lwjgl/src/templates/org/lwjgl/opengl/ARB_direct_state_access.java

638 lines
24 KiB
Java

/*
* Copyright (c) 2002-2014 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.opengl;
import org.lwjgl.PointerBuffer;
import org.lwjgl.util.generator.*;
import org.lwjgl.util.generator.opengl.*;
import java.nio.*;
@Extension(postfix = "")
public interface ARB_direct_state_access {
/**
* Accepted by the <pname> parameter of GetTextureParameter{if}v and
* GetTextureParameterI{i ui}v:
*/
int GL_TEXTURE_TARGET = 0x1006;
/** Accepted by the <pname> parameter of GetQueryObjectiv: */
int GL_QUERY_TARGET = 0x82EA;
/** Accepted by the <pname> parameter of GetIntegeri_v: */
int GL_TEXTURE_BINDING = 0x82EB;
// Transform Feedback object functions
@Reuse("GL45")
void glCreateTransformFeedbacks(@AutoSize("ids") @GLsizei int n, @OutParameter @GLuint IntBuffer ids);
@Alternate("glCreateTransformFeedbacks")
@GLreturn("ids")
@Reuse("GL45")
void glCreateTransformFeedbacks2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer ids);
@Reuse("GL45")
void glTransformFeedbackBufferBase(@GLuint int xfb, @GLuint int index, @GLuint int buffer);
@Reuse("GL45")
void glTransformFeedbackBufferRange(@GLuint int xfb, @GLuint int index, @GLuint int buffer, @GLintptr long offset, @GLsizeiptr long size);
@StripPostfix("param")
@Reuse("GL45")
void glGetTransformFeedbackiv(@GLuint int xfb, @GLenum int pname, @OutParameter @Check("1") IntBuffer param);
@Alternate("glGetTransformFeedbackiv")
@GLreturn("param")
@StripPostfix(value = "param", hasPostfix = false)
@Reuse("GL45")
void glGetTransformFeedbackiv2(@GLuint int xfb, @GLenum int pname, @OutParameter IntBuffer param);
@StripPostfix("param")
@Reuse("GL45")
void glGetTransformFeedbacki_v(@GLuint int xfb, @GLenum int pname, @GLuint int index, @OutParameter @Check("1") IntBuffer param);
@Alternate("glGetTransformFeedbacki_v")
@GLreturn("param")
@StripPostfix(value = "param", postfix = "_v")
@Reuse("GL45")
void glGetTransformFeedbacki_v2(@GLuint int xfb, @GLenum int pname, @GLuint int index, @OutParameter IntBuffer param);
@StripPostfix("param")
@Reuse("GL45")
void glGetTransformFeedbacki64_v(@GLuint int xfb, @GLenum int pname, @GLuint int index, @OutParameter @Check("1") @GLint64 LongBuffer param);
@Alternate("glGetTransformFeedbacki64_v")
@GLreturn("param")
@StripPostfix(value = "param", postfix = "_v")
@Reuse("GL45")
void glGetTransformFeedbacki64_v2(@GLuint int xfb, @GLenum int pname, @GLuint int index, @OutParameter @GLint64 LongBuffer param);
// Buffer object functions
@Reuse("GL45")
void glCreateBuffers(@AutoSize("buffers") @GLsizei int n, @OutParameter @GLuint IntBuffer buffers);
@Alternate("glCreateBuffers")
@GLreturn("buffers")
@Reuse("GL45")
void glCreateBuffers2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer buffers);
@Reuse("GL45")
void glNamedBufferStorage(@GLuint int buffer, @AutoSize("data") @GLsizeiptr long size,
@Const
@GLbyte
@GLshort
@GLint
@GLuint64
@GLfloat
@GLdouble Buffer data,
@GLbitfield int flags);
@Alternate("glNamedBufferStorage")
@Reuse("GL45")
void glNamedBufferStorage2(@GLuint int buffer, @GLsizeiptr long size, @Constant("0L") @Const Buffer data, @GLbitfield int flags);
@GenerateAutos
@Reuse("GL45")
void glNamedBufferData(@GLuint int buffer, @AutoSize("data") @GLsizeiptr long size,
@Check
@Const
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer data,
@GLenum int usage);
@Reuse("GL45")
void glNamedBufferSubData(@GLuint int buffer, @GLintptr long offset, @AutoSize("data") @GLsizeiptr long size,
@Check
@Const
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer data);
@Reuse("GL45")
void glCopyNamedBufferSubData(@GLuint int readBuffer, @GLuint int writeBuffer, @GLintptr long readOffset, @GLintptr long writeOffset, @GLsizeiptr long size);
@Reuse("GL45")
void glClearNamedBufferData(@GLuint int buffer, @GLenum int internalformat, @GLenum int format, @GLenum int type, @Check("1") @Const @GLvoid ByteBuffer data);
@Reuse("GL45")
void glClearNamedBufferSubData(@GLuint int buffer, @GLenum int internalformat, @GLintptr long offset, @GLsizeiptr long size, @GLenum int format, @GLenum int type, @Check("1") @Const @GLvoid ByteBuffer data);
/**
* Maps a buffer object's data store.
