code: func GetActiveSubroutineName(program uint32, shadertype uint32, index uint32, bufsize int32, length *int32, name *uint8) {
  	syscall.Syscall6(gpGetActiveSubroutineName, 6, uintptr(program), uintptr(shadertype), uintptr(index), uintptr(bufsize), uintptr(unsafe.Pointer(length)), uintptr(unsafe.Pointer(name)))
  }
docs: // query the name of an active shader subroutine