/* dstep /path/to/ndk-r9d/platforms/android-9/arch-x86/usr/include/GLES2/gl2.h -o gl2.d*/ module GLES2.gl2; import core.stdc.config; version (Android): extern (C): @system: nothrow: @nogc: alias void GLvoid; alias char GLchar; alias uint GLenum; alias ubyte GLboolean; alias uint GLbitfield; alias byte GLbyte; alias short GLshort; alias int GLint; alias int GLsizei; alias ubyte GLubyte; alias ushort GLushort; alias uint GLuint; alias float GLfloat; alias float GLclampf; alias int GLfixed; alias c_long GLintptr; alias c_long GLsizeiptr; enum GL_ES_VERSION_2_0 = 1 enum GL_DEPTH_BUFFER_BIT = 0x00000100 enum GL_STENCIL_BUFFER_BIT = 0x00000400 enum GL_COLOR_BUFFER_BIT = 0x00004000 enum GL_FALSE = 0 enum GL_TRUE = 1 enum GL_POINTS = 0x0000 enum GL_LINES = 0x0001 enum GL_LINE_LOOP = 0x0002 enum GL_LINE_STRIP = 0x0003 enum GL_TRIANGLES = 0x0004 enum GL_TRIANGLE_STRIP = 0x0005 enum GL_TRIANGLE_FAN = 0x0006 enum GL_ZERO = 0 enum GL_ONE = 1 enum GL_SRC_COLOR = 0x0300 enum GL_ONE_MINUS_SRC_COLOR = 0x0301 enum GL_SRC_ALPHA = 0x0302 enum GL_ONE_MINUS_SRC_ALPHA = 0x0303 enum GL_DST_ALPHA = 0x0304 enum GL_ONE_MINUS_DST_ALPHA = 0x0305 enum GL_DST_COLOR = 0x0306 enum GL_ONE_MINUS_DST_COLOR = 0x0307 enum GL_SRC_ALPHA_SATURATE = 0x0308 enum GL_FUNC_ADD = 0x8006 enum GL_BLEND_EQUATION = 0x8009 enum GL_BLEND_EQUATION_RGB = 0x8009 enum GL_BLEND_EQUATION_ALPHA = 0x883D enum GL_FUNC_SUBTRACT = 0x800A enum GL_FUNC_REVERSE_SUBTRACT = 0x800B enum GL_BLEND_DST_RGB = 0x80C8 enum GL_BLEND_SRC_RGB = 0x80C9 enum GL_BLEND_DST_ALPHA = 0x80CA enum GL_BLEND_SRC_ALPHA = 0x80CB enum GL_CONSTANT_COLOR = 0x8001 enum GL_ONE_MINUS_CONSTANT_COLOR = 0x8002 enum GL_CONSTANT_ALPHA = 0x8003 enum GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004 enum GL_BLEND_COLOR = 0x8005 enum GL_ARRAY_BUFFER = 0x8892 enum GL_ELEMENT_ARRAY_BUFFER = 0x8893 enum GL_ARRAY_BUFFER_BINDING = 0x8894 enum GL_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 enum GL_STREAM_DRAW = 0x88E0 enum GL_STATIC_DRAW = 0x88E4 enum GL_DYNAMIC_DRAW = 0x88E8 enum GL_BUFFER_SIZE = 0x8764 enum GL_BUFFER_USAGE = 0x8765 enum GL_CURRENT_VERTEX_ATTRIB = 0x8626 enum GL_FRONT = 0x0404 enum GL_BACK = 0x0405 enum GL_FRONT_AND_BACK = 0x0408 enum GL_TEXTURE_2D = 0x0DE1 enum GL_CULL_FACE = 0x0B44 enum GL_BLEND = 0x0BE2 enum GL_DITHER = 0x0BD0 enum GL_STENCIL_TEST = 0x0B90 enum GL_DEPTH_TEST = 0x0B71 enum GL_SCISSOR_TEST = 0x0C11 enum GL_POLYGON_OFFSET_FILL = 0x8037 enum GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E enum GL_SAMPLE_COVERAGE = 0x80A0 enum GL_NO_ERROR = 0 enum GL_INVALID_ENUM = 0x0500 enum GL_INVALID_VALUE = 0x0501 enum GL_INVALID_OPERATION = 0x0502 enum GL_OUT_OF_MEMORY = 0x0505 enum GL_CW = 0x0900 enum GL_CCW = 0x0901 enum GL_LINE_WIDTH = 0x0B21 enum GL_ALIASED_POINT_SIZE_RANGE = 0x846D enum GL_ALIASED_LINE_WIDTH_RANGE = 0x846E enum GL_CULL_FACE_MODE = 0x0B45 enum GL_FRONT_FACE = 0x0B46 enum GL_DEPTH_RANGE = 0x0B70 enum GL_DEPTH_WRITEMASK = 0x0B72 enum GL_DEPTH_CLEAR_VALUE = 0x0B73 enum GL_DEPTH_FUNC = 0x0B74 enum GL_STENCIL_CLEAR_VALUE = 0x0B91 enum GL_STENCIL_FUNC = 0x0B92 enum GL_STENCIL_FAIL = 0x0B94 enum GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95 enum GL_STENCIL_PASS_DEPTH_PASS = 0x0B96 enum GL_STENCIL_REF = 0x0B97 enum GL_STENCIL_VALUE_MASK = 0x0B93 enum GL_STENCIL_WRITEMASK = 0x0B98 enum GL_STENCIL_BACK_FUNC = 0x8800 enum GL_STENCIL_BACK_FAIL = 0x8801 enum GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 enum GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 enum GL_STENCIL_BACK_REF = 0x8CA3 