* <p/>
* <b>LWJGL note</b>: This method comes in 2 flavors:
* <ol>
* <li>{@link #glMapNamedBuffer(int, int, ByteBuffer)} - Calls {@link #glGetNamedBufferParameteri} to retrieve the buffer size and the {@code old_buffer} parameter is reused if the returned size and pointer match the buffer capacity and address, respectively.</li>
* <li>{@link #glMapNamedBuffer(int, int, int, ByteBuffer)} - The buffer size is explicitly specified and the {@code old_buffer} parameter is reused if {@code size} and the returned pointer match the buffer capacity and address, respectively. This is the most efficient method.</li>
* </ol>
*
* @param buffer the buffer object being mapped
* @param access the access policy, indicating whether it will be possible to read from, write to, or both read from and write to the buffer object's mapped data store
*/
@CachedResult
@GLvoid
@AutoSize("glGetNamedBufferParameteri(buffer, GL15.GL_BUFFER_SIZE)")
@Reuse("GL45")
ByteBuffer glMapNamedBuffer(@GLuint int buffer, @GLenum int access);
@CachedResult(isRange = true)
@GLvoid
@AutoSize("length")
@Reuse("GL45")
ByteBuffer glMapNamedBufferRange(@GLuint int buffer, @GLintptr long offset, @GLsizeiptr long length, @GLbitfield int access);
@Reuse("GL45")
boolean glUnmapNamedBuffer(@GLuint int buffer);
@Reuse("GL45")
void glFlushMappedNamedBufferRange(@GLuint int buffer, @GLintptr long offset, @GLsizeiptr long length);
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedBufferParameteriv(@GLuint int buffer, @GLenum int pname, @OutParameter @Check IntBuffer params);
@Alternate("glGetNamedBufferParameteriv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetNamedBufferParameteriv2(@GLuint int buffer, @GLenum int pname, @OutParameter IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedBufferParameteri64v(@GLuint int buffer, @GLenum int pname, @OutParameter @Check("1") @GLint64 LongBuffer params);
@Alternate("glGetNamedBufferParameteri64v")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetNamedBufferParameteri64v2(@GLuint int buffer, @GLenum int pname, @OutParameter @GLint64 LongBuffer params);
@StripPostfix("params")
@AutoSize("glGetNamedBufferParameteri(buffer, GL15.GL_BUFFER_SIZE)")
@Reuse("GL45")
void glGetNamedBufferPointerv(@GLuint int buffer, @GLenum int pname, @Result @GLvoid ByteBuffer params);
@Reuse("GL45")
void glGetNamedBufferSubData(@GLuint int buffer, @GLintptr long offset, @AutoSize("data") @GLsizeiptr long size,
@OutParameter
@Check
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer data);
// Framebuffer object functions
@Reuse("GL45")
void glCreateFramebuffers(@AutoSize("framebuffers") @GLsizei int n, @OutParameter @GLuint IntBuffer framebuffers);
@Alternate("glCreateFramebuffers")
@GLreturn("framebuffers")
@Reuse("GL45")
void glCreateFramebuffers2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer framebuffers);
@Reuse("GL45")
void glNamedFramebufferRenderbuffer(@GLuint int framebuffer, @GLenum int attachment, @GLenum int renderbuffertarget, @GLuint int renderbuffer);
@Reuse("GL45")
void glNamedFramebufferParameteri(@GLuint int framebuffer, @GLenum int pname, int param);
@Reuse("GL45")
void glNamedFramebufferTexture(@GLuint int framebuffer, @GLenum int attachment, @GLuint int texture, int level);
@Reuse("GL45")
void glNamedFramebufferTextureLayer(@GLuint int framebuffer, @GLenum int attachment, @GLuint int texture, int level, int layer);
@Reuse("GL45")
void glNamedFramebufferDrawBuffer(@GLuint int framebuffer, @GLenum int mode);
@Reuse("GL45")
