// // Generated by StgSharp.GenerateGL on 2025-12-29 08:55:37Z // Version: 4.0 // using System; using System.Runtime.CompilerServices; using StgSharp.Graphics.OpenGL; namespace StgSharp.Graphics.OpenGL { public unsafe partial class OpenGLFunction { [MethodImpl(MethodImplOptions.AggressiveInlining)] public void BindTransformFeedback(uint target, uint id) { Context.glBindTransformFeedback(target, id); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void BlendEquationSeparatei(uint buf, uint modeRGB, uint modeAlpha) { Context.glBlendEquationSeparatei(buf, modeRGB, modeAlpha); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void BlendEquationi(uint buf, uint mode) { Context.glBlendEquationi(buf, mode); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void BlendFuncSeparatei(uint buf, uint srcRGB, uint dstRGB, uint srcAlpha, uint dstAlpha) { Context.glBlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void BlendFunci(uint buf, uint src, uint dst) { Context.glBlendFunci(buf, src, dst); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void DeleteTransformFeedbacks(int n, uint* ids) { Context.glDeleteTransformFeedbacks(n, ids); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void DrawArraysIndirect(uint mode, IntPtr* indirect) { Context.glDrawArraysIndirect(mode, indirect); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void DrawElementsIndirect(uint mode, uint type, IntPtr* indirect) { Context.glDrawElementsIndirect(mode, type, indirect); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void DrawTransformFeedback(uint mode, uint id) { Context.glDrawTransformFeedback(mode, id); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void DrawTransformFeedbackStream(uint mode, uint id, uint stream) { Context.glDrawTransformFeedbackStream(mode, id, stream); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GenTransformFeedbacks(int n, uint* ids) { Context.glGenTransformFeedbacks(n, ids); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetActiveSubroutineName(GlHandle program, uint shadertype, uint index, int bufSize, int* length, byte* name) { Context.glGetActiveSubroutineName(program.Value, shadertype, index, bufSize, length, name); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetActiveSubroutineUniformName(GlHandle program, uint shadertype, uint index, int bufSize, int* length, byte* name) { Context.glGetActiveSubroutineUniformName(program.Value, shadertype, index, bufSize, length, name); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetActiveSubroutineUniformiv(GlHandle program, uint shadertype, uint index, uint pname, int* values) { Context.glGetActiveSubroutineUniformiv(program.Value, shadertype, index, pname, values); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetProgramStageiv(GlHandle program, uint shadertype, uint pname, int* values) { Context.glGetProgramStageiv(program.Value, shadertype, pname, values); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetQueryIndexediv(uint target, uint index, uint pname, int* @params) { Context.glGetQueryIndexediv(target, index, pname, @params); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public uint GetSubroutineIndex(GlHandle program, uint shadertype, byte* name) { return Context.glGetSubroutineIndex(program.Value, shadertype, name); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public int GetSubroutineUniformLocation(GlHandle program, uint shadertype, byte* name) { return Context.glGetSubroutineUniformLocation(program.Value, shadertype, name); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetUniformSubroutineuiv(uint shadertype, int location, uint* @params) { Context.glGetUniformSubroutineuiv(shadertype, location, @params); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void GetUniformdv(GlHandle program, int location, double* @params) { Context.glGetUniformdv(program.Value, location, @params); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public byte IsTransformFeedback(uint id) { return Context.glIsTransformFeedback(id); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void MinSampleShading(float value) { Context.glMinSampleShading(value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void PatchParameterfv(uint pname, float* values) { Context.glPatchParameterfv(pname, values); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void PatchParameteri(uint pname, int value) { Context.glPatchParameteri(pname, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void PauseTransformFeedback() { Context.glPauseTransformFeedback(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void ResumeTransformFeedback() { Context.glResumeTransformFeedback(); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform1d(int location, double x) { Context.glUniform1d(location, x); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform1dv(int location, int count, double* value) { Context.glUniform1dv(location, count, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform2d(int location, double x, double y) { Context.glUniform2d(location, x, y); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform2dv(int location, int count, double* value) { Context.glUniform2dv(location, count, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform3d(int location, double x, double y, double z) { Context.glUniform3d(location, x, y, z); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform3dv(int location, int count, double* value) { Context.glUniform3dv(location, count, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform4d(int location, double x, double y, double z, double w) { Context.glUniform4d(location, x, y, z, w); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void Uniform4dv(int location, int count, double* value) { Context.glUniform4dv(location, count, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix2dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix2dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix2x3dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix2x3dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix2x4dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix2x4dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix3dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix3dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix3x2dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix3x2dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix3x4dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix3x4dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix4dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix4dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix4x2dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix4x2dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformMatrix4x3dv(int location, int count, byte transpose, double* value) { Context.glUniformMatrix4x3dv(location, count, transpose, value); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void UniformSubroutinesuiv(uint shadertype, int count, uint* indices) { Context.glUniformSubroutinesuiv(shadertype, count, indices); } } }