enum GL_STENCIL_BACK_VALUE_MASK = 0x8CA4 enum GL_STENCIL_BACK_WRITEMASK = 0x8CA5 enum GL_VIEWPORT = 0x0BA2 enum GL_SCISSOR_BOX = 0x0C10 enum GL_COLOR_CLEAR_VALUE = 0x0C22 enum GL_COLOR_WRITEMASK = 0x0C23 enum GL_UNPACK_ALIGNMENT = 0x0CF5 enum GL_PACK_ALIGNMENT = 0x0D05 enum GL_MAX_TEXTURE_SIZE = 0x0D33 enum GL_MAX_VIEWPORT_DIMS = 0x0D3A enum GL_SUBPIXEL_BITS = 0x0D50 enum GL_RED_BITS = 0x0D52 enum GL_GREEN_BITS = 0x0D53 enum GL_BLUE_BITS = 0x0D54 enum GL_ALPHA_BITS = 0x0D55 enum GL_DEPTH_BITS = 0x0D56 enum GL_STENCIL_BITS = 0x0D57 enum GL_POLYGON_OFFSET_UNITS = 0x2A00 enum GL_POLYGON_OFFSET_FACTOR = 0x8038 enum GL_TEXTURE_BINDING_2D = 0x8069 enum GL_SAMPLE_BUFFERS = 0x80A8 enum GL_SAMPLES = 0x80A9 enum GL_SAMPLE_COVERAGE_VALUE = 0x80AA enum GL_SAMPLE_COVERAGE_INVERT = 0x80AB enum GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 enum GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3 enum GL_DONT_CARE = 0x1100 enum GL_FASTEST = 0x1101 enum GL_NICEST = 0x1102 enum GL_GENERATE_MIPMAP_HINT = 0x8192 enum GL_BYTE = 0x1400 enum GL_UNSIGNED_BYTE = 0x1401 enum GL_SHORT = 0x1402 enum GL_UNSIGNED_SHORT = 0x1403 enum GL_INT = 0x1404 enum GL_UNSIGNED_INT = 0x1405 enum GL_FLOAT = 0x1406 enum GL_FIXED = 0x140C enum GL_DEPTH_COMPONENT = 0x1902 enum GL_ALPHA = 0x1906 enum GL_RGB = 0x1907 enum GL_RGBA = 0x1908 enum GL_LUMINANCE = 0x1909 enum GL_LUMINANCE_ALPHA = 0x190A enum GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033 enum GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034 enum GL_UNSIGNED_SHORT_5_6_5 = 0x8363 enum GL_FRAGMENT_SHADER = 0x8B30 enum GL_VERTEX_SHADER = 0x8B31 enum GL_MAX_VERTEX_ATTRIBS = 0x8869 enum GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB enum GL_MAX_VARYING_VECTORS = 0x8DFC enum GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D enum GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C enum GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872 enum GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD enum GL_SHADER_TYPE = 0x8B4F enum GL_DELETE_STATUS = 0x8B80 enum GL_LINK_STATUS = 0x8B82 enum GL_VALIDATE_STATUS = 0x8B83 enum GL_ATTACHED_SHADERS = 0x8B85 enum GL_ACTIVE_UNIFORMS = 0x8B86 enum GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 enum GL_ACTIVE_ATTRIBUTES = 0x8B89 enum GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A enum GL_SHADING_LANGUAGE_VERSION = 0x8B8C enum GL_CURRENT_PROGRAM = 0x8B8D enum GL_NEVER = 0x0200 enum GL_LESS = 0x0201 enum GL_EQUAL = 0x0202 enum GL_LEQUAL = 0x0203 enum GL_GREATER = 0x0204 enum GL_NOTEQUAL = 0x0205 enum GL_GEQUAL = 0x0206 enum GL_ALWAYS = 0x0207 enum GL_KEEP = 0x1E00 enum GL_REPLACE = 0x1E01 enum GL_INCR = 0x1E02 enum GL_DECR = 0x1E03 enum GL_INVERT = 0x150A enum GL_INCR_WRAP = 0x8507 enum GL_DECR_WRAP = 0x8508 enum GL_VENDOR = 0x1F00 enum GL_RENDERER = 0x1F01 enum GL_VERSION = 0x1F02 enum GL_EXTENSIONS = 0x1F03 enum GL_NEAREST = 0x2600 enum GL_LINEAR = 0x2601 enum GL_NEAREST_MIPMAP_NEAREST = 0x2700 enum GL_LINEAR_MIPMAP_NEAREST = 0x2701 enum GL_NEAREST_MIPMAP_LINEAR = 0x2702 enum GL_LINEAR_MIPMAP_LINEAR = 0x2703 enum GL_TEXTURE_MAG_FILTER = 0x2800 enum GL_TEXTURE_MIN_FILTER = 0x2801 enum GL_TEXTURE_WRAP_S = 0x2802 enum GL_TEXTURE_WRAP_T = 0x2803 enum GL_TEXTURE = 0x1702 enum GL_TEXTURE_CUBE_MAP = 0x8513 enum GL_TEXTURE_BINDING_CUBE_MAP = 0x8514 enum GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 enum GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 enum GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 