--- /dev/null
+ActiveTexture(texture)
+ return void
+ param texture TextureUnit in value
+
+AttachShader(program, shader)
+ return void
+ param program UInt32 in value
+ param shader UInt32 in value
+
+BindAttribLocation(program, index, name)
+ return void
+ param program UInt32 in value
+ param index UInt32 in value
+ param name Char in array []
+
+BindBuffer(target, buffer)
+ return void
+ param target BufferTarget in value
+ param buffer UInt32 in value
+
+BindFramebuffer(target, framebuffer)
+ return void
+ param target FramebufferTarget in value
+ param framebuffer UInt32 in value
+
+BindRenderbuffer(target, renderbuffer)
+ return void
+ param target RenderbufferTarget in value
+ param renderbuffer UInt32 in value
+
+BindTexture(target, texture)
+ return void
+ param target TextureTarget in value
+ param texture Texture in value
+
+BlendColor(red, green, blue, alpha)
+ return void
+ param red ClampedColorF in value
+ param green ClampedColorF in value
+ param blue ClampedColorF in value
+ param alpha ClampedColorF in value
+
+BlendEquation(mode)
+ return void
+ param mode BlendEquationMode in value
+
+BlendEquationSeparate(modeRGB, modeAlpha)
+ return void
+ param modeRGB BlendEquationMode in value
+ param modeAlpha BlendEquationMode in value
+
+BlendFunc(sfactor, dfactor)
+ return void
+ param sfactor BlendingFactorSrc in value
+ param dfactor BlendingFactorDest in value
+
+BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha)
+ return void
+ param sfactorRGB BlendFuncSeparateParameter in value
+ param dfactorRGB BlendFuncSeparateParameter in value
+ param sfactorAlpha BlendFuncSeparateParameter in value
+ param dfactorAlpha BlendFuncSeparateParameter in value
+
+BufferData(target, size, data, usage)
+ return void
+ param target BufferTarget in value
+ param size BufferSize in value
+ param data ConstVoid in array [size]
+ param usage BufferUsage in value
+
+BufferSubData(target, offset, size, data)
+ return void
+ param target BufferTarget in value
+ param offset BufferOffset in value
+ param size BufferSize in value
+ param data ConstVoid in array [size]
+
+CheckFramebufferStatus(target)
+ return GLenum
+ param target FramebufferTarget in value
+
+Clear(mask)
+ return void
+ param mask ClearBufferMask in value
+
+ClearColor(red, green, blue, alpha)
+ return void
+ param red ClampedColorF in value
+ param green ClampedColorF in value
+ param blue ClampedColorF in value
+ param alpha ClampedColorF in value
+
+ClearDepthf(depth)
+ return void
+ param depth ClampedFloat32 in value
+
+ClearStencil(s)
+ return void
+ param s StencilValue in value
+
+ColorMask(red, green, blue, alpha)
+ return void
+ param red Boolean in value
+ param green Boolean in value
+ param blue Boolean in value
+ param alpha Boolean in value
+
+CompileShader(shader)
+ return void
+ param shader UInt32 in value
+
+CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data)
+ return void
+ param target TextureTarget in value
+ param level CheckedInt32 in value
+ param internalformat PixelInternalFormat in value
+ param width SizeI in value
+ param height SizeI in value
+ param border CheckedInt32 in value
+ param imageSize SizeI in value
+ param data CompressedTexture in array [imageSize]
+
+CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data)
+ return void
+ param target TextureTarget in value
+ param level CheckedInt32 in value
+ param xoffset CheckedInt32 in value
+ param yoffset CheckedInt32 in value
+ param width SizeI in value
+ param height SizeI in value
+ param format PixelFormat in value
+ param imageSize SizeI in value
+ param data CompressedTexture in array [imageSize]
+
+CopyTexImage2D(target, level, internalformat, x, y, width, height, border)
+ return void
+ param target TextureTarget in value
+ param level CheckedInt32 in value
+ param internalformat PixelInternalFormat in value
+ param x WinCoord in value
+ param y WinCoord in value
+ param width SizeI in value
+ param height SizeI in value
+ param border CheckedInt32 in value
+
+CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height)
