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diff --git a/gfx/angle/checkout/src/libGLESv2/libGLESv2_autogen.cpp b/gfx/angle/checkout/src/libGLESv2/libGLESv2_autogen.cpp
new file mode 100644
index 0000000000..078dc810a0
--- /dev/null
+++ b/gfx/angle/checkout/src/libGLESv2/libGLESv2_autogen.cpp
@@ -0,0 +1,9704 @@
+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
+//
+// Copyright 2020 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// libGLESv2_autogen.cpp: Implements the exported OpenGL ES functions.
+
+#include "angle_gl.h"
+
+#include "libGLESv2/entry_points_gles_1_0_autogen.h"
+#include "libGLESv2/entry_points_gles_2_0_autogen.h"
+#include "libGLESv2/entry_points_gles_3_0_autogen.h"
+#include "libGLESv2/entry_points_gles_3_1_autogen.h"
+#include "libGLESv2/entry_points_gles_3_2_autogen.h"
+#include "libGLESv2/entry_points_gles_ext_autogen.h"
+
+#if defined(ANGLE_ENABLE_GL_DESKTOP_FRONTEND)
+# include "libGLESv2/entry_points_gl_1_autogen.h"
+# include "libGLESv2/entry_points_gl_2_autogen.h"
+# include "libGLESv2/entry_points_gl_3_autogen.h"
+# include "libGLESv2/entry_points_gl_4_autogen.h"
+#endif
+
+#include "common/event_tracer.h"
+
+extern "C" {
+
+// OpenGL ES 2.0
+void GL_APIENTRY glActiveTexture(GLenum texture)
+{
+ return GL_ActiveTexture(texture);
+}
+
+void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
+{
+ return GL_AttachShader(program, shader);
+}
+
+void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
+{
+ return GL_BindAttribLocation(program, index, name);
+}
+
+void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
+{
+ return GL_BindBuffer(target, buffer);
+}
+
+void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ return GL_BindFramebuffer(target, framebuffer);
+}
+
+void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ return GL_BindRenderbuffer(target, renderbuffer);
+}
+
+void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
+{
+ return GL_BindTexture(target, texture);
+}
+
+void GL_APIENTRY glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+ return GL_BlendColor(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glBlendEquation(GLenum mode)
+{
+ return GL_BlendEquation(mode);
+}
+
+void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+ return GL_BlendEquationSeparate(modeRGB, modeAlpha);
+}
+
+void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
+{
+ return GL_BlendFunc(sfactor, dfactor);
+}
+
+void GL_APIENTRY glBlendFuncSeparate(GLenum sfactorRGB,
+ GLenum dfactorRGB,
+ GLenum sfactorAlpha,
+ GLenum dfactorAlpha)
+{
+ return GL_BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+}
+
+void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
+{
+ return GL_BufferData(target, size, data, usage);
+}
+
+void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
+{
+ return GL_BufferSubData(target, offset, size, data);
+}
+
+GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
+{
+ return GL_CheckFramebufferStatus(target);
+}
+
+void GL_APIENTRY glClear(GLbitfield mask)
+{
+ return GL_Clear(mask);
+}
+
+void GL_APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+ return GL_ClearColor(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glClearDepthf(GLfloat d)
+{
+ return GL_ClearDepthf(d);
+}
+
+void GL_APIENTRY glClearStencil(GLint s)
+{
+ return GL_ClearStencil(s);
+}
+
+void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ return GL_ColorMask(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glCompileShader(GLuint shader)
+{
+ return GL_CompileShader(shader);
+}
+
+void GL_APIENTRY glCompressedTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize,
+ data);
+}
+
+void GL_APIENTRY glCompressedTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format,
+ imageSize, data);
+}
+
+void GL_APIENTRY glCopyTexImage2D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border)
+{
+ return GL_CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+}
+
+void GL_APIENTRY glCopyTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+}
+
+GLuint GL_APIENTRY glCreateProgram()
+{
+ return GL_CreateProgram();
+}
+
+GLuint GL_APIENTRY glCreateShader(GLenum type)
+{
+ return GL_CreateShader(type);
+}
+
+void GL_APIENTRY glCullFace(GLenum mode)
+{
+ return GL_CullFace(mode);
+}
+
+void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint *buffers)
+{
+ return GL_DeleteBuffers(n, buffers);
