@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);
@Reuse("GL43") void glCopyImageSubData( @GLuint int srcName, @GLenum int srcTarget, int srcLevel, int srcX, int srcY, int srcZ, @GLuint int dstName, @GLenum int dstTarget, int dstLevel, int dstX, int dstY, int dstZ, @GLsizei int srcWidth, @GLsizei int srcHeight, @GLsizei int srcDepth);
@Reuse("GL43") void glTexStorage2DMultisample(@GLenum int target, @GLsizei int samples, @GLenum int internalformat, @GLsizei int width, @GLsizei int height, boolean fixedsamplelocations);
@Reuse("GL43") void glTexStorage3DMultisample(@GLenum int target, @GLsizei int samples, @GLenum int internalformat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, boolean fixedsamplelocations);
@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("EXTGeometryShader4") void glFramebufferTextureLayerEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, int layer);
@Reuse("GL32") void glProvokingVertex(@GLenum int mode);
@Reuse("EXTGeometryShader4") void glFramebufferTextureEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level);
@Reuse("EXTGeometryShader4") void glFramebufferTextureFaceEXT(@GLenum int target, @GLenum int attachment, @GLuint int texture, int level, @GLenum int face);
@Reuse("GL31") void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget, @GLintptr long readOffset, @GLintptr long writeOffset, @GLsizeiptr long size);
@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("GL43") void glVertexAttribFormat(@GLuint int attribindex, int size, @GLenum int type, boolean normalized, @GLuint int relativeoffset);
@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);
@Reuse("GL43") void glInvalidateTexSubImage(@GLuint int texture, int level, int xoffset, int yoffset, int zoffset, @GLsizei int width, @GLsizei int height, @GLsizei int depth);
@Reuse("GL43") void glInvalidateTexImage(@GLuint int texture, int level);
@Reuse("GL43") void glInvalidateBufferData(@GLuint int buffer);
@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);
@Reuse("GL43") void glTexBufferRange(@GLenum int target, @GLenum int internalformat, @GLuint int buffer, @GLintptr long offset, @GLsizeiptr long size);
@Reuse("GL43") void glDispatchCompute(@GLuint int num_groups_x, @GLuint int num_groups_y, @GLuint int num_groups_z);
@Reuse("GL42") void glBindImageTexture(@GLuint int unit, @GLuint int texture, int level, boolean layered, int layer, @GLenum int access, @GLenum int format);
@Reuse("GL43") void glTextureView(@GLuint int texture, @GLenum int target, @GLuint int origtexture, @GLenum int internalformat, @GLuint int minlevel, @GLuint int numlevels, @GLuint int minlayer, @GLuint int numlayers);
@Reuse("GL42") void glMemoryBarrier(@GLbitfield int barriers);