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-rw-r--r--Godeps/_workspace/src/github.com/obscuren/qml/gl/3.2core/gl.go4729
1 files changed, 4729 insertions, 0 deletions
diff --git a/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.2core/gl.go b/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.2core/gl.go
new file mode 100644
index 000000000..80805299a
--- /dev/null
+++ b/Godeps/_workspace/src/github.com/obscuren/qml/gl/3.2core/gl.go
@@ -0,0 +1,4729 @@
+// ** 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 3.2 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.gl3_2core_funcs()
+ if gl.funcs == nil {
+ panic(fmt.Errorf("OpenGL version 3.2 is not available"))
+ }
+ return gl
+}
+
+// GL implements the OpenGL version 3.2 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
+ DOUBLE = 0x140A
+ HALF_FLOAT = 0x140B
+
+ COLOR_BUFFER_BIT = 0x00004000
+ DEPTH_BUFFER_BIT = 0x00000100
+ STENCIL_BUFFER_BIT = 0x00000400
+
+ ALWAYS = 0x0207
+ EQUAL = 0x0202
+ GEQUAL = 0x0206
+ GREATER = 0x0204
+ LEQUAL = 0x0203
+ LESS = 0x0201
+ NEVER = 0x0200
+ NOTEQUAL = 0x0205
+
+ 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
+
+ CLIP_DISTANCE0 = 0x3000
+ CLIP_DISTANCE1 = 0x3001
+ CLIP_DISTANCE2 = 0x3002
+ CLIP_DISTANCE3 = 0x3003
+ CLIP_DISTANCE4 = 0x3004
+ CLIP_DISTANCE5 = 0x3005
+ CLIP_DISTANCE6 = 0x3006
+ CLIP_DISTANCE7 = 0x3007
+
+ BACK = 0x0405
+ FRONT = 0x0404
+ FRONT_AND_BACK = 0x0408
+
+ CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x00000001
+
+ CONTEXT_COMPATIBILITY_PROFILE_BIT = 0x00000002
+ CONTEXT_CORE_PROFILE_BIT = 0x00000001
+
+ BACK_LEFT = 0x0402
+ BACK_RIGHT = 0x0403
+ FRONT_LEFT = 0x0400
+ FRONT_RIGHT = 0x0401
+ LEFT = 0x0406
+ RIGHT = 0x0407
+
+ BLEND = 0x0BE2
+ COLOR_LOGIC_OP = 0x0BF2
+ CULL_FACE = 0x0B44
+ DEPTH_TEST = 0x0B71
+ DITHER = 0x0BD0
+ LINE_SMOOTH = 0x0B20
+ POLYGON_OFFSET_FILL = 0x8037
+ POLYGON_OFFSET_LINE = 0x2A02
+ POLYGON_OFFSET_POINT = 0x2A01
+ POLYGON_SMOOTH = 0x0B41
+ SCISSOR_TEST = 0x0C11
+ STENCIL_TEST = 0x0B90
+ TEXTURE_1D = 0x0DE0
+ TEXTURE_2D = 0x0DE1
+
+ INVALID_ENUM = 0x0500
+ INVALID_FRAMEBUFFER_OPERATION = 0x0506
+ INVALID_OPERATION = 0x0502
+ INVALID_VALUE = 0x0501
+ NO_ERROR = 0
+ OUT_OF_MEMORY = 0x0505
+
+ LINEAR = 0x2601
+
+ CCW = 0x0901
+ CW = 0x0900
+
+ ALIASED_LINE_WIDTH_RANGE = 0x846E
+ BLEND_DST = 0x0BE0
+ BLEND_SRC = 0x0BE1
+ COLOR_CLEAR_VALUE = 0x0C22
+ COLOR_WRITEMASK = 0x0C23
+ CULL_FACE_MODE = 0x0B45
+ DEPTH_CLEAR_VALUE = 0x0B73
+ DEPTH_FUNC = 0x0B74
+ DEPTH_RANGE = 0x0B70
+ DEPTH_WRITEMASK = 0x0B72
+ DOUBLEBUFFER = 0x0C32
+ DRAW_BUFFER = 0x0C01
+ FRONT_FACE = 0x0B46
+ LINE_SMOOTH_HINT = 0x0C52
+ LINE_WIDTH = 0x0B21
+ LINE_WIDTH_GRANULARITY = 0x0B23
+ LINE_WIDTH_RANGE = 0x0B22
+ LOGIC_OP_MODE = 0x0BF0
+ MAX_CLIP_DISTANCES = 0x0D32
+ MAX_TEXTURE_SIZE = 0x0D33
+ MAX_VIEWPORT_DIMS = 0x0D3A
+ PACK_ALIGNMENT = 0x0D05
+ PACK_LSB_FIRST = 0x0D01
+ PACK_ROW_LENGTH = 0x0D02
+ PACK_SKIP_PIXELS = 0x0D04
+ PACK_SKIP_ROWS = 0x0D03
+ PACK_SWAP_BYTES = 0x0D00
+ POINT_SIZE = 0x0B11
+ POINT_SIZE_GRANULARITY = 0x0B13
+ POINT_SIZE_RANGE = 0x0B12
+ POLYGON_MODE = 0x0B40
+ POLYGON_OFFSET_FACTOR = 0x8038
+ POLYGON_OFFSET_UNITS = 0x2A00
+ POLYGON_SMOOTH_HINT = 0x0C53
+ READ_BUFFER = 0x0C02
+ SCISSOR_BOX = 0x0C10
+ SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23
+ SMOOTH_LINE_WIDTH_RANGE = 0x0B22
+ SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13
+ SMOOTH_POINT_SIZE_RANGE = 0x0B12
+ 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
+ UNPACK_ALIGNMENT = 0x0CF5
+ UNPACK_LSB_FIRST = 0x0CF1
+ UNPACK_ROW_LENGTH = 0x0CF2
+ UNPACK_SKIP_PIXELS = 0x0CF4
+ UNPACK_SKIP_ROWS = 0x0CF3
+ UNPACK_SWAP_BYTES = 0x0CF0
+ VIEWPORT = 0x0BA2
+
+ TEXTURE_ALPHA_SIZE = 0x805F
+ TEXTURE_BLUE_SIZE = 0x805E
+ TEXTURE_BORDER_COLOR = 0x1004
+ TEXTURE_GREEN_SIZE = 0x805D
+ TEXTURE_HEIGHT = 0x1001
+ TEXTURE_INTERNAL_FORMAT = 0x1003
+ TEXTURE_MAG_FILTER = 0x2800
+ TEXTURE_MIN_FILTER = 0x2801
+ TEXTURE_RED_SIZE = 0x805C
+ TEXTURE_WIDTH = 0x1000
+ TEXTURE_WRAP_S = 0x2802
+ TEXTURE_WRAP_T = 0x2803
+
+ DONT_CARE = 0x1100
+ FASTEST = 0x1101
+ NICEST = 0x1102
+
+ FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B
+ TEXTURE_COMPRESSION_HINT = 0x84EF
+
+ REPLACE = 0x1E01
+
+ 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
+
+ TEXTURE = 0x1702
+
+ LINE = 0x1B01
+ POINT = 0x1B00
+
+ FILL = 0x1B02
+
+ COLOR = 0x1800
+ DEPTH = 0x1801
+ STENCIL = 0x1802
+
+ ALPHA = 0x1906
+ BLUE = 0x1905
+ DEPTH_COMPONENT = 0x1902
+ GREEN = 0x1904
+ RED = 0x1903
+ RGB = 0x1907
+ RGBA = 0x1908
+ STENCIL_INDEX = 0x1901
+
+ 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
+
+ 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_FADE_THRESHOLD_SIZE = 0x8128
+
+ LINES = 0x0001
+ LINES_ADJACENCY = 0x000A
+ LINE_LOOP = 0x0002
+ LINE_STRIP = 0x0003
+ LINE_STRIP_ADJACENCY = 0x000B
+ POINTS = 0x0000
+ TRIANGLES = 0x0004
+ TRIANGLES_ADJACENCY = 0x000C
+ TRIANGLE_FAN = 0x0006
+ TRIANGLE_STRIP = 0x0005
+ TRIANGLE_STRIP_ADJACENCY = 0x000D
+
+ DECR = 0x1E03
+ INCR = 0x1E02
+ KEEP = 0x1E00
+
+ EXTENSIONS = 0x1F03
+ RENDERER = 0x1F01
+ VENDOR = 0x1F00
+ VERSION = 0x1F02
+
+ NEAREST = 0x2600
+
+ LINEAR_MIPMAP_LINEAR = 0x2703
+ LINEAR_MIPMAP_NEAREST = 0x2701
+ NEAREST_MIPMAP_LINEAR = 0x2702
+ NEAREST_MIPMAP_NEAREST = 0x2700
+
+ 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_TO_BORDER = 0x812D
+ CLAMP_TO_EDGE = 0x812F
+ REPEAT = 0x2901
+
+ 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
+ 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
+ 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
+ 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
+ MAX_RENDERBUFFER_SIZE = 0x84E8
+ COMPRESSED_RGB = 0x84ED
+ COMPRESSED_RGBA = 0x84EE
+ 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_LOD_BIAS = 0x8501
+ INCR_WRAP = 0x8507
+ DECR_WRAP = 0x8508