+ return void
+ param target TextureTarget in value
+ param level CheckedInt32 in value
+ param xoffset CheckedInt32 in value
+ param yoffset CheckedInt32 in value
+ param x WinCoord in value
+ param y WinCoord in value
+ param width SizeI in value
+ param height SizeI in value
+
+CreateProgram()
+ return UInt32
+
+CreateShader(type)
+ return UInt32
+ param type GLenum in value
+
+CullFace(mode)
+ return void
+ param mode CullFaceMode in value
+
+DeleteBuffers(n, buffers)
+ return void
+ param n SizeI in value
+ param buffers ConstUInt32 in array [n]
+
+DeleteFramebuffers(n, framebuffers)
+ return void
+ param n SizeI in value
+ param framebuffers UInt32 in array [n]
+
+DeleteProgram(program)
+ return void
+ param program UInt32 in value
+
+DeleteRenderbuffers(n, renderbuffers)
+ return void
+ param n SizeI in value
+ param renderbuffers UInt32 in array [n]
+
+DeleteShader(shader)
+ return void
+ param shader UInt32 in value
+
+DeleteTextures(n, textures)
+ return void
+ param n SizeI in value
+ param textures Texture in array [n]
+
+DepthFunc(func)
+ return void
+ param func DepthFunction in value
+
+DepthMask(flag)
+ return void
+ param flag Boolean in value
+
+DepthRangef(near, far)
+ return void
+ param near ClampedFloat32 in value
+ param far ClampedFloat32 in value
+
+DetachShader(program, shader)
+ return void
+ param program UInt32 in value
+ param shader UInt32 in value
+
+Disable(cap)
+ return void
+ param cap EnableCap in value
+
+DisableVertexAttribArray(index)
+ return void
+ param index UInt32 in value
+
+DrawArrays(mode, first, count)
+ return void
+ param mode BeginMode in value
+ param first Int32 in value
+ param count SizeI in value
+
+DrawElements(mode, count, type, indices)
+ return void
+ param mode BeginMode in value
+ param count SizeI in value
+ param type DrawElementsType in value
+ param indices Void in array [COMPSIZE(count/type)]
+
+Enable(cap)
+ return void
+ param cap EnableCap in value
+
+EnableVertexAttribArray(index)
+ return void
+ param index UInt32 in value
+
+Finish()
+ return void
+
+Flush()
+ return void
+
+FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer)
+ return void
+ param target FramebufferTarget in value
+ param attachment FramebufferAttachment in value
+ param renderbuffertarget RenderbufferTarget in value
+ param renderbuffer UInt32 in value
+
+FramebufferTexture2D(target, attachment, textarget, texture, level)
+ return void
+ param target FramebufferTarget in value
+ param attachment FramebufferAttachment in value
+ param textarget GLenum in value
+ param texture UInt32 in value
+ param level Int32 in value
+
+FrontFace(mode)
+ return void
+ param mode FrontFaceDirection in value
+
+GenBuffers(n, buffers)
+ return void
+ param n SizeI in value
+ param buffers UInt32 out array [n]
+
+GenerateMipmap(target)
+ return void
+ param target GLenum in value
+
+GenFramebuffers(n, framebuffers)
+ return void
+ param n SizeI in value
+ param framebuffers UInt32 out array [n]
+
+GenRenderbuffers(n, renderbuffers)
+ return void
+ param n SizeI in value
+ param renderbuffers UInt32 out array [n]
+
+GenTextures(n, textures)
+ return void
+ param n SizeI in value
+ param textures Texture out array [n]
+
+GetActiveAttrib(program, index, bufSize, length, size, type, name)
+ return void
+ param program UInt32 in value
+ param index UInt32 in value
+ param bufSize SizeI in value
+ param length SizeI out array [1]
+ param size Int32 out array [1]
+ param type GLenum out array [1]
+ param name Char out array []
+
+GetActiveUniform(program, index, bufSize, length, size, type, name)
+ return void
+ param program UInt32 in value
+ param index UInt32 in value
+ param bufSize SizeI in value
+ param length SizeI out array [1]
+ param size Int32 out array [1]
+ param type GLenum out array [1]
+ param name Char out array []
+
+GetAttachedShaders(program, maxCount, count, obj)
+ return void
+ param program UInt32 in value
+ param maxCount SizeI in value
+ param count SizeI out array [1]
+ param obj UInt32 out array [count]
+
+GetAttribLocation(program, name)