+}
+
+void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+{
+ return GL_DeleteFramebuffers(n, framebuffers);
+}
+
+void GL_APIENTRY glDeleteProgram(GLuint program)
+{
+ return GL_DeleteProgram(program);
+}
+
+void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
+{
+ return GL_DeleteRenderbuffers(n, renderbuffers);
+}
+
+void GL_APIENTRY glDeleteShader(GLuint shader)
+{
+ return GL_DeleteShader(shader);
+}
+
+void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
+{
+ return GL_DeleteTextures(n, textures);
+}
+
+void GL_APIENTRY glDepthFunc(GLenum func)
+{
+ return GL_DepthFunc(func);
+}
+
+void GL_APIENTRY glDepthMask(GLboolean flag)
+{
+ return GL_DepthMask(flag);
+}
+
+void GL_APIENTRY glDepthRangef(GLfloat n, GLfloat f)
+{
+ return GL_DepthRangef(n, f);
+}
+
+void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
+{
+ return GL_DetachShader(program, shader);
+}
+
+void GL_APIENTRY glDisable(GLenum cap)
+{
+ return GL_Disable(cap);
+}
+
+void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
+{
+ return GL_DisableVertexAttribArray(index);
+}
+
+void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ return GL_DrawArrays(mode, first, count);
+}
+
+void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
+{
+ return GL_DrawElements(mode, count, type, indices);
+}
+
+void GL_APIENTRY glEnable(GLenum cap)
+{
+ return GL_Enable(cap);
+}
+
+void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
+{
+ return GL_EnableVertexAttribArray(index);
+}
+
+void GL_APIENTRY glFinish()
+{
+ return GL_Finish();
+}
+
+void GL_APIENTRY glFlush()
+{
+ return GL_Flush();
+}
+
+void GL_APIENTRY glFramebufferRenderbuffer(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer)
+{
+ return GL_FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+}
+
+void GL_APIENTRY glFramebufferTexture2D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level)
+{
+ return GL_FramebufferTexture2D(target, attachment, textarget, texture, level);
+}
+
+void GL_APIENTRY glFrontFace(GLenum mode)
+{
+ return GL_FrontFace(mode);
+}
+
+void GL_APIENTRY glGenBuffers(GLsizei n, GLuint *buffers)
+{
+ return GL_GenBuffers(n, buffers);
+}
+
+void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint *framebuffers)
+{
+ return GL_GenFramebuffers(n, framebuffers);
+}
+
+void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
+{
+ return GL_GenRenderbuffers(n, renderbuffers);
+}
+
+void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures)
+{
+ return GL_GenTextures(n, textures);
+}
+
+void GL_APIENTRY glGenerateMipmap(GLenum target)
+{
+ return GL_GenerateMipmap(target);
+}
+
+void GL_APIENTRY glGetActiveAttrib(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name)
+{
+ return GL_GetActiveAttrib(program, index, bufSize, length, size, type, name);
+}
+
+void GL_APIENTRY glGetActiveUniform(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name)
+{
+ return GL_GetActiveUniform(program, index, bufSize, length, size, type, name);
+}
+
+void GL_APIENTRY glGetAttachedShaders(GLuint program,
+ GLsizei maxCount,
+ GLsizei *count,
+ GLuint *shaders)
+{
+ return GL_GetAttachedShaders(program, maxCount, count, shaders);
+}
+
+GLint GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar *name)
+{
+ return GL_GetAttribLocation(program, name);
+}
+
+void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean *data)
+{
+ return GL_GetBooleanv(pname, data);
+}
+
+void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetBufferParameteriv(target, pname, params);
+}
+
+GLenum GL_APIENTRY glGetError()
+{
+ return GL_GetError();
+}
+
+void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat *data)
+{
+ return GL_GetFloatv(pname, data);
+}
+
+void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
+}
+
+void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *data)
+{
+ return GL_GetIntegerv(pname, data);
+}
+
+void GL_APIENTRY glGetProgramInfoLog(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog)
+{
+ return GL_GetProgramInfoLog(program, bufSize, length, infoLog);
+}
+
+void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint *params)
+{
+ return GL_GetProgramiv(program, pname, params);
+}
+
+void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetRenderbufferParameteriv(target, pname, params);
+}
+
