAR = 0x2702
NEAREST_MIPMAP_NEAREST = 0x2700
GENERATE_MIPMAP = 0x8191
TEXTURE_WRAP_R = 0x8072
PROXY_TEXTURE_1D = 0x8063
PROXY_TEXTURE_2D = 0x8064
PROXY_TEXTURE_3D = 0x8070
TEXTURE_3D = 0x806F
TEXTURE_BASE_LEVEL = 0x813C
TEXTURE_MAX_LEVEL = 0x813D
TEXTURE_MAX_LOD = 0x813B
TEXTURE_MIN_LOD = 0x813A
CLAMP = 0x2900
CLAMP_TO_BORDER = 0x812D
CLAMP_TO_EDGE = 0x812F
REPEAT = 0x2901
VERTEX_SHADER_BIT = 0x00000001
FRAGMENT_SHADER_BIT = 0x00000002
GEOMETRY_SHADER_BIT = 0x00000004
TESS_CONTROL_SHADER_BIT = 0x00000008
TESS_EVALUATION_SHADER_BIT = 0x00000010
ALL_SHADER_BITS = 0xFFFFFFFF
SYNC_FLUSH_COMMANDS_BIT = 0x00000001
INVALID_INDEX = 0xFFFFFFFF
TIMEOUT_IGNORED = 0xFFFFFFFFFFFFFFFF
CONSTANT_COLOR = 0x8001
ONE_MINUS_CONSTANT_COLOR = 0x8002
CONSTANT_ALPHA = 0x8003
ONE_MINUS_CONSTANT_ALPHA = 0x8004
FUNC_ADD = 0x8006
MIN = 0x8007
MAX = 0x8008
BLEND_EQUATION_RGB = 0x8009
FUNC_SUBTRACT = 0x800A
FUNC_REVERSE_SUBTRACT = 0x800B
RESCALE_NORMAL = 0x803A
TEXTURE_DEPTH = 0x8071
MAX_3D_TEXTURE_SIZE = 0x8073
MULTISAMPLE = 0x809D
SAMPLE_ALPHA_TO_COVERAGE = 0x809E
SAMPLE_ALPHA_TO_ONE = 0x809F
SAMPLE_COVERAGE = 0x80A0
SAMPLE_BUFFERS = 0x80A8
SAMPLES = 0x80A9
SAMPLE_COVERAGE_VALUE = 0x80AA
SAMPLE_COVERAGE_INVERT = 0x80AB
BLEND_DST_RGB = 0x80C8
BLEND_SRC_RGB = 0x80C9
BLEND_DST_ALPHA = 0x80CA
BLEND_SRC_ALPHA = 0x80CB
BGR = 0x80E0
BGRA = 0x80E1
MAX_ELEMENTS_VERTICES = 0x80E8
MAX_ELEMENTS_INDICES = 0x80E9
DEPTH_COMPONENT16 = 0x81A5
DEPTH_COMPONENT24 = 0x81A6
DEPTH_COMPONENT32 = 0x81A7
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211
FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217
FRAMEBUFFER_DEFAULT = 0x8218
FRAMEBUFFER_UNDEFINED = 0x8219
DEPTH_STENCIL_ATTACHMENT = 0x821A
MAJOR_VERSION = 0x821B
MINOR_VERSION = 0x821C
NUM_EXTENSIONS = 0x821D
CONTEXT_FLAGS = 0x821E
COMPRESSED_RED = 0x8225
COMPRESSED_RG = 0x8226
RG = 0x8227
RG_INTEGER = 0x8228
R8 = 0x8229
R16 = 0x822A
RG8 = 0x822B
RG16 = 0x822C
R16F = 0x822D
R32F = 0x822E
RG16F = 0x822F
RG32F = 0x8230
R8I = 0x8231
R8UI = 0x8232
R16I = 0x8233
R16UI = 0x8234
R32I = 0x8235
R32UI = 0x8236
RG8I = 0x8237
RG8UI = 0x8238
RG16I = 0x8239
RG16UI = 0x823A
RG32I = 0x823B
RG32UI = 0x823C
PROGRAM_SEPARABLE = 0x8258
ACTIVE_PROGRAM = 0x8259
PROGRAM_PIPELINE_BINDING = 0x825A
MAX_VIEWPORTS = 0x825B
VIEWPORT_SUBPIXEL_BITS = 0x825C
VIEWPORT_BOUNDS_RANGE = 0x825D
LAYER_PROVOKING_VERTEX = 0x825E
VIEWPORT_INDEX_PROVOKING_VERTEX = 0x825F
UNDEFINED_VERTEX = 0x8260
UNSIGNED_BYTE_2_3_3_REV = 0x8362
UNSIGNED_SHORT_5_6_5 = 0x8363
UNSIGNED_SHORT_5_6_5_REV = 0x8364
UNSIGNED_SHORT_4_4_4_4_REV = 0x8365
UNSIGNED_SHORT_1_5_5_5_REV = 0x8366
UNSIGNED_INT_8_8_8_8_REV = 0x8367
UNSIGNED_INT_2_10_10_10_REV = 0x8368
MIRRORED_REPEAT = 0x8370
FOG_COORDINATE_SOURCE = 0x8450
FOG_COORD_SRC = 0x8450
FOG_COORDINATE = 0x8451
FOG_COORD = 0x8451
FRAGMENT_DEPTH = 0x8452
CURRENT_FOG_COORDINATE = 0x8453
CURRENT_FOG_COORD = 0x8453
FOG_COORDINATE_ARRAY_TYPE = 0x8454
FOG_COORD_ARRAY_TYPE = 0x8454
FOG_COORDINATE_ARRAY_STRIDE = 0x8455
FOG_COORD_ARRAY_STRIDE = 0x8455
FOG_COORDINATE_ARRAY_POINTER = 0x8456
FOG_COORD_ARRAY_POINTER = 0x8456
FOG_COORDINATE_ARRAY = 0x8457
FOG_COORD_ARRAY = 0x8457
COLOR_SUM = 0x8458
CURRENT_SECONDARY_COLOR = 0x8459
SECONDARY_COLOR_ARRAY_SIZE = 0x845A
SECONDARY_COLOR_ARRAY_TYPE = 0x845B
SECONDARY_COLOR_ARRAY_STRIDE = 0x845C
SECONDARY_COLOR_ARRAY_POINTER = 0x845D
SECONDARY_COLOR_ARRAY = 0x845E
CURRENT_RASTER_SECONDARY_COLOR = 0x845F
TEXTURE0 = 0x84C0
TEXTURE1 = 0x84C1
TEXTURE2 = 0x84C2
TEXTURE3 = 0x84C3
TEXTURE4 = 0x84C4
TEXTURE5 = 0x84C5
TEXTURE6 = 0x84C6
TEXTURE7 = 0x84C7
TEXTURE8 = 0x84C8
TEXTURE9 = 0x84C9
TEXTURE10 = 0x84CA
TEXTURE11 = 0x84CB
TEXTURE12 = 0x84CC
TEXTURE13 = 0x84CD
TEXTURE14 = 0x84CE
TEXTURE15 = 0x84CF
TEXTURE16 = 0x84D0
TEXTURE17 = 0x84D1
TEXTURE18 = 0x84D2
TEXTURE19 = 0x84D3
TEXTURE20 = 0x84D4
TEXTURE21 = 0x84D5
TEXTURE22 = 0x84D6
TEXTURE23 = 0x84D7
TEXTURE24 = 0x84D8
TEXTURE25 = 0x84D9
TEXTURE26 = 0x84DA
TEXTURE27 = 0x84DB
TEXTURE28 = 0x84DC
TEXTURE29 = 0x84DD
TEXTURE30 = 0x84DE
TEXTURE31 = 0x84DF
ACTIVE_TEXTURE = 0x84E0
CLIENT_ACTIVE_TEXTURE = 0x84E1
MAX_TEXTURE_UNITS = 0x84E2
TRANSPOSE_MODELVIEW_MATRIX = 0x84E3
TRANSPOSE_PROJECTION_MATRIX = 0x84E4
TRANSPOSE_TEXTURE_MATRIX = 0x84E5
TRANSPOSE_COLOR_MATRIX = 0x84E6
SUBTRACT = 0x84E7
MAX_RENDERBUFFER_SIZE = 0x84E8
COMPRESSED_ALPHA = 0x84E9
COMPRESSED_LUMINANCE = 0x84EA
COMPRESSED_LUMINANCE_ALPHA = 0x84EB
COMPRESSED_INTENSITY = 0x84EC
COMPRESSED_RGB = 0x84ED
COMPRESSED_RGBA = 0x84EE
UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER = 0x84F0
UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x84F1
TEXTURE_RECTANGLE = 0x84F5
TEXTURE_BINDING_RECTANGLE = 0x84F6
PROXY_TEXTURE_RECTANGLE = 0x84F7
MAX_RECTANGLE_TEXTURE_SIZE = 0x84F8
DEPTH_STENCIL = 0x84F9
UNSIGNED_INT_24_8 = 0x84FA
MAX_TEXTURE_LOD_BIAS = 0x84FD
TEXTURE_FILTER_CONTROL = 0x8500
TEXTURE_LOD_BIAS = 0x8501
INCR_WRAP = 0x8507
DECR_WRAP = 0x8508
NORMAL_MAP = 0x8511
REFLECTION_MAP = 0x8512
TEXTURE_CUBE_MAP = 0x8513
TEXTURE_BINDING_CUBE_MAP = 0x8514
TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
PROXY_TEXTURE_CUBE_MAP = 0x851B
MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
COMBINE = 0x8570
COMBINE_RGB = 0x8571
COMBINE_ALPHA = 0x8572
RGB_SCALE = 0x8573
ADD_SIGNED = 0x8574
INTERPOLATE = 0x8575
CONSTANT = 0x8576
PRIMARY_COLOR = 0x8577
PREVIOUS = 0x8578
SOURCE0_RGB = 0x8580
SRC0_RGB = 0x8580
SOURCE1_RGB = 0x8581
SRC1_RGB = 0x8581
SOURCE2_RGB = 0x8582
SRC2_RGB = 0x8582
SOURCE0_ALPHA = 0x8588
SRC0_ALPHA = 0x8588
SOURCE1_ALPHA = 0x8589
SRC1_ALPHA = 0x8589
SOURCE2_ALPHA = 0x858A
SRC2_ALPHA = 0x858A
OPERAND0_RGB = 0x8590
OPERAND1_RGB = 0x8591
OPERAND2_RGB = 0x8592
OPERAND0_ALPHA = 0x8598
OPERAND1_ALPHA = 0x8599
OPERAND2_ALPHA = 0x859A
VERTEX_ARRAY_BINDING = 0x85B5
VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
CURRENT_VERTEX_ATTRIB = 0x8626
VERTEX_PROGRAM_POINT_SIZE = 0x8642
PROGRAM_POINT_SIZE = 0x8642
VERTEX_PROGRAM_TWO_SIDE = 0x8643
VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
DEPTH_CLAMP = 0x864F
TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0
TEXTURE_COMPRESSED = 0x86A1
NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
COMPRESSED_TEXTURE_FORMATS = 0x86A3
DOT3_RGB = 0x86AE
DOT3_RGBA = 0x86AF
PROGRAM_BINARY_LENGTH = 0x8741
BUFFER_SIZE = 0x8764
BUFFER_USAGE = 0x8765
NUM_PROGRAM_BINARY_FORMATS = 0x87FE
PROGRAM_BINARY_FORMATS = 0x87FF
STENCIL_BACK_FUNC = 0x8800
STENCIL_BACK_FAIL = 0x8801
STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802
STENCIL_BACK_PASS_DEPTH_PASS = 0x8803
RGBA32F = 0x8814
RGB32F = 0x8815
RGBA16F = 0x881A
RGB16F = 0x881B
MAX_DRAW_BUFFERS = 0x8824
DRAW_BUFFER0 = 0x8825
DRAW_BUFFER1 = 0x8826
DRAW_BUFFER2 = 0x8827
DRAW_BUFFER3 = 0x8828
DRAW_BUFFER4 = 0x8829
DRAW_BUFFER5 = 0x882A
DRAW_BUFFER6 = 0x882B
DRAW_BUFFER7 = 0x882C
DRAW_BUFFER8 = 0x882D
DRAW_BUFFER9 = 0x882E
DRAW_BUFFER10 = 0x882F
DRAW_BUFFER11 = 0x8830
DRAW_BUFFER12 = 0x8831
DRAW_BUFFER13 = 0x8832
DRAW_BUFFER14 = 0x8833
DRAW_BUFFER15 = 0x8834
BLEND_EQUATION_ALPHA = 0x883D
TEXTURE_DEPTH_SIZE = 0x884A
DEPTH_TEXTURE_MODE = 0x884B
TEXTURE_COMPARE_MODE = 0x884C
TEXTURE_COMPARE_FUNC = 0x884D
COMPARE_R_TO_TEXTURE = 0x884E
COMPARE_REF_TO_TEXTURE = 0x884E
TEXTURE_CUBE_MAP_SEAMLESS = 0x884F
POINT_SPRITE = 0x8861
COORD_REPLACE = 0x8862
QUERY_COUNTER_BITS = 0x8864
CURRENT_QUERY = 0x8865
QUERY_RESULT = 0x8866
QUERY_RESULT_AVAILABLE = 0x8867
MAX_VERTEX_ATTRIBS = 0x8869
VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
MAX_TESS_CONTROL_INPUT_COMPONENTS = 0x886C
MAX_TESS_EVALUATION_INPUT_COMPONENTS = 0x886D
MAX_TEXTURE_COORDS = 0x8871
MAX_TEXTURE_IMAGE_UNITS = 0x8872
GEOMETRY_SHADER_INVOCATIONS = 0x887F
ARRAY_BUFFER = 0x8892
ELEMENT_ARRAY_BUFFER = 0x8893
ARRAY_BUFFER_BINDING = 0x8894
ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
VERTEX_ARRAY_BUFFER_BINDING = 0x8896
NORMAL_ARRAY_BUFFER_BINDING = 0x8897
COLOR_ARRAY_BUFFER_BINDING = 0x8898
INDEX_ARRAY_BUFFER_BINDING = 0x8899
TEXTURE_COORD_ARRAY_BUFFER_BINDING = 0x889A
EDGE_FLAG_ARRAY_BUFFER_BINDING = 0x889B
SECONDARY_COLOR_ARRAY_BUFFER_BINDING = 0x889C
FOG_COORDINATE_ARRAY_BUFFER_BINDING = 0x889D
FOG_COORD_ARRAY_BUFFER_BINDING = 0x889D
WEIGHT_ARRAY_BUFFER_BINDING = 0x889E
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
READ_ONLY = 0x88B8
WRITE_ONLY = 0x88B9
READ_WRITE = 0x88BA
BUFFER_ACCESS = 0x88BB
BUFFER_MAPPED = 0x88BC
BUFFER_MAP_POINTER = 0x88BD
TIME_ELAPSED = 0x88BF
STREAM_DRAW = 0x88E0
STREAM_READ = 0x88E1
STREAM_COPY = 0x88E2
STATIC_DRAW = 0x88E4
STATIC_READ = 0x88E5
STATIC_COPY = 0x88E6
DYNAMIC_DRAW = 0x88E8
DYNAMIC_READ = 0x88E9
DYNAMIC_COPY = 0x88EA
PIXEL_PACK_BUFFER = 0x88EB
PIXEL_UNPACK_BUFFER = 0x88EC
PIXEL_PACK_BUFFER_BINDING = 0x88ED
PIXEL_UNPACK_BUFFER_BINDING = 0x88EF
DEPTH24_STENCIL8 = 0x88F0
TEXTURE_STENCIL_SIZE = 0x88F1
SRC1_COLOR = 0x88F9
ONE_MINUS_SRC1_COLOR = 0x88FA
ONE_MINUS_SRC1_ALPHA = 0x88FB
MAX_DUAL_SOURCE_DRAW_BUFFERS = 0x88FC
VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD
VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE
MAX_ARRAY_TEXTURE_LAYERS = 0x88FF
MIN_PROGRAM_TEXEL_OFFSET = 0x8904
MAX_PROGRAM_TEXEL_OFFSET = 0x8905
SAMPLES_PASSED = 0x8914
GEOMETRY_VERTICES_OUT = 0x8916
GEOMETRY_INPUT_TYPE = 0x8917
GEOMETRY_OUTPUT_TYPE = 0x8918
SAMPLER_BINDING = 0x8919
CLAMP_VERTEX_COLOR = 0x891A
CLAMP_FRAGMENT_COLOR = 0x891B
CLAMP_READ_COLOR = 0x891C
FIXED_ONLY = 0x891D
UNIFORM_BUFFER = 0x8A11
UNIFORM_BUFFER_BINDING = 0x8A28
UNIFORM_BUFFER_START = 0x8A29
UNIFORM_BUFFER_SIZE = 0x8A2A
MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B
MAX_GEOMETRY_UNIFORM_BLOCKS = 0x8A2C
MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D
MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E
MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F
MAX_UNIFORM_BLOCK_SIZE = 0x8A30
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31
MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = 0x8A32
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33
UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34
ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = 0x8A35
ACTIVE_UNIFORM_BLOCKS = 0x8A36
UNIFORM_TYPE = 0x8A37
UNIFORM_SIZE = 0x8A38
UNIFORM_NAME_LENGTH = 0x8A39
UNIFORM_BLOCK_INDEX = 0x8A3A
UNIFORM_OFFSET = 0x8A3B
UNIFORM_ARRAY_STRIDE = 0x8A3C
UNIFORM_MATRIX_STRIDE = 0x8A3D
UNIFORM_IS_ROW_MAJOR = 0x8A3E
UNIFORM_BLOCK_BINDING = 0x8A3F
UNIFORM_BLOCK_DATA_SIZE = 0x8A40
UNIFORM_BLOCK_NAME_LENGTH = 0x8A41
UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44
UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = 0x8A45
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46
FRAGMENT_SHADER = 0x8B30
VERTEX_SHADER = 0x8B31
MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49
MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A
MAX_VARYING_FLOATS = 0x8B4B
MAX_VARYING_COMPONENTS = 0x8B4B
MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C
MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D
SHADER_TYPE = 0x8B4F
FLOAT_VEC2 = 0x8B50
FLOAT_VEC3 = 0x8B51
FLOAT_VEC4 = 0x8B52
INT_VEC2 = 0x8B53
INT_VEC3 = 0x8B54
INT_VEC4 = 0x8B55
BOOL = 0x8B56
BOOL_VEC2 = 0x8B57
BOOL_VEC3 = 0x8B58
BOOL_VEC4 = 0x8B59
FLOAT_MAT2 = 0x8B5A
FLOAT_MAT3 = 0x8B5B
FLOAT_MAT4 = 0x8B5C
SAMPLER_1D = 0x8B5D
SAMPLER_2D = 0x8B5E
SAMPLER_3D = 0x8B5F
SAMPLER_CUBE = 0x8B60
SAMPLER_1D_SHADOW = 0x8B61
SAMPLER_2D_SHADOW = 0x8B62
SAMPLER_2D_RECT = 0x8B63
SAMPLER_2D_RECT_SHADOW = 0x8B64
FLOAT_MAT2x3 = 0x8B65
FLOAT_MAT2x4 = 0x8B66
FLOAT_MAT3x2 = 0x8B67
FLOAT_MAT3x4 = 0x8B68
FLOAT_MAT4x2 = 0x8B69
FLOAT_MAT4x3 = 0x8B6A
DELETE_STATUS = 0x8B80
COMPILE_STATUS = 0x8B81
LINK_STATUS = 0x8B82
VALIDATE_STATUS = 0x8B83
INFO_LOG_LENGTH = 0x8B84
ATTACHED_SHADERS = 0x8B85
ACTIVE_UNIFORMS = 0x8B86
ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87
SHADER_SOURCE_LENGTH = 0x8B88
ACTIVE_ATTRIBUTES = 0x8B89
ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A
SHADING_LANGUAGE_VERSION = 0x8B8C
CURRENT_PROGRAM = 0x8B8D
IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A
IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B
TEXTURE_RED_TYPE = 0x8C10
TEXTURE_GREEN_TYPE = 0x8C11
TEXTURE_BLUE_TYPE = 0x8C12
TEXTURE_ALPHA_TYPE = 0x8C13
TEXTURE_DEPTH_TYPE = 0x8C16
UNSIGNED_NORMALIZED = 0x8C17
TEXTURE_1D_ARRAY = 0x8C18
PROXY_TEXTURE_1D_ARRAY = 0x8C19
TEXTURE_2D_ARRAY = 0x8C1A
PROXY_TEXTURE_2D_ARRAY = 0x8C1B
TEXTURE_BINDING_1D_ARRAY = 0x8C1C
TEXTURE_BINDING_2D_ARRAY = 0x8C1D
MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = 0x8C29
TEXTURE_BUFFER = 0x8C2A
MAX_TEXTURE_BUFFER_SIZE = 0x8C2B
TEXTURE_BINDING_BUFFER = 0x8C2C
TEXTURE_BUFFER_DATA_STORE_BINDING = 0x8C2D
ANY_SAMPLES_PASSED = 0x8C2F
SAMPLE_SHADING = 0x8C36
MIN_SAMPLE_SHADING_VALUE = 0x8C37
R11F_G11F_B10F = 0x8C3A
UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B
RGB9_E5 = 0x8C3D
UNSIGNED_INT_5_9_9_9_REV = 0x8C3E
TEXTURE_SHARED_SIZE = 0x8C3F
SRGB = 0x8C40
SRGB8 = 0x8C41
SRGB_ALPHA = 0x8C42
SRGB8_ALPHA8 = 0x8C43
SLUMINANCE_ALPHA = 0x8C44
SLUMINANCE8_ALPHA8 = 0x8C45
SLUMINANCE = 0x8C46
SLUMINANCE8 = 0x8C47
COMPRESSED_SRGB = 0x8C48
COMPRESSED_SRGB_ALPHA = 0x8C49
COMPRESSED_SLUMINANCE = 0x8C4A
COMPRESSED_SLUMINANCE_ALPHA = 0x8C4B
TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = 0x8C76
TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80
TRANSFORM_FEEDBACK_VARYINGS = 0x8C83
TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84
TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85
PRIMITIVES_GENERATED = 0x8C87
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88
RASTERIZER_DISCARD = 0x8C89
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B
INTERLEAVED_ATTRIBS = 0x8C8C
SEPARATE_ATTRIBS = 0x8C8D
TRANSFORM_FEEDBACK_BUFFER = 0x8C8E
TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F
POINT_SPRITE_COORD_ORIGIN = 0x8CA0
LOWER_LEFT = 0x8CA1
UPPER_LEFT = 0x8CA2
STENCIL_BACK_REF = 0x8CA3
STENCIL_BACK_VALUE_MASK = 0x8CA4
STENCIL_BACK_WRITEMASK = 0x8CA5
DRAW_FRAMEBUFFER_BINDING = 0x8CA6
FRAMEBUFFER_BINDING = 0x8CA6
RENDERBUFFER_BINDING = 0x8CA7
READ_FRAMEBUFFER = 0x8CA8
DRAW_FRAMEBUFFER = 0x8CA9
READ_FRAMEBUFFER_BINDING = 0x8CAA
RENDERBUFFER_SAMPLES = 0x8CAB
DEPTH_COMPONENT32F = 0x8CAC
DEPTH32F_STENCIL8 = 0x8CAD
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4
FRAMEBUFFER_COMPLETE = 0x8CD5
FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7
FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = 0x8CDB
FRAMEBUFFER_INCOMPLETE_READ_BUFFER = 0x8CDC
FRAMEBUFFER_UNSUPPORTED = 0x8CDD
MAX_COLOR_ATTACHMENTS = 0x8CDF
COLOR_ATTACHMENT0 = 0x8CE0
COLOR_ATTACHMENT1 = 0x8CE1
COLOR_ATTACHMENT2 = 0x8CE2
COLOR_ATTACHMENT3 = 0x8CE3
COLOR_ATTACHMENT4 = 0x8CE4
COLOR_ATTACHMENT5 = 0x8CE5
COLOR_ATTACHMENT6 = 0x8CE6
COLOR_ATTACHMENT7 = 0x8CE7
COLOR_ATTACHMENT8 = 0x8CE8
COLOR_ATTACHMENT9 = 0x8CE9
COLOR_ATTACHMENT10 = 0x8CEA
COLOR_ATTACHMENT11 = 0x8CEB
COLOR_ATTACHMENT12 = 0x8CEC
COLOR_ATTACHMENT13 = 0x8CED
COLOR_ATTACHMENT14 = 0x8CEE
COLOR_ATTACHMENT15 = 0x8CEF
DEPTH_ATTACHMENT = 0x8D00
STENCIL_ATTACHMENT = 0x8D20
FRAMEBUFFER = 0x8D40
RENDERBUFFER = 0x8D41
RENDERBUFFER_WIDTH = 0x8D42
RENDERBUFFER_HEIGHT = 0x8D43
RENDERBUFFER_INTERNAL_FORMAT = 0x8D44
STENCIL_INDEX1 = 0x8D46
STENCIL_INDEX4 = 0x8D47
STENCIL_INDEX8 = 0x8D48
STENCIL_INDEX16 = 0x8D49
RENDERBUFFER_RED_SIZE = 0x8D50
RENDERBUFFER_GREEN_SIZE = 0x8D51
RENDERBUFFER_BLUE_SIZE = 0x8D52
RENDERBUFFER_ALPHA_SIZE = 0x8D53
RENDERBUFFER_DEPTH_SIZE = 0x8D54
RENDERBUFFER_STENCIL_SIZE = 0x8D55
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56
MAX_SAMPLES = 0x8D57
RGB565 = 0x8D62
RGBA32UI = 0x8D70
RGB32UI = 0x8D71
RGBA16UI = 0x8D76
RGB16UI = 0x8D77
RGBA8UI = 0x8D7C
RGB8UI = 0x8D7D
RGBA32I = 0x8D82
RGB32I = 0x8D83
RGBA16I = 0x8D88
RGB16I = 0x8D89
RGBA8I = 0x8D8E
RGB8I = 0x8D8F
RED_INTEGER = 0x8D94
GREEN_INTEGER = 0x8D95
BLUE_INTEGER = 0x8D96
ALPHA_INTEGER = 0x8D97
RGB_INTEGER = 0x8D98
RGBA_INTEGER = 0x8D99
BGR_INTEGER = 0x8D9A
BGRA_INTEGER = 0x8D9B
INT_2_10_10_10_REV = 0x8D9F
FRAMEBUFFER_ATTACHMENT_LAYERED = 0x8DA7
FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = 0x8DA8
FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD
FRAMEBUFFER_SRGB = 0x8DB9
COMPRESSED_RED_RGTC1 = 0x8DBB
COMPRESSED_SIGNED_RED_RGTC1 = 0x8DBC
COMPRESSED_RG_RGTC2 = 0x8DBD
COMPRESSED_SIGNED_RG_RGTC2 = 0x8DBE
SAMPLER_1D_ARRAY = 0x8DC0
SAMPLER_2D_ARRAY = 0x8DC1
SAMPLER_BUFFER = 0x8DC2
SAMPLER_1D_ARRAY_SHADOW = 0x8DC3
SAMPLER_2D_ARRAY_SHADOW = 0x8DC4
SAMPLER_CUBE_SHADOW = 0x8DC5
UNSIGNED_INT_VEC2 = 0x8DC6
UNSIGNED_INT_VEC3 = 0x8DC7
UNSIGNED_INT_VEC4 = 0x8DC8
INT_SAMPLER_1D = 0x8DC9
INT_SAMPLER_2D = 0x8DCA
INT_SAMPLER_3D = 0x8DCB
INT_SAMPLER_CUBE = 0x8DCC
INT_SAMPLER_2D_RECT = 0x8DCD
INT_SAMPLER_1D_ARRAY = 0x8DCE
INT_SAMPLER_2D_ARRAY = 0x8DCF
INT_SAMPLER_BUFFER = 0x8DD0
UNSIGNED_INT_SAMPLER_1D = 0x8DD1
UNSIGNED_INT_SAMPLER_2D = 0x8DD2
UNSIGNED_INT_SAMPLER_3D = 0x8DD3
UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4
UNSIGNED_INT_SAMPLER_2D_RECT = 0x8DD5
UNSIGNED_INT_SAMPLER_1D_ARRAY = 0x8DD6
UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7
UNSIGNED_INT_SAMPLER_BUFFER = 0x8DD8
GEOMETRY_SHADER = 0x8DD9
MAX_GEOMETRY_UNIFORM_COMPONENTS = 0x8DDF
MAX_GEOMETRY_OUTPUT_VERTICES = 0x8DE0
MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = 0x8DE1
ACTIVE_SUBROUTINES = 0x8DE5
ACTIVE_SUBROUTINE_UNIFORMS = 0x8DE6
MAX_SUBROUTINES = 0x8DE7
MAX_SUBROUTINE_UNIFORM_LOCATIONS = 0x8DE8
LOW_FLOAT = 0x8DF0
MEDIUM_FLOAT = 0x8DF1
HIGH_FLOAT = 0x8DF2
LOW_INT = 0x8DF3
MEDIUM_INT = 0x8DF4
HIGH_INT = 0x8DF5
SHADER_BINARY_FORMATS = 0x8DF8
NUM_SHADER_BINARY_FORMATS = 0x8DF9
SHADER_COMPILER = 0x8DFA
MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB
MAX_VARYING_VECTORS = 0x8DFC
MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
QUERY_WAIT = 0x8E13
QUERY_NO_WAIT = 0x8E14
QUERY_BY_REGION_WAIT = 0x8E15
QUERY_BY_REGION_NO_WAIT = 0x8E16
MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS = 0x8E1E
MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS = 0x8E1F
TRANSFORM_FEEDBACK = 0x8E22
TRANSFORM_FEEDBACK_BUFFER_PAUSED = 0x8E23
TRANSFORM_FEEDBACK_BUFFER_ACTIVE = 0x8E24
TRANSFORM_FEEDBACK_BINDING = 0x8E25
TIMESTAMP = 0x8E28
TEXTURE_SWIZZLE_R = 0x8E42
TEXTURE_SWIZZLE_G = 0x8E43
TEXTURE_SWIZZLE_B = 0x8E44
TEXTURE_SWIZZLE_A = 0x8E45
TEXTURE_SWIZZLE_RGBA = 0x8E46
ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS = 0x8E47