+ return Int32
+ param program UInt32 in value
+ param name Char in array []
+
+GetBooleanv(pname, params)
+ return void
+ param pname GetPName in value
+ param params Boolean out array [COMPSIZE(pname)]
+
+GetBufferParameteriv(target, pname, params)
+ return void
+ param target BufferTarget in value
+ param pname BufferPName in value
+ param params Int32 out array [COMPSIZE(pname)]
+
+GetError()
+ return ErrorCode
+
+GetFloatv(pname, params)
+ return void
+ param pname GetPName in value
+ param params Float32 out array [COMPSIZE(pname)]
+
+GetFramebufferAttachmentParameteriv(target, attachment, pname, params)
+ return void
+ param target FramebufferTarget in value
+ param attachment FramebufferAttachment in value
+ param pname GLenum in value
+ param params Int32 out array [COMPSIZE(pname)]
+
+GetIntegerv(pname, params)
+ return void
+ param pname GetPName in value
+ param params Int32 out array [COMPSIZE(pname)]
+
+GetProgramiv(program, pname, params)
+ return void
+ param program UInt32 in value
+ param pname GLenum in value
+ param params Int32 out array [pname]
+
+GetProgramInfoLog(program, bufSize, length, infoLog)
+ return void
+ param program UInt32 in value
+ param bufSize SizeI in value
+ param length SizeI out array [1]
+ param infoLog Char out array [length]
+
+GetRenderbufferParameteriv(target, pname, params)
+ return void
+ param target RenderbufferTarget in value
+ param pname GLenum in value
+ param params Int32 out array [COMPSIZE(pname)]
+
+GetShaderiv(shader, pname, params)
+ return void
+ param shader UInt32 in value
+ param pname GLenum in value
+ param params Int32 out array [pname]
+
+GetShaderInfoLog(shader, bufSize, length, infoLog)
+ return void
+ param shader UInt32 in value
+ param bufSize SizeI in value
+ param length SizeI out array [1]
+ param infoLog Char out array [length]
+
+#GetShaderPrecisionFormat
+
+GetShaderSource(shader, bufSize, length, source)
+ return void
+ param shader UInt32 in value
+ param bufSize SizeI in value
+ param length SizeI out array [1]
+ param source Char out array [length]
+
+GetString(name)
+ return String
+ param name StringName in value
+
+GetTexParameterfv(target, pname, params)
+ return void
+ param target TextureTarget in value
+ param pname GetTextureParameter in value
+ param params Float32 out array [COMPSIZE(pname)]
+
+GetTexParameteriv(target, pname, params)
+ return void
+ param target TextureTarget in value
+ param pname GetTextureParameter in value
+ param params Int32 out array [COMPSIZE(pname)]
+
+GetUniformfv(program, location, params)
+ return void
+ param program UInt32 in value
+ param location Int32 in value
+ param params Float32 out array [location]
+
+GetUniformiv(program, location, params)
+ return void
+ param program UInt32 in value
+ param location Int32 in value
+ param params Int32 out array [location]
+
+GetUniformLocation(program, name)
+ return Int32
+ param program UInt32 in value
+ param name Char in array []
+
+GetVertexAttribfv(index, pname, params)
+ return void
+ param index UInt32 in value
+ param pname VertexAttribPropertyARB in value
+ param params Float32 out array [4]
+
+GetVertexAttribiv(index, pname, params)
+ return void
+ param index UInt32 in value
+ param pname VertexAttribPropertyARB in value
+ param params Int32 out array [4]
+
+GetVertexAttribPointerv(index, pname, pointer)
+ return void
+ param index UInt32 in value
+ param pname VertexAttribPointerPropertyARB in value
+ param pointer VoidPointer out array [1]
+
+Hint(target, mode)
+ return void
+ param target HintTarget in value
+ param mode HintMode in value
+
+IsBuffer(buffer)
+ return Boolean
+ param buffer UInt32 in value
+
+IsEnabled(cap)
+ return Boolean
+ param cap EnableCap in value
+
+IsFramebuffer(framebuffer)
+ return Boolean
+ param framebuffer UInt32 in value
+
+IsProgram(program)
+ return Boolean
+ param program UInt32 in value
+
+IsRenderbuffer(renderbuffer)
+ return Boolean
+ param renderbuffer UInt32 in value
+
+IsShader(shader)
+ return Boolean
+ param shader UInt32 in value
+
+IsTexture(texture)
+ return Boolean