enum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 enum GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 enum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A enum GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C enum GL_TEXTURE0 = 0x84C0 enum GL_TEXTURE1 = 0x84C1 enum GL_TEXTURE2 = 0x84C2 enum GL_TEXTURE3 = 0x84C3 enum GL_TEXTURE4 = 0x84C4 enum GL_TEXTURE5 = 0x84C5 enum GL_TEXTURE6 = 0x84C6 enum GL_TEXTURE7 = 0x84C7 enum GL_TEXTURE8 = 0x84C8 enum GL_TEXTURE9 = 0x84C9 enum GL_TEXTURE10 = 0x84CA enum GL_TEXTURE11 = 0x84CB enum GL_TEXTURE12 = 0x84CC enum GL_TEXTURE13 = 0x84CD enum GL_TEXTURE14 = 0x84CE enum GL_TEXTURE15 = 0x84CF enum GL_TEXTURE16 = 0x84D0 enum GL_TEXTURE17 = 0x84D1 enum GL_TEXTURE18 = 0x84D2 enum GL_TEXTURE19 = 0x84D3 enum GL_TEXTURE20 = 0x84D4 enum GL_TEXTURE21 = 0x84D5 enum GL_TEXTURE22 = 0x84D6 enum GL_TEXTURE23 = 0x84D7 enum GL_TEXTURE24 = 0x84D8 enum GL_TEXTURE25 = 0x84D9 enum GL_TEXTURE26 = 0x84DA enum GL_TEXTURE27 = 0x84DB enum GL_TEXTURE28 = 0x84DC enum GL_TEXTURE29 = 0x84DD enum GL_TEXTURE30 = 0x84DE enum GL_TEXTURE31 = 0x84DF enum GL_ACTIVE_TEXTURE = 0x84E0 enum GL_REPEAT = 0x2901 enum GL_CLAMP_TO_EDGE = 0x812F enum GL_MIRRORED_REPEAT = 0x8370 enum GL_FLOAT_VEC2 = 0x8B50 enum GL_FLOAT_VEC3 = 0x8B51 enum GL_FLOAT_VEC4 = 0x8B52 enum GL_INT_VEC2 = 0x8B53 enum GL_INT_VEC3 = 0x8B54 enum GL_INT_VEC4 = 0x8B55 enum GL_BOOL = 0x8B56 enum GL_BOOL_VEC2 = 0x8B57 enum GL_BOOL_VEC3 = 0x8B58 enum GL_BOOL_VEC4 = 0x8B59 enum GL_FLOAT_MAT2 = 0x8B5A enum GL_FLOAT_MAT3 = 0x8B5B enum GL_FLOAT_MAT4 = 0x8B5C enum GL_SAMPLER_2D = 0x8B5E enum GL_SAMPLER_CUBE = 0x8B60 enum GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 enum GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 enum GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 enum GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 enum GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A enum GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 enum GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F enum GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A enum GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B enum GL_COMPILE_STATUS = 0x8B81 enum GL_INFO_LOG_LENGTH = 0x8B84 enum GL_SHADER_SOURCE_LENGTH = 0x8B88 enum GL_SHADER_COMPILER = 0x8DFA enum GL_SHADER_BINARY_FORMATS = 0x8DF8 enum GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9 enum GL_LOW_FLOAT = 0x8DF0 enum GL_MEDIUM_FLOAT = 0x8DF1 enum GL_HIGH_FLOAT = 0x8DF2 enum GL_LOW_INT = 0x8DF3 enum GL_MEDIUM_INT = 0x8DF4 enum GL_HIGH_INT = 0x8DF5 enum GL_FRAMEBUFFER = 0x8D40 enum GL_RENDERBUFFER = 0x8D41 enum GL_RGBA4 = 0x8056 enum GL_RGB5_A1 = 0x8057 enum GL_RGB565 = 0x8D62 enum GL_DEPTH_COMPONENT16 = 0x81A5 enum GL_STENCIL_INDEX = 0x1901 enum GL_STENCIL_INDEX8 = 0x8D48 enum GL_RENDERBUFFER_WIDTH = 0x8D42 enum GL_RENDERBUFFER_HEIGHT = 0x8D43 enum GL_RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 enum GL_RENDERBUFFER_RED_SIZE = 0x8D50 enum GL_RENDERBUFFER_GREEN_SIZE = 0x8D51 enum GL_RENDERBUFFER_BLUE_SIZE = 0x8D52 enum GL_RENDERBUFFER_ALPHA_SIZE = 0x8D53 enum GL_RENDERBUFFER_DEPTH_SIZE = 0x8D54 enum GL_RENDERBUFFER_STENCIL_SIZE = 0x8D55 enum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 enum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 enum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 enum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 enum GL_COLOR_ATTACHMENT0 = 0x8CE0 enum GL_DEPTH_ATTACHMENT = 0x8D00 enum GL_STENCIL_ATTACHMENT = 0x8D20 enum GL_NONE = 0 enum GL_FRAMEBUFFER_COMPLETE = 0x8CD5 enum GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 enum GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 enum GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9 enum GL_FRAMEBUFFER_UNSUPPORTED = 0x8CDD enum GL_FRAMEBUFFER_BINDING = 0x8CA6 enum GL_RENDERBUFFER_BINDING = 0x8CA7 enum GL_MAX_RENDERBUFFER_SIZE = 0x84E8 enum GL_INVALID_FRAMEBUFFER_OPERATION = 0x0506 void glActiveTexture(GLenum texture); void glAttachShader(GLuint program, GLuint shader); void glBindAttribLocation(GLuint program, GLuint index, const(GLchar)* name); void glBindBuffer(GLenum target, GLuint buffer); void glBindFramebuffer(GLenum target, GLuint framebuffer); void glBindRenderbuffer(GLenum target, GLuint renderbuffer); void glBindTexture(GLenum target, GLuint texture); void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glBlendEquation(GLenum mode); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBufferData(GLenum target, GLsizeiptr size, const(GLvoid)* data, GLenum usage); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const(GLvoid)* data); GLenum glCheckFramebufferStatus(GLenum target); void glClear(GLbitfield mask); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearDepthf(GLclampf depth); void glClearStencil(GLint s); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glCompileShader(GLuint shader); void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const(GLvoid)* data); void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const(GLvoid)* data); void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint glCreateProgram(); GLuint glCreateShader(GLenum type); void glCullFace(GLenum mode); void glDeleteBuffers(GLsizei n, const(GLuint)* buffers); void glDeleteFramebuffers(GLsizei n, const(GLuint)* framebuffers); void glDeleteProgram(GLuint program); void glDeleteRenderbuffers(GLsizei n, const(GLuint)* renderbuffers); void glDeleteShader(GLuint shader); void glDeleteTextures(GLsizei n, const(GLuint)* textures); void glDepthFunc(GLenum func); void glDepthMask(GLboolean flag); void glDepthRangef(GLclampf zNear, GLclampf zFar); void glDetachShader(GLuint program, GLuint shader); void glDisable(GLenum cap); void glDisableVertexAttribArray(GLuint index); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const(GLvoid)* indices); void glEnable(GLenum cap); void glEnableVertexAttribArray(GLuint index); void glFinish(); void glFlush(); void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFrontFace(GLenum mode); void glGenBuffers(GLsizei n, GLuint* buffers); void glGenerateMipmap(GLenum target); void glGenFramebuffers(GLsizei n, GLuint* framebuffers); void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers); void glGenTextures(GLsizei n, GLuint* textures); void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); GLint glGetAttribLocation(GLuint program, const(GLchar)* name); void glGetBooleanv(GLenum pname, GLboolean* params); void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params); GLenum glGetError(); void glGetFloatv(GLenum pname, GLfloat* params); void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); void glGetIntegerv(GLenum pname, GLint* params); void glGetProgramiv(GLuint program, GLenum pname, GLint* params); void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); const(GLubyte)* glGetString(GLenum name); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params); void glGetUniformfv(GLuint program, GLint location, GLfloat* params); void glGetUniformiv(GLuint program, GLint location, GLint* params); GLint