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@@ -8,7 +8,7 @@ enum GlBufferTarget {
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AtomicCounter = GL_ATOMIC_COUNTER_BUFFER,
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AtomicCounter = GL_ATOMIC_COUNTER_BUFFER,
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CopyRead= GL_COPY_READ_BUFFER,
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CopyRead= GL_COPY_READ_BUFFER,
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CopyWrite = GL_COPY_WRITE_BUFFER,
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CopyWrite = GL_COPY_WRITE_BUFFER,
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- DrawIndirect = GL_DRAW_INDIRECT_BUFFER,
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+ DrawIndirect = GL_DRAW_INDIRECT_BUFFER,
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DispatchIndirect = GL_DISPATCH_INDIRECT_BUFFER,
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DispatchIndirect = GL_DISPATCH_INDIRECT_BUFFER,
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ElementArray = GL_ELEMENT_ARRAY_BUFFER,
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ElementArray = GL_ELEMENT_ARRAY_BUFFER,
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PixelPack = GL_PIXEL_PACK_BUFFER,
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PixelPack = GL_PIXEL_PACK_BUFFER,
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@@ -56,6 +56,7 @@ struct GlBuffer(GlBufferTarget Target, T) {
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alias GlArrayBuffer(T) = GlBuffer!(GlBufferTarget.Array, T);
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alias GlArrayBuffer(T) = GlBuffer!(GlBufferTarget.Array, T);
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alias GlElementArrayBuffer(T) = GlBuffer!(GlBufferTarget.ElementArray, T);
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alias GlElementArrayBuffer(T) = GlBuffer!(GlBufferTarget.ElementArray, T);
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alias GlShaderStorageBuffer(T) = GlBuffer!(GlBufferTarget.ShaderStorage, T);
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alias GlShaderStorageBuffer(T) = GlBuffer!(GlBufferTarget.ShaderStorage, T);
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+alias GlDrawIndirectBuffer(T) = GlBuffer!(GlBufferTarget.DrawIndirect, T);
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alias GlDispatchIndirectBuffer(T) = GlBuffer!(GlBufferTarget.DispatchIndirect, T);
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alias GlDispatchIndirectBuffer(T) = GlBuffer!(GlBufferTarget.DispatchIndirect, T);
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alias GlTextureBuffer(T) = GlBuffer!(GlBufferTarget.Texture, T);
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alias GlTextureBuffer(T) = GlBuffer!(GlBufferTarget.Texture, T);
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alias GlUniformBuffer(T) = GlBuffer!(GlBufferTarget.Uniform, T);
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alias GlUniformBuffer(T) = GlBuffer!(GlBufferTarget.Uniform, T);
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