+void GL_APIENTRY glGetShaderInfoLog(GLuint shader,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog)
+{
+ return GL_GetShaderInfoLog(shader, bufSize, length, infoLog);
+}
+
+void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype,
+ GLenum precisiontype,
+ GLint *range,
+ GLint *precision)
+{
+ return GL_GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
+}
+
+void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
+{
+ return GL_GetShaderSource(shader, bufSize, length, source);
+}
+
+void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
+{
+ return GL_GetShaderiv(shader, pname, params);
+}
+
+const GLubyte *GL_APIENTRY glGetString(GLenum name)
+{
+ return GL_GetString(name);
+}
+
+void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
+{
+ return GL_GetTexParameterfv(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetTexParameteriv(target, pname, params);
+}
+
+GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar *name)
+{
+ return GL_GetUniformLocation(program, name);
+}
+
+void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat *params)
+{
+ return GL_GetUniformfv(program, location, params);
+}
+
+void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint *params)
+{
+ return GL_GetUniformiv(program, location, params);
+}
+
+void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
+{
+ return GL_GetVertexAttribPointerv(index, pname, pointer);
+}
+
+void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
+{
+ return GL_GetVertexAttribfv(index, pname, params);
+}
+
+void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
+{
+ return GL_GetVertexAttribiv(index, pname, params);
+}
+
+void GL_APIENTRY glHint(GLenum target, GLenum mode)
+{
+ return GL_Hint(target, mode);
+}
+
+GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
+{
+ return GL_IsBuffer(buffer);
+}
+
+GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
+{
+ return GL_IsEnabled(cap);
+}
+
+GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
+{
+ return GL_IsFramebuffer(framebuffer);
+}
+
+GLboolean GL_APIENTRY glIsProgram(GLuint program)
+{
+ return GL_IsProgram(program);
+}
+
+GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
+{
+ return GL_IsRenderbuffer(renderbuffer);
+}
+
+GLboolean GL_APIENTRY glIsShader(GLuint shader)
+{
+ return GL_IsShader(shader);
+}
+
+GLboolean GL_APIENTRY glIsTexture(GLuint texture)
+{
+ return GL_IsTexture(texture);
+}
+
+void GL_APIENTRY glLineWidth(GLfloat width)
+{
+ return GL_LineWidth(width);
+}
+
+void GL_APIENTRY glLinkProgram(GLuint program)
+{
+ return GL_LinkProgram(program);
+}
+
+void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
+{
+ return GL_PixelStorei(pname, param);
+}
+
+void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
+{
+ return GL_PolygonOffset(factor, units);
+}
+
+void GL_APIENTRY glReadPixels(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void *pixels)
+{
+ return GL_ReadPixels(x, y, width, height, format, type, pixels);
+}
+
+void GL_APIENTRY glReleaseShaderCompiler()
+{
+ return GL_ReleaseShaderCompiler();
+}
+
+void GL_APIENTRY glRenderbufferStorage(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_RenderbufferStorage(target, internalformat, width, height);
+}
+
+void GL_APIENTRY glSampleCoverage(GLfloat value, GLboolean invert)
+{
+ return GL_SampleCoverage(value, invert);
+}
+
+void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ return GL_Scissor(x, y, width, height);
+}
+
+void GL_APIENTRY glShaderBinary(GLsizei count,
+ const GLuint *shaders,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length)
+{
+ return GL_ShaderBinary(count, shaders, binaryFormat, binary, length);
+}
+
+void GL_APIENTRY glShaderSource(GLuint shader,
+ GLsizei count,
+ const GLchar *const *string,
+ const GLint *length)
+{
+ return GL_ShaderSource(shader, count, string, length);
+}
+
+void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ return GL_StencilFunc(func, ref, mask);
+}
+
+void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ return GL_StencilFuncSeparate(face, func, ref, mask);
+}
+
+void GL_APIENTRY glStencilMask(GLuint mask)
+{
+ return GL_StencilMask(mask);
+}
+
+void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
+{
+ return GL_StencilMaskSeparate(face, mask);
+}
+
+void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
+{
+ return GL_StencilOp(fail, zfail, zpass);
+}
+
