@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);
@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);
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);
@Reuse("GL44") void glBindBuffersBase(@GLenum int target, @GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers);
@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);
@Reuse("GL44") void glBindSamplers(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer samplers);
@Reuse("GL44") void glBindImageTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
void glCompressedTexSubImage3DOES(@GLenum int target, int level, int xoffset, int yoffset, int zoffset, @GLsizei int width, @GLsizei int height, @GLsizei int depth, @GLenum int format, @GLsizei int imageSize, @Check @Const @GLvoid ByteBuffer data);
@Reuse("GL43") void glInvalidateFramebuffer(@GLenum int target, @AutoSize("attachments") @GLsizei int numAttachments, @Const @GLenum IntBuffer attachments);
@Reuse("GL43") void glInvalidateSubFramebuffer(@GLenum int target, @AutoSize("attachments") @GLsizei int numAttachments, @Const @GLenum IntBuffer attachments, int x, int y, @GLsizei int width, @GLsizei int height);
@StripPostfix("val") void glSetMultisamplefvAMD(@GLenum int pname, @GLuint int index, @Check("2") @Const FloatBuffer val);
@StripPostfix("value") void glUniformHandleui64vNV(int location, @AutoSize("value") @GLsizei int count, @Const @GLuint64 LongBuffer value);
@StripPostfix("values") void glProgramUniformHandleui64vNV(@GLuint int program, int location, @AutoSize("values") @GLsizei int count, @Const @GLuint64 LongBuffer values);
@StripPostfix("value") void glUniformHandleui64vARB(int location, @AutoSize("value") @GLsizei int count, @Const @GLuint64 LongBuffer value);
@StripPostfix("values") void glProgramUniformHandleui64vARB(@GLuint int program, int location, @AutoSize("values") @GLsizei int count, @Const @GLuint64 LongBuffer values);
@StripPostfix("v") void glVertexAttribL1ui64vARB(@GLuint int index, @Check("1") @Const @GLuint64EXT LongBuffer v);
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);
@GLuint int glCreatePathNV(@GLenum int datatype, @AutoSize("commands") @GLsizei int numCommands, @Const @GLubyte ByteBuffer commands);
void glTexImage3DOES(@GLenum int target, int level, @GLenum int internalFormat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, int border, @GLenum int format, @GLenum int type, @Check(value = "GLChecks.calculateTexImage3DStorage(pixels, format, type, width, height, depth)", canBeNull = true) @Const @GLbyte @GLshort @GLint @GLfloat Buffer pixels);
void glTexSubImage3DOES(@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, @Check("GLChecks.calculateImageStorage(pixels, format, type, width, height, depth)") @Const @GLbyte @GLshort @GLint @GLfloat Buffer pixels);
void glCompressedTexImage3DOES(@GLenum int target, int level, @GLenum int internalformat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, int border, @GLsizei int imageSize, @Check @Const @GLvoid ByteBuffer data);