func GetSubroutineUniformLocation(program uint32, shadertype uint32, name *uint8) int32 {
	ret, _, _ := syscall.Syscall(gpGetSubroutineUniformLocation, 3, uintptr(program), uintptr(shadertype), uintptr(unsafe.Pointer(name)))
	return (int32)(ret)
}
func GetSubroutineUniformLocation(program uint32, shadertype uint32, name *uint8) int32 {
	ret, _, _ := syscall.Syscall(gpGetSubroutineUniformLocation, 3, uintptr(program), uintptr(shadertype), uintptr(unsafe.Pointer(name)))
	return (int32)(ret)
}
func GetSubroutineUniformLocation ( program uint32 , shadertype uint32 , name * uint8 ) int32 { ret , _ , _ := syscall . Syscall ( gpGetSubroutineUniformLocation , 3 , uintptr ( program ) , uintptr ( shadertype ) , uintptr ( unsafe . Pointer ( name ) ) ) return ( int32 ) ( ret ) }
// retrieve the location of a subroutine uniform of a given shader stage within a program
retrieve the location of a subroutine uniform of a given shader stage within a program