ACTIVE_SUBROUTINE_MAX_LENGTH = 0x8E48
ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH = 0x8E49
NUM_COMPATIBLE_SUBROUTINES = 0x8E4A
COMPATIBLE_SUBROUTINES = 0x8E4B
QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = 0x8E4C
FIRST_VERTEX_CONVENTION = 0x8E4D
LAST_VERTEX_CONVENTION = 0x8E4E
PROVOKING_VERTEX = 0x8E4F
SAMPLE_POSITION = 0x8E50
SAMPLE_MASK = 0x8E51
SAMPLE_MASK_VALUE = 0x8E52
MAX_SAMPLE_MASK_WORDS = 0x8E59
MAX_GEOMETRY_SHADER_INVOCATIONS = 0x8E5A
MIN_FRAGMENT_INTERPOLATION_OFFSET = 0x8E5B
MAX_FRAGMENT_INTERPOLATION_OFFSET = 0x8E5C
FRAGMENT_INTERPOLATION_OFFSET_BITS = 0x8E5D
MIN_PROGRAM_TEXTURE_GATHER_OFFSET = 0x8E5E
MAX_PROGRAM_TEXTURE_GATHER_OFFSET = 0x8E5F
MAX_TRANSFORM_FEEDBACK_BUFFERS = 0x8E70
MAX_VERTEX_STREAMS = 0x8E71
PATCH_VERTICES = 0x8E72
PATCH_DEFAULT_INNER_LEVEL = 0x8E73
PATCH_DEFAULT_OUTER_LEVEL = 0x8E74
TESS_CONTROL_OUTPUT_VERTICES = 0x8E75
TESS_GEN_MODE = 0x8E76
TESS_GEN_SPACING = 0x8E77
TESS_GEN_VERTEX_ORDER = 0x8E78
TESS_GEN_POINT_MODE = 0x8E79
ISOLINES = 0x8E7A
FRACTIONAL_ODD = 0x8E7B
FRACTIONAL_EVEN = 0x8E7C
MAX_PATCH_VERTICES = 0x8E7D
MAX_TESS_GEN_LEVEL = 0x8E7E
MAX_TESS_CONTROL_UNIFORM_COMPONENTS = 0x8E7F
MAX_TESS_EVALUATION_UNIFORM_COMPONENTS = 0x8E80
MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS = 0x8E81
MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS = 0x8E82
MAX_TESS_CONTROL_OUTPUT_COMPONENTS = 0x8E83
MAX_TESS_PATCH_COMPONENTS = 0x8E84
MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS = 0x8E85
MAX_TESS_EVALUATION_OUTPUT_COMPONENTS = 0x8E86
TESS_EVALUATION_SHADER = 0x8E87
TESS_CONTROL_SHADER = 0x8E88
MAX_TESS_CONTROL_UNIFORM_BLOCKS = 0x8E89
MAX_TESS_EVALUATION_UNIFORM_BLOCKS = 0x8E8A
COMPRESSED_RGBA_BPTC_UNORM = 0x8E8C
COMPRESSED_SRGB_ALPHA_BPTC_UNORM = 0x8E8D
COMPRESSED_RGB_BPTC_SIGNED_FLOAT = 0x8E8E
COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT = 0x8E8F
COPY_READ_BUFFER = 0x8F36
COPY_WRITE_BUFFER = 0x8F37
MAX_IMAGE_UNITS = 0x8F38
MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS = 0x8F39
IMAGE_BINDING_NAME = 0x8F3A
IMAGE_BINDING_LEVEL = 0x8F3B
IMAGE_BINDING_LAYERED = 0x8F3C
IMAGE_BINDING_LAYER = 0x8F3D
IMAGE_BINDING_ACCESS = 0x8F3E
DRAW_INDIRECT_BUFFER = 0x8F3F
DRAW_INDIRECT_BUFFER_BINDING = 0x8F43
DOUBLE_MAT2 = 0x8F46
DOUBLE_MAT3 = 0x8F47
DOUBLE_MAT4 = 0x8F48
DOUBLE_MAT2x3 = 0x8F49
DOUBLE_MAT2x4 = 0x8F4A
DOUBLE_MAT3x2 = 0x8F4B
DOUBLE_MAT3x4 = 0x8F4C
DOUBLE_MAT4x2 = 0x8F4D
DOUBLE_MAT4x3 = 0x8F4E
R8_SNORM = 0x8F94
RG8_SNORM = 0x8F95
RGB8_SNORM = 0x8F96
RGBA8_SNORM = 0x8F97
R16_SNORM = 0x8F98
RG16_SNORM = 0x8F99
RGB16_SNORM = 0x8F9A
RGBA16_SNORM = 0x8F9B
SIGNED_NORMALIZED = 0x8F9C
PRIMITIVE_RESTART = 0x8F9D
PRIMITIVE_RESTART_INDEX = 0x8F9E
DOUBLE_VEC2 = 0x8FFC
DOUBLE_VEC3 = 0x8FFD
DOUBLE_VEC4 = 0x8FFE
TEXTURE_CUBE_MAP_ARRAY = 0x9009
TEXTURE_BINDING_CUBE_MAP_ARRAY = 0x900A
PROXY_TEXTURE_CUBE_MAP_ARRAY = 0x900B
SAMPLER_CUBE_MAP_ARRAY = 0x900C
SAMPLER_CUBE_MAP_ARRAY_SHADOW = 0x900D
INT_SAMPLER_CUBE_MAP_ARRAY = 0x900E
UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = 0x900F
IMAGE_1D = 0x904C
IMAGE_2D = 0x904D
IMAGE_3D = 0x904E
IMAGE_2D_RECT = 0x904F
IMAGE_CUBE = 0x9050
IMAGE_BUFFER = 0x9051
IMAGE_1D_ARRAY = 0x9052
IMAGE_2D_ARRAY = 0x9053
IMAGE_CUBE_MAP_ARRAY = 0x9054
IMAGE_2D_MULTISAMPLE = 0x9055
IMAGE_2D_MULTISAMPLE_ARRAY = 0x9056
INT_IMAGE_1D = 0x9057
INT_IMAGE_2D = 0x9058
INT_IMAGE_3D = 0x9059
INT_IMAGE_2D_RECT = 0x905A
INT_IMAGE_CUBE = 0x905B
INT_IMAGE_BUFFER = 0x905C
INT_IMAGE_1D_ARRAY = 0x905D
INT_IMAGE_2D_ARRAY = 0x905E
INT_IMAGE_CUBE_MAP_ARRAY = 0x905F
INT_IMAGE_2D_MULTISAMPLE = 0x9060
INT_IMAGE_2D_MULTISAMPLE_ARRAY = 0x9061
UNSIGNED_INT_IMAGE_1D = 0x9062
UNSIGNED_INT_IMAGE_2D = 0x9063
UNSIGNED_INT_IMAGE_3D = 0x9064
UNSIGNED_INT_IMAGE_2D_RECT = 0x9065
UNSIGNED_INT_IMAGE_CUBE = 0x9066
UNSIGNED_INT_IMAGE_BUFFER = 0x9067
UNSIGNED_INT_IMAGE_1D_ARRAY = 0x9068
UNSIGNED_INT_IMAGE_2D_ARRAY = 0x9069
UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY = 0x906A
UNSIGNED_INT_IMAGE_2D_MULTISAMPLE = 0x906B
UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY = 0x906C
MAX_IMAGE_SAMPLES = 0x906D
IMAGE_BINDING_FORMAT = 0x906E
RGB10_A2UI = 0x906F
MIN_MAP_BUFFER_ALIGNMENT = 0x90BC
IMAGE_FORMAT_COMPATIBILITY_TYPE = 0x90C7
IMAGE_FORMAT_COMPATIBILITY_BY_SIZE = 0x90C8
IMAGE_FORMAT_COMPATIBILITY_BY_CLASS = 0x90C9
MAX_VERTEX_IMAGE_UNIFORMS = 0x90CA
MAX_TESS_CONTROL_IMAGE_UNIFORMS = 0x90CB
MAX_TESS_EVALUATION_IMAGE_UNIFORMS = 0x90CC
MAX_GEOMETRY_IMAGE_UNIFORMS = 0x90CD
MAX_FRAGMENT_IMAGE_UNIFORMS = 0x90CE
MAX_COMBINED_IMAGE_UNIFORMS = 0x90CF
TEXTURE_2D_MULTISAMPLE = 0x9100
PROXY_TEXTURE_2D_MULTISAMPLE = 0x9101
TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9102
PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9103
TEXTURE_BINDING_2D_MULTISAMPLE = 0x9104
TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = 0x9105
TEXTURE_SAMPLES = 0x9106
TEXTURE_FIXED_SAMPLE_LOCATIONS = 0x9107
SAMPLER_2D_MULTISAMPLE = 0x9108
INT_SAMPLER_2D_MULTISAMPLE = 0x9109
UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = 0x910A
SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910B
INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910C
UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = 0x910D
MAX_COLOR_TEXTURE_SAMPLES = 0x910E
MAX_DEPTH_TEXTURE_SAMPLES = 0x910F
MAX_INTEGER_SAMPLES = 0x9110
MAX_SERVER_WAIT_TIMEOUT = 0x9111
OBJECT_TYPE = 0x9112
SYNC_CONDITION = 0x9113
SYNC_STATUS = 0x9114
SYNC_FLAGS = 0x9115
SYNC_FENCE = 0x9116
SYNC_GPU_COMMANDS_COMPLETE = 0x9117
UNSIGNALED = 0x9118
SIGNALED = 0x9119
ALREADY_SIGNALED = 0x911A
TIMEOUT_EXPIRED = 0x911B
CONDITION_SATISFIED = 0x911C
WAIT_FAILED = 0x911D
BUFFER_ACCESS_FLAGS = 0x911F
BUFFER_MAP_LENGTH = 0x9120
BUFFER_MAP_OFFSET = 0x9121
MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122
MAX_GEOMETRY_INPUT_COMPONENTS = 0x9123
MAX_GEOMETRY_OUTPUT_COMPONENTS = 0x9124
MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125
CONTEXT_PROFILE_MASK = 0x9126
UNPACK_COMPRESSED_BLOCK_WIDTH = 0x9127
UNPACK_COMPRESSED_BLOCK_HEIGHT = 0x9128
UNPACK_COMPRESSED_BLOCK_DEPTH = 0x9129
UNPACK_COMPRESSED_BLOCK_SIZE = 0x912A
PACK_COMPRESSED_BLOCK_WIDTH = 0x912B
PACK_COMPRESSED_BLOCK_HEIGHT = 0x912C
PACK_COMPRESSED_BLOCK_DEPTH = 0x912D
PACK_COMPRESSED_BLOCK_SIZE = 0x912E
TEXTURE_IMMUTABLE_FORMAT = 0x912F
ATOMIC_COUNTER_BUFFER = 0x92C0
ATOMIC_COUNTER_BUFFER_BINDING = 0x92C1
ATOMIC_COUNTER_BUFFER_START = 0x92C2
ATOMIC_COUNTER_BUFFER_SIZE = 0x92C3
ATOMIC_COUNTER_BUFFER_DATA_SIZE = 0x92C4
ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS = 0x92C5
ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES = 0x92C6
ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER = 0x92C7
ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER = 0x92C8
ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x92C9
ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER = 0x92CA
ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER = 0x92CB
MAX_VERTEX_ATOMIC_COUNTER_BUFFERS = 0x92CC
MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS = 0x92CD
MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS = 0x92CE
MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS = 0x92CF
MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS = 0x92D0
MAX_COMBINED_ATOMIC_COUNTER_BUFFERS = 0x92D1
MAX_VERTEX_ATOMIC_COUNTERS = 0x92D2
MAX_TESS_CONTROL_ATOMIC_COUNTERS = 0x92D3
MAX_TESS_EVALUATION_ATOMIC_COUNTERS = 0x92D4
MAX_GEOMETRY_ATOMIC_COUNTERS = 0x92D5
MAX_FRAGMENT_ATOMIC_COUNTERS = 0x92D6
MAX_COMBINED_ATOMIC_COUNTERS = 0x92D7
MAX_ATOMIC_COUNTER_BUFFER_SIZE = 0x92D8
ACTIVE_ATOMIC_COUNTER_BUFFERS = 0x92D9
UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX = 0x92DA
UNSIGNED_INT_ATOMIC_COUNTER = 0x92DB
MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = 0x92DC
NUM_SAMPLE_COUNTS = 0x9380
)
// https://www.opengl.org/sdk/docs/man4/xhtml/glViewport.xml
func (gl *GL) Viewport(x, y, width, height int) {
C.gl4_2core_glViewport(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
// DepthRange specifies the mapping of depth values from normalized device
// coordinates to window coordinates.
//
// Parameter nearVal specifies the mapping of the near clipping plane to window
// coordinates (defaults to 0), while farVal specifies the mapping of the far
// clipping plane to window coordinates (defaults to 1).
//
// After clipping and division by w, depth coordinates range from -1 to 1,
// corresponding to the near and far clipping planes. DepthRange specifies a
// linear mapping of the normalized depth coordinates in this range to window
// depth coordinates. Regardless of the actual depth buffer implementation,
// window coordinate depth values are treated as though they range from 0 through 1
// (like color components). Thus, the values accepted by DepthRange are both
// clamped to this range before they are accepted.
//
// The default setting of (0, 1) maps the near plane to 0 and the far plane to 1.
// With this mapping, the depth buffer range is fully utilized.
//
// It is not necessary that nearVal be less than farVal. Reverse mappings such as
// nearVal 1, and farVal 0 are acceptable.
//
// GL.INVALID_OPERATION is generated if DepthRange is executed between the
// execution of Begin and the corresponding execution of End.
func (gl *GL) DepthRange(nearVal, farVal float64) {
C.gl4_2core_glDepthRange(gl.funcs, C.GLdouble(nearVal), C.GLdouble(farVal))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsEnabled.xml
func (gl *GL) IsEnabled(cap glbase.Enum) bool {
glresult := C.gl4_2core_glIsEnabled(gl.funcs, C.GLenum(cap))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexLevelParameteriv.xml
func (gl *GL) GetTexLevelParameteriv(target glbase.Enum, level int, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetTexLevelParameteriv(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexLevelParameterfv.xml
func (gl *GL) GetTexLevelParameterfv(target glbase.Enum, level int, pname glbase.Enum, params []float32) {
C.gl4_2core_glGetTexLevelParameterfv(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexParameteriv.xml
func (gl *GL) GetTexParameteriv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetTexParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexParameterfv.xml
func (gl *GL) GetTexParameterfv(target, pname glbase.Enum, params []float32) {
C.gl4_2core_glGetTexParameterfv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexImage.xml
func (gl *GL) GetTexImage(target glbase.Enum, level int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glGetTexImage(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetIntegerv.xml
func (gl *GL) GetIntegerv(pname glbase.Enum, params []int32) {
C.gl4_2core_glGetIntegerv(gl.funcs, C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetFloatv.xml
func (gl *GL) GetFloatv(pname glbase.Enum, params []float32) {
C.gl4_2core_glGetFloatv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetError.xml
func (gl *GL) GetError() glbase.Enum {
glresult := C.gl4_2core_glGetError(gl.funcs)
return glbase.Enum(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetDoublev.xml
func (gl *GL) GetDoublev(pname glbase.Enum, params []float64) {
C.gl4_2core_glGetDoublev(gl.funcs, C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetBooleanv.xml
func (gl *GL) GetBooleanv(pname glbase.Enum, params []bool) {
C.gl4_2core_glGetBooleanv(gl.funcs, C.GLenum(pname), (*C.GLboolean)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glReadPixels.xml
func (gl *GL) ReadPixels(x, y, width, height int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glReadPixels(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glReadBuffer.xml
func (gl *GL) ReadBuffer(mode glbase.Enum) {
C.gl4_2core_glReadBuffer(gl.funcs, C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPixelStorei.xml
func (gl *GL) PixelStorei(pname glbase.Enum, param int32) {
C.gl4_2core_glPixelStorei(gl.funcs, C.GLenum(pname), C.GLint(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPixelStoref.xml
func (gl *GL) PixelStoref(pname glbase.Enum, param float32) {
C.gl4_2core_glPixelStoref(gl.funcs, C.GLenum(pname), C.GLfloat(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDepthFunc.xml
func (gl *GL) DepthFunc(glfunc glbase.Enum) {
C.gl4_2core_glDepthFunc(gl.funcs, C.GLenum(glfunc))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glStencilOp.xml
func (gl *GL) StencilOp(fail, zfail, zpass glbase.Enum) {
C.gl4_2core_glStencilOp(gl.funcs, C.GLenum(fail), C.GLenum(zfail), C.GLenum(zpass))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glStencilFunc.xml
func (gl *GL) StencilFunc(glfunc glbase.Enum, ref int32, mask uint32) {
C.gl4_2core_glStencilFunc(gl.funcs, C.GLenum(glfunc), C.GLint(ref), C.GLuint(mask))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glLogicOp.xml
func (gl *GL) LogicOp(opcode glbase.Enum) {
C.gl4_2core_glLogicOp(gl.funcs, C.GLenum(opcode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendFunc.xml
func (gl *GL) BlendFunc(sfactor, dfactor glbase.Enum) {
C.gl4_2core_glBlendFunc(gl.funcs, C.GLenum(sfactor), C.GLenum(dfactor))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFlush.xml
func (gl *GL) Flush() {
C.gl4_2core_glFlush(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFinish.xml
func (gl *GL) Finish() {
C.gl4_2core_glFinish(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEnable.xml
func (gl *GL) Enable(cap glbase.Enum) {
C.gl4_2core_glEnable(gl.funcs, C.GLenum(cap))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDisable.xml
func (gl *GL) Disable(cap glbase.Enum) {
C.gl4_2core_glDisable(gl.funcs, C.GLenum(cap))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDepthMask.xml
func (gl *GL) DepthMask(flag bool) {
C.gl4_2core_glDepthMask(gl.funcs, *(*C.GLboolean)(unsafe.Pointer(&flag)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glColorMask.xml
func (gl *GL) ColorMask(red, green, blue, alpha bool) {
C.gl4_2core_glColorMask(gl.funcs, *(*C.GLboolean)(unsafe.Pointer(&red)), *(*C.GLboolean)(unsafe.Pointer(&green)), *(*C.GLboolean)(unsafe.Pointer(&blue)), *(*C.GLboolean)(unsafe.Pointer(&alpha)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glStencilMask.xml
func (gl *GL) StencilMask(mask uint32) {
C.gl4_2core_glStencilMask(gl.funcs, C.GLuint(mask))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearDepth.xml
func (gl *GL) ClearDepth(depth float64) {
C.gl4_2core_glClearDepth(gl.funcs, C.GLdouble(depth))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearStencil.xml
func (gl *GL) ClearStencil(s int32) {
C.gl4_2core_glClearStencil(gl.funcs, C.GLint(s))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearColor.xml
func (gl *GL) ClearColor(red, green, blue, alpha float32) {
C.gl4_2core_glClearColor(gl.funcs, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClear.xml
func (gl *GL) Clear(mask glbase.Bitfield) {
C.gl4_2core_glClear(gl.funcs, C.GLbitfield(mask))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawBuffer.xml
func (gl *GL) DrawBuffer(mode glbase.Enum) {
C.gl4_2core_glDrawBuffer(gl.funcs, C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexImage2D.xml
func (gl *GL) TexImage2D(target glbase.Enum, level int, internalFormat int32, width, height, border int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glTexImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexImage1D.xml
func (gl *GL) TexImage1D(target glbase.Enum, level int, internalFormat int32, width, border int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glTexImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLint(border), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexParameteriv.xml
func (gl *GL) TexParameteriv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glTexParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexParameteri.xml
func (gl *GL) TexParameteri(target, pname glbase.Enum, param int32) {
C.gl4_2core_glTexParameteri(gl.funcs, C.GLenum(target), C.GLenum(pname), C.GLint(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexParameterfv.xml
func (gl *GL) TexParameterfv(target, pname glbase.Enum, params []float32) {
C.gl4_2core_glTexParameterfv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexParameterf.xml
func (gl *GL) TexParameterf(target, pname glbase.Enum, param float32) {
C.gl4_2core_glTexParameterf(gl.funcs, C.GLenum(target), C.GLenum(pname), C.GLfloat(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glScissor.xml
func (gl *GL) Scissor(x, y, width, height int) {
C.gl4_2core_glScissor(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPolygonMode.xml
func (gl *GL) PolygonMode(face, mode glbase.Enum) {
C.gl4_2core_glPolygonMode(gl.funcs, C.GLenum(face), C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPointSize.xml
func (gl *GL) PointSize(size float32) {
C.gl4_2core_glPointSize(gl.funcs, C.GLfloat(size))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glLineWidth.xml
func (gl *GL) LineWidth(width float32) {
C.gl4_2core_glLineWidth(gl.funcs, C.GLfloat(width))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glHint.xml
func (gl *GL) Hint(target, mode glbase.Enum) {
C.gl4_2core_glHint(gl.funcs, C.GLenum(target), C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFrontFace.xml
func (gl *GL) FrontFace(mode glbase.Enum) {
C.gl4_2core_glFrontFace(gl.funcs, C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCullFace.xml
func (gl *GL) CullFace(mode glbase.Enum) {
C.gl4_2core_glCullFace(gl.funcs, C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIndexubv.xml
func (gl *GL) Indexubv(c []uint8) {
C.gl4_2core_glIndexubv(gl.funcs, (*C.GLubyte)(unsafe.Pointer(&c[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIndexub.xml
func (gl *GL) Indexub(c uint8) {
C.gl4_2core_glIndexub(gl.funcs, C.GLubyte(c))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsTexture.xml
func (gl *GL) IsTexture(texture glbase.Texture) bool {
glresult := C.gl4_2core_glIsTexture(gl.funcs, C.GLuint(texture))
return *(*bool)(unsafe.Pointer(&glresult))
}
// GenTextures returns n texture names in textures. There is no guarantee
// that the names form a contiguous set of integers; however, it is
// guaranteed that none of the returned names was in use immediately before
// the call to GenTextures.