+ 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
+ SRC1_ALPHA = 0x8589
+ 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_ATTRIB_ARRAY_POINTER = 0x8645
+ DEPTH_CLAMP = 0x864F
+ TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0
+ TEXTURE_COMPRESSED = 0x86A1
+ NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
+ COMPRESSED_TEXTURE_FORMATS = 0x86A3
+ BUFFER_SIZE = 0x8764
+ BUFFER_USAGE = 0x8765
+ 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
+ TEXTURE_COMPARE_MODE = 0x884C
+ TEXTURE_COMPARE_FUNC = 0x884D
+ COMPARE_REF_TO_TEXTURE = 0x884E
+ TEXTURE_CUBE_MAP_SEAMLESS = 0x884F
+ QUERY_COUNTER_BITS = 0x8864
+ CURRENT_QUERY = 0x8865
+ QUERY_RESULT = 0x8866
+ QUERY_RESULT_AVAILABLE = 0x8867
+ MAX_VERTEX_ATTRIBS = 0x8869
+ VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
+ MAX_TEXTURE_IMAGE_UNITS = 0x8872
+ ARRAY_BUFFER = 0x8892
+ ELEMENT_ARRAY_BUFFER = 0x8893
+ ARRAY_BUFFER_BINDING = 0x8894
+ ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
+ 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
+ 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
+ VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD
+ 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
+ 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
+ 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
+ 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
+ COMPRESSED_SRGB = 0x8C48
+ COMPRESSED_SRGB_ALPHA = 0x8C49
+ 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
+ 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
+ RGB_INTEGER = 0x8D98
+ RGBA_INTEGER = 0x8D99
+ BGR_INTEGER = 0x8D9A
+ BGRA_INTEGER = 0x8D9B
+ 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
+ QUERY_WAIT = 0x8E13
+ QUERY_NO_WAIT = 0x8E14
+ QUERY_BY_REGION_WAIT = 0x8E15
+ QUERY_BY_REGION_NO_WAIT = 0x8E16
+ 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
+ COPY_READ_BUFFER = 0x8F36
+ COPY_WRITE_BUFFER = 0x8F37
+ 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
+ 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
+)
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glViewport.xml
+func (gl *GL) Viewport(x, y, width, height int) {
+ C.gl3_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.gl3_2core_glDepthRange(gl.funcs, C.GLdouble(nearVal), C.GLdouble(farVal))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsEnabled.xml
+func (gl *GL) IsEnabled(cap glbase.Enum) bool {
+ glresult := C.gl3_2core_glIsEnabled(gl.funcs, C.GLenum(cap))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexLevelParameteriv.xml
+func (gl *GL) GetTexLevelParameteriv(target glbase.Enum, level int, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetTexLevelParameteriv(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexLevelParameterfv.xml
+func (gl *GL) GetTexLevelParameterfv(target glbase.Enum, level int, pname glbase.Enum, params []float32) {
+ C.gl3_2core_glGetTexLevelParameterfv(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameteriv.xml
+func (gl *GL) GetTexParameteriv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetTexParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterfv.xml
+func (gl *GL) GetTexParameterfv(target, pname glbase.Enum, params []float32) {
+ C.gl3_2core_glGetTexParameterfv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_2core_glGetTexImage(gl.funcs, C.GLenum(target), C.GLint(level), C.GLenum(format), C.GLenum(gltype), pixels_ptr)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetIntegerv.xml
+func (gl *GL) GetIntegerv(pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetIntegerv(gl.funcs, C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetFloatv.xml
+func (gl *GL) GetFloatv(pname glbase.Enum, params []float32) {
+ C.gl3_2core_glGetFloatv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetError.xml
+func (gl *GL) GetError() glbase.Enum {
+ glresult := C.gl3_2core_glGetError(gl.funcs)
+ return glbase.Enum(glresult)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetDoublev.xml
+func (gl *GL) GetDoublev(pname glbase.Enum, params []float64) {
+ C.gl3_2core_glGetDoublev(gl.funcs, C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBooleanv.xml
+func (gl *GL) GetBooleanv(pname glbase.Enum, params []bool) {
+ C.gl3_2core_glGetBooleanv(gl.funcs, C.GLenum(pname), (*C.GLboolean)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_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/man3/xhtml/glReadBuffer.xml
+func (gl *GL) ReadBuffer(mode glbase.Enum) {
+ C.gl3_2core_glReadBuffer(gl.funcs, C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPixelStorei.xml
+func (gl *GL) PixelStorei(pname glbase.Enum, param int32) {
+ C.gl3_2core_glPixelStorei(gl.funcs, C.GLenum(pname), C.GLint(param))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPixelStoref.xml
+func (gl *GL) PixelStoref(pname glbase.Enum, param float32) {
+ C.gl3_2core_glPixelStoref(gl.funcs, C.GLenum(pname), C.GLfloat(param))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDepthFunc.xml
+func (gl *GL) DepthFunc(glfunc glbase.Enum) {
+ C.gl3_2core_glDepthFunc(gl.funcs, C.GLenum(glfunc))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilOp.xml
+func (gl *GL) StencilOp(fail, zfail, zpass glbase.Enum) {
+ C.gl3_2core_glStencilOp(gl.funcs, C.GLenum(fail), C.GLenum(zfail), C.GLenum(zpass))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilFunc.xml
+func (gl *GL) StencilFunc(glfunc glbase.Enum, ref int32, mask uint32) {
+ C.gl3_2core_glStencilFunc(gl.funcs, C.GLenum(glfunc), C.GLint(ref), C.GLuint(mask))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glLogicOp.xml
+func (gl *GL) LogicOp(opcode glbase.Enum) {
+ C.gl3_2core_glLogicOp(gl.funcs, C.GLenum(opcode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendFunc.xml
+func (gl *GL) BlendFunc(sfactor, dfactor glbase.Enum) {
