const GLuint GLboolean * residences
const GLuint const GLclampf * priorities
void gl_BindTexture(GLcontext *ctx, GLenum target, GLuint texture)
void gl_DeleteTextures(GLcontext *ctx, GLsizei n, const GLuint *textures)
void gl_PrioritizeTextures(GLcontext *ctx, GLsizei n, const GLuint *textures, const GLclampf *priorities)
void gl_test_texture_object_completeness(struct gl_texture_object *t)
GLboolean gl_IsTexture(GLcontext *ctx, GLuint texture)
GLboolean gl_AreTexturesResident(GLcontext *ctx, GLsizei n, const GLuint *textures, GLboolean *residences)
void gl_GenTextures(GLcontext *ctx, GLsizei n, GLuint *textures)
void gl_free_texture_object(struct gl_shared_state *shared, struct gl_texture_object *t)
struct gl_texture_object * gl_alloc_texture_object(struct gl_shared_state *shared, GLuint name, GLuint dimensions)