glGetUniformLocation(GLuint program, const(GLchar)* name); void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); void glHint(GLenum target, GLenum mode); GLboolean glIsBuffer(GLuint buffer); GLboolean glIsEnabled(GLenum cap); GLboolean glIsFramebuffer(GLuint framebuffer); GLboolean glIsProgram(GLuint program); GLboolean glIsRenderbuffer(GLuint renderbuffer); GLboolean glIsShader(GLuint shader); GLboolean glIsTexture(GLuint texture); void glLineWidth(GLfloat width); void glLinkProgram(GLuint program); void glPixelStorei(GLenum pname, GLint param); void glPolygonOffset(GLfloat factor, GLfloat units); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void glReleaseShaderCompiler(); void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glSampleCoverage(GLclampf value, GLboolean invert); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glShaderBinary(GLsizei n, const(GLuint)* shaders, GLenum binaryformat, const(GLvoid)* binary, GLsizei length); void glShaderSource(GLuint shader, GLsizei count, in GLchar** string, const(GLint)* length); void glStencilFunc(GLenum func, GLint ref_, GLuint mask); void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref_, GLuint mask); void glStencilMask(GLuint mask); void glStencilMaskSeparate(GLenum face, GLuint mask); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const(GLvoid)* pixels); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glTexParameterfv(GLenum target, GLenum pname, const(GLfloat)* params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameteriv(GLenum target, GLenum pname, const(GLint)* params); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const(GLvoid)* pixels); void glUniform1f(GLint location, GLfloat x); void glUniform1fv(GLint location, GLsizei count, const(GLfloat)* v); void glUniform1i(GLint location, GLint x); void glUniform1iv(GLint location, GLsizei count, const(GLint)* v); void glUniform2f(GLint location, GLfloat x, GLfloat y); void glUniform2fv(GLint location, GLsizei count, const(GLfloat)* v); void glUniform2i(GLint location, GLint x, GLint y); void glUniform2iv(GLint location, GLsizei count, const(GLint)* v); void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); void glUniform3fv(GLint location, GLsizei count, const(GLfloat)* v); void glUniform3i(GLint location, GLint x, GLint y, GLint z); void glUniform3iv(GLint location, GLsizei count, const(GLint)* v); void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glUniform4fv(GLint location, GLsizei count, const(GLfloat)* v); void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); void glUniform4iv(GLint location, GLsizei count, const(GLint)* v); void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const(GLfloat)* value); void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const(GLfloat)* value); void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const(GLfloat)* value); void glUseProgram(GLuint program); void glValidateProgram(GLuint program); void glVertexAttrib1f(GLuint indx, GLfloat x); void glVertexAttrib1fv(GLuint indx, const(GLfloat)* values); void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); void glVertexAttrib2fv(GLuint indx, const(GLfloat)* values); void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv(GLuint indx, const(GLfloat)* values); void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv(GLuint indx, const(GLfloat)* values); void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const(GLvoid)* ptr); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);