//
// The generated textures have no dimensionality; they assume the
// dimensionality of the texture target to which they are first bound (see
// BindTexture).
//
// Texture names returned by a call to GenTextures are not returned by
// subsequent calls, unless they are first deleted with DeleteTextures.
//
// Error GL.INVALID_VALUE is generated if n is negative.
//
// GenTextures is available in GL version 2.0 or greater.
func (gl *GL) GenTextures(n int) []glbase.Texture {
if n == 0 {
return nil
}
textures := make([]glbase.Texture, n)
C.gl4_2core_glGenTextures(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0])))
return textures
}
// DeleteTextures deletes the textures objects whose names are stored
// in the textures slice. After a texture is deleted, it has no contents or
// dimensionality, and its name is free for reuse (for example by
// GenTextures). If a texture that is currently bound is deleted, the binding
// reverts to 0 (the default texture).
//
// DeleteTextures silently ignores 0's and names that do not correspond to
// existing textures.
//
// Error GL.INVALID_VALUE is generated if n is negative.
//
// DeleteTextures is available in GL version 2.0 or greater.
func (gl *GL) DeleteTextures(textures []glbase.Texture) {
n := len(textures)
if n == 0 {
return
}
C.gl4_2core_glDeleteTextures(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindTexture.xml
func (gl *GL) BindTexture(target glbase.Enum, texture glbase.Texture) {
C.gl4_2core_glBindTexture(gl.funcs, C.GLenum(target), C.GLuint(texture))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexSubImage2D.xml
func (gl *GL) TexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glTexSubImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexSubImage1D.xml
func (gl *GL) TexSubImage1D(target glbase.Enum, level, xoffset, width int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glTexSubImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLsizei(width), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCopyTexSubImage2D.xml
func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int) {
C.gl4_2core_glCopyTexSubImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCopyTexSubImage1D.xml
func (gl *GL) CopyTexSubImage1D(target glbase.Enum, level, xoffset, x, y, width int) {
C.gl4_2core_glCopyTexSubImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(x), C.GLint(y), C.GLsizei(width))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCopyTexImage2D.xml
func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, height, border int) {
C.gl4_2core_glCopyTexImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height), C.GLint(border))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCopyTexImage1D.xml
func (gl *GL) CopyTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, border int) {
C.gl4_2core_glCopyTexImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLint(border))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPolygonOffset.xml
func (gl *GL) PolygonOffset(factor, units float32) {
C.gl4_2core_glPolygonOffset(gl.funcs, C.GLfloat(factor), C.GLfloat(units))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElements.xml
func (gl *GL) DrawElements(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElements(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawArrays.xml
func (gl *GL) DrawArrays(mode glbase.Enum, first, count int) {
C.gl4_2core_glDrawArrays(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCopyTexSubImage3D.xml
func (gl *GL) CopyTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, x, y, width, height int) {
C.gl4_2core_glCopyTexSubImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(zoffset), C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexSubImage3D.xml
func (gl *GL) TexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, width, height int, depth int32, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glTexSubImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(zoffset), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexImage3D.xml
func (gl *GL) TexImage3D(target glbase.Enum, level int, internalFormat int32, width, height int, depth int32, border int, format, gltype glbase.Enum, pixels interface{}) {
var pixels_ptr unsafe.Pointer
var pixels_v = reflect.ValueOf(pixels)
if pixels != nil && pixels_v.Kind() != reflect.Slice {
panic("parameter pixels must be a slice")
}
if pixels != nil {
pixels_ptr = unsafe.Pointer(pixels_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glTexImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLint(border), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawRangeElements.xml
func (gl *GL) DrawRangeElements(mode glbase.Enum, start, end uint32, count int, gltype glbase.Enum, indices interface{}) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawRangeElements(gl.funcs, C.GLenum(mode), C.GLuint(start), C.GLuint(end), C.GLsizei(count), C.GLenum(gltype), indices_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendEquation.xml
func (gl *GL) BlendEquation(mode glbase.Enum) {
C.gl4_2core_glBlendEquation(gl.funcs, C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendColor.xml
func (gl *GL) BlendColor(red, green, blue, alpha float32) {
C.gl4_2core_glBlendColor(gl.funcs, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetCompressedTexImage.xml
func (gl *GL) GetCompressedTexImage(target glbase.Enum, level int, img interface{}) {
var img_ptr unsafe.Pointer
var img_v = reflect.ValueOf(img)
if img != nil && img_v.Kind() != reflect.Slice {
panic("parameter img must be a slice")
}
if img != nil {
img_ptr = unsafe.Pointer(img_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glGetCompressedTexImage(gl.funcs, C.GLenum(target), C.GLint(level), img_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCompressedTexSubImage1D.xml
func (gl *GL) CompressedTexSubImage1D(target glbase.Enum, level, xoffset, width int, format glbase.Enum, imageSize int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glCompressedTexSubImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLsizei(width), C.GLenum(format), C.GLsizei(imageSize), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCompressedTexSubImage2D.xml
func (gl *GL) CompressedTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format glbase.Enum, imageSize int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glCompressedTexSubImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLsizei(width), C.GLsizei(height), C.GLenum(format), C.GLsizei(imageSize), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCompressedTexSubImage3D.xml
func (gl *GL) CompressedTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, width, height int, depth int32, format glbase.Enum, imageSize int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glCompressedTexSubImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLint(xoffset), C.GLint(yoffset), C.GLint(zoffset), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLenum(format), C.GLsizei(imageSize), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCompressedTexImage1D.xml
func (gl *GL) CompressedTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, width, border, imageSize int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glCompressedTexImage1D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLsizei(width), C.GLint(border), C.GLsizei(imageSize), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCompressedTexImage2D.xml
func (gl *GL) CompressedTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height, border, imageSize int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glCompressedTexImage2D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLint(border), C.GLsizei(imageSize), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCompressedTexImage3D.xml
func (gl *GL) CompressedTexImage3D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height int, depth int32, border, imageSize int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glCompressedTexImage3D(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), C.GLint(border), C.GLsizei(imageSize), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSampleCoverage.xml
func (gl *GL) SampleCoverage(value float32, invert bool) {
C.gl4_2core_glSampleCoverage(gl.funcs, C.GLfloat(value), *(*C.GLboolean)(unsafe.Pointer(&invert)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glActiveTexture.xml
func (gl *GL) ActiveTexture(texture glbase.Enum) {
C.gl4_2core_glActiveTexture(gl.funcs, C.GLenum(texture))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPointParameteriv.xml
func (gl *GL) PointParameteriv(pname glbase.Enum, params []int32) {
C.gl4_2core_glPointParameteriv(gl.funcs, C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPointParameteri.xml
func (gl *GL) PointParameteri(pname glbase.Enum, param int32) {
C.gl4_2core_glPointParameteri(gl.funcs, C.GLenum(pname), C.GLint(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPointParameterfv.xml
func (gl *GL) PointParameterfv(pname glbase.Enum, params []float32) {
C.gl4_2core_glPointParameterfv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPointParameterf.xml
func (gl *GL) PointParameterf(pname glbase.Enum, param float32) {
C.gl4_2core_glPointParameterf(gl.funcs, C.GLenum(pname), C.GLfloat(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiDrawArrays.xml
func (gl *GL) MultiDrawArrays(mode glbase.Enum, first, count []int, drawcount int32) {
C.gl4_2core_glMultiDrawArrays(gl.funcs, C.GLenum(mode), (*C.GLint)(unsafe.Pointer(&first[0])), (*C.GLsizei)(unsafe.Pointer(&count[0])), C.GLsizei(drawcount))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendFuncSeparate.xml
func (gl *GL) BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha glbase.Enum) {
C.gl4_2core_glBlendFuncSeparate(gl.funcs, C.GLenum(sfactorRGB), C.GLenum(dfactorRGB), C.GLenum(sfactorAlpha), C.GLenum(dfactorAlpha))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetBufferParameteriv.xml
func (gl *GL) GetBufferParameteriv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetBufferParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUnmapBuffer.xml
func (gl *GL) UnmapBuffer(target glbase.Enum) bool {
glresult := C.gl4_2core_glUnmapBuffer(gl.funcs, C.GLenum(target))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetBufferSubData.xml
func (gl *GL) GetBufferSubData(target glbase.Enum, offset, size int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glGetBufferSubData(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(size), data_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBufferSubData.xml
func (gl *GL) BufferSubData(target glbase.Enum, offset, size int, data interface{}) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glBufferSubData(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(size), data_ptr)
}
// BufferData creates a new data store for the buffer object currently
// bound to target. Any pre-existing data store is deleted. The new data
// store is created with the specified size in bytes and usage. If data is
// not nil, it must be a slice that is used to initialize the data store.
// In that case the size parameter is ignored and the store size will match
// the slice data size.
//
// In its initial state, the new data store is not mapped, it has a NULL
// mapped pointer, and its mapped access is GL.READ_WRITE.
//
// The target constant must be one of GL.ARRAY_BUFFER, GL.COPY_READ_BUFFER,
// GL.COPY_WRITE_BUFFER, GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER,
// GL.PIXEL_UNPACK_BUFFER, GL.TEXTURE_BUFFER, GL.TRANSFORM_FEEDBACK_BUFFER,
// or GL.UNIFORM_BUFFER.
//
// The usage parameter is a hint to the GL implementation as to how a buffer
// object's data store will be accessed. This enables the GL implementation
// to make more intelligent decisions that may significantly impact buffer
// object performance. It does not, however, constrain the actual usage of
// the data store. usage can be broken down into two parts: first, the
// frequency of access (modification and usage), and second, the nature of
// that access.
//
// A usage frequency of STREAM and nature of DRAW is specified via the
// constant GL.STREAM_DRAW, for example.
//
// The usage frequency of access may be one of:
//
// STREAM
// The data store contents will be modified once and used at most a few times.
//
// STATIC
// The data store contents will be modified once and used many times.
//
// DYNAMIC
// The data store contents will be modified repeatedly and used many times.
//
// The usage nature of access may be one of:
//
// DRAW
// The data store contents are modified by the application, and used as
// the source for GL drawing and image specification commands.
//
// READ
// The data store contents are modified by reading data from the GL,
// and used to return that data when queried by the application.
//
// COPY
// The data store contents are modified by reading data from the GL,
// and used as the source for GL drawing and image specification
// commands.
//
// Clients must align data elements consistent with the requirements of the
// client platform, with an additional base-level requirement that an offset
// within a buffer to a datum comprising N bytes be a multiple of N.
//
// Error GL.INVALID_ENUM is generated if target is not one of the accepted
// buffer targets. GL.INVALID_ENUM is generated if usage is not
// GL.STREAM_DRAW, GL.STREAM_READ, GL.STREAM_COPY, GL.STATIC_DRAW,
// GL.STATIC_READ, GL.STATIC_COPY, GL.DYNAMIC_DRAW, GL.DYNAMIC_READ, or
// GL.DYNAMIC_COPY. GL.INVALID_VALUE is generated if size is negative.
// GL.INVALID_OPERATION is generated if the reserved buffer object name 0 is
// bound to target. GL.OUT_OF_MEMORY is generated if the GL is unable to
// create a data store with the specified size.
func (gl *GL) BufferData(target glbase.Enum, size int, data interface{}, usage glbase.Enum) {
var data_ptr unsafe.Pointer
var data_v = reflect.ValueOf(data)
if data != nil && data_v.Kind() != reflect.Slice {
panic("parameter data must be a slice")
}
if data != nil {
data_ptr = unsafe.Pointer(data_v.Index(0).Addr().Pointer())
}
if data != nil {
size = int(data_v.Type().Size()) * data_v.Len()
}
C.gl4_2core_glBufferData(gl.funcs, C.GLenum(target), C.GLsizeiptr(size), data_ptr, C.GLenum(usage))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsBuffer.xml
func (gl *GL) IsBuffer(buffer glbase.Buffer) bool {
glresult := C.gl4_2core_glIsBuffer(gl.funcs, C.GLuint(buffer))
return *(*bool)(unsafe.Pointer(&glresult))
}
// GenBuffers returns n buffer object names. There is no guarantee that
// the names form a contiguous set of integers; however, it is guaranteed
// that none of the returned names was in use immediately before the call to
// GenBuffers.
//
// Buffer object names returned by a call to GenBuffers are not returned by
// subsequent calls, unless they are first deleted with DeleteBuffers.
//
// No buffer objects are associated with the returned buffer object names
// until they are first bound by calling BindBuffer.
//
// Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION
// is generated if GenBuffers is executed between the execution of Begin
// and the corresponding execution of End.
//
// GenBuffers is available in GL version 1.5 or greater.
func (gl *GL) GenBuffers(n int) []glbase.Buffer {
if n == 0 {
return nil
}
buffers := make([]glbase.Buffer, n)
C.gl4_2core_glGenBuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&buffers[0])))
return buffers
}
// DeleteBuffers deletes the buffer objects whose names are stored in the
// buffers slice.
//
// After a buffer object is deleted, it has no contents, and its name is free
// for reuse (for example by GenBuffers). If a buffer object that is
// currently bound is deleted, the binding reverts to 0 (the absence of any
// buffer object, which reverts to client memory usage).
//
// DeleteBuffers silently ignores 0's and names that do not correspond to
// existing buffer objects.
//
// Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION
// is generated if DeleteBuffers is executed between the execution of Begin
// and the corresponding execution of End.
//
// DeleteBuffers is available in GL version 1.5 or greater.
func (gl *GL) DeleteBuffers(buffers []glbase.Buffer) {
n := len(buffers)
if n == 0 {
return
}
C.gl4_2core_glDeleteBuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&buffers[0])))
}
// BindBuffer creates or puts in use a named buffer object.
// Calling BindBuffer with target set to GL.ARRAY_BUFFER,
// GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER or GL.PIXEL_UNPACK_BUFFER
// and buffer set to the name of the new buffer object binds the buffer
// object name to the target. When a buffer object is bound to a target, the
// previous binding for that target is automatically broken.
//
// Buffer object names are unsigned integers. The value zero is reserved, but
// there is no default buffer object for each buffer object target. Instead,
// buffer set to zero effectively unbinds any buffer object previously bound,
// and restores client memory usage for that buffer object target. Buffer
// object names and the corresponding buffer object contents are local to the
// shared display-list space (see XCreateContext) of the current GL rendering
// context; two rendering contexts share buffer object names only if they
// also share display lists.
//
// GenBuffers may be called to generate a set of new buffer object names.
//
// The state of a buffer object immediately after it is first bound is an
// unmapped zero-sized memory buffer with GL.READ_WRITE access and
// GL.STATIC_DRAW usage.
//
// While a non-zero buffer object name is bound, GL operations on the target
// to which it is bound affect the bound buffer object, and queries of the
// target to which it is bound return state from the bound buffer object.
// While buffer object name zero is bound, as in the initial state, attempts
// to modify or query state on the target to which it is bound generates an
// GL.INVALID_OPERATION error.
//
// When vertex array pointer state is changed, for example by a call to
// NormalPointer, the current buffer object binding (GL.ARRAY_BUFFER_BINDING)
// is copied into the corresponding client state for the vertex array type
// being changed, for example GL.NORMAL_ARRAY_BUFFER_BINDING. While a
// non-zero buffer object is bound to the GL.ARRAY_BUFFER target, the vertex
// array pointer parameter that is traditionally interpreted as a pointer to
// client-side memory is instead interpreted as an offset within the buffer
// object measured in basic machine units.
//
// While a non-zero buffer object is bound to the GL.ELEMENT_ARRAY_BUFFER
// target, the indices parameter of DrawElements, DrawRangeElements, or
// MultiDrawElements that is traditionally interpreted as a pointer to
// client-side memory is instead interpreted as an offset within the buffer
// object measured in basic machine units.
//
// While a non-zero buffer object is bound to the GL.PIXEL_PACK_BUFFER
// target, the following commands are affected: GetCompressedTexImage,
// GetConvolutionFilter, GetHistogram, GetMinmax, GetPixelMap,
// GetPolygonStipple, GetSeparableFilter, GetTexImage, and ReadPixels. The
// pointer parameter that is traditionally interpreted as a pointer to
// client-side memory where the pixels are to be packed is instead
// interpreted as an offset within the buffer object measured in basic
// machine units.
//
// While a non-zero buffer object is bound to the GL.PIXEL_UNPACK_BUFFER
// target, the following commands are affected: Bitmap, ColorSubTable,
// ColorTable, CompressedTexImage1D, CompressedTexImage2D,
// CompressedTexImage3D, CompressedTexSubImage1D, CompressedTexSubImage2D,
// CompressedTexSubImage3D, ConvolutionFilter1D, ConvolutionFilter2D,
// DrawPixels, PixelMap, PolygonStipple, SeparableFilter2D, TexImage1D,
// TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, and TexSubImage3D.
// The pointer parameter that is traditionally interpreted as a pointer to
// client-side memory from which the pixels are to be unpacked is instead
// interpreted as an offset within the buffer object measured in basic
// machine units.
//
// A buffer object binding created with BindBuffer remains active until a
// different buffer object name is bound to the same target, or until the
// bound buffer object is deleted with DeleteBuffers.
//
// Once created, a named buffer object may be re-bound to any target as often
// as needed. However, the GL implementation may make choices about how to
// optimize the storage of a buffer object based on its initial binding
// target.
//
// Error GL.INVALID_ENUM is generated if target is not one of the allowable
// values. GL.INVALID_OPERATION is generated if BindBuffer is executed
// between the execution of Begin and the corresponding execution of End.
//
// BindBuffer is available in GL version 1.5 or greater.
func (gl *GL) BindBuffer(target glbase.Enum, buffer glbase.Buffer) {
C.gl4_2core_glBindBuffer(gl.funcs, C.GLenum(target), C.GLuint(buffer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetQueryObjectuiv.xml
func (gl *GL) GetQueryObjectuiv(id uint32, pname glbase.Enum, params []uint32) {
C.gl4_2core_glGetQueryObjectuiv(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetQueryObjectiv.xml
func (gl *GL) GetQueryObjectiv(id uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetQueryObjectiv(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetQueryiv.xml
func (gl *GL) GetQueryiv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetQueryiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEndQuery.xml
func (gl *GL) EndQuery(target glbase.Enum) {
C.gl4_2core_glEndQuery(gl.funcs, C.GLenum(target))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBeginQuery.xml
func (gl *GL) BeginQuery(target glbase.Enum, id uint32) {
C.gl4_2core_glBeginQuery(gl.funcs, C.GLenum(target), C.GLuint(id))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsQuery.xml
func (gl *GL) IsQuery(id uint32) bool {
glresult := C.gl4_2core_glIsQuery(gl.funcs, C.GLuint(id))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDeleteQueries.xml
func (gl *GL) DeleteQueries(n int, ids []uint32) {
C.gl4_2core_glDeleteQueries(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGenQueries.xml
func (gl *GL) GenQueries(n int, ids []uint32) {
C.gl4_2core_glGenQueries(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0])))
}
// VertexAttribPointer specifies the location and data format of the array
// of generic vertex attributes at index to use when rendering. size
// specifies the number of components per attribute and must be 1, 2, 3, or
// 4. type specifies the data type of each component, and stride specifies
// the byte stride from one attribute to the next, allowing vertices and
// attributes to be packed into a single array or stored in separate arrays.
// normalized indicates whether the values stored in an integer format are
// to be mapped to the range [-1,1] (for signed values) or [0,1]
// (for unsigned values) when they are accessed and converted to floating
// point; otherwise, values will be converted to floats directly without
// normalization. offset is a byte offset into the buffer object's data
// store, which must be bound to the GL.ARRAY_BUFFER target with BindBuffer.
//
// The buffer object binding (GL.ARRAY_BUFFER_BINDING) is saved as
// generic vertex attribute array client-side state
// (GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) for the provided index.
//
// To enable and disable a generic vertex attribute array, call
// EnableVertexAttribArray and DisableVertexAttribArray with index. If
// enabled, the generic vertex attribute array is used when DrawArrays or
// DrawElements is called. Each generic vertex attribute array is initially
// disabled.
//
// VertexAttribPointer is typically implemented on the client side.
//
// Error GL.INVALID_ENUM is generated if type is not an accepted value.
