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path: root/Godeps/_workspace/src/github.com/obscuren/qml/gl/gengl/funcs.go
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package main

type funcTweak struct {
    // name specifies the name of the Go function to be tweaked.
    name string

    // copy copies all the definitions for this function tweak from the named
    // function. Templates are parsed under the new context.
    copy string

    // params specifies a map of zero or more tweaks for specific parameters.
    params paramTweaks

    // result defines the function result as presented at the end of the func line.
    // Simple type changes are handled automatically. More involved multi-value
    // results will require an appropriate after snippet to handle the return.
    result string

    // before is a code snippet to be injected before the C function call.
    // It may use the following template variables and functions:
    //
    //                          . - dot holds the Func being tweaked
    //         {{copyDoc "Func"}} - replaced by the respective function documentation
    //  {{paramGoType . "param"}} - replaced by the respective parameter Go type
    //
    before string

    // after is a code snippet to be injected after the C function call.
    // It may use the same template functions as available for before.
    after string

    // doc defines the documentation for the function. It may use the same
    // template functions as available for before and after.
    doc string
}

type paramTweak struct {
    // rename changes the parameter name in the Go function while keeping the C
    // function call unchanged. The before snippet must define a proper variable
    // to be used under the original name.
    rename string

    // replace changes the parameter name in the C function call to a variable
    // named "<original name>_c", while keeping the Go parameter name unchanged.
    // The before and after snippets must manipulate the two values as needed.
    replace bool

    // retype changes the Go parameter type.
    retype string

    // output flags the parameter as an output parameter, which causes it to be
    // omitted from the input parameter list and added to the result list.
    output bool

    // unnamed causes the name of a result parameter to be omitted if possible.
    unnamed bool

    // single flags the parameter as carrying a single value rather than a slice,
    // when the parameter is originally defined as a pointer.
    single bool

    // omit drops the parameter from the Go function. The before snippet must
    // define a variable with the proper name for the C function call to use.
    omit bool
}

type paramTweaks map[string]paramTweak

var paramNameFixes = map[string]string{
    "binaryformat":   "binaryFormat",
    "bufsize":        "bufSize",
    "indx":           "index",
    "infolog":        "infoLog",
    "internalformat": "internalFormat",
    "precisiontype":  "precisionType",
    "ptr":            "pointer",
}

var funcTweakList = []funcTweak{{
    name: "Accum",
    doc: `
        executes an operation on the accumulation buffer.

        Parameter op defines the accumulation buffer operation (GL.ACCUM, GL.LOAD,
        GL.ADD, GL.MULT, or GL.RETURN) and specifies how the value parameter is
        used.

        The accumulation buffer is an extended-range color buffer. Images are not
        rendered into it. Rather, images rendered into one of the color buffers
        are added to the contents of the accumulation buffer after rendering.
        Effects such as antialiasing (of points, lines, and polygons), motion
        blur, and depth of field can be created by accumulating images generated
        with different transformation matrices.

        Each pixel in the accumulation buffer consists of red, green, blue, and
        alpha values. The number of bits per component in the accumulation buffer
        depends on the implementation. You can examine this number by calling
        GetIntegerv four times, with arguments GL.ACCUM_RED_BITS,
        GL.ACCUM_GREEN_BITS, GL.ACCUM_BLUE_BITS, and GL.ACCUM_ALPHA_BITS.
        Regardless of the number of bits per component, the range of values stored
        by each component is (-1, 1). The accumulation buffer pixels are mapped
        one-to-one with frame buffer pixels.

        All accumulation buffer operations are limited to the area of the current
        scissor box and applied identically to the red, green, blue, and alpha
        components of each pixel. If a Accum operation results in a value outside
        the range (-1, 1), the contents of an accumulation buffer pixel component
        are undefined.

        The operations are as follows:

          GL.ACCUM
              Obtains R, G, B, and A values from the buffer currently selected for
              reading (see ReadBuffer). Each component value is divided by 2 n -
              1 , where n is the number of bits allocated to each color component
              in the currently selected buffer. The result is a floating-point
              value in the range 0 1 , which is multiplied by value and added to
              the corresponding pixel component in the accumulation buffer,
              thereby updating the accumulation buffer.

