glGetAttachedShaders function

void glGetAttachedShaders(
  1. int program,
  2. int maxCount,
  3. Pointer<Uint32> count,
  4. Pointer<Uint32> shaders,
)
define glGetAttachedShaders GLEW_GET_FUN(__glewGetAttachedShaders)
GLEW_FUN_EXPORT PFNGLGETATTACHEDSHADERSPROC __glewGetAttachedShaders
typedef void (GLAPIENTRY * PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders)

Implementation

void glGetAttachedShaders(
    int program, int maxCount, Pointer<Uint32> count, Pointer<Uint32> shaders) {
  final glGetAttachedShadersAsFunction = _glGetAttachedShaders
      .cast<
          NativeFunction<
              Void Function(Uint32 program, Uint32 maxCount,
                  Pointer<Uint32> count, Pointer<Uint32> shaders)>>()
      .asFunction<
          void Function(int program, int maxCount, Pointer<Uint32> count,
              Pointer<Uint32> shaders)>();
  return glGetAttachedShadersAsFunction(program, maxCount, count, shaders);
}