+ C.gl3_2core_glBlendFunc(gl.funcs, C.GLenum(sfactor), C.GLenum(dfactor))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFlush.xml
+func (gl *GL) Flush() {
+ C.gl3_2core_glFlush(gl.funcs)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFinish.xml
+func (gl *GL) Finish() {
+ C.gl3_2core_glFinish(gl.funcs)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glEnable.xml
+func (gl *GL) Enable(cap glbase.Enum) {
+ C.gl3_2core_glEnable(gl.funcs, C.GLenum(cap))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDisable.xml
+func (gl *GL) Disable(cap glbase.Enum) {
+ C.gl3_2core_glDisable(gl.funcs, C.GLenum(cap))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDepthMask.xml
+func (gl *GL) DepthMask(flag bool) {
+ C.gl3_2core_glDepthMask(gl.funcs, *(*C.GLboolean)(unsafe.Pointer(&flag)))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glColorMask.xml
+func (gl *GL) ColorMask(red, green, blue, alpha bool) {
+ C.gl3_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/man3/xhtml/glStencilMask.xml
+func (gl *GL) StencilMask(mask uint32) {
+ C.gl3_2core_glStencilMask(gl.funcs, C.GLuint(mask))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearDepth.xml
+func (gl *GL) ClearDepth(depth float64) {
+ C.gl3_2core_glClearDepth(gl.funcs, C.GLdouble(depth))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearStencil.xml
+func (gl *GL) ClearStencil(s int32) {
+ C.gl3_2core_glClearStencil(gl.funcs, C.GLint(s))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearColor.xml
+func (gl *GL) ClearColor(red, green, blue, alpha float32) {
+ C.gl3_2core_glClearColor(gl.funcs, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClear.xml
+func (gl *GL) Clear(mask glbase.Bitfield) {
+ C.gl3_2core_glClear(gl.funcs, C.GLbitfield(mask))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawBuffer.xml
+func (gl *GL) DrawBuffer(mode glbase.Enum) {
+ C.gl3_2core_glDrawBuffer(gl.funcs, C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_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/man3/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.gl3_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/man3/xhtml/glTexParameteriv.xml
+func (gl *GL) TexParameteriv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glTexParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameteri.xml
+func (gl *GL) TexParameteri(target, pname glbase.Enum, param int32) {
+ C.gl3_2core_glTexParameteri(gl.funcs, C.GLenum(target), C.GLenum(pname), C.GLint(param))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterfv.xml
+func (gl *GL) TexParameterfv(target, pname glbase.Enum, params []float32) {
+ C.gl3_2core_glTexParameterfv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterf.xml
+func (gl *GL) TexParameterf(target, pname glbase.Enum, param float32) {
+ C.gl3_2core_glTexParameterf(gl.funcs, C.GLenum(target), C.GLenum(pname), C.GLfloat(param))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glScissor.xml
+func (gl *GL) Scissor(x, y, width, height int) {
+ C.gl3_2core_glScissor(gl.funcs, C.GLint(x), C.GLint(y), C.GLsizei(width), C.GLsizei(height))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPolygonMode.xml
+func (gl *GL) PolygonMode(face, mode glbase.Enum) {
+ C.gl3_2core_glPolygonMode(gl.funcs, C.GLenum(face), C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPointSize.xml
+func (gl *GL) PointSize(size float32) {
+ C.gl3_2core_glPointSize(gl.funcs, C.GLfloat(size))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glLineWidth.xml
+func (gl *GL) LineWidth(width float32) {
+ C.gl3_2core_glLineWidth(gl.funcs, C.GLfloat(width))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glHint.xml
+func (gl *GL) Hint(target, mode glbase.Enum) {
+ C.gl3_2core_glHint(gl.funcs, C.GLenum(target), C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFrontFace.xml
+func (gl *GL) FrontFace(mode glbase.Enum) {
+ C.gl3_2core_glFrontFace(gl.funcs, C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glCullFace.xml
+func (gl *GL) CullFace(mode glbase.Enum) {
+ C.gl3_2core_glCullFace(gl.funcs, C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIndexubv.xml
+func (gl *GL) Indexubv(c []uint8) {
+ C.gl3_2core_glIndexubv(gl.funcs, (*C.GLubyte)(unsafe.Pointer(&c[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIndexub.xml
+func (gl *GL) Indexub(c uint8) {
+ C.gl3_2core_glIndexub(gl.funcs, C.GLubyte(c))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsTexture.xml
+func (gl *GL) IsTexture(texture glbase.Texture) bool {
+ glresult := C.gl3_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.gl3_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.gl3_2core_glDeleteTextures(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&textures[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBindTexture.xml
+func (gl *GL) BindTexture(target glbase.Enum, texture glbase.Texture) {
+ C.gl3_2core_glBindTexture(gl.funcs, C.GLenum(target), C.GLuint(texture))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_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/man3/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.gl3_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/man3/xhtml/glCopyTexSubImage2D.xml
+func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int) {
+ C.gl3_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/man3/xhtml/glCopyTexSubImage1D.xml
+func (gl *GL) CopyTexSubImage1D(target glbase.Enum, level, xoffset, x, y, width int) {
+ C.gl3_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/man3/xhtml/glCopyTexImage2D.xml
+func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, height, border int) {
+ C.gl3_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/man3/xhtml/glCopyTexImage1D.xml
+func (gl *GL) CopyTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, border int) {