void glNamedFramebufferDrawBuffers(@GLuint int framebuffer, @AutoSize("bufs") @GLsizei int n, @Const @GLenum IntBuffer bufs);
@Reuse("GL45")
void glNamedFramebufferReadBuffer(@GLuint int framebuffer, @GLenum int mode);
@Reuse("GL45")
void glInvalidateNamedFramebufferData(@GLuint int framebuffer, @AutoSize("attachments") @GLsizei int numAttachments, @Const @GLenum IntBuffer attachments);
@Reuse("GL45")
void glInvalidateNamedFramebufferSubData(@GLuint int framebuffer, @AutoSize("attachments") @GLsizei int numAttachments, @Const @GLenum IntBuffer attachments, int x, int y, @GLsizei int width, @GLsizei int height);
@StripPostfix("value")
@Reuse("GL45")
void glClearNamedFramebufferiv(@GLuint int framebuffer, @GLenum int buffer, int drawbuffer, @Const @Check("1") IntBuffer value);
@StripPostfix("value")
@Reuse("GL45")
void glClearNamedFramebufferuiv(@GLuint int framebuffer, @GLenum int buffer, int drawbuffer, @Const @Check("4") @GLuint IntBuffer value);
@StripPostfix("value")
@Reuse("GL45")
void glClearNamedFramebufferfv(@GLuint int framebuffer, @GLenum int buffer, int drawbuffer, @Const @Check("1") FloatBuffer value);
@Reuse("GL45")
void glClearNamedFramebufferfi(@GLuint int framebuffer, @GLenum int buffer, float depth, int stencil);
@Reuse("GL45")
void glBlitNamedFramebuffer(
@GLuint int readFramebuffer, @GLuint int drawFramebuffer,
int srcX0, int srcY0, int srcX1, int srcY1,
int dstX0, int dstY0, int dstX1, int dstY1,
@GLbitfield int mask, @GLenum int filter);
@GLenum
@Reuse("GL45")
int CheckNamedFramebufferStatus(@GLuint int framebuffer, @GLenum int target);
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedFramebufferParameteriv(@GLuint int framebuffer, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);
@Alternate("glGetNamedFramebufferParameteriv")
@GLreturn("params")
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedFramebufferParameteriv2(@GLuint int framebuffer, @GLenum int pname, @OutParameter IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedFramebufferAttachmentParameteriv(@GLuint int framebuffer, @GLenum int attachment, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);
@Alternate("glGetNamedFramebufferAttachmentParameteriv")
@GLreturn("params")
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedFramebufferAttachmentParameteriv2(@GLuint int framebuffer, @GLenum int attachment, @GLenum int pname, @OutParameter IntBuffer params);
// Renderbuffer object functions
@Reuse("GL45")
void glCreateRenderbuffers(@AutoSize("renderbuffers") @GLsizei int n, @OutParameter @GLuint IntBuffer renderbuffers);
@Alternate("glCreateRenderbuffers")
@GLreturn("renderbuffers")
@Reuse("GL45")
void glCreateRenderbuffers2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer renderbuffers);
@Reuse("GL45")
void glNamedRenderbufferStorage(@GLuint int renderbuffer, @GLenum int internalformat, @GLsizei int width, @GLsizei int height);
@Reuse("GL45")
void glNamedRenderbufferStorageMultisample(@GLuint int renderbuffer, @GLsizei int samples, @GLenum int internalformat, @GLsizei int width, @GLsizei int height);
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedRenderbufferParameteriv(@GLuint int renderbuffer, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);
@Alternate("glGetNamedRenderbufferParameteriv")
@GLreturn("params")
@StripPostfix("params")
@Reuse("GL45")
void glGetNamedRenderbufferParameteriv2(@GLuint int renderbuffer, @GLenum int pname, @OutParameter IntBuffer params);
// Texture object functions
@Reuse("GL45")
void glCreateTextures(@GLenum int target, @AutoSize("textures") @GLsizei int n, @OutParameter @GLuint IntBuffer textures);
