!gles3_only %#include <GLES3/gl31.h> %// Return types must be single words, see GLDispatch.cpp %typedef const GLubyte* GL3constubyteptr; void glReadBuffer(GLenum src); void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void glGenQueries(GLsizei n, GLuint *ids); void glDeleteQueries(GLsizei n, const GLuint *ids); GLboolean glIsQuery(GLuint id); void glBeginQuery(GLenum target, GLuint id); void glEndQuery(GLenum target); void glGetQueryiv(GLenum target, GLenum pname, GLint *params); void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); GLboolean glUnmapBuffer(GLenum target); void glGetBufferPointerv(GLenum target, GLenum pname, void **params); void glDrawBuffers(GLsizei n, const GLenum *bufs); void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); void glBindVertexArray(GLuint array); void glDeleteVertexArrays(GLsizei n, const GLuint *arrays); void glGenVertexArrays(GLsizei n, GLuint *arrays); GLboolean glIsVertexArray(GLuint array); void glGetIntegeri_v(GLenum target, GLuint index, GLint *data); void glBeginTransformFeedback(GLenum primitiveMode); void glEndTransformFeedback(void); void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void glVertexAttribI4iv(GLuint index, const GLint *v); void glVertexAttribI4uiv(GLuint index, const GLuint *v); void glGetUniformuiv(GLuint program, GLint location, GLuint *params); GLint glGetFragDataLocation(GLuint program, const GLchar *name); void glUniform1ui(GLint location, GLuint v0); void glUniform2ui(GLint location, GLuint v0, GLuint v1); void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glUniform1uiv(GLint location, GLsizei count, const GLuint *value); void glUniform2uiv(GLint location, GLsizei count, const GLuint *value); void glUniform3uiv(GLint location, GLsizei count, const GLuint *value); void glUniform4uiv(GLint location, GLsizei count, const GLuint *value); void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GL3constubyteptr glGetStringi(GLenum name, GLuint index); void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); GLsync glFenceSync(GLenum condition, GLbitfield flags); GLboolean glIsSync(GLsync sync); void glDeleteSync(GLsync sync); GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void glGetInteger64v(GLenum pname, GLint64 *data); void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data); void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); void glGenSamplers(GLsizei count, GLuint *samplers); void glDeleteSamplers(GLsizei count, const GLuint *samplers); GLboolean glIsSampler(GLuint sampler); void glBindSampler(GLuint unit, GLuint sampler); void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); void glVertexAttribDivisor(GLuint index, GLuint divisor); void glBindTransformFeedback(GLenum target, GLuint id); void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids); void glGenTransformFeedbacks(GLsizei n, GLuint *ids); GLboolean glIsTransformFeedback(GLuint id); void glPauseTransformFeedback(void); void glResumeTransformFeedback(void); void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); void glProgramParameteri(GLuint program, GLenum pname, GLint value); void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments); void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);