+void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
+{
+ return GL_StencilOpSeparate(face, sfail, dpfail, dppass);
+}
+
+void GL_APIENTRY glTexImage2D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexImage2D(target, level, internalformat, width, height, border, format, type,
+ pixels);
+}
+
+void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
+{
+ return GL_TexParameterf(target, pname, param);
+}
+
+void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
+{
+ return GL_TexParameterfv(target, pname, params);
+}
+
+void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
+{
+ return GL_TexParameteri(target, pname, param);
+}
+
+void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
+{
+ return GL_TexParameteriv(target, pname, params);
+}
+
+void GL_APIENTRY glTexSubImage2D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+}
+
+void GL_APIENTRY glUniform1f(GLint location, GLfloat v0)
+{
+ return GL_Uniform1f(location, v0);
+}
+
+void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ return GL_Uniform1fv(location, count, value);
+}
+
+void GL_APIENTRY glUniform1i(GLint location, GLint v0)
+{
+ return GL_Uniform1i(location, v0);
+}
+
+void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint *value)
+{
+ return GL_Uniform1iv(location, count, value);
+}
+
+void GL_APIENTRY glUniform2f(GLint location, GLfloat v0, GLfloat v1)
+{
+ return GL_Uniform2f(location, v0, v1);
+}
+
+void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ return GL_Uniform2fv(location, count, value);
+}
+
+void GL_APIENTRY glUniform2i(GLint location, GLint v0, GLint v1)
+{
+ return GL_Uniform2i(location, v0, v1);
+}
+
+void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint *value)
+{
+ return GL_Uniform2iv(location, count, value);
+}
+
+void GL_APIENTRY glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+ return GL_Uniform3f(location, v0, v1, v2);
+}
+
+void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ return GL_Uniform3fv(location, count, value);
+}
+
+void GL_APIENTRY glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
+{
+ return GL_Uniform3i(location, v0, v1, v2);
+}
+
+void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint *value)
+{
+ return GL_Uniform3iv(location, count, value);
+}
+
+void GL_APIENTRY glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
+{
+ return GL_Uniform4f(location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ return GL_Uniform4fv(location, count, value);
+}
+
+void GL_APIENTRY glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ return GL_Uniform4i(location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint *value)
+{
+ return GL_Uniform4iv(location, count, value);
+}
+
+void GL_APIENTRY glUniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix2fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix3fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix4fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUseProgram(GLuint program)
+{
+ return GL_UseProgram(program);
+}
+
+void GL_APIENTRY glValidateProgram(GLuint program)
+{
+ return GL_ValidateProgram(program);
+}
+
+void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x)
+{
+ return GL_VertexAttrib1f(index, x);
+}
+
+void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat *v)
+{
+ return GL_VertexAttrib1fv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
+{
+ return GL_VertexAttrib2f(index, x, y);
+}
+
+void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat *v)
+{
+ return GL_VertexAttrib2fv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_VertexAttrib3f(index, x, y, z);
+}
+
+void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat *v)
+{
+ return GL_VertexAttrib3fv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ return GL_VertexAttrib4f(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat *v)
+{
+ return GL_VertexAttrib4fv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribPointer(GLuint index,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLsizei stride,
+ const void *pointer)
+{
+ return GL_VertexAttribPointer(index, size, type, normalized, stride, pointer);
+}
+
+void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ return GL_Viewport(x, y, width, height);
+}
+
+// OpenGL ES 3.0
+void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
+{
+ return GL_BeginQuery(target, id);
+}
+