// GL.INVALID_VALUE is generated if index is greater than or equal to
// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_VALUE is generated if size is not 1, 2,
// 3, or 4. GL.INVALID_VALUE is generated if stride is negative.
func (gl *GL) VertexAttribPointer(index glbase.Attrib, size int, gltype glbase.Enum, normalized bool, stride int, offset uintptr) {
offset_ptr := unsafe.Pointer(offset)
C.gl4_2core_glVertexAttribPointer(gl.funcs, C.GLuint(index), C.GLint(size), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), C.GLsizei(stride), offset_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glValidateProgram.xml
func (gl *GL) ValidateProgram(program glbase.Program) {
C.gl4_2core_glValidateProgram(gl.funcs, C.GLuint(program))
}
// UniformMatrix4fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix4fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix4fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(4*4) != 0 {
panic("invalid value length for UniformMatrix4fv")
}
count := len(value) / (4 * 4)
C.gl4_2core_glUniformMatrix4fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix3fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix3fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix3fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(3*3) != 0 {
panic("invalid value length for UniformMatrix3fv")
}
count := len(value) / (3 * 3)
C.gl4_2core_glUniformMatrix3fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix2fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix2fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix2fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(2*2) != 0 {
panic("invalid value length for UniformMatrix2fv")
}
count := len(value) / (2 * 2)
C.gl4_2core_glUniformMatrix2fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// Uniform4iv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform4iv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform4iv(location glbase.Uniform, value []int32) {
if len(value) == 0 {
return
}
if len(value)%4 != 0 {
panic("invalid value length for Uniform4iv")
}
count := len(value) / 4
C.gl4_2core_glUniform4iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// Uniform3iv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform3iv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform3iv(location glbase.Uniform, value []int32) {
if len(value) == 0 {
return
}
if len(value)%3 != 0 {
panic("invalid value length for Uniform3iv")
}
count := len(value) / 3
C.gl4_2core_glUniform3iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// Uniform2iv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform2iv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform2iv(location glbase.Uniform, value []int32) {
if len(value) == 0 {
return
}
if len(value)%2 != 0 {
panic("invalid value length for Uniform2iv")
}
count := len(value) / 2
C.gl4_2core_glUniform2iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// Uniform1iv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform1iv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform1iv(location glbase.Uniform, value []int32) {
if len(value) == 0 {
return
}
count := len(value)
C.gl4_2core_glUniform1iv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// Uniform4fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform4fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform4fv(location glbase.Uniform, value []float32) {
if len(value) == 0 {
return
}
if len(value)%4 != 0 {
panic("invalid value length for Uniform4fv")
}
count := len(value) / 4
C.gl4_2core_glUniform4fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// Uniform3fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform3fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform3fv(location glbase.Uniform, value []float32) {
if len(value) == 0 {
return
}
if len(value)%3 != 0 {
panic("invalid value length for Uniform3fv")
}
count := len(value) / 3
C.gl4_2core_glUniform3fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// Uniform2fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform2fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform2fv(location glbase.Uniform, value []float32) {
if len(value) == 0 {
return
}
if len(value)%2 != 0 {
panic("invalid value length for Uniform2fv")
}
count := len(value) / 2
C.gl4_2core_glUniform2fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// Uniform1fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform1fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform1fv(location glbase.Uniform, value []float32) {
if len(value) == 0 {
return
}
count := len(value)
C.gl4_2core_glUniform1fv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// Uniform4i modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform4i operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform4i(location glbase.Uniform, v0, v1, v2, v3 int32) {
C.gl4_2core_glUniform4i(gl.funcs, C.GLint(location), C.GLint(v0), C.GLint(v1), C.GLint(v2), C.GLint(v3))
}
// Uniform3i modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform3i operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform3i(location glbase.Uniform, v0, v1, v2 int32) {
C.gl4_2core_glUniform3i(gl.funcs, C.GLint(location), C.GLint(v0), C.GLint(v1), C.GLint(v2))
}
// Uniform2i modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform2i operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform2i(location glbase.Uniform, v0, v1 int32) {
C.gl4_2core_glUniform2i(gl.funcs, C.GLint(location), C.GLint(v0), C.GLint(v1))
}
// Uniform1i modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform1i operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform1i(location glbase.Uniform, v0 int32) {
C.gl4_2core_glUniform1i(gl.funcs, C.GLint(location), C.GLint(v0))
}
// Uniform4f modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform4f operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform4f(location glbase.Uniform, v0, v1, v2, v3 float32) {
C.gl4_2core_glUniform4f(gl.funcs, C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
}
// Uniform3f modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform3f operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform3f(location glbase.Uniform, v0, v1, v2 float32) {
C.gl4_2core_glUniform3f(gl.funcs, C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
}
// Uniform2f modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform2f operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform2f(location glbase.Uniform, v0, v1 float32) {
C.gl4_2core_glUniform2f(gl.funcs, C.GLint(location), C.GLfloat(v0), C.GLfloat(v1))
}
// Uniform1f modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform1f operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform1f(location glbase.Uniform, v0 float32) {
C.gl4_2core_glUniform1f(gl.funcs, C.GLint(location), C.GLfloat(v0))
}
// UseProgram installs the program object specified by program as part of
// current rendering state. One or more executables are created in a program
// object by successfully attaching shader objects to it with AttachShader,
// successfully compiling the shader objects with CompileShader, and
// successfully linking the program object with LinkProgram.
//
// A program object will contain an executable that will run on the vertex
// processor if it contains one or more shader objects of type
// GL.VERTEX_SHADER that have been successfully compiled and linked.
// Similarly, a program object will contain an executable that will run on
// the fragment processor if it contains one or more shader objects of type
// GL.FRAGMENT_SHADER that have been successfully compiled and linked.
//
// Successfully installing an executable on a programmable processor will
// cause the corresponding fixed functionality of OpenGL to be disabled.
// Specifically, if an executable is installed on the vertex processor, the
// OpenGL fixed functionality will be disabled as follows.
//
// - The modelview matrix is not applied to vertex coordinates.
//
// - The projection matrix is not applied to vertex coordinates.
//
// - The texture matrices are not applied to texture coordinates.
//
// - Normals are not transformed to eye coordinates.
//
// - Normals are not rescaled or normalized.
//
// - Normalization of GL.AUTO_NORMAL evaluated normals is not performed.
//
// - Texture coordinates are not generated automatically.
//
// - Per-vertex lighting is not performed.
//
// - Color material computations are not performed.
//
// - Color index lighting is not performed.
//
// - This list also applies when setting the current raster position.
//
// The executable that is installed on the vertex processor is expected to
// implement any or all of the desired functionality from the preceding list.
// Similarly, if an executable is installed on the fragment processor, the
// OpenGL fixed functionality will be disabled as follows.
//
// - Texture environment and texture functions are not applied.
//
// - Texture application is not applied.
//
// - Color sum is not applied.
//
// - Fog is not applied.
//
// Again, the fragment shader that is installed is expected to implement any
// or all of the desired functionality from the preceding list.
//
// While a program object is in use, applications are free to modify attached
// shader objects, compile attached shader objects, attach additional shader
// objects, and detach or delete shader objects. None of these operations
// will affect the executables that are part of the current state. However,
// relinking the program object that is currently in use will install the
// program object as part of the current rendering state if the link
// operation was successful (see LinkProgram). If the program object
// currently in use is relinked unsuccessfully, its link status will be set
// to GL.FALSE, but the executables and associated state will remain part of
// the current state until a subsequent call to UseProgram removes it from
// use. After it is removed from use, it cannot be made part of current state
// until it has been successfully relinked.
//
// If program contains shader objects of type GL.VERTEX_SHADER but it does
// not contain shader objects of type GL.FRAGMENT_SHADER, an executable will
// be installed on the vertex processor, but fixed functionality will be used
// for fragment processing. Similarly, if program contains shader objects of
// type GL.FRAGMENT_SHADER but it does not contain shader objects of type
// GL.VERTEX_SHADER, an executable will be installed on the fragment
// processor, but fixed functionality will be used for vertex processing. If
// program is 0, the programmable processors will be disabled, and fixed
// functionality will be used for both vertex and fragment processing.
//
// While a program object is in use, the state that controls the disabled
// fixed functionality may also be updated using the normal OpenGL calls.
//
// Like display lists and texture objects, the name space for program objects
// may be shared across a set of contexts, as long as the server sides of the
// contexts share the same address space. If the name space is shared across
// contexts, any attached objects and the data associated with those attached
// objects are shared as well.
//
// Applications are responsible for providing the synchronization across API
// calls when objects are accessed from different execution threads.
//
// Error GL.INVALID_VALUE is generated if program is neither 0 nor a value
// generated by OpenGL. GL.INVALID_OPERATION is generated if program is not
// a program object. GL.INVALID_OPERATION is generated if program could not
// be made part of current state. GL.INVALID_OPERATION is generated if
// UseProgram is executed between the execution of Begin and the
// corresponding execution of End.
//
// UseProgram is available in GL version 2.0 or greater.
func (gl *GL) UseProgram(program glbase.Program) {
C.gl4_2core_glUseProgram(gl.funcs, C.GLuint(program))
}
// ShaderSource sets the source code in shader to the provided source code. Any source
// code previously stored in the shader object is completely replaced.
//
// Error GL.INVALID_VALUE is generated if shader is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader
// object. GL.INVALID_VALUE is generated if count is less than 0.
// GL.INVALID_OPERATION is generated if ShaderSource is executed between the
// execution of Begin and the corresponding execution of End.
//
// ShaderSource is available in GL version 2.0 or greater.
func (gl *GL) ShaderSource(shader glbase.Shader, source ...string) {
count := len(source)
length := make([]int32, count)
source_c := make([]unsafe.Pointer, count)
for i, src := range source {
length[i] = int32(len(src))
if len(src) > 0 {
source_c[i] = *(*unsafe.Pointer)(unsafe.Pointer(&src))
} else {
source_c[i] = unsafe.Pointer(uintptr(0))
}
}
C.gl4_2core_glShaderSource(gl.funcs, C.GLuint(shader), C.GLsizei(count), (**C.GLchar)(unsafe.Pointer(&source_c[0])), (*C.GLint)(unsafe.Pointer(&length[0])))
}
// LinkProgram links the program object specified by program. If any shader
// objects of type GL.VERTEX_SHADER are attached to program, they will be
// used to create an executable that will run on the programmable vertex
// processor. If any shader objects of type GL.FRAGMENT_SHADER are attached
// to program, they will be used to create an executable that will run on the
// programmable fragment processor.
//
// The status of the link operation will be stored as part of the program
// object's state. This value will be set to GL.TRUE if the program object
// was linked without errors and is ready for use, and GL.FALSE otherwise. It
// can be queried by calling GetProgramiv with arguments program and
// GL.LINK_STATUS.
//
// As a result of a successful link operation, all active user-defined
// uniform variables belonging to program will be initialized to 0, and each
// of the program object's active uniform variables will be assigned a
// location that can be queried by calling GetUniformLocation. Also, any
// active user-defined attribute variables that have not been bound to a
// generic vertex attribute index will be bound to one at this time.
//
// Linking of a program object can fail for a number of reasons as specified
// in the OpenGL Shading Language Specification. The following lists some of
// the conditions that will cause a link error.
//
// - The number of active attribute variables supported by the
// implementation has been exceeded.
//
// - The storage limit for uniform variables has been exceeded.
//
// - The number of active uniform variables supported by the implementation
// has been exceeded.
//
// - The main function is missing for the vertex shader or the fragment
// shader.
//
// - A varying variable actually used in the fragment shader is not
// declared in the same way (or is not declared at all) in the vertex
// shader.
//
// - A reference to a function or variable name is unresolved.
//
// - A shared global is declared with two different types or two different
// initial values.
//
// - One or more of the attached shader objects has not been successfully
// compiled.
//
// - Binding a generic attribute matrix caused some rows of the matrix to
// fall outside the allowed maximum of GL.MAX_VERTEX_ATTRIBS.
//
// - Not enough contiguous vertex attribute slots could be found to bind
// attribute matrices.
//
// When a program object has been successfully linked, the program object can
// be made part of current state by calling UseProgram. Whether or not the
// link operation was successful, the program object's information log will
// be overwritten. The information log can be retrieved by calling
// GetProgramInfoLog.
//
// LinkProgram will also install the generated executables as part of the
// current rendering state if the link operation was successful and the
// specified program object is already currently in use as a result of a
// previous call to UseProgram. If the program object currently in use is
// relinked unsuccessfully, its link status will be set to GL.FALSE , but the
// executables and associated state will remain part of the current state
// until a subsequent call to UseProgram removes it from use. After it is
// removed from use, it cannot be made part of current state until it has
// been successfully relinked.
//
// If program contains shader objects of type GL.VERTEX_SHADER but does not
// contain shader objects of type GL.FRAGMENT_SHADER, the vertex shader will
// be linked against the implicit interface for fixed functionality fragment
// processing. Similarly, if program contains shader objects of type
// GL.FRAGMENT_SHADER but it does not contain shader objects of type
// GL.VERTEX_SHADER, the fragment shader will be linked against the implicit
// interface for fixed functionality vertex processing.
//
// The program object's information log is updated and the program is
// generated at the time of the link operation. After the link operation,
// applications are free to modify attached shader objects, compile attached
// shader objects, detach shader objects, delete shader objects, and attach
// additional shader objects. None of these operations affects the
// information log or the program that is part of the program object.
//
// If the link operation is unsuccessful, any information about a previous
// link operation on program is lost (a failed link does not restore the
// old state of program). Certain information can still be retrieved
// from program even after an unsuccessful link operation. See for instance
// GetActiveAttrib and GetActiveUniform.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if program is not a program
// object. GL.INVALID_OPERATION is generated if LinkProgram is executed
// between the execution of Begin and the corresponding execution of End.
//
// LinkProgram is available in GL version 2.0 or greater.
func (gl *GL) LinkProgram(program glbase.Program) {
C.gl4_2core_glLinkProgram(gl.funcs, C.GLuint(program))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsShader.xml
func (gl *GL) IsShader(shader glbase.Shader) bool {
glresult := C.gl4_2core_glIsShader(gl.funcs, C.GLuint(shader))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsProgram.xml
func (gl *GL) IsProgram(program glbase.Program) bool {
glresult := C.gl4_2core_glIsProgram(gl.funcs, C.GLuint(program))
return *(*bool)(unsafe.Pointer(&glresult))
}
// GetVertexAttribiv returns in params the value of a generic vertex attribute
// parameter. The generic vertex attribute to be queried is specified by
// index, and the parameter to be queried is specified by pname.
//
// The accepted parameter names are as follows:
//
// GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
// params returns a single value, the name of the buffer object
// currently bound to the binding point corresponding to generic vertex
// attribute array index. If no buffer object is bound, 0 is returned.
// The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_ENABLED
// params returns a single value that is non-zero (true) if the vertex
// attribute array for index is enabled and 0 (false) if it is
// disabled. The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_SIZE
// params returns a single value, the size of the vertex attribute
// array for index. The size is the number of values for each element
// of the vertex attribute array, and it will be 1, 2, 3, or 4. The
// initial value is 4.
//
// GL.VERTEX_ATTRIB_ARRAY_STRIDE
// params returns a single value, the array stride for (number of bytes
// between successive elements in) the vertex attribute array for
// index. A value of 0 indicates that the array elements are stored
// sequentially in memory. The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_TYPE
// params returns a single value, a symbolic constant indicating the
// array type for the vertex attribute array for index. Possible values
// are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT,
// GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is
// GL.FLOAT.
//
// GL.VERTEX_ATTRIB_ARRAY_NORMALIZED
// params returns a single value that is non-zero (true) if fixed-point
// data types for the vertex attribute array indicated by index are
// normalized when they are converted to floating point, and 0 (false)
// otherwise. The initial value is 0.
//
// GL.CURRENT_VERTEX_ATTRIB
// params returns four values that represent the current value for the
// generic vertex attribute specified by index. Generic vertex
// attribute 0 is unique in that it has no current state, so an error
// will be generated if index is 0. The initial value for all other
// generic vertex attributes is (0,0,0,1).
//
// All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent
// client-side state.
//
// Error GL.INVALID_VALUE is generated if index is greater than or equal to
// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an
// accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname
// is GL.CURRENT_VERTEX_ATTRIB.
//
// GetVertexAttribiv is available in GL version 2.0 or greater.
func (gl *GL) GetVertexAttribiv(index glbase.Attrib, pname glbase.Enum, params []int32) {
var params_c [4]int32
C.gl4_2core_glGetVertexAttribiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetVertexAttribfv returns in params the value of a generic vertex attribute
// parameter. The generic vertex attribute to be queried is specified by
// index, and the parameter to be queried is specified by pname.
//
// The accepted parameter names are as follows:
//
// GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
// params returns a single value, the name of the buffer object
// currently bound to the binding point corresponding to generic vertex
// attribute array index. If no buffer object is bound, 0 is returned.
// The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_ENABLED
// params returns a single value that is non-zero (true) if the vertex
// attribute array for index is enabled and 0 (false) if it is
// disabled. The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_SIZE
// params returns a single value, the size of the vertex attribute
// array for index. The size is the number of values for each element
// of the vertex attribute array, and it will be 1, 2, 3, or 4. The
// initial value is 4.
//
// GL.VERTEX_ATTRIB_ARRAY_STRIDE
// params returns a single value, the array stride for (number of bytes
// between successive elements in) the vertex attribute array for
// index. A value of 0 indicates that the array elements are stored
// sequentially in memory. The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_TYPE
// params returns a single value, a symbolic constant indicating the
// array type for the vertex attribute array for index. Possible values
// are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT,
// GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is
// GL.FLOAT.
//
// GL.VERTEX_ATTRIB_ARRAY_NORMALIZED
// params returns a single value that is non-zero (true) if fixed-point
// data types for the vertex attribute array indicated by index are
// normalized when they are converted to floating point, and 0 (false)
// otherwise. The initial value is 0.
//
// GL.CURRENT_VERTEX_ATTRIB
// params returns four values that represent the current value for the
// generic vertex attribute specified by index. Generic vertex
// attribute 0 is unique in that it has no current state, so an error
// will be generated if index is 0. The initial value for all other
// generic vertex attributes is (0,0,0,1).
//
// All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent
// client-side state.
//
// Error GL.INVALID_VALUE is generated if index is greater than or equal to
// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an
// accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname
// is GL.CURRENT_VERTEX_ATTRIB.
//
// GetVertexAttribfv is available in GL version 2.0 or greater.
func (gl *GL) GetVertexAttribfv(index glbase.Attrib, pname glbase.Enum, params []float32) {
var params_c [4]float32
C.gl4_2core_glGetVertexAttribfv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetVertexAttribdv returns in params the value of a generic vertex attribute
// parameter. The generic vertex attribute to be queried is specified by
// index, and the parameter to be queried is specified by pname.
//
// The accepted parameter names are as follows:
//
// GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
// params returns a single value, the name of the buffer object
// currently bound to the binding point corresponding to generic vertex
// attribute array index. If no buffer object is bound, 0 is returned.
// The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_ENABLED
// params returns a single value that is non-zero (true) if the vertex
// attribute array for index is enabled and 0 (false) if it is
// disabled. The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_SIZE
// params returns a single value, the size of the vertex attribute
// array for index. The size is the number of values for each element
// of the vertex attribute array, and it will be 1, 2, 3, or 4. The
// initial value is 4.
//
// GL.VERTEX_ATTRIB_ARRAY_STRIDE
// params returns a single value, the array stride for (number of bytes
// between successive elements in) the vertex attribute array for
// index. A value of 0 indicates that the array elements are stored
// sequentially in memory. The initial value is 0.
//
// GL.VERTEX_ATTRIB_ARRAY_TYPE
// params returns a single value, a symbolic constant indicating the
// array type for the vertex attribute array for index. Possible values
// are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT,
// GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is
// GL.FLOAT.
//
// GL.VERTEX_ATTRIB_ARRAY_NORMALIZED
// params returns a single value that is non-zero (true) if fixed-point
// data types for the vertex attribute array indicated by index are
// normalized when they are converted to floating point, and 0 (false)
// otherwise. The initial value is 0.
//
// GL.CURRENT_VERTEX_ATTRIB
// params returns four values that represent the current value for the
// generic vertex attribute specified by index. Generic vertex
// attribute 0 is unique in that it has no current state, so an error
// will be generated if index is 0. The initial value for all other
// generic vertex attributes is (0,0,0,1).
//
// All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent
// client-side state.
//
// Error GL.INVALID_VALUE is generated if index is greater than or equal to
// GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an
// accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname
// is GL.CURRENT_VERTEX_ATTRIB.
//
// GetVertexAttribdv is available in GL version 2.0 or greater.
func (gl *GL) GetVertexAttribdv(index glbase.Attrib, pname glbase.Enum, params []float64) {
var params_c [4]float64
C.gl4_2core_glGetVertexAttribdv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetUniformiv returns in params the value of the specified uniform
// variable. The type of the uniform variable specified by location
// determines the number of values returned. If the uniform variable is
// defined in the shader as a boolean, int, or float, a single value will be
// returned. If it is defined as a vec2, ivec2, or bvec2, two values will be
// returned. If it is defined as a vec3, ivec3, or bvec3, three values will
// be returned, and so on. To query values stored in uniform variables
// declared as arrays, call GetUniformiv for each element of the array. To
// query values stored in uniform variables declared as structures, call
// GetUniformiv for each field in the structure. The values for uniform
// variables declared as a matrix will be returned in column major order.
//
// The locations assigned to uniform variables are not known until the
// program object is linked. After linking has occurred, the command
// GetUniformLocation can be used to obtain the location of a uniform
// variable. This location value can then be passed to GetUniformiv in order
// to query the current value of the uniform variable. After a program object
// has been linked successfully, the index values for uniform variables
// remain fixed until the next link command occurs. The uniform variable
// values can only be queried after a link if the link was successful.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if program is not a program
// object. GL.INVALID_OPERATION is generated if program has not been
// successfully linked. GL.INVALID_OPERATION is generated if location does
// not correspond to a valid uniform variable location for the specified
// program object. GL.INVALID_OPERATION is generated if GetUniformiv is
// executed between the execution of Begin and the corresponding execution of
// End.
//
// GetUniformiv is available in GL version 2.0 or greater.
func (gl *GL) GetUniformiv(program glbase.Program, location glbase.Uniform, params []int32) {
var params_c [4]int32
C.gl4_2core_glGetUniformiv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLint)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetUniformfv returns in params the value of the specified uniform
// variable. The type of the uniform variable specified by location
// determines the number of values returned. If the uniform variable is
// defined in the shader as a boolean, int, or float, a single value will be
// returned. If it is defined as a vec2, ivec2, or bvec2, two values will be
// returned. If it is defined as a vec3, ivec3, or bvec3, three values will
// be returned, and so on. To query values stored in uniform variables
// declared as arrays, call GetUniformfv for each element of the array. To
// query values stored in uniform variables declared as structures, call
// GetUniformfv for each field in the structure. The values for uniform
// variables declared as a matrix will be returned in column major order.
//
// The locations assigned to uniform variables are not known until the
// program object is linked. After linking has occurred, the command
// GetUniformLocation can be used to obtain the location of a uniform
// variable. This location value can then be passed to GetUniformfv in order
// to query the current value of the uniform variable. After a program object
// has been linked successfully, the index values for uniform variables
// remain fixed until the next link command occurs. The uniform variable
// values can only be queried after a link if the link was successful.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if program is not a program
// object. GL.INVALID_OPERATION is generated if program has not been
// successfully linked. GL.INVALID_OPERATION is generated if location does
// not correspond to a valid uniform variable location for the specified
// program object. GL.INVALID_OPERATION is generated if GetUniformfv is
// executed between the execution of Begin and the corresponding execution of
// End.
//
// GetUniformfv is available in GL version 2.0 or greater.
func (gl *GL) GetUniformfv(program glbase.Program, location glbase.Uniform, params []float32) {
var params_c [4]float32
C.gl4_2core_glGetUniformfv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLfloat)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetUniformLocation returns an integer that represents the location of a
// specific uniform variable within a program object. name must be an active
// uniform variable name in program that is not a structure, an array of
// structures, or a subcomponent of a vector or a matrix. This function
// returns -1 if name does not correspond to an active uniform variable in
// program or if name starts with the reserved prefix "gl_".
//
// Uniform variables that are structures or arrays of structures may be
// queried by calling GetUniformLocation for each field within the
// structure. The array element operator "[]" and the structure field
// operator "." may be used in name in order to select elements within an
// array or fields within a structure. The result of using these operators is
// not allowed to be another structure, an array of structures, or a
// subcomponent of a vector or a matrix. Except if the last part of name
// indicates a uniform variable array, the location of the first element of
// an array can be retrieved by using the name of the array, or by using the
// name appended by "[0]".
//
// The actual locations assigned to uniform variables are not known until the
// program object is linked successfully. After linking has occurred, the
// command GetUniformLocation can be used to obtain the location of a
// uniform variable. This location value can then be passed to Uniform to
// set the value of the uniform variable or to GetUniform in order to query
// the current value of the uniform variable. After a program object has been
// linked successfully, the index values for uniform variables remain fixed
// until the next link command occurs. Uniform variable locations and values
// can only be queried after a link if the link was successful.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if program is not a program object.