@Alternate("glCreateTextures")
@GLreturn("textures")
@Reuse("GL45")
void glCreateTextures2(@GLenum int target, @Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer textures);
@Reuse("GL45")
void glTextureBuffer(@GLuint int texture, @GLenum int internalformat, @GLuint int buffer);
@Reuse("GL45")
void glTextureBufferRange(@GLuint int texture, @GLenum int internalformat, @GLuint int buffer, @GLintptr long offset, @GLsizeiptr long size);
@Reuse("GL45")
void glTextureStorage1D(@GLuint int texture, @GLsizei int levels, @GLenum int internalformat, @GLsizei int width);
@Reuse("GL45")
void glTextureStorage2D(@GLuint int texture, @GLsizei int levels, @GLenum int internalformat, @GLsizei int width, @GLsizei int height);
@Reuse("GL45")
void glTextureStorage3D(@GLuint int texture, @GLsizei int levels, @GLenum int internalformat, @GLsizei int width, @GLsizei int height, @GLsizei int depth);
@Reuse("GL45")
void glTextureStorage2DMultisample(@GLuint int texture, @GLsizei int samples, @GLenum int internalformat, @GLsizei int width, @GLsizei int height, boolean fixedsamplelocations);
@Reuse("GL45")
void glTextureStorage3DMultisample(@GLuint int texture, @GLsizei int samples, @GLenum int internalformat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, boolean fixedsamplelocations);
@Reuse("GL45")
void glTextureSubImage1D(@GLuint int texture, int level, int xoffset, @GLsizei int width, @GLenum int format, @GLenum int type,
@BufferObject(BufferKind.UnpackPBO)
@Check("GLChecks.calculateImageStorage(pixels, format, type, width, 1, 1)")
@Const
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer pixels);
@Reuse("GL45")
void glTextureSubImage2D(@GLuint int texture, int level, int xoffset, int yoffset, @GLsizei int width, @GLsizei int height, @GLenum int format, @GLenum int type,
@BufferObject(BufferKind.UnpackPBO)
@Check("GLChecks.calculateImageStorage(pixels, format, type, width, height, 1)")
@Const
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer pixels);
@Reuse("GL45")
void glTextureSubImage3D(@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,
@BufferObject(BufferKind.UnpackPBO)
@Check("GLChecks.calculateImageStorage(pixels, format, type, width, height, depth)")
@Const
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer pixels);
@Reuse("GL45")
void glCompressedTextureSubImage1D(@GLuint int texture, int level, int xoffset, @GLsizei int width, @GLenum int format, @AutoSize("data") @GLsizei int imageSize,
@BufferObject(BufferKind.UnpackPBO)
@Check
@Const
@GLvoid
ByteBuffer data);
@Reuse("GL45")
void glCompressedTextureSubImage2D(@GLuint int texture, int level, int xoffset, int yoffset, @GLsizei int width, @GLsizei int height, @GLenum int format, @AutoSize("data") @GLsizei int imageSize,
@BufferObject(BufferKind.UnpackPBO)
@Check
@Const
@GLvoid
ByteBuffer data);
@Reuse("GL45")
void glCompressedTextureSubImage3D(@GLuint int texture, int level, int xoffset, int yoffset, int zoffset, @GLsizei int width, @GLsizei int height, @GLsizei int depth, @GLenum int format, @GLsizei int imageSize,
@BufferObject(BufferKind.UnpackPBO)
@Check
@Const
@GLvoid
ByteBuffer data);
@Reuse("GL45")
void glCopyTextureSubImage1D(@GLuint int texture, int level, int xoffset, int x, int y, @GLsizei int width);
@Reuse("GL45")
void glCopyTextureSubImage2D(@GLuint int texture, int level, int xoffset, int yoffset, int x, int y, @GLsizei int width, @GLsizei int height);
@Reuse("GL45")
void glCopyTextureSubImage3D(@GLuint int texture, int level, int xoffset, int yoffset, int zoffset, int x, int y, @GLsizei int width, @GLsizei int height);