+ C.gl3_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/man3/xhtml/glPolygonOffset.xml
+func (gl *GL) PolygonOffset(factor, units float32) {
+ C.gl3_2core_glPolygonOffset(gl.funcs, C.GLfloat(factor), C.GLfloat(units))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_2core_glDrawElements(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArrays.xml
+func (gl *GL) DrawArrays(mode glbase.Enum, first, count int) {
+ C.gl3_2core_glDrawArrays(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage3D.xml
+func (gl *GL) CopyTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, x, y, width, height int) {
+ C.gl3_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/man3/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.gl3_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/man3/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.gl3_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/man3/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.gl3_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/man3/xhtml/glBlendEquation.xml
+func (gl *GL) BlendEquation(mode glbase.Enum) {
+ C.gl3_2core_glBlendEquation(gl.funcs, C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendColor.xml
+func (gl *GL) BlendColor(red, green, blue, alpha float32) {
+ C.gl3_2core_glBlendColor(gl.funcs, C.GLfloat(red), C.GLfloat(green), C.GLfloat(blue), C.GLfloat(alpha))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_2core_glGetCompressedTexImage(gl.funcs, C.GLenum(target), C.GLint(level), img_ptr)
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_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/man3/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.gl3_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/man3/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.gl3_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/man3/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.gl3_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/man3/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.gl3_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/man3/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.gl3_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/man3/xhtml/glSampleCoverage.xml
+func (gl *GL) SampleCoverage(value float32, invert bool) {
+ C.gl3_2core_glSampleCoverage(gl.funcs, C.GLfloat(value), *(*C.GLboolean)(unsafe.Pointer(&invert)))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glActiveTexture.xml
+func (gl *GL) ActiveTexture(texture glbase.Enum) {
+ C.gl3_2core_glActiveTexture(gl.funcs, C.GLenum(texture))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameteriv.xml
+func (gl *GL) PointParameteriv(pname glbase.Enum, params []int32) {
+ C.gl3_2core_glPointParameteriv(gl.funcs, C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameteri.xml
+func (gl *GL) PointParameteri(pname glbase.Enum, param int32) {
+ C.gl3_2core_glPointParameteri(gl.funcs, C.GLenum(pname), C.GLint(param))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameterfv.xml
+func (gl *GL) PointParameterfv(pname glbase.Enum, params []float32) {
+ C.gl3_2core_glPointParameterfv(gl.funcs, C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameterf.xml
+func (gl *GL) PointParameterf(pname glbase.Enum, param float32) {
+ C.gl3_2core_glPointParameterf(gl.funcs, C.GLenum(pname), C.GLfloat(param))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glMultiDrawArrays.xml
+func (gl *GL) MultiDrawArrays(mode glbase.Enum, first, count []int, drawcount int32) {
+ C.gl3_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/man3/xhtml/glBlendFuncSeparate.xml
+func (gl *GL) BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha glbase.Enum) {
+ C.gl3_2core_glBlendFuncSeparate(gl.funcs, C.GLenum(sfactorRGB), C.GLenum(dfactorRGB), C.GLenum(sfactorAlpha), C.GLenum(dfactorAlpha))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferParameteriv.xml
+func (gl *GL) GetBufferParameteriv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetBufferParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glUnmapBuffer.xml
+func (gl *GL) UnmapBuffer(target glbase.Enum) bool {
+ glresult := C.gl3_2core_glUnmapBuffer(gl.funcs, C.GLenum(target))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_2core_glGetBufferSubData(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(size), data_ptr)
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_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.gl3_2core_glBufferData(gl.funcs, C.GLenum(target), C.GLsizeiptr(size), data_ptr, C.GLenum(usage))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsBuffer.xml
+func (gl *GL) IsBuffer(buffer glbase.Buffer) bool {
+ glresult := C.gl3_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.gl3_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.gl3_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.gl3_2core_glBindBuffer(gl.funcs, C.GLenum(target), C.GLuint(buffer))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryObjectuiv.xml
+func (gl *GL) GetQueryObjectuiv(id uint32, pname glbase.Enum, params []uint32) {
+ C.gl3_2core_glGetQueryObjectuiv(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryObjectiv.xml
+func (gl *GL) GetQueryObjectiv(id uint32, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetQueryObjectiv(gl.funcs, C.GLuint(id), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryiv.xml
+func (gl *GL) GetQueryiv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetQueryiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glEndQuery.xml
+func (gl *GL) EndQuery(target glbase.Enum) {
+ C.gl3_2core_glEndQuery(gl.funcs, C.GLenum(target))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBeginQuery.xml
+func (gl *GL) BeginQuery(target glbase.Enum, id uint32) {