// GL.INVALID_OPERATION is generated if program has not been successfully
// linked. GL.INVALID_OPERATION is generated if GetUniformLocation is executed
// between the execution of Begin and the corresponding execution of End.
//
// GetUniformLocation is available in GL version 2.0 or greater.
func (gl *GL) GetUniformLocation(program glbase.Program, name string) glbase.Uniform {
name_cstr := C.CString(name)
glresult := C.gl4_2core_glGetUniformLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(name_cstr))
C.free(unsafe.Pointer(name_cstr))
return glbase.Uniform(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetShaderSource.xml
func (gl *GL) GetShaderSource(shader glbase.Shader, bufSize int32, length []int32, source []byte) {
C.gl4_2core_glGetShaderSource(gl.funcs, C.GLuint(shader), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&source[0])))
}
// GetShaderInfoLog returns the information log for the specified shader
// object. The information log for a shader object is modified when the
// shader is compiled.
//
// The information log for a shader object is a string that may contain
// diagnostic messages, warning messages, and other information about the
// last compile operation. When a shader object is created, its information
// log will be a string of length 0, and the size of the current log can be
// obtained by calling GetShaderiv with the value GL.INFO_LOG_LENGTH.
//
// The information log for a shader object is the OpenGL implementer's
// primary mechanism for conveying information about the compilation process.
// Therefore, the information log can be helpful to application developers
// during the development process, even when compilation is successful.
// Application developers should not expect different OpenGL implementations
// to produce identical information logs.
//
// Error GL.INVALID_VALUE is generated if shader is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader
// object. GL.INVALID_VALUE is generated if maxLength is less than 0.
// GL.INVALID_OPERATION is generated if GetShaderInfoLog is executed
// between the execution of Begin and the corresponding execution of End.
//
// GetShaderInfoLog is available in GL version 2.0 or greater.
func (gl *GL) GetShaderInfoLog(shader glbase.Shader) []byte {
var params [1]int32
var length int32
gl.GetShaderiv(shader, INFO_LOG_LENGTH, params[:])
bufSize := params[0]
infoLog := make([]byte, int(bufSize))
C.gl4_2core_glGetShaderInfoLog(gl.funcs, C.GLuint(shader), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length)), (*C.GLchar)(unsafe.Pointer(&infoLog[0])))
return infoLog
}
// GetShaderiv GetShader returns in params the value of a parameter for a specific
// shader object. The following parameters are defined:
//
// GL.SHADER_TYPE
// params returns GL.VERTEX_SHADER if shader is a vertex shader object,
// and GL.FRAGMENT_SHADER if shader is a fragment shader object.
//
// GL.DELETE_STATUS
// params returns GL.TRUE if shader is currently flagged for deletion,
// and GL.FALSE otherwise.
//
// GL.COMPILE_STATUS
// params returns GL.TRUE if the last compile operation on shader was
// successful, and GL.FALSE otherwise.
//
// GL.INFO_LOG_LENGTH
// params returns the number of characters in the information log for
// shader including the null termination character (the size of the
// character buffer required to store the information log). If shader has
// no information log, a value of 0 is returned.
//
// GL.SHADER_SOURCE_LENGTH
// params returns the length of the concatenation of the source strings
// that make up the shader source for the shader, including the null
// termination character. (the size of the character buffer
// required to store the shader source). If no source code exists, 0 is
// returned.
//
// Error GL.INVALID_VALUE is generated if shader is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if shader does not refer to a
// shader object. GL.INVALID_ENUM is generated if pname is not an accepted
// value. GL.INVALID_OPERATION is generated if GetShader is executed
// between the execution of Begin and the corresponding execution of End.
//
// GetShaderiv is available in GL version 2.0 or greater.
func (gl *GL) GetShaderiv(shader glbase.Shader, pname glbase.Enum, params []int32) {
var params_c [4]int32
C.gl4_2core_glGetShaderiv(gl.funcs, C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetProgramInfoLog returns the information log for the specified program
// object. The information log for a program object is modified when the
// program object is linked or validated.
//
// The information log for a program object is either an empty string, or a
// string containing information about the last link operation, or a string
// containing information about the last validation operation. It may contain
// diagnostic messages, warning messages, and other information. When a
// program object is created, its information log will be a string of length
// 0, and the size of the current log can be obtained by calling GetProgramiv
// with the value GL.INFO_LOG_LENGTH.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated
// by OpenGL. GL.INVALID_OPERATION is generated if program is not a
// program object.
func (gl *GL) GetProgramInfoLog(program glbase.Program) []byte {
var params [1]int32
var length int32
gl.GetProgramiv(program, INFO_LOG_LENGTH, params[:])
bufSize := params[0]
infoLog := make([]byte, int(bufSize))
C.gl4_2core_glGetProgramInfoLog(gl.funcs, C.GLuint(program), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length)), (*C.GLchar)(unsafe.Pointer(&infoLog[0])))
return infoLog
}
// GetProgramiv returns in params the value of a parameter for a specific
// program object. The following parameters are defined:
//
// GL.DELETE_STATUS
// params returns GL.TRUE if program is currently flagged for deletion,
// and GL.FALSE otherwise.
//
// GL.LINK_STATUS
// params returns GL.TRUE if the last link operation on program was
// successful, and GL.FALSE otherwise.
//
// GL.VALIDATE_STATUS
// params returns GL.TRUE or if the last validation operation on
// program was successful, and GL.FALSE otherwise.
//
// GL.INFO_LOG_LENGTH
// params returns the number of characters in the information log for
// program including the null termination character (the size of
// the character buffer required to store the information log). If
// program has no information log, a value of 0 is returned.
//
// GL.ATTACHED_SHADERS
// params returns the number of shader objects attached to program.
//
// GL.ACTIVE_ATTRIBUTES
// params returns the number of active attribute variables for program.
//
// GL.ACTIVE_ATTRIBUTE_MAX_LENGTH
// params returns the length of the longest active attribute name for
// program, including the null termination character (the size of
// the character buffer required to store the longest attribute name).
// If no active attributes exist, 0 is returned.
//
// GL.ACTIVE_UNIFORMS
// params returns the number of active uniform variables for program.
//
// GL.ACTIVE_UNIFORM_MAX_LENGTH
// params returns the length of the longest active uniform variable
// name for program, including the null termination character (i.e.,
// the size of the character buffer required to store the longest
// uniform variable name). If no active uniform variables exist, 0 is
// returned.
//
// GL.TRANSFORM_FEEDBACK_BUFFER_MODE
// params returns a symbolic constant indicating the buffer mode used
// when transform feedback is active. This may be GL.SEPARATE_ATTRIBS
// or GL.INTERLEAVED_ATTRIBS.
//
// GL.TRANSFORM_FEEDBACK_VARYINGS
// params returns the number of varying variables to capture in transform
// feedback mode for the program.
//
// GL.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
// params returns the length of the longest variable name to be used for
// transform feedback, including the null-terminator.
//
// GL.GEOMETRY_VERTICES_OUT
// params returns the maximum number of vertices that the geometry shader in
// program will output.
//
// GL.GEOMETRY_INPUT_TYPE
// params returns a symbolic constant indicating the primitive type accepted
// as input to the geometry shader contained in program.
//
// GL.GEOMETRY_OUTPUT_TYPE
// params returns a symbolic constant indicating the primitive type that will
// be output by the geometry shader contained in program.
//
// GL.ACTIVE_UNIFORM_BLOCKS and GL.ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH are
// available only if the GL version 3.1 or greater.
//
// GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE and
// GL.GEOMETRY_OUTPUT_TYPE are accepted only if the GL version is 3.2 or
// greater.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if program does not refer to a
// program object. GL.INVALID_OPERATION is generated if pname is
// GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE, or
// GL.GEOMETRY_OUTPUT_TYPE, and program does not contain a geometry shader.
// GL.INVALID_ENUM is generated if pname is not an accepted value.
func (gl *GL) GetProgramiv(program glbase.Program, pname glbase.Enum, params []int32) {
var params_c [4]int32
C.gl4_2core_glGetProgramiv(gl.funcs, C.GLuint(program), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms_c[0])))
copy(params, params_c[:])
}
// GetAttribLocation queries the previously linked program object specified
// by program for the attribute variable specified by name and returns the
// index of the generic vertex attribute that is bound to that attribute
// variable. If name is a matrix attribute variable, the index of the first
// column of the matrix is returned. If the named attribute variable is not
// an active attribute in the specified program object or if name starts with
// the reserved prefix "gl_", a value of -1 is returned.
//
// The association between an attribute variable name and a generic attribute
// index can be specified at any time by calling BindAttribLocation.
// Attribute bindings do not go into effect until LinkProgram is called.
// After a program object has been linked successfully, the index values for
// attribute variables remain fixed until the next link command occurs. The
// attribute values can only be queried after a link if the link was
// successful. GetAttribLocation returns the binding that actually went
// into effect the last time LinkProgram was called for the specified
// program object. Attribute bindings that have been specified since the last
// link operation are not returned by GetAttribLocation.
//
// Error GL_INVALID_OPERATION is generated if program is not a value
// generated by OpenGL. GL_INVALID_OPERATION is generated if program is not
// a program object. GL_INVALID_OPERATION is generated if program has not
// been successfully linked. GL_INVALID_OPERATION is generated if
// GetAttribLocation is executed between the execution of Begin and the
// corresponding execution of End.
//
// GetAttribLocation is available in GL version 2.0 or greater.
func (gl *GL) GetAttribLocation(program glbase.Program, name string) glbase.Attrib {
name_cstr := C.CString(name)
glresult := C.gl4_2core_glGetAttribLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(name_cstr))
C.free(unsafe.Pointer(name_cstr))
return glbase.Attrib(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetAttachedShaders.xml
func (gl *GL) GetAttachedShaders(program glbase.Program, maxCount int32, count []int, obj []uint32) {
C.gl4_2core_glGetAttachedShaders(gl.funcs, C.GLuint(program), C.GLsizei(maxCount), (*C.GLsizei)(unsafe.Pointer(&count[0])), (*C.GLuint)(unsafe.Pointer(&obj[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveUniform.xml
func (gl *GL) GetActiveUniform(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) {
C.gl4_2core_glGetActiveUniform(gl.funcs, C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLint)(unsafe.Pointer(&size[0])), (*C.GLenum)(unsafe.Pointer(&gltype[0])), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveAttrib.xml
func (gl *GL) GetActiveAttrib(program glbase.Program, index glbase.Attrib, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) {
C.gl4_2core_glGetActiveAttrib(gl.funcs, C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLint)(unsafe.Pointer(&size[0])), (*C.GLenum)(unsafe.Pointer(&gltype[0])), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEnableVertexAttribArray.xml
func (gl *GL) EnableVertexAttribArray(index glbase.Attrib) {
C.gl4_2core_glEnableVertexAttribArray(gl.funcs, C.GLuint(index))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDisableVertexAttribArray.xml
func (gl *GL) DisableVertexAttribArray(index glbase.Attrib) {
C.gl4_2core_glDisableVertexAttribArray(gl.funcs, C.GLuint(index))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDetachShader.xml
func (gl *GL) DetachShader(program glbase.Program, shader glbase.Shader) {
C.gl4_2core_glDetachShader(gl.funcs, C.GLuint(program), C.GLuint(shader))
}
// DeleteShader frees the memory and invalidates the name associated with
// the shader object specified by shader. This command effectively undoes the
// effects of a call to CreateShader.
//
// If a shader object to be deleted is attached to a program object, it will
// be flagged for deletion, but it will not be deleted until it is no longer
// attached to any program object, for any rendering context (it must
// be detached from wherever it was attached before it will be deleted). A
// value of 0 for shader will be silently ignored.
//
// To determine whether an object has been flagged for deletion, call
// GetShader with arguments shader and GL.DELETE_STATUS.
//
// Error GL.INVALID_VALUE is generated if shader is not a value generated by
// OpenGL.
//
// DeleteShader is available in GL version 2.0 or greater.
func (gl *GL) DeleteShader(shader glbase.Shader) {
C.gl4_2core_glDeleteShader(gl.funcs, C.GLuint(shader))
}
// DeleteProgram frees the memory and invalidates the name associated with
// the program object specified by program. This command effectively undoes
// the effects of a call to CreateProgram.
//
// If a program object is in use as part of current rendering state, it will
// be flagged for deletion, but it will not be deleted until it is no longer
// part of current state for any rendering context. If a program object to be
// deleted has shader objects attached to it, those shader objects will be
// automatically detached but not deleted unless they have already been
// flagged for deletion by a previous call to DeleteShader. A value of 0
// for program will be silently ignored.
//
// To determine whether a program object has been flagged for deletion, call
// GetProgram with arguments program and GL.DELETE_STATUS.
//
// Error GL.INVALID_VALUE is generated if program is not a value generated by
// OpenGL.
//
// DeleteProgram is available in GL version 2.0 or greater.
func (gl *GL) DeleteProgram(program glbase.Program) {
C.gl4_2core_glDeleteProgram(gl.funcs, C.GLuint(program))
}
// CreateShader creates an empty shader object and returns a non-zero value
// by which it can be referenced. A shader object is used to maintain the
// source code strings that define a shader. shaderType indicates the type of
// shader to be created.
//
// Two types of shaders are supported. A shader of type GL.VERTEX_SHADER is a
// shader that is intended to run on the programmable vertex processor and
// replace the fixed functionality vertex processing in OpenGL. A shader of
// type GL.FRAGMENT_SHADER is a shader that is intended to run on the
// programmable fragment processor and replace the fixed functionality
// fragment processing in OpenGL.
//
// When created, a shader object's GL.SHADER_TYPE parameter is set to either
// GL.VERTEX_SHADER or GL.FRAGMENT_SHADER, depending on the value of
// shaderType.
//
// Like display lists and texture objects, the name space for shader objects
// may be shared across a set of contexts, as long as the server sides of the
// contexts share the same address space. If the name space is shared across
// contexts, any attached objects and the data associated with those attached
// objects are shared as well.
//
// This function returns 0 if an error occurs creating the shader object.
//
// Error GL.INVALID_ENUM is generated if shaderType is not an accepted value.
// GL.INVALID_OPERATION is generated if CreateShader is executed between the
// execution of Begin and the corresponding execution of End.
//
// CreateShader is available in GL version 2.0 or greater.
func (gl *GL) CreateShader(gltype glbase.Enum) glbase.Shader {
glresult := C.gl4_2core_glCreateShader(gl.funcs, C.GLenum(gltype))
return glbase.Shader(glresult)
}
// CreateProgram creates an empty program object and returns a non-zero
// value by which it can be referenced. A program object is an object to
// which shader objects can be attached. This provides a mechanism to specify
// the shader objects that will be linked to create a program. It also
// provides a means for checking the compatibility of the shaders that will
// be used to create a program (for instance, checking the compatibility
// between a vertex shader and a fragment shader). When no longer needed as
// part of a program object, shader objects can be detached.
//
// One or more executables are created in a program object by successfully
// attaching shader objects to it with AttachShader, successfully compiling
// the shader objects with CompileShader, and successfully linking the
// program object with LinkProgram. These executables are made part of
// current state when UseProgram is called. Program objects can be deleted
// by calling DeleteProgram. The memory associated with the program object
// will be deleted when it is no longer part of current rendering state for
// any context.
//
// Like display lists and texture objects, the name space for program objects
// may be shared across a set of contexts, as long as the server sides of the
// contexts share the same address space. If the name space is shared across
// contexts, any attached objects and the data associated with those attached
// objects are shared as well.
//
// Applications are responsible for providing the synchronization across API
// calls when objects are accessed from different execution threads.
//
// This function returns 0 if an error occurs creating the program object.
//
// Error GL.INVALID_OPERATION is generated if CreateProgram is executed
// between the execution of Begin and the corresponding execution of End.
//
// CreateProgram is available in GL version 2.0 or greater.
func (gl *GL) CreateProgram() glbase.Program {
glresult := C.gl4_2core_glCreateProgram(gl.funcs)
return glbase.Program(glresult)
}
// CompileShader compiles the source code strings that have been stored in
// the shader object specified by shader.
//
// The compilation status will be stored as part of the shader object's
// state. This value will be set to GL.TRUE if the shader was compiled without
// errors and is ready for use, and GL.FALSE otherwise. It can be queried by
// calling GetShaderiv with arguments shader and GL.COMPILE_STATUS.
//
// Compilation of a shader can fail for a number of reasons as specified by
// the OpenGL Shading Language Specification. Whether or not the compilation
// was successful, information about the compilation can be obtained from the
// shader object's information log by calling GetShaderInfoLog.
//
// Error GL.INVALID_VALUE is generated if shader is not a value generated by
// OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader
// object. GL.INVALID_OPERATION is generated if CompileShader is executed
// between the execution of Begin and the corresponding execution of End.
//
// CompileShader is available in GL version 2.0 or greater.
func (gl *GL) CompileShader(shader glbase.Shader) {
C.gl4_2core_glCompileShader(gl.funcs, C.GLuint(shader))
}
// BindAttribLocation associates a user-defined attribute variable in the program
// object specified by program with a generic vertex attribute index. The name
// parameter specifies the name of the vertex shader attribute variable to
// which index is to be bound. When program is made part of the current state,
// values provided via the generic vertex attribute index will modify the
// value of the user-defined attribute variable specified by name.
//
// If name refers to a matrix attribute variable, index refers to the first
// column of the matrix. Other matrix columns are then automatically bound to
// locations index+1 for a matrix of type mat2; index+1 and index+2 for a
// matrix of type mat3; and index+1, index+2, and index+3 for a matrix of
// type mat4.
//
// This command makes it possible for vertex shaders to use descriptive names
// for attribute variables rather than generic variables that are numbered
// from 0 to GL.MAX_VERTEX_ATTRIBS-1. The values sent to each generic
// attribute index are part of current state, just like standard vertex
// attributes such as color, normal, and vertex position. If a different
// program object is made current by calling UseProgram, the generic vertex
// attributes are tracked in such a way that the same values will be observed
// by attributes in the new program object that are also bound to index.
//
// Attribute variable name-to-generic attribute index bindings for a program
// object can be explicitly assigned at any time by calling
// BindAttribLocation. Attribute bindings do not go into effect until
// LinkProgram is called. After a program object has been linked
// successfully, the index values for generic attributes remain fixed (and
// their values can be queried) until the next link command occurs.
//
// Applications are not allowed to bind any of the standard OpenGL vertex
// attributes using this command, as they are bound automatically when
// needed. Any attribute binding that occurs after the program object has
// been linked will not take effect until the next time the program object is
// linked.
//
// If name was bound previously, that information is lost. Thus you cannot
// bind one user-defined attribute variable to multiple indices, but you can
// bind multiple user-defined attribute variables to the same index.
//
// Applications are allowed to bind more than one user-defined attribute
// variable to the same generic vertex attribute index. This is called
// aliasing, and it is allowed only if just one of the aliased attributes is
// active in the executable program, or if no path through the shader
// consumes more than one attribute of a set of attributes aliased to the
// same location. The compiler and linker are allowed to assume that no
// aliasing is done and are free to employ optimizations that work only in
// the absence of aliasing. OpenGL implementations are not required to do
// error checking to detect aliasing. Because there is no way to bind
// standard attributes, it is not possible to alias generic attributes with
// conventional ones (except for generic attribute 0).
//
// BindAttribLocation can be called before any vertex shader objects are
// bound to the specified program object. It is also permissible to bind a
// generic attribute index to an attribute variable name that is never used
// in a vertex shader.
//
// Active attributes that are not explicitly bound will be bound by the
// linker when LinkProgram is called. The locations assigned can be queried
// by calling GetAttribLocation.
//
// Error GL.INVALID_VALUE is generated if index is greater than or equal to
// GL.MAX_VERTEX_ATTRIBS.
// GL.INVALID_OPERATION is generated if name starts with the reserved prefix "gl_".
// GL.INVALID_VALUE is generated if program is not a value generated by OpenGL.
// GL.INVALID_OPERATION is generated if program is not a program object.
// GL.INVALID_OPERATION is generated if BindAttribLocation is executed
// between the execution of Begin and the corresponding execution of End.
//
// BindAttribLocation is available in GL version 2.0 or greater.
func (gl *GL) BindAttribLocation(program glbase.Program, index glbase.Attrib, name string) {
name_cstr := C.CString(name)
C.gl4_2core_glBindAttribLocation(gl.funcs, C.GLuint(program), C.GLuint(index), (*C.GLchar)(name_cstr))
C.free(unsafe.Pointer(name_cstr))
}
// AttachShader attaches a shader object to a program object.
//
// In order to create an executable, there must be a way to specify the list
// of things that will be linked together. Program objects provide this
// mechanism. Shaders that are to be linked together in a program object must
// first be attached to that program object. This indicates that shader will
// be included in link operations that will be performed on program.
//
// All operations that can be performed on a shader object are valid whether
// or not the shader object is attached to a program object. It is
// permissible to attach a shader object to a program object before source
// code has been loaded into the shader object or before the shader object
// has been compiled. It is permissible to attach multiple shader objects of
// the same type because each may contain a portion of the complete shader.
// It is also permissible to attach a shader object to more than one program
// object. If a shader object is deleted while it is attached to a program
// object, it will be flagged for deletion, and deletion will not occur until
// DetachShader is called to detach it from all program objects to which it
// is attached.
//
// Error GL.INVALID_VALUE is generated if either program or shader is not a
// value generated by OpenGL. GL.INVALID_OPERATION is generated if program
// is not a program object. GL.INVALID_OPERATION is generated if shader is
// not a shader object. GL.INVALID_OPERATION is generated if shader is
// already attached to program. GL.INVALID_OPERATION is generated if
// AttachShader is executed between the execution of Begin and the
// corresponding execution of End.
//
// AttachShader is available in GL version 2.0 or greater.
func (gl *GL) AttachShader(program glbase.Program, shader glbase.Shader) {
C.gl4_2core_glAttachShader(gl.funcs, C.GLuint(program), C.GLuint(shader))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glStencilMaskSeparate.xml
func (gl *GL) StencilMaskSeparate(face glbase.Enum, mask uint32) {
C.gl4_2core_glStencilMaskSeparate(gl.funcs, C.GLenum(face), C.GLuint(mask))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glStencilFuncSeparate.xml
func (gl *GL) StencilFuncSeparate(face, glfunc glbase.Enum, ref int32, mask uint32) {
C.gl4_2core_glStencilFuncSeparate(gl.funcs, C.GLenum(face), C.GLenum(glfunc), C.GLint(ref), C.GLuint(mask))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glStencilOpSeparate.xml
func (gl *GL) StencilOpSeparate(face, sfail, dpfail, dppass glbase.Enum) {
C.gl4_2core_glStencilOpSeparate(gl.funcs, C.GLenum(face), C.GLenum(sfail), C.GLenum(dpfail), C.GLenum(dppass))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawBuffers.xml
func (gl *GL) DrawBuffers(n int, bufs []glbase.Enum) {
C.gl4_2core_glDrawBuffers(gl.funcs, C.GLsizei(n), (*C.GLenum)(unsafe.Pointer(&bufs[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendEquationSeparate.xml
func (gl *GL) BlendEquationSeparate(modeRGB, modeAlpha glbase.Enum) {
C.gl4_2core_glBlendEquationSeparate(gl.funcs, C.GLenum(modeRGB), C.GLenum(modeAlpha))
}
// UniformMatrix4x3fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix4x3fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix4x3fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(4*3) != 0 {
panic("invalid value length for UniformMatrix4x3fv")
}
count := len(value) / (4 * 3)
C.gl4_2core_glUniformMatrix4x3fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix3x4fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix3x4fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix3x4fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(3*4) != 0 {
panic("invalid value length for UniformMatrix3x4fv")
}
count := len(value) / (3 * 4)
C.gl4_2core_glUniformMatrix3x4fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix4x2fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix4x2fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix4x2fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(4*2) != 0 {
panic("invalid value length for UniformMatrix4x2fv")
}
count := len(value) / (4 * 2)
C.gl4_2core_glUniformMatrix4x2fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix2x4fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix2x4fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix2x4fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(2*4) != 0 {
panic("invalid value length for UniformMatrix2x4fv")
}
count := len(value) / (2 * 4)
C.gl4_2core_glUniformMatrix2x4fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix3x2fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix3x2fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix3x2fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(3*2) != 0 {
panic("invalid value length for UniformMatrix3x2fv")
}
count := len(value) / (3 * 2)
C.gl4_2core_glUniformMatrix3x2fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// UniformMatrix2x3fv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// UniformMatrix2x3fv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to
// modify a matrix or an array of matrices. The numbers in the function name
// are interpreted as the dimensionality of the matrix. The number 2
// indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9
// values), and the number 4 indicates a 4x4 matrix (16 values). Non-square
// matrix dimensionality is explicit, with the first number representing the
// number of columns and the second number representing the number of rows.