          GL.LOAD
              Similar to GL.ACCUM, except that the current value in the
              accumulation buffer is not used in the calculation of the new value.
              That is, the R, G, B, and A values from the currently selected
              buffer are divided by 2 n - 1 , multiplied by value, and then stored
              in the corresponding accumulation buffer cell, overwriting the
              current value.

          GL.ADD
              Adds value to each R, G, B, and A in the accumulation buffer.

          GL.MULT
              Multiplies each R, G, B, and A in the accumulation buffer by value
              and returns the scaled component to its corresponding accumulation
              buffer location.

          GL.RETURN
              Transfers accumulation buffer values to the color buffer or buffers
              currently selected for writing. Each R, G, B, and A component is
              multiplied by value, then multiplied by 2 n - 1 , clamped to the
              range 0 2 n - 1 , and stored in the corresponding display buffer
              cell. The only fragment operations that are applied to this transfer
              are pixel ownership, scissor, dithering, and color writemasks.

        To clear the accumulation buffer, call ClearAccum with R, G, B, and A
        values to set it to, then call Clear with the accumulation buffer
        enabled.

        Error GL.INVALID_ENUM is generated if op is not an accepted value.  
        GL.INVALID_OPERATION is generated if there is no accumulation buffer.
        GL.INVALID_OPERATION is generated if Accum is executed between the
        execution of Begin and the corresponding execution of End.
    `,
}, {
    name: "AttachShader",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "BindAttribLocation",
    params: paramTweaks{
        "name": {retype: "string"},
    },
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "BindBuffer",
    doc: `
        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.

        {{funcSince . "1.5+"}}
    `,
}, {
    name: "BufferData",
    before: `
        if data != nil {
            size = int(data_v.Type().Size()) * data_v.Len()
        }
    `,
    doc: `
        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.
    `,
}, {
    name: "CompileShader",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name:   "CreateProgram",
    result: "glbase.Program",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name:   "CreateShader",
    result: "glbase.Shader",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "DeleteBuffers",
    params: paramTweaks{
        "n": {omit: true},
    },
    before: `
        n := len(buffers)
        if n == 0 { return }
    `,
    doc: `
        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.

        {{funcSince . "1.5+"}}
    `,
}, {
    name: "DeleteFramebuffers",
    params: paramTweaks{
        "n": {omit: true},
    },
    before: `
        n := len(framebuffers)
        if n == 0 { return }
    `,
    doc: `
        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.

        {{funcSince . "3.0+"}}
    `,
}, {
    name: "DeleteProgram",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "DeleteRenderbuffers",
    params: paramTweaks{
        "n": {omit: true},
    },
    before: `
        n := len(renderbuffers)
        if n == 0 { return }
    `,
    doc: `
        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.

        {{funcSince . "3.0+"}}
    `,
}, {
    name: "DeleteShader",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "DeleteTextures",
    params: paramTweaks{
        "n": {omit: true},
    },
    before: `
        n := len(textures)
        if n == 0 { return }
    `,
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "DepthRange",
    doc: `
        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.
    `,
}, {
    name: "GenBuffers",
    params: paramTweaks{
        "buffers": {output: true, unnamed: true},
    },
    before: `
        if n == 0 { return nil }
        buffers := make([]glbase.Buffer, n)
    `,
    doc: `
        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.

        {{funcSince . "1.5+"}}
    `,
}, {
    name: "GenFramebuffers",
    params: paramTweaks{
        "framebuffers": {output: true, unnamed: true},
    },
    before: `
        if n == 0 { return nil }
        framebuffers := make([]glbase.Framebuffer, n)
    `,
    doc: `
        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.
    `,
}, {
    name: "GenRenderbuffers",
    params: paramTweaks{
        "renderbuffers": {output: true, unnamed: true},
    },
    before: `
        if n == 0 { return nil }
        renderbuffers := make([]glbase.Renderbuffer, n)
    `,
    doc: `
        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.