+ C.gl3_2core_glBeginQuery(gl.funcs, C.GLenum(target), C.GLuint(id))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsQuery.xml
+func (gl *GL) IsQuery(id uint32) bool {
+ glresult := C.gl3_2core_glIsQuery(gl.funcs, C.GLuint(id))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteQueries.xml
+func (gl *GL) DeleteQueries(n int, ids []uint32) {
+ C.gl3_2core_glDeleteQueries(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&ids[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGenQueries.xml
+func (gl *GL) GenQueries(n int, ids []uint32) {
+ C.gl3_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.gl3_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/man3/xhtml/glValidateProgram.xml
+func (gl *GL) ValidateProgram(program glbase.Program) {
+ C.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_2core_glLinkProgram(gl.funcs, C.GLuint(program))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsShader.xml
+func (gl *GL) IsShader(shader glbase.Shader) bool {
+ glresult := C.gl3_2core_glIsShader(gl.funcs, C.GLuint(shader))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsProgram.xml
+func (gl *GL) IsProgram(program glbase.Program) bool {
+ glresult := C.gl3_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.gl3_2core_glGetVertexAttribiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params_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.gl3_2core_glGetVertexAttribfv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLfloat)(unsafe.Pointer(&params_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.gl3_2core_glGetVertexAttribdv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLdouble)(unsafe.Pointer(&params_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.gl3_2core_glGetUniformiv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLint)(unsafe.Pointer(&params_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.gl3_2core_glGetUniformfv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLfloat)(unsafe.Pointer(&params_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.gl3_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/man3/xhtml/glGetShaderSource.xml
+func (gl *GL) GetShaderSource(shader glbase.Shader, bufSize int32, length []int32, source []byte) {
+ C.gl3_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.gl3_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.gl3_2core_glGetShaderiv(gl.funcs, C.GLuint(shader), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params_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.gl3_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.gl3_2core_glGetProgramiv(gl.funcs, C.GLuint(program), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params_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.gl3_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/man3/xhtml/glGetAttachedShaders.xml
+func (gl *GL) GetAttachedShaders(program glbase.Program, maxCount int32, count []int, obj []uint32) {
+ C.gl3_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/man3/xhtml/glGetActiveUniform.xml
+func (gl *GL) GetActiveUniform(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) {
+ C.gl3_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/man3/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.gl3_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/man3/xhtml/glEnableVertexAttribArray.xml
+func (gl *GL) EnableVertexAttribArray(index glbase.Attrib) {
+ C.gl3_2core_glEnableVertexAttribArray(gl.funcs, C.GLuint(index))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDisableVertexAttribArray.xml
+func (gl *GL) DisableVertexAttribArray(index glbase.Attrib) {
+ C.gl3_2core_glDisableVertexAttribArray(gl.funcs, C.GLuint(index))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDetachShader.xml
+func (gl *GL) DetachShader(program glbase.Program, shader glbase.Shader) {
+ C.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_2core_glAttachShader(gl.funcs, C.GLuint(program), C.GLuint(shader))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilMaskSeparate.xml
+func (gl *GL) StencilMaskSeparate(face glbase.Enum, mask uint32) {
+ C.gl3_2core_glStencilMaskSeparate(gl.funcs, C.GLenum(face), C.GLuint(mask))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilFuncSeparate.xml
+func (gl *GL) StencilFuncSeparate(face, glfunc glbase.Enum, ref int32, mask uint32) {
+ C.gl3_2core_glStencilFuncSeparate(gl.funcs, C.GLenum(face), C.GLenum(glfunc), C.GLint(ref), C.GLuint(mask))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glStencilOpSeparate.xml
+func (gl *GL) StencilOpSeparate(face, sfail, dpfail, dppass glbase.Enum) {
+ C.gl3_2core_glStencilOpSeparate(gl.funcs, C.GLenum(face), C.GLenum(sfail), C.GLenum(dpfail), C.GLenum(dppass))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawBuffers.xml
+func (gl *GL) DrawBuffers(n int, bufs []glbase.Enum) {
+ C.gl3_2core_glDrawBuffers(gl.funcs, C.GLsizei(n), (*C.GLenum)(unsafe.Pointer(&bufs[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBlendEquationSeparate.xml
+func (gl *GL) BlendEquationSeparate(modeRGB, modeAlpha glbase.Enum) {
+ C.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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/man3/xhtml/glIsVertexArray.xml
+func (gl *GL) IsVertexArray(array uint32) bool {
+ glresult := C.gl3_2core_glIsVertexArray(gl.funcs, C.GLuint(array))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGenVertexArrays.xml
+func (gl *GL) GenVertexArrays(n int, arrays []uint32) {
+ C.gl3_2core_glGenVertexArrays(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&arrays[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteVertexArrays.xml
+func (gl *GL) DeleteVertexArrays(n int, arrays []uint32) {
+ C.gl3_2core_glDeleteVertexArrays(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&arrays[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBindVertexArray.xml