+void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
+{
+ return GL_BeginTransformFeedback(primitiveMode);
+}
+
+void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
+{
+ return GL_BindBufferBase(target, index, buffer);
+}
+
+void GL_APIENTRY
+glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
+{
+ return GL_BindBufferRange(target, index, buffer, offset, size);
+}
+
+void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
+{
+ return GL_BindSampler(unit, sampler);
+}
+
+void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
+{
+ return GL_BindTransformFeedback(target, id);
+}
+
+void GL_APIENTRY glBindVertexArray(GLuint array)
+{
+ return GL_BindVertexArray(array);
+}
+
+void GL_APIENTRY glBlitFramebuffer(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter)
+{
+ return GL_BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+}
+
+void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+ return GL_ClearBufferfi(buffer, drawbuffer, depth, stencil);
+}
+
+void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
+{
+ return GL_ClearBufferfv(buffer, drawbuffer, value);
+}
+
+void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
+{
+ return GL_ClearBufferiv(buffer, drawbuffer, value);
+}
+
+void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
+{
+ return GL_ClearBufferuiv(buffer, drawbuffer, value);
+}
+
+GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
+{
+ return GL_ClientWaitSync(sync, flags, timeout);
+}
+
+void GL_APIENTRY glCompressedTexImage3D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexImage3D(target, level, internalformat, width, height, depth, border,
+ imageSize, data);
+}
+
+void GL_APIENTRY glCompressedTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height,
+ depth, format, imageSize, data);
+}
+
+void GL_APIENTRY glCopyBufferSubData(GLenum readTarget,
+ GLenum writeTarget,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size)
+{
+ return GL_CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+}
+
+void GL_APIENTRY glCopyTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+}
+
+void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint *ids)
+{
+ return GL_DeleteQueries(n, ids);
+}
+
+void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint *samplers)
+{
+ return GL_DeleteSamplers(count, samplers);
+}
+
+void GL_APIENTRY glDeleteSync(GLsync sync)
+{
+ return GL_DeleteSync(sync);
+}
+
+void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
+{
+ return GL_DeleteTransformFeedbacks(n, ids);
+}
+
+void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
+{
+ return GL_DeleteVertexArrays(n, arrays);
+}
+
+void GL_APIENTRY glDrawArraysInstanced(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount)
+{
+ return GL_DrawArraysInstanced(mode, first, count, instancecount);
+}
+
+void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum *bufs)
+{
+ return GL_DrawBuffers(n, bufs);
+}
+
+void GL_APIENTRY glDrawElementsInstanced(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount)
+{
+ return GL_DrawElementsInstanced(mode, count, type, indices, instancecount);
+}
+
+void GL_APIENTRY glDrawRangeElements(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices)
+{
+ return GL_DrawRangeElements(mode, start, end, count, type, indices);
+}
+
+void GL_APIENTRY glEndQuery(GLenum target)
+{
+ return GL_EndQuery(target);
+}
+
+void GL_APIENTRY glEndTransformFeedback()
+{
+ return GL_EndTransformFeedback();
+}
+
+GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
+{
+ return GL_FenceSync(condition, flags);
+}
+
+void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
+{
+ return GL_FlushMappedBufferRange(target, offset, length);
+}
+
+void GL_APIENTRY glFramebufferTextureLayer(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer)
+{
+ return GL_FramebufferTextureLayer(target, attachment, texture, level, layer);
+}
+
+void GL_APIENTRY glGenQueries(GLsizei n, GLuint *ids)
+{
+ return GL_GenQueries(n, ids);
+}
+
+void GL_APIENTRY glGenSamplers(GLsizei count, GLuint *samplers)
+{
+ return GL_GenSamplers(count, samplers);
+}
+
+void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint *ids)
+{
+ return GL_GenTransformFeedbacks(n, ids);
+}
+
+void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint *arrays)
+{
+ return GL_GenVertexArrays(n, arrays);
+}
+