@Reuse("GL45")
void glTextureParameterf(@GLuint int texture, @GLenum int pname, float param);
@StripPostfix("params")
@Reuse("GL45")
void glTextureParameterfv(@GLuint int texture, @GLenum int pname, @Const @Check("4") FloatBuffer params);
@Reuse("GL45")
void glTextureParameteri(@GLuint int texture, @GLenum int pname, int param);
@StripPostfix("params")
@Reuse("GL45")
void glTextureParameterIiv(@GLuint int texture, @GLenum int pname, @Const @Check("1") IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glTextureParameterIuiv(@GLuint int texture, @GLenum int pname, @Const @Check("1") @GLuint IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glTextureParameteriv(@GLuint int texture, @GLenum int pname, @Const @Check("4") IntBuffer params);
@Reuse("GL45")
void glGenerateTextureMipmap(@GLuint int texture);
@Reuse("GL45")
void glBindTextureUnit(@GLuint int unit, @GLuint int texture);
@Reuse("GL45")
void glGetTextureImage(@GLuint int texture, int level, @GLenum int format, @GLenum int type, @AutoSize("pixels") @GLsizei int bufSize,
@OutParameter
@BufferObject(BufferKind.PackPBO)
@GLbyte
@GLshort
@GLint
@GLfloat
@GLdouble Buffer pixels);
@Reuse("GL45")
void glGetCompressedTextureImage(@GLuint int texture, int level, @AutoSize("pixels") @GLsizei int bufSize,
@OutParameter
@BufferObject(BufferKind.PackPBO)
@Check
@GLbyte
@GLshort
@GLint Buffer pixels);
@StripPostfix("params")
@Reuse("GL45")
void glGetTextureLevelParameterfv(@GLuint int texture, int level, @GLenum int pname, @OutParameter @Check("1") FloatBuffer params);
@Alternate("glGetTextureLevelParameterfv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetTextureLevelParameterfv2(@GLuint int texture, int level, @GLenum int pname, @OutParameter FloatBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetTextureLevelParameteriv(@GLuint int texture, int level, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);
@Alternate("glGetTextureLevelParameteriv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetTextureLevelParameteriv2(@GLuint int texture, int level, @GLenum int pname, @OutParameter IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetTextureParameterfv(@GLuint int texture, @GLenum int pname, @OutParameter @Check("1") FloatBuffer params);
@Alternate("glGetTextureParameterfv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetTextureParameterfv2(@GLuint int texture, @GLenum int pname, @OutParameter FloatBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetTextureParameterIiv(@GLuint int texture, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);
@Alternate("glGetTextureParameterIiv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetTextureParameterIiv2(@GLuint int texture, @GLenum int pname, @OutParameter IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetTextureParameterIuiv(@GLuint int texture, @GLenum int pname, @OutParameter @Check("1") @GLuint IntBuffer params);
@Alternate("glGetTextureParameterIuiv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetTextureParameterIuiv2(@GLuint int texture, @GLenum int pname, @OutParameter @GLuint IntBuffer params);
@StripPostfix("params")
@Reuse("GL45")
void glGetTextureParameteriv(@GLuint int texture, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);
@Alternate("glGetTextureParameteriv")
@GLreturn("params")
@StripPostfix(value = "params", hasPostfix = false)
@Reuse("GL45")
void glGetTextureParameteriv2(@GLuint int texture, @GLenum int pname, @OutParameter IntBuffer params);
// Vertex Array object functions
@Reuse("GL45")