+func (gl *GL) BindVertexArray(array uint32) {
+ C.gl3_2core_glBindVertexArray(gl.funcs, C.GLuint(array))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFlushMappedBufferRange.xml
+func (gl *GL) FlushMappedBufferRange(target glbase.Enum, offset, length int) {
+ C.gl3_2core_glFlushMappedBufferRange(gl.funcs, C.GLenum(target), C.GLintptr(offset), C.GLsizeiptr(length))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTextureLayer.xml
+func (gl *GL) FramebufferTextureLayer(target, attachment glbase.Enum, texture glbase.Texture, level int, layer int32) {
+ C.gl3_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/man3/xhtml/glRenderbufferStorageMultisample.xml
+func (gl *GL) RenderbufferStorageMultisample(target glbase.Enum, samples int32, internalFormat glbase.Enum, width, height int) {
+ C.gl3_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/man3/xhtml/glBlitFramebuffer.xml
+func (gl *GL) BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int32, mask glbase.Bitfield, filter glbase.Enum) {
+ C.gl3_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/man3/xhtml/glGenerateMipmap.xml
+func (gl *GL) GenerateMipmap(target glbase.Enum) {
+ C.gl3_2core_glGenerateMipmap(gl.funcs, C.GLenum(target))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetFramebufferAttachmentParameteriv.xml
+func (gl *GL) GetFramebufferAttachmentParameteriv(target, attachment, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetFramebufferAttachmentParameteriv(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferRenderbuffer.xml
+func (gl *GL) FramebufferRenderbuffer(target, attachment, renderbuffertarget glbase.Enum, renderbuffer glbase.Renderbuffer) {
+ C.gl3_2core_glFramebufferRenderbuffer(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLenum(renderbuffertarget), C.GLuint(renderbuffer))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture3D.xml
+func (gl *GL) FramebufferTexture3D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int, zoffset int32) {
+ C.gl3_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/man3/xhtml/glFramebufferTexture2D.xml
+func (gl *GL) FramebufferTexture2D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int) {
+ C.gl3_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/man3/xhtml/glFramebufferTexture1D.xml
+func (gl *GL) FramebufferTexture1D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int) {
+ C.gl3_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/man3/xhtml/glCheckFramebufferStatus.xml
+func (gl *GL) CheckFramebufferStatus(target glbase.Enum) glbase.Enum {
+ glresult := C.gl3_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.gl3_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.gl3_2core_glDeleteFramebuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&framebuffers[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBindFramebuffer.xml
+func (gl *GL) BindFramebuffer(target glbase.Enum, framebuffer glbase.Framebuffer) {
+ C.gl3_2core_glBindFramebuffer(gl.funcs, C.GLenum(target), C.GLuint(framebuffer))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsFramebuffer.xml
+func (gl *GL) IsFramebuffer(framebuffer glbase.Framebuffer) bool {
+ glresult := C.gl3_2core_glIsFramebuffer(gl.funcs, C.GLuint(framebuffer))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetRenderbufferParameteriv.xml
+func (gl *GL) GetRenderbufferParameteriv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetRenderbufferParameteriv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glRenderbufferStorage.xml
+func (gl *GL) RenderbufferStorage(target, internalFormat glbase.Enum, width, height int) {
+ C.gl3_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.gl3_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.gl3_2core_glDeleteRenderbuffers(gl.funcs, C.GLsizei(n), (*C.GLuint)(unsafe.Pointer(&renderbuffers[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBindRenderbuffer.xml
+func (gl *GL) BindRenderbuffer(target glbase.Enum, renderbuffer glbase.Renderbuffer) {
+ C.gl3_2core_glBindRenderbuffer(gl.funcs, C.GLenum(target), C.GLuint(renderbuffer))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsRenderbuffer.xml
+func (gl *GL) IsRenderbuffer(renderbuffer glbase.Renderbuffer) bool {
+ glresult := C.gl3_2core_glIsRenderbuffer(gl.funcs, C.GLuint(renderbuffer))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferfi.xml
+func (gl *GL) ClearBufferfi(buffer glbase.Enum, drawbuffer int32, depth float32, stencil int32) {
+ C.gl3_2core_glClearBufferfi(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), C.GLfloat(depth), C.GLint(stencil))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferfv.xml
+func (gl *GL) ClearBufferfv(buffer glbase.Enum, drawbuffer int32, value []float32) {
+ C.gl3_2core_glClearBufferfv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLfloat)(unsafe.Pointer(&value[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferuiv.xml
+func (gl *GL) ClearBufferuiv(buffer glbase.Enum, drawbuffer int32, value []uint32) {
+ C.gl3_2core_glClearBufferuiv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLuint)(unsafe.Pointer(&value[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferiv.xml
+func (gl *GL) ClearBufferiv(buffer glbase.Enum, drawbuffer int32, value []int32) {
+ C.gl3_2core_glClearBufferiv(gl.funcs, C.GLenum(buffer), C.GLint(drawbuffer), (*C.GLint)(unsafe.Pointer(&value[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterIuiv.xml
+func (gl *GL) GetTexParameterIuiv(target, pname glbase.Enum, params []uint32) {
+ C.gl3_2core_glGetTexParameterIuiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterIiv.xml
+func (gl *GL) GetTexParameterIiv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetTexParameterIiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterIuiv.xml