+ param texture Texture in value
+
+LineWidth(width)
+ return void
+ param width CheckedFloat32 in value
+
+LinkProgram(program)
+ return void
+ param program UInt32 in value
+
+PixelStorei(pname, param)
+ return void
+ param pname PixelStoreParameter in value
+ param param CheckedInt32 in value
+
+PolygonOffset(factor, units)
+ return void
+ param factor Float32 in value
+ param units Float32 in value
+
+ReadPixels(x, y, width, height, format, type, pixels)
+ return void
+ param x WinCoord in value
+ param y WinCoord in value
+ param width SizeI in value
+ param height SizeI in value
+ param format PixelFormat in value
+ param type PixelType in value
+ param pixels Void out array [COMPSIZE(format/type/width/height)]
+
+#ReleaseShaderCompiler
+
+RenderbufferStorage(target, internalformat, width, height)
+ return void
+ param target RenderbufferTarget in value
+ param internalformat GLenum in value
+ param width SizeI in value
+ param height SizeI in value
+
+SampleCoverage(value, invert)
+ return void
+ param value ClampedFloat32 in value
+ param invert Boolean in value
+
+Scissor(x, y, width, height)
+ return void
+ param x WinCoord in value
+ param y WinCoord in value
+ param width SizeI in value
+ param height SizeI in value
+
+#ShaderBinary
+
+ShaderSource(shader, count, string, length)
+ return void
+ param shader UInt32 in value
+ param count SizeI in value
+ param string CharPointer in array [count]
+ param length Int32 in array [1]
+
+StencilFunc(func, ref, mask)
+ return void
+ param func StencilFunction in value
+ param ref ClampedStencilValue in value
+ param mask MaskedStencilValue in value
+
+StencilFuncSeparate(frontfunc, backfunc, ref, mask)
+ return void
+ param frontfunc StencilFunction in value
+ param backfunc StencilFunction in value
+ param ref ClampedStencilValue in value
+ param mask MaskedStencilValue in value
+
+StencilMask(mask)
+ return void
+ param mask MaskedStencilValue in value
+
+StencilMaskSeparate(face, mask)
+ return void
+ param face StencilFaceDirection in value
+ param mask MaskedStencilValue in value
+
+StencilOp(fail, zfail, zpass)
+ return void
+ param fail StencilOp in value
+ param zfail StencilOp in value
+ param zpass StencilOp in value
+
+StencilOpSeparate(face, sfail, dpfail, dppass)
+ return void
+ param face StencilFaceDirection in value
+ param sfail StencilOp in value
+ param dpfail StencilOp in value
+ param dppass StencilOp in value
+
+TexImage2D(target, level, internalformat, width, height, border, format, type, pixels)
+ return void
+ param target TextureTarget in value
+ param level CheckedInt32 in value
+ param internalformat TextureComponentCount in value
+ param width SizeI in value
+ param height SizeI in value
+ param border CheckedInt32 in value
+ param format PixelFormat in value
+ param type PixelType in value
+ param pixels Void in array [COMPSIZE(format/type/width/height)]
+
+TexParameterf(target, pname, param)
+ return void
+ param target TextureTarget in value
+ param pname TextureParameterName in value
+ param param CheckedFloat32 in value
+
+TexParameterfv(target, pname, params)
+ return void
+ param target TextureTarget in value
+ param pname TextureParameterName in value
+ param params CheckedFloat32 in array [COMPSIZE(pname)]
+
+TexParameteri(target, pname, param)
+ return void
+ param target TextureTarget in value
+ param pname TextureParameterName in value
+ param param CheckedInt32 in value
+
+TexParameteriv(target, pname, params)
+ return void
+ param target TextureTarget in value
+ param pname TextureParameterName in value
+ param params CheckedInt32 in array [COMPSIZE(pname)]
+
+TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels)
+ return void
+ param target TextureTarget in value
+ param level CheckedInt32 in value
+ param xoffset CheckedInt32 in value
+ param yoffset CheckedInt32 in value
+ param width SizeI in value
+ param height SizeI in value
+ param format PixelFormat in value
+ param type PixelType in value
+ param pixels Void in array [COMPSIZE(format/type/width/height)]
+
+Uniform1f(location, v0)