        {{funcSince . "3.0+"}}
    `,
}, {
    name: "GenTextures",
    params: paramTweaks{
        "textures": {output: true, unnamed: true},
    },
    before: `
        if n == 0 { return nil }
        textures := make([]glbase.Texture, n)
    `,
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "GetAttribLocation",
    params: paramTweaks{
        "name": {retype: "string"},
    },
    result: "glbase.Attrib",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "GetProgramInfoLog",
    params: paramTweaks{
        "bufSize": {omit: true},
        "length":  {omit: true, single: true},
        "infoLog": {output: true, unnamed: true},
    },
    before: `
        var params [1]int32
        var length int32
        gl.GetProgramiv(program, INFO_LOG_LENGTH, params[:])
        bufSize := params[0]
        infoLog := make([]byte, int(bufSize))
    `,
    doc: `
        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.
    `,
}, {
    name: "GetProgramiv",
    params: paramTweaks{
        "params": {replace: true},
    },
    before: `
        var params_c [4]{{paramGoType . "params"}}
    `,
    after: `
        copy(params, params_c[:])
    `,
    doc: `
        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.
    `,
}, {
    name: "GetShaderiv",
    params: paramTweaks{
        "params": {replace: true},
    },
    before: `
        var params_c [4]{{paramGoType . "params"}}
    `,
    after: `
        copy(params, params_c[:])
    `,
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "GetShaderInfoLog",
    params: paramTweaks{
        "bufSize": {omit: true},
        "length":  {omit: true, single: true},
        "infoLog": {output: true, unnamed: true},
    },
    before: `
        var params [1]int32
        var length int32
        gl.GetShaderiv(shader, INFO_LOG_LENGTH, params[:])
        bufSize := params[0]
        infoLog := make([]byte, int(bufSize))
    `,
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "GetUniformLocation",
    params: paramTweaks{
        "name": {retype: "string"},
    },
    result: "glbase.Uniform",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "GetUniformfv",
    copy: "GetUniformiv",
}, {
    name: "GetUniformiv",
    params: paramTweaks{
        "params": {replace: true},
    },
    before: `
        var params_c [4]{{paramGoType . "params"}}
    `,
    after: `
        copy(params, params_c[:])
    `,
    doc: `
        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 {{.GoName}} for each element of the array. To
        query values stored in uniform variables declared as structures, call
        {{.GoName}} 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 {{.GoName}} 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 {{.GoName}} is
        executed between the execution of Begin and the corresponding execution of
        End.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "GetVertexAttribdv",
    copy: "GetVertexAttribiv",
}, {
    name: "GetVertexAttribfv",
    copy: "GetVertexAttribiv",
}, {
    name: "GetVertexAttribiv",
    params: paramTweaks{
        "params": {replace: true},
    },
    before: `
        var params_c [4]{{paramGoType . "params"}}
    `,
    after: `
        copy(params, params_c[:])
    `,
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "LinkProgram",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "MultMatrixd",
    before: `
        if len(m) != 16 {
            panic("parameter m must have length 16 for the 4x4 matrix")
        }
    `,
    doc: `
        multiplies the current matrix with the provided matrix.
        
        The m parameter must hold 16 consecutive elements of a 4x4 column-major matrix.

        The current matrix is determined by the current matrix mode (see
        MatrixMode). It is either the projection matrix, modelview matrix, or the
        texture matrix.

        For example, if the current matrix is C and the coordinates to be transformed
        are v = (v[0], v[1], v[2], v[3]), then the current transformation is C × v, or

            c[0]  c[4]  c[8]  c[12]     v[0]
            c[1]  c[5]  c[9]  c[13]     v[1]
            c[2]  c[6]  c[10] c[14]  X  v[2]
            c[3]  c[7]  c[11] c[15]     v[3]

        Calling MultMatrix with an argument of m = m[0], m[1], ..., m[15]
        replaces the current transformation with (C X M) x v, or
        
            c[0]  c[4]  c[8]  c[12]   m[0]  m[4]  m[8]  m[12]   v[0]
            c[1]  c[5]  c[9]  c[13]   m[1]  m[5]  m[9]  m[13]   v[1]
            c[2]  c[6]  c[10] c[14] X m[2]  m[6]  m[10] m[14] X v[2]
            c[3]  c[7]  c[11] c[15]   m[3]  m[7]  m[11] m[15]   v[3]

        Where 'X' denotes matrix multiplication, and v is represented as a 4x1 matrix.