// For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8
// values). The length of the provided slice must be a multiple of the number
// of values per matrix, to update one or more consecutive matrices.
//
// If transpose is false, each matrix is assumed to be supplied in column
// major order. If transpose is true, each matrix is assumed to be supplied
// in row major order.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) UniformMatrix2x3fv(location glbase.Uniform, transpose bool, value []float32) {
if len(value) == 0 {
return
}
if len(value)%(2*3) != 0 {
panic("invalid value length for UniformMatrix2x3fv")
}
count := len(value) / (2 * 3)
C.gl4_2core_glUniformMatrix2x3fv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsVertexArray.xml
func (gl *GL) IsVertexArray(array uint32) bool {
glresult := C.gl4_2core_glIsVertexArray(gl.funcs, C.GLuint(array))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGenVertexArrays.xml
func (gl *GL) GenVertexArrays(n int, arrays []uint32) {
C.gl4_2core_glGenVertexArrays(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&arrays[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDeleteVertexArrays.xml
func (gl *GL) DeleteVertexArrays(n int, arrays []uint32) {
C.gl4_2core_glDeleteVertexArrays(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&arrays[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindVertexArray.xml
func (gl *GL) BindVertexArray(array uint32) {
C.gl4_2core_glBindVertexArray(gl.funcs, C.GLuint(array))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFlushMappedBufferRange.xml
func (gl *GL) FlushMappedBufferRange(target glbase.Enum, offset, length int) {
C.gl4_2core_glFlushMappedBufferRange(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFramebufferTextureLayer.xml
func (gl *GL) FramebufferTextureLayer(target, attachment glbase.Enum, texture glbase.Texture, level int, layer int32) {
C.gl4_2core_glFramebufferTextureLayer(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLuint(texture), C.GLint(level), C.GLint(layer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glRenderbufferStorageMultisample.xml
func (gl *GL) RenderbufferStorageMultisample(target glbase.Enum, samples int32, internalFormat glbase.Enum, width, height int) {
C.gl4_2core_glRenderbufferStorageMultisample(gl.funcs, C.GLenum(target), C.GLsizei(samples), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlitFramebuffer.xml
func (gl *GL) BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int32, mask glbase.Bitfield, filter glbase.Enum) {
C.gl4_2core_glBlitFramebuffer(gl.funcs, C.GLint(srcX0), C.GLint(srcY0), C.GLint(srcX1), C.GLint(srcY1), C.GLint(dstX0), C.GLint(dstY0), C.GLint(dstX1), C.GLint(dstY1), C.GLbitfield(mask), C.GLenum(filter))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGenerateMipmap.xml
func (gl *GL) GenerateMipmap(target glbase.Enum) {
C.gl4_2core_glGenerateMipmap(gl.funcs, C.GLenum(target))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetFramebufferAttachmentParameteriv.xml
func (gl *GL) GetFramebufferAttachmentParameteriv(target, attachment, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetFramebufferAttachmentParameteriv(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFramebufferRenderbuffer.xml
func (gl *GL) FramebufferRenderbuffer(target, attachment, renderbuffertarget glbase.Enum, renderbuffer glbase.Renderbuffer) {
C.gl4_2core_glFramebufferRenderbuffer(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFramebufferTexture3D.xml
func (gl *GL) FramebufferTexture3D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int, zoffset int32) {
C.gl4_2core_glFramebufferTexture3D(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level), C.GLint(zoffset))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFramebufferTexture2D.xml
func (gl *GL) FramebufferTexture2D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int) {
C.gl4_2core_glFramebufferTexture2D(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFramebufferTexture1D.xml
func (gl *GL) FramebufferTexture1D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int) {
C.gl4_2core_glFramebufferTexture1D(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(textarget), C.GLuint(texture), C.GLint(level))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCheckFramebufferStatus.xml
func (gl *GL) CheckFramebufferStatus(target glbase.Enum) glbase.Enum {
glresult := C.gl4_2core_glCheckFramebufferStatus(gl.funcs, C.GLenum(target))
return glbase.Enum(glresult)
}
// GenFramebuffers returns n framebuffer object names in ids. There is no
// guarantee that the names form a contiguous set of integers; however, it is
// guaranteed that none of the returned names was in use immediately before
// the call to GenFramebuffers.
//
// Framebuffer object names returned by a call to GenFramebuffers are not
// returned by subsequent calls, unless they are first deleted with
// DeleteFramebuffers.
//
// The names returned in ids are marked as used, for the purposes of
// GenFramebuffers only, but they acquire state and type only when they are
// first bound.
//
// Error GL.INVALID_VALUE is generated if n is negative.
func (gl *GL) GenFramebuffers(n int) []glbase.Framebuffer {
if n == 0 {
return nil
}
framebuffers := make([]glbase.Framebuffer, n)
C.gl4_2core_glGenFramebuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0])))
return framebuffers
}
// DeleteFramebuffers deletes the framebuffer objects whose names are
// stored in the framebuffers slice. The name zero is reserved by the GL and
// is silently ignored, should it occur in framebuffers, as are other unused
// names. Once a framebuffer object is deleted, its name is again unused and
// it has no attachments. If a framebuffer that is currently bound to one or
// more of the targets GL.DRAW_FRAMEBUFFER or GL.READ_FRAMEBUFFER is deleted,
// it is as though BindFramebuffer had been executed with the corresponding
// target and framebuffer zero.
//
// Error GL.INVALID_VALUE is generated if n is negative.
//
// DeleteFramebuffers is available in GL version 3.0 or greater.
func (gl *GL) DeleteFramebuffers(framebuffers []glbase.Framebuffer) {
n := len(framebuffers)
if n == 0 {
return
}
C.gl4_2core_glDeleteFramebuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindFramebuffer.xml
func (gl *GL) BindFramebuffer(target glbase.Enum, framebuffer glbase.Framebuffer) {
C.gl4_2core_glBindFramebuffer(gl.funcs, C.GLenum(target), C.GLuint(framebuffer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsFramebuffer.xml
func (gl *GL) IsFramebuffer(framebuffer glbase.Framebuffer) bool {
glresult := C.gl4_2core_glIsFramebuffer(gl.funcs, C.GLuint(framebuffer))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetRenderbufferParameteriv.xml
func (gl *GL) GetRenderbufferParameteriv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetRenderbufferParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glRenderbufferStorage.xml
func (gl *GL) RenderbufferStorage(target, internalFormat glbase.Enum, width, height int) {
C.gl4_2core_glRenderbufferStorage(gl.funcs, C.GLenum(target), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height))
}
// GenRenderbuffers returns n renderbuffer object names in renderbuffers.
// There is no guarantee that the names form a contiguous set of integers;
// however, it is guaranteed that none of the returned names was in use
// immediately before the call to GenRenderbuffers.
//
// Renderbuffer object names returned by a call to GenRenderbuffers are not
// returned by subsequent calls, unless they are first deleted with
// DeleteRenderbuffers.
//
// The names returned in renderbuffers are marked as used, for the purposes
// of GenRenderbuffers only, but they acquire state and type only when they
// are first bound.
//
// Error GL.INVALID_VALUE is generated if n is negative.
//
// GenRenderbuffers is available in GL version 3.0 or greater.
func (gl *GL) GenRenderbuffers(n int) []glbase.Renderbuffer {
if n == 0 {
return nil
}
renderbuffers := make([]glbase.Renderbuffer, n)
C.gl4_2core_glGenRenderbuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0])))
return renderbuffers
}
// DeleteRenderbuffers deletes the renderbuffer objects whose names are stored
// in the renderbuffers slice. The name zero is reserved by the GL and
// is silently ignored, should it occur in renderbuffers, as are other unused
// names. Once a renderbuffer object is deleted, its name is again unused and
// it has no contents. If a renderbuffer that is currently bound to the
// target GL.RENDERBUFFER is deleted, it is as though BindRenderbuffer had
// been executed with a target of GL.RENDERBUFFER and a name of zero.
//
// If a renderbuffer object is attached to one or more attachment points in
// the currently bound framebuffer, then it as if FramebufferRenderbuffer
// had been called, with a renderbuffer of zero for each attachment point to
// which this image was attached in the currently bound framebuffer. In other
// words, this renderbuffer object is first detached from all attachment
// ponits in the currently bound framebuffer. Note that the renderbuffer
// image is specifically not detached from any non-bound framebuffers.
//
// Error GL.INVALID_VALUE is generated if n is negative.
//
// DeleteRenderbuffers is available in GL version 3.0 or greater.
func (gl *GL) DeleteRenderbuffers(renderbuffers []glbase.Renderbuffer) {
n := len(renderbuffers)
if n == 0 {
return
}
C.gl4_2core_glDeleteRenderbuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindRenderbuffer.xml
func (gl *GL) BindRenderbuffer(target glbase.Enum, renderbuffer glbase.Renderbuffer) {
C.gl4_2core_glBindRenderbuffer(gl.funcs, C.GLenum(target), C.GLuint(renderbuffer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsRenderbuffer.xml
func (gl *GL) IsRenderbuffer(renderbuffer glbase.Renderbuffer) bool {
glresult := C.gl4_2core_glIsRenderbuffer(gl.funcs, C.GLuint(renderbuffer))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearBufferfi.xml
func (gl *GL) ClearBufferfi(buffer glbase.Enum, drawbuffer int32, depth float32, stencil int32) {
C.gl4_2core_glClearBufferfi(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), C.GLfloat(depth), C.GLint(stencil))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearBufferfv.xml
func (gl *GL) ClearBufferfv(buffer glbase.Enum, drawbuffer int32, value []float32) {
C.gl4_2core_glClearBufferfv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearBufferuiv.xml
func (gl *GL) ClearBufferuiv(buffer glbase.Enum, drawbuffer int32, value []uint32) {
C.gl4_2core_glClearBufferuiv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearBufferiv.xml
func (gl *GL) ClearBufferiv(buffer glbase.Enum, drawbuffer int32, value []int32) {
C.gl4_2core_glClearBufferiv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexParameterIuiv.xml
func (gl *GL) GetTexParameterIuiv(target, pname glbase.Enum, params []uint32) {
C.gl4_2core_glGetTexParameterIuiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTexParameterIiv.xml
func (gl *GL) GetTexParameterIiv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetTexParameterIiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexParameterIuiv.xml
func (gl *GL) TexParameterIuiv(target, pname glbase.Enum, params []uint32) {
C.gl4_2core_glTexParameterIuiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexParameterIiv.xml
func (gl *GL) TexParameterIiv(target, pname glbase.Enum, params []int32) {
C.gl4_2core_glTexParameterIiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// Uniform4uiv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform4uiv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform4uiv(location glbase.Uniform, value []uint32) {
if len(value) == 0 {
return
}
if len(value)%4 != 0 {
panic("invalid value length for Uniform4uiv")
}
count := len(value) / 4
C.gl4_2core_glUniform4uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// Uniform3uiv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform3uiv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform3uiv(location glbase.Uniform, value []uint32) {
if len(value) == 0 {
return
}
if len(value)%3 != 0 {
panic("invalid value length for Uniform3uiv")
}
count := len(value) / 3
C.gl4_2core_glUniform3uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// Uniform2uiv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform2uiv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform2uiv(location glbase.Uniform, value []uint32) {
if len(value) == 0 {
return
}
if len(value)%2 != 0 {
panic("invalid value length for Uniform2uiv")
}
count := len(value) / 2
C.gl4_2core_glUniform2uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// Uniform1uiv modifies the value of a uniform variable or a uniform
// variable array. The location of the uniform variable to be modified is
// specified by location, which should be a value returned by GetUniformLocation.
// Uniform1uiv operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
// uniform variable or a uniform variable array. These functions receive a
// slice with the values to be loaded into a uniform variable or a uniform
// variable array. A slice with length 1 should be used if modifying the value
// of a single uniform variable, and a length of 1 or greater can be used to
// modify an entire array or part of an array. When loading n elements
// starting at an arbitrary position m in a uniform variable array, elements
// m + n - 1 in the array will be replaced with the new values. If m + n - 1
// is larger than the size of the uniform variable array, values for all
// array elements beyond the end of the array will be ignored. The number
// specified in the name of the command indicates the number of components
// for each element in value, and it should match the number of components in
// the data type of the specified uniform variable (1 for float, int, bool;
// 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name
// of the command must match the data type for the specified uniform variable
// as described for Uniform{1|2|3|4}{f|i|ui}.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform1uiv(location glbase.Uniform, value []uint32) {
if len(value) == 0 {
return
}
count := len(value)
C.gl4_2core_glUniform1uiv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// Uniform4ui modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform4ui operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform4ui(location glbase.Uniform, v0, v1, v2, v3 uint32) {
C.gl4_2core_glUniform4ui(gl.funcs, C.GLint(location), C.GLuint(v0), C.GLuint(v1), C.GLuint(v2), C.GLuint(v3))
}
// Uniform3ui modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform3ui operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform3ui(location glbase.Uniform, v0, v1, v2 uint32) {
C.gl4_2core_glUniform3ui(gl.funcs, C.GLint(location), C.GLuint(v0), C.GLuint(v1), C.GLuint(v2))
}
// Uniform2ui modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform2ui operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform2ui(location glbase.Uniform, v0, v1 uint32) {
C.gl4_2core_glUniform2ui(gl.funcs, C.GLint(location), C.GLuint(v0), C.GLuint(v1))
}
// Uniform1ui modifies the value of a single uniform variable.
// The location of the uniform variable to be modified is specified by
// location, which should be a value returned by GetUniformLocation.
// Uniform1ui operates on the program object that was made part of
// current state by calling UseProgram.
//
// The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the
// uniform variable specified by location using the values passed as
// arguments. The number specified in the function should match the number of
// components in the data type of the specified uniform variable (1 for
// float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.).
// The suffix f indicates that floating-point values are being passed; the
// suffix i indicates that integer values are being passed; the suffix ui
// indicates that unsigned integer values are being passed, and this type
// should also match the data type of the specified uniform variable. The i
// variants of this function should be used to provide values for uniform
// variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui
// variants of this function should be used to provide values for uniform
// variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of
// these. The f variants should be used to provide values for uniform
// variables of type float, vec2, vec3, vec4, or arrays of these. Either the
// i, ui or f variants may be used to provide values for uniform variables of
// type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
// will be set to false if the input value is 0 or 0.0f, and it will be set
// to true otherwise.
//
// Uniform1i and Uniform1iv are the only two functions that may be used to
// load uniform variables defined as sampler types. Loading samplers with any
// other function will result in a GL.INVALID_OPERATION error.
//
// All active uniform variables defined in a program object are initialized
// to 0 when the program object is linked successfully. They retain the
// values assigned to them by a call to Uniform* until the next successful
// link operation occurs on the program object, when they are once again
// initialized to 0.
func (gl *GL) Uniform1ui(location glbase.Uniform, v0 uint32) {
C.gl4_2core_glUniform1ui(gl.funcs, C.GLint(location), C.GLuint(v0))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetFragDataLocation.xml
func (gl *GL) GetFragDataLocation(program glbase.Program, name []byte) int32 {
glresult := C.gl4_2core_glGetFragDataLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&name[0])))
return int32(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindFragDataLocation.xml
func (gl *GL) BindFragDataLocation(program glbase.Program, color uint32, name []byte) {
C.gl4_2core_glBindFragDataLocation(gl.funcs, C.GLuint(program), C.GLuint(color), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetUniformuiv.xml
func (gl *GL) GetUniformuiv(program glbase.Program, location glbase.Uniform, params []uint32) {
C.gl4_2core_glGetUniformuiv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetVertexAttribIuiv.xml
func (gl *GL) GetVertexAttribIuiv(index glbase.Attrib, pname glbase.Enum, params []uint32) {
C.gl4_2core_glGetVertexAttribIuiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetVertexAttribIiv.xml
func (gl *GL) GetVertexAttribIiv(index glbase.Attrib, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetVertexAttribIiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribIPointer.xml
func (gl *GL) VertexAttribIPointer(index glbase.Attrib, size int, gltype glbase.Enum, stride int, pointer interface{}) {
var pointer_ptr unsafe.Pointer
var pointer_v = reflect.ValueOf(pointer)
if pointer != nil && pointer_v.Kind() != reflect.Slice {
panic("parameter pointer must be a slice")
}
if pointer != nil {
pointer_ptr = unsafe.Pointer(pointer_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glVertexAttribIPointer(gl.funcs, C.GLuint(index), C.GLint(size), C.GLenum(gltype), C.GLsizei(stride), pointer_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEndConditionalRender.xml
func (gl *GL) EndConditionalRender() {
C.gl4_2core_glEndConditionalRender(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBeginConditionalRender.xml
func (gl *GL) BeginConditionalRender(id uint32, mode glbase.Enum) {
C.gl4_2core_glBeginConditionalRender(gl.funcs, C.GLuint(id), C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClampColor.xml
func (gl *GL) ClampColor(target, clamp glbase.Enum) {
C.gl4_2core_glClampColor(gl.funcs, C.GLenum(target), C.GLenum(clamp))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetTransformFeedbackVarying.xml
func (gl *GL) GetTransformFeedbackVarying(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) {
C.gl4_2core_glGetTransformFeedbackVarying(gl.funcs, C.GLuint(program), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLsizei)(unsafe.Pointer(&size[0])), (*C.GLenum)(unsafe.Pointer(&gltype[0])), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindBufferBase.xml
func (gl *GL) BindBufferBase(target glbase.Enum, index uint32, buffer glbase.Buffer) {
C.gl4_2core_glBindBufferBase(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLuint(buffer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindBufferRange.xml
func (gl *GL) BindBufferRange(target glbase.Enum, index uint32, buffer glbase.Buffer, offset, size int) {
C.gl4_2core_glBindBufferRange(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLuint(buffer), C.GLintptr(offset), C.GLsizeiptr(size))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEndTransformFeedback.xml
func (gl *GL) EndTransformFeedback() {
C.gl4_2core_glEndTransformFeedback(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBeginTransformFeedback.xml
func (gl *GL) BeginTransformFeedback(primitiveMode glbase.Enum) {
C.gl4_2core_glBeginTransformFeedback(gl.funcs, C.GLenum(primitiveMode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsEnabledi.xml
func (gl *GL) IsEnabledi(target glbase.Enum, index uint32) bool {
glresult := C.gl4_2core_glIsEnabledi(gl.funcs, C.GLenum(target), C.GLuint(index))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDisablei.xml
func (gl *GL) Disablei(target glbase.Enum, index uint32) {
C.gl4_2core_glDisablei(gl.funcs, C.GLenum(target), C.GLuint(index))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEnablei.xml
func (gl *GL) Enablei(target glbase.Enum, index uint32) {
C.gl4_2core_glEnablei(gl.funcs, C.GLenum(target), C.GLuint(index))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetIntegeri_v.xml
func (gl *GL) GetIntegeri_v(target glbase.Enum, index uint32, data []int32) {
C.gl4_2core_glGetIntegeri_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLint)(unsafe.Pointer(&data[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetBooleani_v.xml
func (gl *GL) GetBooleani_v(target glbase.Enum, index uint32, data []bool) {
C.gl4_2core_glGetBooleani_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLboolean)(unsafe.Pointer(&data[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glColorMaski.xml
func (gl *GL) ColorMaski(index uint32, r, g, b, a bool) {
C.gl4_2core_glColorMaski(gl.funcs, C.GLuint(index), *(*C.GLboolean)(unsafe.Pointer(&r)), *(*C.GLboolean)(unsafe.Pointer(&g)), *(*C.GLboolean)(unsafe.Pointer(&b)), *(*C.GLboolean)(unsafe.Pointer(&a)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glCopyBufferSubData.xml
func (gl *GL) CopyBufferSubData(readTarget, writeTarget glbase.Enum, readOffset, writeOffset, size int) {
C.gl4_2core_glCopyBufferSubData(gl.funcs, C.GLenum(readTarget), C.GLenum(writeTarget), C.GLintptr(readOffset), C.GLintptr(writeOffset), C.GLsizeiptr(size))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformBlockBinding.xml
func (gl *GL) UniformBlockBinding(program glbase.Program, v0, v1 uint32) {
C.gl4_2core_glUniformBlockBinding(gl.funcs, C.GLuint(program), C.GLuint(v0), C.GLuint(v1))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveUniformBlockName.xml
func (gl *GL) GetActiveUniformBlockName(program glbase.Program, uniformBlockIndex uint32, bufSize int32, length []int32, uniformBlockName []byte) {
C.gl4_2core_glGetActiveUniformBlockName(gl.funcs, C.GLuint(program), C.GLuint(uniformBlockIndex), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&uniformBlockName[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveUniformBlockiv.xml
func (gl *GL) GetActiveUniformBlockiv(program glbase.Program, uniformBlockIndex uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetActiveUniformBlockiv(gl.funcs, C.GLuint(program), C.GLuint(uniformBlockIndex), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetUniformBlockIndex.xml
func (gl *GL) GetUniformBlockIndex(program glbase.Program, uniformBlockName []byte) uint32 {
glresult := C.gl4_2core_glGetUniformBlockIndex(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&uniformBlockName[0])))
return uint32(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveUniformName.xml
func (gl *GL) GetActiveUniformName(program glbase.Program, uniformIndex uint32, bufSize int32, length []int32, uniformName []byte) {
C.gl4_2core_glGetActiveUniformName(gl.funcs, C.GLuint(program), C.GLuint(uniformIndex), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&uniformName[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveUniformsiv.xml
func (gl *GL) GetActiveUniformsiv(program glbase.Program, uniformCount int32, uniformIndices []uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetActiveUniformsiv(gl.funcs, C.GLuint(program), C.GLsizei(uniformCount), (*C.GLuint)(unsafe.Pointer(&uniformIndices[0])), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPrimitiveRestartIndex.xml
func (gl *GL) PrimitiveRestartIndex(index uint32) {
C.gl4_2core_glPrimitiveRestartIndex(gl.funcs, C.GLuint(index))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexBuffer.xml
func (gl *GL) TexBuffer(target, internalFormat glbase.Enum, buffer glbase.Buffer) {
C.gl4_2core_glTexBuffer(gl.funcs, C.GLenum(target), C.GLenum(internalFormat), C.GLuint(buffer))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElementsInstanced.xml
func (gl *GL) DrawElementsInstanced(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount int32) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElementsInstanced(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLsizei(instancecount))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawArraysInstanced.xml
func (gl *GL) DrawArraysInstanced(mode glbase.Enum, first, count int, instancecount int32) {
C.gl4_2core_glDrawArraysInstanced(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count), C.GLsizei(instancecount))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSampleMaski.xml
func (gl *GL) SampleMaski(index uint32, mask glbase.Bitfield) {
C.gl4_2core_glSampleMaski(gl.funcs, C.GLuint(index), C.GLbitfield(mask))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetMultisamplefv.xml
func (gl *GL) GetMultisamplefv(pname glbase.Enum, index uint32, val []float32) {
C.gl4_2core_glGetMultisamplefv(gl.funcs, C.GLenum(pname), C.GLuint(index), (*C.GLfloat)(unsafe.Pointer(&val[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexImage3DMultisample.xml
func (gl *GL) TexImage3DMultisample(target glbase.Enum, samples, internalFormat int32, width, height int, depth int32, fixedsamplelocations bool) {