+func (gl *GL) TexParameterIuiv(target, pname glbase.Enum, params []uint32) {
+ C.gl3_2core_glTexParameterIuiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterIiv.xml
+func (gl *GL) TexParameterIiv(target, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glTexParameterIiv(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_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.gl3_2core_glUniform1ui(gl.funcs, C.GLint(location), C.GLuint(v0))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetFragDataLocation.xml
+func (gl *GL) GetFragDataLocation(program glbase.Program, name []byte) int32 {
+ glresult := C.gl3_2core_glGetFragDataLocation(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&name[0])))
+ return int32(glresult)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBindFragDataLocation.xml
+func (gl *GL) BindFragDataLocation(program glbase.Program, color uint32, name []byte) {
+ C.gl3_2core_glBindFragDataLocation(gl.funcs, C.GLuint(program), C.GLuint(color), (*C.GLchar)(unsafe.Pointer(&name[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetUniformuiv.xml
+func (gl *GL) GetUniformuiv(program glbase.Program, location glbase.Uniform, params []uint32) {
+ C.gl3_2core_glGetUniformuiv(gl.funcs, C.GLuint(program), C.GLint(location), (*C.GLuint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetVertexAttribIuiv.xml
+func (gl *GL) GetVertexAttribIuiv(index glbase.Attrib, pname glbase.Enum, params []uint32) {
+ C.gl3_2core_glGetVertexAttribIuiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLuint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetVertexAttribIiv.xml
+func (gl *GL) GetVertexAttribIiv(index glbase.Attrib, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetVertexAttribIiv(gl.funcs, C.GLuint(index), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_2core_glVertexAttribIPointer(gl.funcs, C.GLuint(index), C.GLint(size), C.GLenum(gltype), C.GLsizei(stride), pointer_ptr)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glEndConditionalRender.xml
+func (gl *GL) EndConditionalRender() {
+ C.gl3_2core_glEndConditionalRender(gl.funcs)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBeginConditionalRender.xml
+func (gl *GL) BeginConditionalRender(id uint32, mode glbase.Enum) {
+ C.gl3_2core_glBeginConditionalRender(gl.funcs, C.GLuint(id), C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClampColor.xml
+func (gl *GL) ClampColor(target, clamp glbase.Enum) {
+ C.gl3_2core_glClampColor(gl.funcs, C.GLenum(target), C.GLenum(clamp))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetTransformFeedbackVarying.xml
+func (gl *GL) GetTransformFeedbackVarying(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte) {
+ C.gl3_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/man3/xhtml/glBindBufferBase.xml
+func (gl *GL) BindBufferBase(target glbase.Enum, index uint32, buffer glbase.Buffer) {
+ C.gl3_2core_glBindBufferBase(gl.funcs, C.GLenum(target), C.GLuint(index), C.GLuint(buffer))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBindBufferRange.xml
+func (gl *GL) BindBufferRange(target glbase.Enum, index uint32, buffer glbase.Buffer, offset, size int) {
+ C.gl3_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/man3/xhtml/glEndTransformFeedback.xml
+func (gl *GL) EndTransformFeedback() {
+ C.gl3_2core_glEndTransformFeedback(gl.funcs)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glBeginTransformFeedback.xml
+func (gl *GL) BeginTransformFeedback(primitiveMode glbase.Enum) {
+ C.gl3_2core_glBeginTransformFeedback(gl.funcs, C.GLenum(primitiveMode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsEnabledi.xml
+func (gl *GL) IsEnabledi(target glbase.Enum, index uint32) bool {
+ glresult := C.gl3_2core_glIsEnabledi(gl.funcs, C.GLenum(target), C.GLuint(index))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDisablei.xml
+func (gl *GL) Disablei(target glbase.Enum, index uint32) {
+ C.gl3_2core_glDisablei(gl.funcs, C.GLenum(target), C.GLuint(index))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glEnablei.xml
+func (gl *GL) Enablei(target glbase.Enum, index uint32) {
+ C.gl3_2core_glEnablei(gl.funcs, C.GLenum(target), C.GLuint(index))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetIntegeri_v.xml
+func (gl *GL) GetIntegeri_v(target glbase.Enum, index uint32, data []int32) {
+ C.gl3_2core_glGetIntegeri_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLint)(unsafe.Pointer(&data[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBooleani_v.xml
+func (gl *GL) GetBooleani_v(target glbase.Enum, index uint32, data []bool) {
+ C.gl3_2core_glGetBooleani_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLboolean)(unsafe.Pointer(&data[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glColorMaski.xml
+func (gl *GL) ColorMaski(index uint32, r, g, b, a bool) {
+ C.gl3_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/man3/xhtml/glCopyBufferSubData.xml
+func (gl *GL) CopyBufferSubData(readTarget, writeTarget glbase.Enum, readOffset, writeOffset, size int) {
+ C.gl3_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/man3/xhtml/glUniformBlockBinding.xml
+func (gl *GL) UniformBlockBinding(program glbase.Program, v0, v1 uint32) {
+ C.gl3_2core_glUniformBlockBinding(gl.funcs, C.GLuint(program), C.GLuint(v0), C.GLuint(v1))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformBlockName.xml
+func (gl *GL) GetActiveUniformBlockName(program glbase.Program, uniformBlockIndex uint32, bufSize int32, length []int32, uniformBlockName []byte) {
+ C.gl3_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/man3/xhtml/glGetActiveUniformBlockiv.xml
+func (gl *GL) GetActiveUniformBlockiv(program glbase.Program, uniformBlockIndex uint32, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetActiveUniformBlockiv(gl.funcs, C.GLuint(program), C.GLuint(uniformBlockIndex), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetUniformBlockIndex.xml