void glCreateVertexArrays(@AutoSize("arrays") @GLsizei int n, @OutParameter @GLuint IntBuffer arrays);
@Alternate("glCreateVertexArrays")
@GLreturn("arrays")
@Reuse("GL45")
void glCreateVertexArrays2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer arrays);
@Reuse("GL45")
void glDisableVertexArrayAttrib(@GLuint int vaobj, @GLuint int index);
@Reuse("GL45")
void glEnableVertexArrayAttrib(@GLuint int vaobj, @GLuint int index);
@Reuse("GL45")
void glVertexArrayElementBuffer(@GLuint int vaobj, @GLuint int buffer);
@Reuse("GL45")
void glVertexArrayVertexBuffer(@GLuint int vaobj, @GLuint int bindingindex, @GLuint int buffer, @GLintptr long offset, @GLsizei int stride);
@Reuse("GL45")
void glVertexArrayVertexBuffers(@GLuint int vaobj, @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("GL45")
void glVertexArrayAttribFormat(@GLuint int vaobj, @GLuint int attribindex, int size, @GLenum int type, boolean normalized, @GLuint int relativeoffset);
@Reuse("GL45")
void glVertexArrayAttribIFormat(@GLuint int vaobj, @GLuint int attribindex, int size, @GLenum int type, @GLuint int relativeoffset);
@Reuse("GL45")
void glVertexArrayAttribLFormat(@GLuint int vaobj, @GLuint int attribindex, int size, @GLenum int type, @GLuint int relativeoffset);
@Reuse("GL45")
void glVertexArrayAttribBinding(@GLuint int vaobj, @GLuint int attribindex, @GLuint int bindingindex);
@Reuse("GL45")
void glVertexArrayBindingDivisor(@GLuint int vaobj, @GLuint int bindingindex, @GLuint int divisor);
@StripPostfix("param")
@Reuse("GL45")
void glGetVertexArrayiv(@GLuint int vaobj, @GLenum int pname, @OutParameter @Check("1") IntBuffer param);
@Alternate("glGetVertexArrayiv")
@GLreturn("param")
@StripPostfix("param")
@Reuse("GL45")
void glGetVertexArrayiv2(@GLuint int vaobj, @GLenum int pname, @OutParameter IntBuffer param);
@StripPostfix("param")
@Reuse("GL45")
void glGetVertexArrayIndexediv(@GLuint int vaobj, @GLuint int index, @GLenum int pname, @OutParameter @Check("1") IntBuffer param);
@Alternate("glGetVertexArrayIndexediv")
@GLreturn("param")
@StripPostfix("param")
@Reuse("GL45")
void glGetVertexArrayIndexediv2(@GLuint int vaobj, @GLuint int index, @GLenum int pname, @OutParameter IntBuffer param);
@StripPostfix("param")
@Reuse("GL45")
void glGetVertexArrayIndexed64iv(@GLuint int vaobj, @GLuint int index, @GLenum int pname, @OutParameter @Check("1") @GLint64 LongBuffer param);
@Alternate("glGetVertexArrayIndexed64iv")
@GLreturn("param")
@StripPostfix("param")
@Reuse("GL45")
void glGetVertexArrayIndexed64iv2(@GLuint int vaobj, @GLuint int index, @GLenum int pname, @OutParameter @GLint64 LongBuffer param);
// Sampler object functions
@Reuse("GL45")
void glCreateSamplers(@AutoSize("samplers") @GLsizei int n, @OutParameter @GLuint IntBuffer samplers);
@Alternate("glCreateSamplers")
@GLreturn("samplers")
@Reuse("GL45")
void glCreateSamplers2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer samplers);
// Program Pipeline object functions
@Reuse("GL45")
void glCreateProgramPipelines(@AutoSize("pipelines") @GLsizei int n, @OutParameter @GLuint IntBuffer pipelines);
@Alternate("glCreateProgramPipelines")
@GLreturn("pipelines")
@Reuse("GL45")
void glCreateProgramPipelines2(@Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer pipelines);
// Query object functions
@Reuse("GL45")
void glCreateQueries(@GLenum int target, @AutoSize("ids") @GLsizei int n, @OutParameter @GLuint IntBuffer ids);
@Alternate("glCreateQueries")
@GLreturn("ids")
@Reuse("GL45")
void glCreateQueries2(@GLenum int target, @Constant("1") @GLsizei int n, @OutParameter @GLuint IntBuffer ids);
}