C.gl4_2core_glTexImage3DMultisample(gl.funcs, C.GLenum(target), C.GLsizei(samples), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth), *(*C.GLboolean)(unsafe.Pointer(&fixedsamplelocations)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexImage2DMultisample.xml
func (gl *GL) TexImage2DMultisample(target glbase.Enum, samples, internalFormat int32, width, height int, fixedsamplelocations bool) {
C.gl4_2core_glTexImage2DMultisample(gl.funcs, C.GLenum(target), C.GLsizei(samples), C.GLint(internalFormat), C.GLsizei(width), C.GLsizei(height), *(*C.GLboolean)(unsafe.Pointer(&fixedsamplelocations)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSynciv.xml
func (gl *GL) GetSynciv(sync glbase.Sync, pname glbase.Enum, bufSize int32, length, values []int32) {
C.gl4_2core_glGetSynciv(gl.funcs, C.GLsync(unsafe.Pointer(sync)), C.GLenum(pname), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLint)(unsafe.Pointer(&values[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetInteger64v.xml
func (gl *GL) GetInteger64v(pname glbase.Enum, params []int64) {
C.gl4_2core_glGetInteger64v(gl.funcs, C.GLenum(pname), (*C.GLint64)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glWaitSync.xml
func (gl *GL) WaitSync(sync glbase.Sync, flags glbase.Bitfield, timeout uint64) {
C.gl4_2core_glWaitSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)), C.GLbitfield(flags), C.GLuint64(timeout))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClientWaitSync.xml
func (gl *GL) ClientWaitSync(sync glbase.Sync, flags glbase.Bitfield, timeout uint64) glbase.Enum {
glresult := C.gl4_2core_glClientWaitSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)), C.GLbitfield(flags), C.GLuint64(timeout))
return glbase.Enum(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDeleteSync.xml
func (gl *GL) DeleteSync(sync glbase.Sync) {
C.gl4_2core_glDeleteSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsSync.xml
func (gl *GL) IsSync(sync glbase.Sync) bool {
glresult := C.gl4_2core_glIsSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFenceSync.xml
func (gl *GL) FenceSync(condition glbase.Enum, flags glbase.Bitfield) glbase.Sync {
glresult := C.gl4_2core_glFenceSync(gl.funcs, C.GLenum(condition), C.GLbitfield(flags))
return glbase.Sync(unsafe.Pointer(glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProvokingVertex.xml
func (gl *GL) ProvokingVertex(mode glbase.Enum) {
C.gl4_2core_glProvokingVertex(gl.funcs, C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElementsInstancedBaseVertex.xml
func (gl *GL) DrawElementsInstancedBaseVertex(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount, basevertex int32) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElementsInstancedBaseVertex(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLsizei(instancecount), C.GLint(basevertex))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawRangeElementsBaseVertex.xml
func (gl *GL) DrawRangeElementsBaseVertex(mode glbase.Enum, start, end uint32, count int, gltype glbase.Enum, indices interface{}, basevertex int32) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawRangeElementsBaseVertex(gl.funcs, C.GLenum(mode), C.GLuint(start), C.GLuint(end), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLint(basevertex))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElementsBaseVertex.xml
func (gl *GL) DrawElementsBaseVertex(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, basevertex int32) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElementsBaseVertex(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLint(basevertex))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glFramebufferTexture.xml
func (gl *GL) FramebufferTexture(target, attachment glbase.Enum, texture glbase.Texture, level int) {
C.gl4_2core_glFramebufferTexture(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLuint(texture), C.GLint(level))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetBufferParameteri64v.xml
func (gl *GL) GetBufferParameteri64v(target, pname glbase.Enum, params []int64) {
C.gl4_2core_glGetBufferParameteri64v(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint64)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetInteger64i_v.xml
func (gl *GL) GetInteger64i_v(target glbase.Enum, index uint32, data []int64) {
C.gl4_2core_glGetInteger64i_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLint64)(unsafe.Pointer(&data[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP4uiv.xml
func (gl *GL) VertexAttribP4uiv(index glbase.Attrib, gltype glbase.Enum, normalized bool, value []uint32) {
C.gl4_2core_glVertexAttribP4uiv(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP4ui.xml
func (gl *GL) VertexAttribP4ui(index glbase.Attrib, gltype glbase.Enum, normalized bool, value uint32) {
C.gl4_2core_glVertexAttribP4ui(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP3uiv.xml
func (gl *GL) VertexAttribP3uiv(index glbase.Attrib, gltype glbase.Enum, normalized bool, value []uint32) {
C.gl4_2core_glVertexAttribP3uiv(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP3ui.xml
func (gl *GL) VertexAttribP3ui(index glbase.Attrib, gltype glbase.Enum, normalized bool, value uint32) {
C.gl4_2core_glVertexAttribP3ui(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP2uiv.xml
func (gl *GL) VertexAttribP2uiv(index glbase.Attrib, gltype glbase.Enum, normalized bool, value []uint32) {
C.gl4_2core_glVertexAttribP2uiv(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP2ui.xml
func (gl *GL) VertexAttribP2ui(index glbase.Attrib, gltype glbase.Enum, normalized bool, value uint32) {
C.gl4_2core_glVertexAttribP2ui(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP1uiv.xml
func (gl *GL) VertexAttribP1uiv(index glbase.Attrib, gltype glbase.Enum, normalized bool, value []uint32) {
C.gl4_2core_glVertexAttribP1uiv(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribP1ui.xml
func (gl *GL) VertexAttribP1ui(index glbase.Attrib, gltype glbase.Enum, normalized bool, value uint32) {
C.gl4_2core_glVertexAttribP1ui(gl.funcs, C.GLuint(index), C.GLenum(gltype), *(*C.GLboolean)(unsafe.Pointer(&normalized)), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSecondaryColorP3uiv.xml
func (gl *GL) SecondaryColorP3uiv(gltype glbase.Enum, color []uint32) {
C.gl4_2core_glSecondaryColorP3uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&color[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSecondaryColorP3ui.xml
func (gl *GL) SecondaryColorP3ui(gltype glbase.Enum, color uint32) {
C.gl4_2core_glSecondaryColorP3ui(gl.funcs, C.GLenum(gltype), C.GLuint(color))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glColorP4uiv.xml
func (gl *GL) ColorP4uiv(gltype glbase.Enum, color []uint32) {
C.gl4_2core_glColorP4uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&color[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glColorP4ui.xml
func (gl *GL) ColorP4ui(gltype glbase.Enum, color uint32) {
C.gl4_2core_glColorP4ui(gl.funcs, C.GLenum(gltype), C.GLuint(color))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glColorP3uiv.xml
func (gl *GL) ColorP3uiv(gltype glbase.Enum, color []uint32) {
C.gl4_2core_glColorP3uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&color[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glColorP3ui.xml
func (gl *GL) ColorP3ui(gltype glbase.Enum, color uint32) {
C.gl4_2core_glColorP3ui(gl.funcs, C.GLenum(gltype), C.GLuint(color))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glNormalP3uiv.xml
func (gl *GL) NormalP3uiv(gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glNormalP3uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glNormalP3ui.xml
func (gl *GL) NormalP3ui(gltype glbase.Enum, coords uint32) {
C.gl4_2core_glNormalP3ui(gl.funcs, C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP4uiv.xml
func (gl *GL) MultiTexCoordP4uiv(texture, gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glMultiTexCoordP4uiv(gl.funcs, C.GLenum(texture), C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP4ui.xml
func (gl *GL) MultiTexCoordP4ui(texture, gltype glbase.Enum, coords uint32) {
C.gl4_2core_glMultiTexCoordP4ui(gl.funcs, C.GLenum(texture), C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP3uiv.xml
func (gl *GL) MultiTexCoordP3uiv(texture, gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glMultiTexCoordP3uiv(gl.funcs, C.GLenum(texture), C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP3ui.xml
func (gl *GL) MultiTexCoordP3ui(texture, gltype glbase.Enum, coords uint32) {
C.gl4_2core_glMultiTexCoordP3ui(gl.funcs, C.GLenum(texture), C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP2uiv.xml
func (gl *GL) MultiTexCoordP2uiv(texture, gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glMultiTexCoordP2uiv(gl.funcs, C.GLenum(texture), C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP2ui.xml
func (gl *GL) MultiTexCoordP2ui(texture, gltype glbase.Enum, coords uint32) {
C.gl4_2core_glMultiTexCoordP2ui(gl.funcs, C.GLenum(texture), C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP1uiv.xml
func (gl *GL) MultiTexCoordP1uiv(texture, gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glMultiTexCoordP1uiv(gl.funcs, C.GLenum(texture), C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMultiTexCoordP1ui.xml
func (gl *GL) MultiTexCoordP1ui(texture, gltype glbase.Enum, coords uint32) {
C.gl4_2core_glMultiTexCoordP1ui(gl.funcs, C.GLenum(texture), C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP4uiv.xml
func (gl *GL) TexCoordP4uiv(gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glTexCoordP4uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP4ui.xml
func (gl *GL) TexCoordP4ui(gltype glbase.Enum, coords uint32) {
C.gl4_2core_glTexCoordP4ui(gl.funcs, C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP3uiv.xml
func (gl *GL) TexCoordP3uiv(gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glTexCoordP3uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP3ui.xml
func (gl *GL) TexCoordP3ui(gltype glbase.Enum, coords uint32) {
C.gl4_2core_glTexCoordP3ui(gl.funcs, C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP2uiv.xml
func (gl *GL) TexCoordP2uiv(gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glTexCoordP2uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP2ui.xml
func (gl *GL) TexCoordP2ui(gltype glbase.Enum, coords uint32) {
C.gl4_2core_glTexCoordP2ui(gl.funcs, C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP1uiv.xml
func (gl *GL) TexCoordP1uiv(gltype glbase.Enum, coords []uint32) {
C.gl4_2core_glTexCoordP1uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&coords[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexCoordP1ui.xml
func (gl *GL) TexCoordP1ui(gltype glbase.Enum, coords uint32) {
C.gl4_2core_glTexCoordP1ui(gl.funcs, C.GLenum(gltype), C.GLuint(coords))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexP4uiv.xml
func (gl *GL) VertexP4uiv(gltype glbase.Enum, value []uint32) {
C.gl4_2core_glVertexP4uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexP4ui.xml
func (gl *GL) VertexP4ui(gltype glbase.Enum, value uint32) {
C.gl4_2core_glVertexP4ui(gl.funcs, C.GLenum(gltype), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexP3uiv.xml
func (gl *GL) VertexP3uiv(gltype glbase.Enum, value []uint32) {
C.gl4_2core_glVertexP3uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexP3ui.xml
func (gl *GL) VertexP3ui(gltype glbase.Enum, value uint32) {
C.gl4_2core_glVertexP3ui(gl.funcs, C.GLenum(gltype), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexP2uiv.xml
func (gl *GL) VertexP2uiv(gltype glbase.Enum, value []uint32) {
C.gl4_2core_glVertexP2uiv(gl.funcs, C.GLenum(gltype), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexP2ui.xml
func (gl *GL) VertexP2ui(gltype glbase.Enum, value uint32) {
C.gl4_2core_glVertexP2ui(gl.funcs, C.GLenum(gltype), C.GLuint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetQueryObjectui64v.xml
func (gl *GL) GetQueryObjectui64v(id uint32, pname glbase.Enum, params []uint64) {
C.gl4_2core_glGetQueryObjectui64v(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLuint64)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetQueryObjecti64v.xml
func (gl *GL) GetQueryObjecti64v(id uint32, pname glbase.Enum, params []int64) {
C.gl4_2core_glGetQueryObjecti64v(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLint64)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glQueryCounter.xml
func (gl *GL) QueryCounter(id uint32, target glbase.Enum) {
C.gl4_2core_glQueryCounter(gl.funcs, C.GLuint(id), C.GLenum(target))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSamplerParameterIuiv.xml
func (gl *GL) GetSamplerParameterIuiv(sampler uint32, pname glbase.Enum, params []uint32) {
C.gl4_2core_glGetSamplerParameterIuiv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSamplerParameterfv.xml
func (gl *GL) GetSamplerParameterfv(sampler uint32, pname glbase.Enum, params []float32) {
C.gl4_2core_glGetSamplerParameterfv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSamplerParameterIiv.xml
func (gl *GL) GetSamplerParameterIiv(sampler uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetSamplerParameterIiv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSamplerParameteriv.xml
func (gl *GL) GetSamplerParameteriv(sampler uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetSamplerParameteriv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSamplerParameterIuiv.xml
func (gl *GL) SamplerParameterIuiv(sampler uint32, pname glbase.Enum, param []uint32) {
C.gl4_2core_glSamplerParameterIuiv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(¶m[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSamplerParameterIiv.xml
func (gl *GL) SamplerParameterIiv(sampler uint32, pname glbase.Enum, param []int32) {
C.gl4_2core_glSamplerParameterIiv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶m[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSamplerParameterfv.xml
func (gl *GL) SamplerParameterfv(sampler uint32, pname glbase.Enum, param []float32) {
C.gl4_2core_glSamplerParameterfv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(¶m[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSamplerParameterf.xml
func (gl *GL) SamplerParameterf(sampler uint32, pname glbase.Enum, param float32) {
C.gl4_2core_glSamplerParameterf(gl.funcs, C.GLuint(sampler), C.GLenum(pname), C.GLfloat(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSamplerParameteriv.xml
func (gl *GL) SamplerParameteriv(sampler uint32, pname glbase.Enum, param []int32) {
C.gl4_2core_glSamplerParameteriv(gl.funcs, C.GLuint(sampler), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶m[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glSamplerParameteri.xml
func (gl *GL) SamplerParameteri(sampler uint32, pname glbase.Enum, param int32) {
C.gl4_2core_glSamplerParameteri(gl.funcs, C.GLuint(sampler), C.GLenum(pname), C.GLint(param))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindSampler.xml
func (gl *GL) BindSampler(unit, sampler uint32) {
C.gl4_2core_glBindSampler(gl.funcs, C.GLuint(unit), C.GLuint(sampler))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsSampler.xml
func (gl *GL) IsSampler(sampler uint32) bool {
glresult := C.gl4_2core_glIsSampler(gl.funcs, C.GLuint(sampler))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDeleteSamplers.xml
func (gl *GL) DeleteSamplers(count int, samplers []uint32) {
C.gl4_2core_glDeleteSamplers(gl.funcs, C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&samplers[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGenSamplers.xml
func (gl *GL) GenSamplers(count int, samplers []uint32) {
C.gl4_2core_glGenSamplers(gl.funcs, C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&samplers[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetFragDataIndex.xml
func (gl *GL) GetFragDataIndex(program glbase.Program, name []byte) int32 {
glresult := C.gl4_2core_glGetFragDataIndex(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&name[0])))
return int32(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindFragDataLocationIndexed.xml
func (gl *GL) BindFragDataLocationIndexed(program glbase.Program, colorNumber, index uint32, name []byte) {
C.gl4_2core_glBindFragDataLocationIndexed(gl.funcs, C.GLuint(program), C.GLuint(colorNumber), C.GLuint(index), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribDivisor.xml
func (gl *GL) VertexAttribDivisor(index glbase.Attrib, divisor uint32) {
C.gl4_2core_glVertexAttribDivisor(gl.funcs, C.GLuint(index), C.GLuint(divisor))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetQueryIndexediv.xml
func (gl *GL) GetQueryIndexediv(target glbase.Enum, index uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetQueryIndexediv(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glEndQueryIndexed.xml
func (gl *GL) EndQueryIndexed(target glbase.Enum, index uint32) {
C.gl4_2core_glEndQueryIndexed(gl.funcs, C.GLenum(target), C.GLuint(index))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBeginQueryIndexed.xml
func (gl *GL) BeginQueryIndexed(target glbase.Enum, index, id uint32) {
C.gl4_2core_glBeginQueryIndexed(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLuint(id))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawTransformFeedbackStream.xml
func (gl *GL) DrawTransformFeedbackStream(mode glbase.Enum, id, stream uint32) {
C.gl4_2core_glDrawTransformFeedbackStream(gl.funcs, C.GLenum(mode), C.GLuint(id), C.GLuint(stream))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawTransformFeedback.xml
func (gl *GL) DrawTransformFeedback(mode glbase.Enum, id uint32) {
C.gl4_2core_glDrawTransformFeedback(gl.funcs, C.GLenum(mode), C.GLuint(id))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glResumeTransformFeedback.xml
func (gl *GL) ResumeTransformFeedback() {
C.gl4_2core_glResumeTransformFeedback(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPauseTransformFeedback.xml
func (gl *GL) PauseTransformFeedback() {
C.gl4_2core_glPauseTransformFeedback(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsTransformFeedback.xml
func (gl *GL) IsTransformFeedback(id uint32) bool {
glresult := C.gl4_2core_glIsTransformFeedback(gl.funcs, C.GLuint(id))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGenTransformFeedbacks.xml
func (gl *GL) GenTransformFeedbacks(n int, ids []uint32) {
C.gl4_2core_glGenTransformFeedbacks(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDeleteTransformFeedbacks.xml
func (gl *GL) DeleteTransformFeedbacks(n int, ids []uint32) {
C.gl4_2core_glDeleteTransformFeedbacks(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindTransformFeedback.xml
func (gl *GL) BindTransformFeedback(target glbase.Enum, id uint32) {
C.gl4_2core_glBindTransformFeedback(gl.funcs, C.GLenum(target), C.GLuint(id))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPatchParameterfv.xml
func (gl *GL) PatchParameterfv(pname glbase.Enum, values []float32) {
C.gl4_2core_glPatchParameterfv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&values[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glPatchParameteri.xml
func (gl *GL) PatchParameteri(pname glbase.Enum, value int32) {
C.gl4_2core_glPatchParameteri(gl.funcs, C.GLenum(pname), C.GLint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetProgramStageiv.xml
func (gl *GL) GetProgramStageiv(program glbase.Program, shadertype, pname glbase.Enum, values []int32) {
C.gl4_2core_glGetProgramStageiv(gl.funcs, C.GLuint(program), C.GLenum(shadertype), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&values[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetUniformSubroutineuiv.xml
func (gl *GL) GetUniformSubroutineuiv(shadertype glbase.Enum, location glbase.Uniform, params []uint32) {
C.gl4_2core_glGetUniformSubroutineuiv(gl.funcs, C.GLenum(shadertype), C.GLint(location), (*C.GLuint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformSubroutinesuiv.xml
func (gl *GL) UniformSubroutinesuiv(shadertype glbase.Enum, count int, value []uint32) {
C.gl4_2core_glUniformSubroutinesuiv(gl.funcs, C.GLenum(shadertype), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveSubroutineName.xml
func (gl *GL) GetActiveSubroutineName(program glbase.Program, shadertype glbase.Enum, index uint32, bufSize int32, length []int32, name []byte) {
C.gl4_2core_glGetActiveSubroutineName(gl.funcs, C.GLuint(program), C.GLenum(shadertype), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveSubroutineUniformName.xml
func (gl *GL) GetActiveSubroutineUniformName(program glbase.Program, shadertype glbase.Enum, index uint32, bufSize int32, length []int32, name []byte) {
C.gl4_2core_glGetActiveSubroutineUniformName(gl.funcs, C.GLuint(program), C.GLenum(shadertype), C.GLuint(index), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&name[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveSubroutineUniformiv.xml
func (gl *GL) GetActiveSubroutineUniformiv(program glbase.Program, shadertype glbase.Enum, index uint32, pname glbase.Enum, values []int32) {
C.gl4_2core_glGetActiveSubroutineUniformiv(gl.funcs, C.GLuint(program), C.GLenum(shadertype), C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&values[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSubroutineIndex.xml
func (gl *GL) GetSubroutineIndex(program glbase.Program, shadertype glbase.Enum, name []byte) uint32 {
glresult := C.gl4_2core_glGetSubroutineIndex(gl.funcs, C.GLuint(program), C.GLenum(shadertype), (*C.GLchar)(unsafe.Pointer(&name[0])))
return uint32(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetSubroutineUniformLocation.xml
func (gl *GL) GetSubroutineUniformLocation(program glbase.Program, shadertype glbase.Enum, name []byte) int32 {
glresult := C.gl4_2core_glGetSubroutineUniformLocation(gl.funcs, C.GLuint(program), C.GLenum(shadertype), (*C.GLchar)(unsafe.Pointer(&name[0])))
return int32(glresult)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetUniformdv.xml
func (gl *GL) GetUniformdv(program glbase.Program, location glbase.Uniform, params []float64) {
C.gl4_2core_glGetUniformdv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLdouble)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix4x3dv.xml
func (gl *GL) UniformMatrix4x3dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix4x3dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix4x2dv.xml
func (gl *GL) UniformMatrix4x2dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix4x2dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix3x4dv.xml
func (gl *GL) UniformMatrix3x4dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix3x4dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix3x2dv.xml
func (gl *GL) UniformMatrix3x2dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix3x2dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix2x4dv.xml
func (gl *GL) UniformMatrix2x4dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix2x4dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix2x3dv.xml
func (gl *GL) UniformMatrix2x3dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix2x3dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix4dv.xml
func (gl *GL) UniformMatrix4dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix4dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix3dv.xml
func (gl *GL) UniformMatrix3dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix3dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniformMatrix2dv.xml
func (gl *GL) UniformMatrix2dv(location glbase.Uniform, count int, transpose bool, value []float64) {
C.gl4_2core_glUniformMatrix2dv(gl.funcs, C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform4dv.xml
func (gl *GL) Uniform4dv(location glbase.Uniform, count int, value []float64) {
C.gl4_2core_glUniform4dv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform3dv.xml
func (gl *GL) Uniform3dv(location glbase.Uniform, count int, value []float64) {
C.gl4_2core_glUniform3dv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform2dv.xml
func (gl *GL) Uniform2dv(location glbase.Uniform, count int, value []float64) {
C.gl4_2core_glUniform2dv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform1dv.xml
func (gl *GL) Uniform1dv(location glbase.Uniform, count int, value []float64) {
C.gl4_2core_glUniform1dv(gl.funcs, C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform4d.xml
func (gl *GL) Uniform4d(location glbase.Uniform, v0, v1, v2, v3 float64) {
C.gl4_2core_glUniform4d(gl.funcs, C.GLint(location), C.GLdouble(v0), C.GLdouble(v1), C.GLdouble(v2), C.GLdouble(v3))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform3d.xml
func (gl *GL) Uniform3d(location glbase.Uniform, v0, v1, v2 float64) {
C.gl4_2core_glUniform3d(gl.funcs, C.GLint(location), C.GLdouble(v0), C.GLdouble(v1), C.GLdouble(v2))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform2d.xml
func (gl *GL) Uniform2d(location glbase.Uniform, v0, v1 float64) {
C.gl4_2core_glUniform2d(gl.funcs, C.GLint(location), C.GLdouble(v0), C.GLdouble(v1))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUniform1d.xml
func (gl *GL) Uniform1d(location glbase.Uniform, v0 float64) {
C.gl4_2core_glUniform1d(gl.funcs, C.GLint(location), C.GLdouble(v0))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElementsIndirect.xml
func (gl *GL) DrawElementsIndirect(mode, gltype glbase.Enum, indirect interface{}) {
var indirect_ptr unsafe.Pointer
var indirect_v = reflect.ValueOf(indirect)
if indirect != nil && indirect_v.Kind() != reflect.Slice {
panic("parameter indirect must be a slice")
}
if indirect != nil {
indirect_ptr = unsafe.Pointer(indirect_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElementsIndirect(gl.funcs, C.GLenum(mode), C.GLenum(gltype), indirect_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawArraysIndirect.xml
func (gl *GL) DrawArraysIndirect(mode glbase.Enum, indirect interface{}) {
var indirect_ptr unsafe.Pointer
var indirect_v = reflect.ValueOf(indirect)
if indirect != nil && indirect_v.Kind() != reflect.Slice {
panic("parameter indirect must be a slice")
}
if indirect != nil {
indirect_ptr = unsafe.Pointer(indirect_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawArraysIndirect(gl.funcs, C.GLenum(mode), indirect_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendFuncSeparatei.xml
func (gl *GL) BlendFuncSeparatei(buf uint32, srcRGB, dstRGB, srcAlpha, dstAlpha glbase.Enum) {
C.gl4_2core_glBlendFuncSeparatei(gl.funcs, C.GLuint(buf), C.GLenum(srcRGB), C.GLenum(dstRGB), C.GLenum(srcAlpha), C.GLenum(dstAlpha))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendFunci.xml
func (gl *GL) BlendFunci(buf uint32, src, dst glbase.Enum) {
