adding generated opengl function binding
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// <auto-generated>
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// Generated by StgSharp.GenerateGL on 2025-12-29 08:55:37Z
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// Version: 4.4
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// </auto-generated>
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using System;
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using System.Runtime.CompilerServices;
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using StgSharp.Graphics.OpenGL;
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namespace StgSharp.Graphics.OpenGL
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{
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public unsafe partial class OpenGLFunction
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindBuffersBase(uint target, uint first, int count, uint* buffers)
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{
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Context.glBindBuffersBase(target, first, count, buffers);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindBuffersRange(uint target, uint first, int count, uint* buffers, nint* offsets, nuint* sizes)
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{
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Context.glBindBuffersRange(target, first, count, buffers, offsets, sizes);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindImageTextures(uint first, int count, uint* textures)
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{
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Context.glBindImageTextures(first, count, textures);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindSamplers(uint first, int count, uint* samplers)
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{
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Context.glBindSamplers(first, count, samplers);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindTextures(uint first, int count, uint* textures)
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{
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Context.glBindTextures(first, count, textures);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindVertexBuffers(uint first, int count, uint* buffers, nint* offsets, int* strides)
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{
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Context.glBindVertexBuffers(first, count, buffers, offsets, strides);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BufferStorage(uint target, nuint size, IntPtr* data, uint flags)
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{
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Context.glBufferStorage(target, size, data, flags);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ClearTexImage(GlHandle texture, int level, uint format, uint type, IntPtr* data)
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{
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Context.glClearTexImage(texture.Value, level, format, type, data);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void ClearTexSubImage(GlHandle texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint format, uint type, IntPtr* data)
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{
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Context.glClearTexSubImage(texture.Value, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
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}
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}
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}
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