+void GL_APIENTRY glGetActiveUniformBlockName(GLuint program,
+ GLuint uniformBlockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *uniformBlockName)
+{
+ return GL_GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length,
+ uniformBlockName);
+}
+
+void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
+}
+
+void GL_APIENTRY glGetActiveUniformsiv(GLuint program,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
+}
+
+void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
+{
+ return GL_GetBufferParameteri64v(target, pname, params);
+}
+
+void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, void **params)
+{
+ return GL_GetBufferPointerv(target, pname, params);
+}
+
+GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
+{
+ return GL_GetFragDataLocation(program, name);
+}
+
+void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
+{
+ return GL_GetInteger64i_v(target, index, data);
+}
+
+void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64 *data)
+{
+ return GL_GetInteger64v(pname, data);
+}
+
+void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
+{
+ return GL_GetIntegeri_v(target, index, data);
+}
+
+void GL_APIENTRY glGetInternalformativ(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei count,
+ GLint *params)
+{
+ return GL_GetInternalformativ(target, internalformat, pname, count, params);
+}
+
+void GL_APIENTRY glGetProgramBinary(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLenum *binaryFormat,
+ void *binary)
+{
+ return GL_GetProgramBinary(program, bufSize, length, binaryFormat, binary);
+}
+
+void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
+{
+ return GL_GetQueryObjectuiv(id, pname, params);
+}
+
+void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetQueryiv(target, pname, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
+{
+ return GL_GetSamplerParameterfv(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
+{
+ return GL_GetSamplerParameteriv(sampler, pname, params);
+}
+
+const GLubyte *GL_APIENTRY glGetStringi(GLenum name, GLuint index)
+{
+ return GL_GetStringi(name, index);
+}
+
+void GL_APIENTRY
+glGetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values)
+{
+ return GL_GetSynciv(sync, pname, count, length, values);
+}
+
+void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *size,
+ GLenum *type,
+ GLchar *name)
+{
+ return GL_GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
+}
+
+GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
+{
+ return GL_GetUniformBlockIndex(program, uniformBlockName);
+}
+
+void GL_APIENTRY glGetUniformIndices(GLuint program,
+ GLsizei uniformCount,
+ const GLchar *const *uniformNames,
+ GLuint *uniformIndices)
+{
+ return GL_GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
+}
+
+void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint *params)
+{
+ return GL_GetUniformuiv(program, location, params);
+}
+
+void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
+{
+ return GL_GetVertexAttribIiv(index, pname, params);
+}
+
+void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
+{
+ return GL_GetVertexAttribIuiv(index, pname, params);
+}
+
+void GL_APIENTRY glInvalidateFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments)
+{
+ return GL_InvalidateFramebuffer(target, numAttachments, attachments);
+}
+
+void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_InvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
+}
+
+GLboolean GL_APIENTRY glIsQuery(GLuint id)
+{
+ return GL_IsQuery(id);
+}
+
+GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
+{
+ return GL_IsSampler(sampler);
+}
+
+GLboolean GL_APIENTRY glIsSync(GLsync sync)
+{
+ return GL_IsSync(sync);
+}
+
+GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
+{
+ return GL_IsTransformFeedback(id);
+}
+
+GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
+{
+ return GL_IsVertexArray(array);
+}
+
+void *GL_APIENTRY glMapBufferRange(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+ return GL_MapBufferRange(target, offset, length, access);
+}
+
+void GL_APIENTRY glPauseTransformFeedback()
+{
+ return GL_PauseTransformFeedback();
+}
+
+void GL_APIENTRY glProgramBinary(GLuint program,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length)
+{
+ return GL_ProgramBinary(program, binaryFormat, binary, length);
+}
+
+void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)
