func TextureStorage3DMultisample(texture uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool) {
	C.glowTextureStorage3DMultisample(gpTextureStorage3DMultisample, (C.GLuint)(texture), (C.GLsizei)(samples), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLsizei)(height), (C.GLsizei)(depth), (C.GLboolean)(boolToInt(fixedsamplelocations)))
}
func TextureStorage3DMultisample(texture uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool) {
	C.glowTextureStorage3DMultisample(gpTextureStorage3DMultisample, (C.GLuint)(texture), (C.GLsizei)(samples), (C.GLenum)(internalformat), (C.GLsizei)(width), (C.GLsizei)(height), (C.GLsizei)(depth), (C.GLboolean)(boolToInt(fixedsamplelocations)))
}
// specify storage for a two-dimensional multisample array texture