dlangui/3rdparty/GLES2/gl2.d

477 lines
24 KiB
D

/* 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);