+func (gl *GL) GetUniformBlockIndex(program glbase.Program, uniformBlockName []byte) uint32 {
+ glresult := C.gl3_2core_glGetUniformBlockIndex(gl.funcs, C.GLuint(program), (*C.GLchar)(unsafe.Pointer(&uniformBlockName[0])))
+ return uint32(glresult)
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformName.xml
+func (gl *GL) GetActiveUniformName(program glbase.Program, uniformIndex uint32, bufSize int32, length []int32, uniformName []byte) {
+ C.gl3_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/man3/xhtml/glGetActiveUniformsiv.xml
+func (gl *GL) GetActiveUniformsiv(program glbase.Program, uniformCount int32, uniformIndices []uint32, pname glbase.Enum, params []int32) {
+ C.gl3_2core_glGetActiveUniformsiv(gl.funcs, C.GLuint(program), C.GLsizei(uniformCount), (*C.GLuint)(unsafe.Pointer(&uniformIndices[0])), C.GLenum(pname), (*C.GLint)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glPrimitiveRestartIndex.xml
+func (gl *GL) PrimitiveRestartIndex(index uint32) {
+ C.gl3_2core_glPrimitiveRestartIndex(gl.funcs, C.GLuint(index))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexBuffer.xml
+func (gl *GL) TexBuffer(target, internalFormat glbase.Enum, buffer glbase.Buffer) {
+ C.gl3_2core_glTexBuffer(gl.funcs, C.GLenum(target), C.GLenum(internalFormat), C.GLuint(buffer))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_2core_glDrawElementsInstanced(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLsizei(instancecount))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArraysInstanced.xml
+func (gl *GL) DrawArraysInstanced(mode glbase.Enum, first, count int, instancecount int32) {
+ C.gl3_2core_glDrawArraysInstanced(gl.funcs, C.GLenum(mode), C.GLint(first), C.GLsizei(count), C.GLsizei(instancecount))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glSampleMaski.xml
+func (gl *GL) SampleMaski(index uint32, mask glbase.Bitfield) {
+ C.gl3_2core_glSampleMaski(gl.funcs, C.GLuint(index), C.GLbitfield(mask))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetMultisamplefv.xml
+func (gl *GL) GetMultisamplefv(pname glbase.Enum, index uint32, val []float32) {
+ C.gl3_2core_glGetMultisamplefv(gl.funcs, C.GLenum(pname), C.GLuint(index), (*C.GLfloat)(unsafe.Pointer(&val[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage3DMultisample.xml
+func (gl *GL) TexImage3DMultisample(target glbase.Enum, samples, internalFormat int32, width, height int, depth int32, fixedsamplelocations bool) {
+ C.gl3_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/man3/xhtml/glTexImage2DMultisample.xml
+func (gl *GL) TexImage2DMultisample(target glbase.Enum, samples, internalFormat int32, width, height int, fixedsamplelocations bool) {
+ C.gl3_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/man3/xhtml/glGetSynciv.xml
+func (gl *GL) GetSynciv(sync glbase.Sync, pname glbase.Enum, bufSize int32, length, values []int32) {
+ C.gl3_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/man3/xhtml/glGetInteger64v.xml
+func (gl *GL) GetInteger64v(pname glbase.Enum, params []int64) {
+ C.gl3_2core_glGetInteger64v(gl.funcs, C.GLenum(pname), (*C.GLint64)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glWaitSync.xml
+func (gl *GL) WaitSync(sync glbase.Sync, flags glbase.Bitfield, timeout uint64) {
+ C.gl3_2core_glWaitSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)), C.GLbitfield(flags), C.GLuint64(timeout))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glClientWaitSync.xml
+func (gl *GL) ClientWaitSync(sync glbase.Sync, flags glbase.Bitfield, timeout uint64) glbase.Enum {
+ glresult := C.gl3_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/man3/xhtml/glDeleteSync.xml
+func (gl *GL) DeleteSync(sync glbase.Sync) {
+ C.gl3_2core_glDeleteSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glIsSync.xml
+func (gl *GL) IsSync(sync glbase.Sync) bool {
+ glresult := C.gl3_2core_glIsSync(gl.funcs, C.GLsync(unsafe.Pointer(sync)))
+ return *(*bool)(unsafe.Pointer(&glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFenceSync.xml
+func (gl *GL) FenceSync(condition glbase.Enum, flags glbase.Bitfield) glbase.Sync {
+ glresult := C.gl3_2core_glFenceSync(gl.funcs, C.GLenum(condition), C.GLbitfield(flags))
+ return glbase.Sync(unsafe.Pointer(glresult))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glProvokingVertex.xml
+func (gl *GL) ProvokingVertex(mode glbase.Enum) {
+ C.gl3_2core_glProvokingVertex(gl.funcs, C.GLenum(mode))
+}
+
+// https://www.opengl.org/sdk/docs/man3/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.gl3_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/man3/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.gl3_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/man3/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.gl3_2core_glDrawElementsBaseVertex(gl.funcs, C.GLenum(mode), C.GLsizei(count), C.GLenum(gltype), indices_ptr, C.GLint(basevertex))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture.xml
+func (gl *GL) FramebufferTexture(target, attachment glbase.Enum, texture glbase.Texture, level int) {
+ C.gl3_2core_glFramebufferTexture(gl.funcs, C.GLenum(target), C.GLenum(attachment), C.GLuint(texture), C.GLint(level))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferParameteri64v.xml
+func (gl *GL) GetBufferParameteri64v(target, pname glbase.Enum, params []int64) {
+ C.gl3_2core_glGetBufferParameteri64v(gl.funcs, C.GLenum(target), C.GLenum(pname), (*C.GLint64)(unsafe.Pointer(&params[0])))
+}
+
+// https://www.opengl.org/sdk/docs/man3/xhtml/glGetInteger64i_v.xml
+func (gl *GL) GetInteger64i_v(target glbase.Enum, index uint32, data []int64) {
+ C.gl3_2core_glGetInteger64i_v(gl.funcs, C.GLenum(target), C.GLuint(index), (*C.GLint64)(unsafe.Pointer(&data[0])))
+}