C.gl4_2core_glBlendFunci(gl.funcs, C.GLuint(buf), C.GLenum(src), C.GLenum(dst))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendEquationSeparatei.xml
func (gl *GL) BlendEquationSeparatei(buf uint32, modeRGB, modeAlpha glbase.Enum) {
C.gl4_2core_glBlendEquationSeparatei(gl.funcs, C.GLuint(buf), C.GLenum(modeRGB), C.GLenum(modeAlpha))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBlendEquationi.xml
func (gl *GL) BlendEquationi(buf uint32, mode glbase.Enum) {
C.gl4_2core_glBlendEquationi(gl.funcs, C.GLuint(buf), C.GLenum(mode))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMinSampleShading.xml
func (gl *GL) MinSampleShading(value float32) {
C.gl4_2core_glMinSampleShading(gl.funcs, C.GLfloat(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetDoublei_v.xml
func (gl *GL) GetDoublei_v(target glbase.Enum, index uint32, data []float64) {
C.gl4_2core_glGetDoublei_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLdouble)(unsafe.Pointer(&data[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetFloati_v.xml
func (gl *GL) GetFloati_v(target glbase.Enum, index uint32, data []float32) {
C.gl4_2core_glGetFloati_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLfloat)(unsafe.Pointer(&data[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDepthRangeIndexed.xml
func (gl *GL) DepthRangeIndexed(index uint32, n, f float64) {
C.gl4_2core_glDepthRangeIndexed(gl.funcs, C.GLuint(index), C.GLdouble(n), C.GLdouble(f))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDepthRangeArrayv.xml
func (gl *GL) DepthRangeArrayv(first uint32, count int, v []float64) {
C.gl4_2core_glDepthRangeArrayv(gl.funcs, C.GLuint(first), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glScissorIndexedv.xml
func (gl *GL) ScissorIndexedv(index uint32, v []int32) {
C.gl4_2core_glScissorIndexedv(gl.funcs, C.GLuint(index), (*C.GLint)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glScissorIndexed.xml
func (gl *GL) ScissorIndexed(index uint32, left, bottom int32, width, height int) {
C.gl4_2core_glScissorIndexed(gl.funcs, C.GLuint(index), C.GLint(left), C.GLint(bottom), C.GLsizei(width), C.GLsizei(height))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glScissorArrayv.xml
func (gl *GL) ScissorArrayv(first uint32, count int, v []int32) {
C.gl4_2core_glScissorArrayv(gl.funcs, C.GLuint(first), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glViewportIndexedfv.xml
func (gl *GL) ViewportIndexedfv(index uint32, v []float32) {
C.gl4_2core_glViewportIndexedfv(gl.funcs, C.GLuint(index), (*C.GLfloat)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glViewportIndexedf.xml
func (gl *GL) ViewportIndexedf(index uint32, x, y, w, h float32) {
C.gl4_2core_glViewportIndexedf(gl.funcs, C.GLuint(index), C.GLfloat(x), C.GLfloat(y), C.GLfloat(w), C.GLfloat(h))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glViewportArrayv.xml
func (gl *GL) ViewportArrayv(first uint32, count int, v []float32) {
C.gl4_2core_glViewportArrayv(gl.funcs, C.GLuint(first), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetVertexAttribLdv.xml
func (gl *GL) GetVertexAttribLdv(index glbase.Attrib, pname glbase.Enum, params []float64) {
C.gl4_2core_glGetVertexAttribLdv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribLPointer.xml
func (gl *GL) VertexAttribLPointer(index glbase.Attrib, size int, gltype glbase.Enum, stride int, pointer interface{}) {
var pointer_ptr unsafe.Pointer
var pointer_v = reflect.ValueOf(pointer)
if pointer != nil && pointer_v.Kind() != reflect.Slice {
panic("parameter pointer must be a slice")
}
if pointer != nil {
pointer_ptr = unsafe.Pointer(pointer_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glVertexAttribLPointer(gl.funcs, C.GLuint(index), C.GLint(size), C.GLenum(gltype), C.GLsizei(stride), pointer_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL4dv.xml
func (gl *GL) VertexAttribL4dv(index glbase.Attrib, v []float64) {
if len(v) != 4 {
panic("parameter v has incorrect length")
}
C.gl4_2core_glVertexAttribL4dv(gl.funcs, C.GLuint(index), (*C.GLdouble)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL3dv.xml
func (gl *GL) VertexAttribL3dv(index glbase.Attrib, v []float64) {
if len(v) != 3 {
panic("parameter v has incorrect length")
}
C.gl4_2core_glVertexAttribL3dv(gl.funcs, C.GLuint(index), (*C.GLdouble)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL2dv.xml
func (gl *GL) VertexAttribL2dv(index glbase.Attrib, v []float64) {
if len(v) != 2 {
panic("parameter v has incorrect length")
}
C.gl4_2core_glVertexAttribL2dv(gl.funcs, C.GLuint(index), (*C.GLdouble)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL1dv.xml
func (gl *GL) VertexAttribL1dv(index glbase.Attrib, v []float64) {
C.gl4_2core_glVertexAttribL1dv(gl.funcs, C.GLuint(index), (*C.GLdouble)(unsafe.Pointer(&v[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL4d.xml
func (gl *GL) VertexAttribL4d(index glbase.Attrib, x, y, z, w float64) {
C.gl4_2core_glVertexAttribL4d(gl.funcs, C.GLuint(index), C.GLdouble(x), C.GLdouble(y), C.GLdouble(z), C.GLdouble(w))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL3d.xml
func (gl *GL) VertexAttribL3d(index glbase.Attrib, x, y, z float64) {
C.gl4_2core_glVertexAttribL3d(gl.funcs, C.GLuint(index), C.GLdouble(x), C.GLdouble(y), C.GLdouble(z))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL2d.xml
func (gl *GL) VertexAttribL2d(index glbase.Attrib, x, y float64) {
C.gl4_2core_glVertexAttribL2d(gl.funcs, C.GLuint(index), C.GLdouble(x), C.GLdouble(y))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glVertexAttribL1d.xml
func (gl *GL) VertexAttribL1d(index glbase.Attrib, x float64) {
C.gl4_2core_glVertexAttribL1d(gl.funcs, C.GLuint(index), C.GLdouble(x))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetProgramPipelineInfoLog.xml
func (gl *GL) GetProgramPipelineInfoLog(pipeline uint32, bufSize int32, length []int32, infoLog []byte) {
C.gl4_2core_glGetProgramPipelineInfoLog(gl.funcs, C.GLuint(pipeline), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLchar)(unsafe.Pointer(&infoLog[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glValidateProgramPipeline.xml
func (gl *GL) ValidateProgramPipeline(pipeline uint32) {
C.gl4_2core_glValidateProgramPipeline(gl.funcs, C.GLuint(pipeline))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix4x3dv.xml
func (gl *GL) ProgramUniformMatrix4x3dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix4x3dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix3x4dv.xml
func (gl *GL) ProgramUniformMatrix3x4dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix3x4dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix4x2dv.xml
func (gl *GL) ProgramUniformMatrix4x2dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix4x2dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix2x4dv.xml
func (gl *GL) ProgramUniformMatrix2x4dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix2x4dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix3x2dv.xml
func (gl *GL) ProgramUniformMatrix3x2dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix3x2dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix2x3dv.xml
func (gl *GL) ProgramUniformMatrix2x3dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix2x3dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix4x3fv.xml
func (gl *GL) ProgramUniformMatrix4x3fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix4x3fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix3x4fv.xml
func (gl *GL) ProgramUniformMatrix3x4fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix3x4fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix4x2fv.xml
func (gl *GL) ProgramUniformMatrix4x2fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix4x2fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix2x4fv.xml
func (gl *GL) ProgramUniformMatrix2x4fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix2x4fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix3x2fv.xml
func (gl *GL) ProgramUniformMatrix3x2fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix3x2fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix2x3fv.xml
func (gl *GL) ProgramUniformMatrix2x3fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix2x3fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix4dv.xml
func (gl *GL) ProgramUniformMatrix4dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix4dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix3dv.xml
func (gl *GL) ProgramUniformMatrix3dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix3dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix2dv.xml
func (gl *GL) ProgramUniformMatrix2dv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float64) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix2dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix4fv.xml
func (gl *GL) ProgramUniformMatrix4fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix4fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix3fv.xml
func (gl *GL) ProgramUniformMatrix3fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix3fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniformMatrix2fv.xml
func (gl *GL) ProgramUniformMatrix2fv(program glbase.Program, location glbase.Uniform, count int, transpose bool, value []float32) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniformMatrix2fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), *(*C.GLboolean)(unsafe.Pointer(&transpose)), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4uiv.xml
func (gl *GL) ProgramUniform4uiv(program glbase.Program, location glbase.Uniform, count int, value []uint32) {
C.gl4_2core_glProgramUniform4uiv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4ui.xml
func (gl *GL) ProgramUniform4ui(program glbase.Program, location glbase.Uniform, v0, v1, v2, v3 uint32) {
C.gl4_2core_glProgramUniform4ui(gl.funcs, C.GLuint(program), C.GLint(location), C.GLuint(v0), C.GLuint(v1), C.GLuint(v2), C.GLuint(v3))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4dv.xml
func (gl *GL) ProgramUniform4dv(program glbase.Program, location glbase.Uniform, count int, value []float64) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform4dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4d.xml
func (gl *GL) ProgramUniform4d(program glbase.Program, location glbase.Uniform, v0, v1, v2, v3 float64) {
C.gl4_2core_glProgramUniform4d(gl.funcs, C.GLuint(program), C.GLint(location), C.GLdouble(v0), C.GLdouble(v1), C.GLdouble(v2), C.GLdouble(v3))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4fv.xml
func (gl *GL) ProgramUniform4fv(program glbase.Program, location glbase.Uniform, count int, value []float32) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform4fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4f.xml
func (gl *GL) ProgramUniform4f(program glbase.Program, location glbase.Uniform, v0, v1, v2, v3 float32) {
C.gl4_2core_glProgramUniform4f(gl.funcs, C.GLuint(program), C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2), C.GLfloat(v3))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4iv.xml
func (gl *GL) ProgramUniform4iv(program glbase.Program, location glbase.Uniform, count int, value []int32) {
if len(value) != 4 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform4iv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform4i.xml
func (gl *GL) ProgramUniform4i(program glbase.Program, location glbase.Uniform, v0, v1, v2, v3 int32) {
C.gl4_2core_glProgramUniform4i(gl.funcs, C.GLuint(program), C.GLint(location), C.GLint(v0), C.GLint(v1), C.GLint(v2), C.GLint(v3))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3uiv.xml
func (gl *GL) ProgramUniform3uiv(program glbase.Program, location glbase.Uniform, count int, value []uint32) {
C.gl4_2core_glProgramUniform3uiv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3ui.xml
func (gl *GL) ProgramUniform3ui(program glbase.Program, location glbase.Uniform, v0, v1, v2 uint32) {
C.gl4_2core_glProgramUniform3ui(gl.funcs, C.GLuint(program), C.GLint(location), C.GLuint(v0), C.GLuint(v1), C.GLuint(v2))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3dv.xml
func (gl *GL) ProgramUniform3dv(program glbase.Program, location glbase.Uniform, count int, value []float64) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform3dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3d.xml
func (gl *GL) ProgramUniform3d(program glbase.Program, location glbase.Uniform, v0, v1, v2 float64) {
C.gl4_2core_glProgramUniform3d(gl.funcs, C.GLuint(program), C.GLint(location), C.GLdouble(v0), C.GLdouble(v1), C.GLdouble(v2))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3fv.xml
func (gl *GL) ProgramUniform3fv(program glbase.Program, location glbase.Uniform, count int, value []float32) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform3fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3f.xml
func (gl *GL) ProgramUniform3f(program glbase.Program, location glbase.Uniform, v0, v1, v2 float32) {
C.gl4_2core_glProgramUniform3f(gl.funcs, C.GLuint(program), C.GLint(location), C.GLfloat(v0), C.GLfloat(v1), C.GLfloat(v2))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3iv.xml
func (gl *GL) ProgramUniform3iv(program glbase.Program, location glbase.Uniform, count int, value []int32) {
if len(value) != 3 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform3iv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform3i.xml
func (gl *GL) ProgramUniform3i(program glbase.Program, location glbase.Uniform, v0, v1, v2 int32) {
C.gl4_2core_glProgramUniform3i(gl.funcs, C.GLuint(program), C.GLint(location), C.GLint(v0), C.GLint(v1), C.GLint(v2))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2uiv.xml
func (gl *GL) ProgramUniform2uiv(program glbase.Program, location glbase.Uniform, count int, value []uint32) {
C.gl4_2core_glProgramUniform2uiv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2ui.xml
func (gl *GL) ProgramUniform2ui(program glbase.Program, location glbase.Uniform, v0, v1 uint32) {
C.gl4_2core_glProgramUniform2ui(gl.funcs, C.GLuint(program), C.GLint(location), C.GLuint(v0), C.GLuint(v1))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2dv.xml
func (gl *GL) ProgramUniform2dv(program glbase.Program, location glbase.Uniform, count int, value []float64) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform2dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2d.xml
func (gl *GL) ProgramUniform2d(program glbase.Program, location glbase.Uniform, v0, v1 float64) {
C.gl4_2core_glProgramUniform2d(gl.funcs, C.GLuint(program), C.GLint(location), C.GLdouble(v0), C.GLdouble(v1))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2fv.xml
func (gl *GL) ProgramUniform2fv(program glbase.Program, location glbase.Uniform, count int, value []float32) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform2fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2f.xml
func (gl *GL) ProgramUniform2f(program glbase.Program, location glbase.Uniform, v0, v1 float32) {
C.gl4_2core_glProgramUniform2f(gl.funcs, C.GLuint(program), C.GLint(location), C.GLfloat(v0), C.GLfloat(v1))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2iv.xml
func (gl *GL) ProgramUniform2iv(program glbase.Program, location glbase.Uniform, count int, value []int32) {
if len(value) != 2 {
panic("parameter value has incorrect length")
}
C.gl4_2core_glProgramUniform2iv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform2i.xml
func (gl *GL) ProgramUniform2i(program glbase.Program, location glbase.Uniform, v0, v1 int32) {
C.gl4_2core_glProgramUniform2i(gl.funcs, C.GLuint(program), C.GLint(location), C.GLint(v0), C.GLint(v1))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1uiv.xml
func (gl *GL) ProgramUniform1uiv(program glbase.Program, location glbase.Uniform, count int, value []uint32) {
C.gl4_2core_glProgramUniform1uiv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1ui.xml
func (gl *GL) ProgramUniform1ui(program glbase.Program, location glbase.Uniform, v0 uint32) {
C.gl4_2core_glProgramUniform1ui(gl.funcs, C.GLuint(program), C.GLint(location), C.GLuint(v0))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1dv.xml
func (gl *GL) ProgramUniform1dv(program glbase.Program, location glbase.Uniform, count int, value []float64) {
C.gl4_2core_glProgramUniform1dv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLdouble)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1d.xml
func (gl *GL) ProgramUniform1d(program glbase.Program, location glbase.Uniform, v0 float64) {
C.gl4_2core_glProgramUniform1d(gl.funcs, C.GLuint(program), C.GLint(location), C.GLdouble(v0))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1fv.xml
func (gl *GL) ProgramUniform1fv(program glbase.Program, location glbase.Uniform, count int, value []float32) {
C.gl4_2core_glProgramUniform1fv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLfloat)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1f.xml
func (gl *GL) ProgramUniform1f(program glbase.Program, location glbase.Uniform, v0 float32) {
C.gl4_2core_glProgramUniform1f(gl.funcs, C.GLuint(program), C.GLint(location), C.GLfloat(v0))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1iv.xml
func (gl *GL) ProgramUniform1iv(program glbase.Program, location glbase.Uniform, count int, value []int32) {
C.gl4_2core_glProgramUniform1iv(gl.funcs, C.GLuint(program), C.GLint(location), C.GLsizei(count), (*C.GLint)(unsafe.Pointer(&value[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramUniform1i.xml
func (gl *GL) ProgramUniform1i(program glbase.Program, location glbase.Uniform, v0 int32) {
C.gl4_2core_glProgramUniform1i(gl.funcs, C.GLuint(program), C.GLint(location), C.GLint(v0))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetProgramPipelineiv.xml
func (gl *GL) GetProgramPipelineiv(pipeline uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetProgramPipelineiv(gl.funcs, C.GLuint(pipeline), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glIsProgramPipeline.xml
func (gl *GL) IsProgramPipeline(pipeline uint32) bool {
glresult := C.gl4_2core_glIsProgramPipeline(gl.funcs, C.GLuint(pipeline))
return *(*bool)(unsafe.Pointer(&glresult))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGenProgramPipelines.xml
func (gl *GL) GenProgramPipelines(n int, pipelines []uint32) {
C.gl4_2core_glGenProgramPipelines(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&pipelines[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDeleteProgramPipelines.xml
func (gl *GL) DeleteProgramPipelines(n int, pipelines []uint32) {
C.gl4_2core_glDeleteProgramPipelines(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&pipelines[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindProgramPipeline.xml
func (gl *GL) BindProgramPipeline(pipeline uint32) {
C.gl4_2core_glBindProgramPipeline(gl.funcs, C.GLuint(pipeline))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glActiveShaderProgram.xml
func (gl *GL) ActiveShaderProgram(pipeline uint32, program glbase.Program) {
C.gl4_2core_glActiveShaderProgram(gl.funcs, C.GLuint(pipeline), C.GLuint(program))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glUseProgramStages.xml
func (gl *GL) UseProgramStages(pipeline uint32, stages glbase.Bitfield, program glbase.Program) {
C.gl4_2core_glUseProgramStages(gl.funcs, C.GLuint(pipeline), C.GLbitfield(stages), C.GLuint(program))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramParameteri.xml
func (gl *GL) ProgramParameteri(program glbase.Program, pname glbase.Enum, value int32) {
C.gl4_2core_glProgramParameteri(gl.funcs, C.GLuint(program), C.GLenum(pname), C.GLint(value))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glProgramBinary.xml
func (gl *GL) ProgramBinary(program glbase.Program, binaryFormat glbase.Enum, binary interface{}, length int32) {
var binary_ptr unsafe.Pointer
var binary_v = reflect.ValueOf(binary)
if binary != nil && binary_v.Kind() != reflect.Slice {
panic("parameter binary must be a slice")
}
if binary != nil {
binary_ptr = unsafe.Pointer(binary_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glProgramBinary(gl.funcs, C.GLuint(program), C.GLenum(binaryFormat), binary_ptr, C.GLsizei(length))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetProgramBinary.xml
func (gl *GL) GetProgramBinary(program glbase.Program, bufSize int32, length []int32, binaryFormat []glbase.Enum, binary interface{}) {
var binary_ptr unsafe.Pointer
var binary_v = reflect.ValueOf(binary)
if binary != nil && binary_v.Kind() != reflect.Slice {
panic("parameter binary must be a slice")
}
if binary != nil {
binary_ptr = unsafe.Pointer(binary_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glGetProgramBinary(gl.funcs, C.GLuint(program), C.GLsizei(bufSize), (*C.GLsizei)(unsafe.Pointer(&length[0])), (*C.GLenum)(unsafe.Pointer(&binaryFormat[0])), binary_ptr)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glClearDepthf.xml
func (gl *GL) ClearDepthf(dd float32) {
C.gl4_2core_glClearDepthf(gl.funcs, C.GLfloat(dd))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDepthRangef.xml
func (gl *GL) DepthRangef(n, f float32) {
C.gl4_2core_glDepthRangef(gl.funcs, C.GLfloat(n), C.GLfloat(f))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetShaderPrecisionFormat.xml
func (gl *GL) GetShaderPrecisionFormat(shadertype, precisionType glbase.Enum, range_, precision []int32) {
C.gl4_2core_glGetShaderPrecisionFormat(gl.funcs, C.GLenum(shadertype), C.GLenum(precisionType), (*C.GLint)(unsafe.Pointer(&range_[0])), (*C.GLint)(unsafe.Pointer(&precision[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glShaderBinary.xml
func (gl *GL) ShaderBinary(count int, shaders []glbase.Shader, binaryFormat glbase.Enum, binary interface{}, length int32) {
var binary_ptr unsafe.Pointer
var binary_v = reflect.ValueOf(binary)
if binary != nil && binary_v.Kind() != reflect.Slice {
panic("parameter binary must be a slice")
}
if binary != nil {
binary_ptr = unsafe.Pointer(binary_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glShaderBinary(gl.funcs, C.GLsizei(count), (*C.GLuint)(unsafe.Pointer(&shaders[0])), C.GLenum(binaryFormat), binary_ptr, C.GLsizei(length))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glReleaseShaderCompiler.xml
func (gl *GL) ReleaseShaderCompiler() {
C.gl4_2core_glReleaseShaderCompiler(gl.funcs)
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexStorage3D.xml
func (gl *GL) TexStorage3D(target glbase.Enum, levels int32, internalFormat glbase.Enum, width, height int, depth int32) {
C.gl4_2core_glTexStorage3D(gl.funcs, C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height), C.GLsizei(depth))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexStorage2D.xml
func (gl *GL) TexStorage2D(target glbase.Enum, levels int32, internalFormat glbase.Enum, width, height int) {
C.gl4_2core_glTexStorage2D(gl.funcs, C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width), C.GLsizei(height))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glTexStorage1D.xml
func (gl *GL) TexStorage1D(target glbase.Enum, levels int32, internalFormat glbase.Enum, width int) {
C.gl4_2core_glTexStorage1D(gl.funcs, C.GLenum(target), C.GLsizei(levels), C.GLenum(internalFormat), C.GLsizei(width))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glMemoryBarrier.xml
func (gl *GL) MemoryBarrier(barriers glbase.Bitfield) {
C.gl4_2core_glMemoryBarrier(gl.funcs, C.GLbitfield(barriers))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glBindImageTexture.xml
func (gl *GL) BindImageTexture(unit uint32, texture glbase.Texture, level int, layered bool, layer int32, access, format glbase.Enum) {
C.gl4_2core_glBindImageTexture(gl.funcs, C.GLuint(unit), C.GLuint(texture), C.GLint(level), *(*C.GLboolean)(unsafe.Pointer(&layered)), C.GLint(layer), C.GLenum(access), C.GLenum(format))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetActiveAtomicCounterBufferiv.xml
func (gl *GL) GetActiveAtomicCounterBufferiv(program glbase.Program, bufferIndex uint32, pname glbase.Enum, params []int32) {
C.gl4_2core_glGetActiveAtomicCounterBufferiv(gl.funcs, C.GLuint(program), C.GLuint(bufferIndex), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glGetInternalformativ.xml
func (gl *GL) GetInternalformativ(target, internalFormat, pname glbase.Enum, bufSize int32, params []int32) {
C.gl4_2core_glGetInternalformativ(gl.funcs, C.GLenum(target), C.GLenum(internalFormat), C.GLenum(pname), C.GLsizei(bufSize), (*C.GLint)(unsafe.Pointer(¶ms[0])))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawTransformFeedbackStreamInstanced.xml
func (gl *GL) DrawTransformFeedbackStreamInstanced(mode glbase.Enum, id, stream uint32, instancecount int32) {
C.gl4_2core_glDrawTransformFeedbackStreamInstanced(gl.funcs, C.GLenum(mode), C.GLuint(id), C.GLuint(stream), C.GLsizei(instancecount))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawTransformFeedbackInstanced.xml
func (gl *GL) DrawTransformFeedbackInstanced(mode glbase.Enum, id uint32, instancecount int32) {
C.gl4_2core_glDrawTransformFeedbackInstanced(gl.funcs, C.GLenum(mode), C.GLuint(id), C.GLsizei(instancecount))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElementsInstancedBaseVertexBaseInstance.xml
func (gl *GL) DrawElementsInstancedBaseVertexBaseInstance(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount, basevertex int32, baseinstance uint32) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElementsInstancedBaseVertexBaseInstance(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLsizei(instancecount), C.GLint(basevertex), C.GLuint(baseinstance))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawElementsInstancedBaseInstance.xml
func (gl *GL) DrawElementsInstancedBaseInstance(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount int32, baseinstance uint32) {
var indices_ptr unsafe.Pointer
var indices_v = reflect.ValueOf(indices)
if indices != nil && indices_v.Kind() != reflect.Slice {
panic("parameter indices must be a slice")
}
if indices != nil {
indices_ptr = unsafe.Pointer(indices_v.Index(0).Addr().Pointer())
}
C.gl4_2core_glDrawElementsInstancedBaseInstance(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLsizei(instancecount), C.GLuint(baseinstance))
}
// https://www.opengl.org/sdk/docs/man4/xhtml/glDrawArraysInstancedBaseInstance.xml
func (gl *GL) DrawArraysInstancedBaseInstance(mode glbase.Enum, first, count int, instancecount int32, baseinstance uint32) {
C.gl4_2core_glDrawArraysInstancedBaseInstance(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count), C.GLsizei(instancecount), C.GLuint(baseinstance))
}