void glExtGetTexSubImageQCOM(@GLenum int target, int level, int xoffset, int yoffset, int zoffset, @GLsizei int width, @GLsizei int height, @GLsizei int depth, @GLenum int format, @GLenum int type, @OutParameter @Check("GLChecks.calculateImageStorage(texels, format, type, width, height, depth)") @GLbyte @GLshort @GLint @GLfloat Buffer texels);
void glGetTexImageNV(@GLenum int target, @GLint int level, @GLenum int format, @GLenum int type, @OutParameter @Check("GLChecks.calculateImageStorage(img, format, type, 1, 1, 1)") @GLbyte @GLshort @GLint @GLfloat Buffer img);
@Reuse("GL44") void glClearTexSubImage(@GLuint int texture, int level, int xoffset, int yoffset, int zoffset, @GLsizei int width, @GLsizei int height, @GLsizei int depth, @GLenum int format, @GLenum int type, @Check(value = "1", canBeNull = true) @Const @GLbyte @GLshort @GLint @GLuint64 @GLfloat @GLdouble Buffer data);
@Check(value = "errcode_ret", canBeNull = true) @PointerWrapper(value = "cl_mem", params = "context") CLMem clCreateFromGLTexture(@PointerWrapper("cl_context") CLContext context, @NativeType("cl_mem_flags") long flags, @NativeType("GLenum") int target, @NativeType("GLint") int miplevel, @NativeType("GLuint") int texture, @OutParameter @Check(value = "1", canBeNull = true) @cl_int IntBuffer errcode_ret);
@Reuse("GL44") void glClearTexImage(@GLuint int texture, int level, @GLenum int format, @GLenum int type, @Check(value = "1", canBeNull = true) @Const @GLbyte @GLshort @GLint @GLuint64 @GLfloat @GLdouble Buffer data);
void glMapVertexAttrib1dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2, int stride, int order, @Check @Const DoubleBuffer points);
void glMapVertexAttrib1fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2, int stride, int order, @Check @Const FloatBuffer points);
void glMapVertexAttrib2dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2, int ustride, int uorder, double v1, double v2, int vstride, int vorder, @Check @Const DoubleBuffer points);
void glMapVertexAttrib2fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2, int ustride, int uorder, float v1, float v2, int vstride, int vorder, @Check @Const FloatBuffer points);
@StripPostfix("v") void glVertexAttribL1ui64vARB(@GLuint int index, @Check("1") @Const @GLuint64EXT LongBuffer v);
@Reuse("GL44") void glBindBuffersRange(@GLenum int target, @GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers, @Check(value = "count", canBeNull = true) @Const @GLintptr PointerBuffer offsets, @Check(value = "count", canBeNull = true) @Const @GLsizeiptr PointerBuffer sizes);
@Reuse("GL44") void glBindTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
@StripPostfix("params") void glGetTexLevelParameterfvNV(@GLenum int target, @GLint int level, @GLenum int pname, @OutParameter @Check("1") @GLfloat FloatBuffer params);
@Reuse("GL44") void glBindImageTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
@Reuse("GL44") void glBindVertexBuffers(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers, @Check(value = "count", canBeNull = true) @Const @GLintptr PointerBuffer offsets, @Check(value = "count", canBeNull = true) @Const @GLsizei IntBuffer strides);
@StripPostfix("val") void glSetMultisamplefvAMD(@GLenum int pname, @GLuint int index, @Check("2") @Const FloatBuffer val);
@StripPostfix("params") void glGetVideouivNV(@GLuint int video_slot, @GLenum int pname, @OutParameter @Check("1") @GLuint IntBuffer params);
@StripPostfix("params") void glGetVideoi64vNV(@GLuint int video_slot, @GLenum int pname, @OutParameter @Check("1") @GLint64EXT LongBuffer params);
@StripPostfix("params") void glGetVideoui64vNV(@GLuint int video_slot, @GLenum int pname, @OutParameter @Check("1") @GLuint64EXT LongBuffer params);
@StripPostfix("params") void glGetVertexAttribLui64vARB(@GLuint int index, @GLenum int pname, @Check("4") @GLuint64EXT LongBuffer params);
void glMultiDrawArraysIndirectBindlessNV(@GLenum int mode, @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 20 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect, @GLsizei int drawCount, @GLsizei int stride, int vertexBufferCount);
void glMultiDrawElementsIndirectBindlessNV(@GLenum int mode, @GLenum int type, @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 48 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect, @GLsizei int drawCount, @GLsizei int stride, int vertexBufferCount);
void glExtGetTexturesQCOM(@OutParameter @Check("1") @GLuint IntBuffer textures, @AutoSize("textures") int maxTextures, @OutParameter @Check("1") IntBuffer numTextures);
void glExtGetBuffersQCOM(@OutParameter @Check("1") @GLuint IntBuffer buffers, @AutoSize("buffers") int maxBuffers, @OutParameter @Check("1") IntBuffer numBuffers);
void glExtGetRenderbuffersQCOM(@OutParameter @Check("1") @GLuint IntBuffer renderbuffers, @AutoSize("renderbuffers") int maxRenderbuffers, @OutParameter @Check("1") IntBuffer numRenderbuffers);
void glExtGetFramebuffersQCOM(@OutParameter @Check("1") @GLuint IntBuffer framebuffers, @AutoSize("framebuffers") int maxFramebuffers, @OutParameter @Check("1") IntBuffer numFramebuffers);