+ return void
+ param location Int32 in value
+ param v0 Float32 in value
+
+Uniform1fv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Float32 in array [count]
+
+Uniform1i(location, v0)
+ return void
+ param location Int32 in value
+ param v0 Int32 in value
+
+Uniform1iv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Int32 in array [count]
+
+Uniform2f(location, v0, v1)
+ return void
+ param location Int32 in value
+ param v0 Float32 in value
+ param v1 Float32 in value
+
+Uniform2fv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Float32 in array [count]
+
+Uniform2i(location, v0, v1)
+ return void
+ param location Int32 in value
+ param v0 Int32 in value
+ param v1 Int32 in value
+
+Uniform2iv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Int32 in array [count]
+
+Uniform3f(location, v0, v1, v2)
+ return void
+ param location Int32 in value
+ param v0 Float32 in value
+ param v1 Float32 in value
+ param v2 Float32 in value
+
+Uniform3fv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Float32 in array [count]
+
+Uniform3i(location, v0, v1, v2)
+ return void
+ param location Int32 in value
+ param v0 Int32 in value
+ param v1 Int32 in value
+ param v2 Int32 in value
+
+Uniform3iv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Int32 in array [count]
+
+Uniform4f(location, v0, v1, v2, v3)
+ return void
+ param location Int32 in value
+ param v0 Float32 in value
+ param v1 Float32 in value
+ param v2 Float32 in value
+ param v3 Float32 in value
+
+Uniform4fv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Float32 in array [count]
+
+Uniform4i(location, v0, v1, v2, v3)
+ return void
+ param location Int32 in value
+ param v0 Int32 in value
+ param v1 Int32 in value
+ param v2 Int32 in value
+ param v3 Int32 in value
+
+Uniform4iv(location, count, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param value Int32 in array [count]
+
+UniformMatrix2fv(location, count, transpose, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param transpose Boolean in value
+ param value Float32 in array [count]
+
+UniformMatrix3fv(location, count, transpose, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param transpose Boolean in value
+ param value Float32 in array [count]
+
+UniformMatrix4fv(location, count, transpose, value)
+ return void
+ param location Int32 in value
+ param count SizeI in value
+ param transpose Boolean in value
+ param value Float32 in array [count]
+
+UseProgram(program)
+ return void
+ param program UInt32 in value
+
+ValidateProgram(program)
+ return void
+ param program UInt32 in value
+
+VertexAttrib1f(index, x)
+ return void
+ param index UInt32 in value
+ param x Float32 in value
+
+VertexAttrib1fv(index, v)
+ return void
+ param index UInt32 in value
+ param v Float32 in array [1]
+
+VertexAttrib2f(index, x, y)
+ return void
+ param index UInt32 in value
+ param x Float32 in value
+ param y Float32 in value
+
+VertexAttrib2fv(index, v)
+ return void
+ param index UInt32 in value
+ param v Float32 in array [2]
+
+VertexAttrib3f(index, x, y, z)
+ return void
+ param index UInt32 in value
+ param x Float32 in value
+ param y Float32 in value
+ param z Float32 in value
+
+VertexAttrib3fv(index, v)
+ return void
+ param index UInt32 in value
+ param v Float32 in array [3]
+
+VertexAttrib4f(index, x, y, z, w)
+ return void
+ param index UInt32 in value
+ param x Float32 in value
+ param y Float32 in value
+ param z Float32 in value
+ param w Float32 in value
+
+VertexAttrib4fv(index, v)
+ return void
+ param index UInt32 in value
+ param v Float32 in array [4]
+
+VertexAttribPointer(index, size, type, normalized, stride, pointer)
+ return void
+ param index UInt32 in value
+ param size Int32 in value
+ param type VertexAttribPointerTypeARB in value
+ param normalized Boolean in value
+ param stride SizeI in value
+ param pointer Void in array [COMPSIZE(size/type/stride)] retained
+
+Viewport(x, y, width, height)
+ return void
+ param x WinCoord in value
+ param y WinCoord in value
+ param width SizeI in value
+ param height SizeI in value