        While the elements of the matrix may be specified with single or double
        precision, the GL may store or operate on these values in less-than-single
        precision.

        In many computer languages, 4×4 arrays are represented in row-major
        order. The transformations just described represent these matrices in
        column-major order. The order of the multiplication is important. For
        example, if the current transformation is a rotation, and MultMatrix is
        called with a translation matrix, the translation is done directly on the
        coordinates to be transformed, while the rotation is done on the results
        of that translation.

        GL.INVALID_OPERATION is generated if MultMatrix is executed between the
        execution of Begin and the corresponding execution of End.
    `,
}, {
    name: "MultMatrixf",
    copy: "MultMatrixd",
}, {
    name: "ShaderSource",
    params: paramTweaks{
        "glstring": {rename: "source", retype: "...string", replace: true},
        "length":   {omit: true},
        "count":    {omit: true},
    },
    before: `
        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))
            }
        }
    `,
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "Uniform1f",
    copy: "Uniform4ui",
}, {
    name: "Uniform2f",
    copy: "Uniform4ui",
}, {
    name: "Uniform3f",
    copy: "Uniform4ui",
}, {
    name: "Uniform4f",
    copy: "Uniform4ui",
}, {
    name: "Uniform1i",
    copy: "Uniform4ui",
}, {
    name: "Uniform2i",
    copy: "Uniform4ui",
}, {
    name: "Uniform3i",
    copy: "Uniform4ui",
}, {
    name: "Uniform4i",
    copy: "Uniform4ui",
}, {
    name: "Uniform1ui",
    copy: "Uniform4ui",
}, {
    name: "Uniform2ui",
    copy: "Uniform4ui",
}, {
    name: "Uniform3ui",
    copy: "Uniform4ui",
}, {
    name: "Uniform4ui",
    doc: `
        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.
        {{.GoName}} 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.
    `,
}, {
    name: "Uniform1fv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform2fv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform3fv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform4fv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform1iv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform2iv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform3iv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform4iv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform1uiv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform2uiv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform3uiv",
    copy: "Uniform4uiv",
}, {
    name: "Uniform4uiv",
    params: paramTweaks{
        "count": {omit: true},
    },
    before: `
        if len(value) == 0 {
            return
        } {{with $n := substr .GoName 7 8}}{{if ne $n "1"}}
        if len(value)%{{$n}} != 0 {
            panic("invalid value length for {{$.GoName}}")
        }
        count := len(value)/{{$n}}
        {{else}}
        count := len(value)
        {{end}}{{end}}
    `,
    doc: `
        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.
        {{.GoName}} 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.
    `,
}, {
    name: "UniformMatrix2fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix2x3fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix2x4fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix3fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix3x2fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix3x4fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix4fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix4x2fv",
    copy: "UniformMatrix4x3fv",
}, {
    name: "UniformMatrix4x3fv",
    params: paramTweaks{
        "count": {omit: true},
    },
    before: `
        if len(value) == 0 {
            return
        } {{with $n := substr $.GoName 13 14}}{{with $m := substr $.GoName 15 16}}{{if eq $m "v"}}
        if len(value)%({{$n}}*{{$n}}) != 0 {
            panic("invalid value length for {{$.GoName}}")
        }
        count := len(value)/({{$n}}*{{$n}})
        {{else}}
        if len(value)%({{$n}}*{{$m}}) != 0 {
            panic("invalid value length for {{$.GoName}}")
        }
        count := len(value)/({{$n}}*{{$m}})
        {{end}}{{end}}{{end}}
    `,
    doc: `
        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.
        {{.GoName}} 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.
    `,
}, {
    name: "UseProgram",
    doc: `
        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.

        {{funcSince . "2.0+"}}
    `,
}, {
    name: "VertexAttribPointer",
    params: paramTweaks{
        "pointer": {rename: "offset", retype: "uintptr"},
    },
    before: `
        offset_ptr := unsafe.Pointer(offset)
    `,
    doc: `
        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.
    `,
}}

// vim:ts=8:tw=90:noet