+{
+ return GL_ProgramParameteri(program, pname, value);
+}
+
+void GL_APIENTRY glReadBuffer(GLenum src)
+{
+ return GL_ReadBuffer(src);
+}
+
+void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_RenderbufferStorageMultisample(target, samples, internalformat, width, height);
+}
+
+void GL_APIENTRY glResumeTransformFeedback()
+{
+ return GL_ResumeTransformFeedback();
+}
+
+void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
+{
+ return GL_SamplerParameterf(sampler, pname, param);
+}
+
+void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
+{
+ return GL_SamplerParameterfv(sampler, pname, param);
+}
+
+void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
+{
+ return GL_SamplerParameteri(sampler, pname, param);
+}
+
+void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
+{
+ return GL_SamplerParameteriv(sampler, pname, param);
+}
+
+void GL_APIENTRY glTexImage3D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexImage3D(target, level, internalformat, width, height, depth, border, format, type,
+ pixels);
+}
+
+void GL_APIENTRY
+glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ return GL_TexStorage2D(target, levels, internalformat, width, height);
+}
+
+void GL_APIENTRY glTexStorage3D(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return GL_TexStorage3D(target, levels, internalformat, width, height, depth);
+}
+
+void GL_APIENTRY glTexSubImage3D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format,
+ type, pixels);
+}
+
+void GL_APIENTRY glTransformFeedbackVaryings(GLuint program,
+ GLsizei count,
+ const GLchar *const *varyings,
+ GLenum bufferMode)
+{
+ return GL_TransformFeedbackVaryings(program, count, varyings, bufferMode);
+}
+
+void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
+{
+ return GL_Uniform1ui(location, v0);
+}
+
+void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ return GL_Uniform1uiv(location, count, value);
+}
+
+void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
+{
+ return GL_Uniform2ui(location, v0, v1);
+}
+
+void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ return GL_Uniform2uiv(location, count, value);
+}
+
+void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+ return GL_Uniform3ui(location, v0, v1, v2);
+}
+
+void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ return GL_Uniform3uiv(location, count, value);
+}
+
+void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+ return GL_Uniform4ui(location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ return GL_Uniform4uiv(location, count, value);
+}
+
+void GL_APIENTRY glUniformBlockBinding(GLuint program,
+ GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding)
+{
+ return GL_UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
+}
+
+void GL_APIENTRY glUniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix2x3fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix2x4fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix3x2fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix3x4fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix4x2fv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_UniformMatrix4x3fv(location, count, transpose, value);
+}
+
+GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
+{
+ return GL_UnmapBuffer(target);
+}
+
+void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
+{
+ return GL_VertexAttribDivisor(index, divisor);
+}
+
+void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
+{
+ return GL_VertexAttribI4i(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint *v)
+{
+ return GL_VertexAttribI4iv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
+{
+ return GL_VertexAttribI4ui(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint *v)
+{
+ return GL_VertexAttribI4uiv(index, v);
+}
+
+void GL_APIENTRY
+glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_VertexAttribIPointer(index, size, type, stride, pointer);
+}
+
+void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
+{
+ return GL_WaitSync(sync, flags, timeout);
+}
+
+// OpenGL ES 3.1
+void GL_APIENTRY glActiveShaderProgram(GLuint pipeline, GLuint program)
+{
+ return GL_ActiveShaderProgram(pipeline, program);
+}
+
+void GL_APIENTRY glBindImageTexture(GLuint unit,
+ GLuint texture,
+ GLint level,
+ GLboolean layered,
+ GLint layer,
+ GLenum access,
+ GLenum format)
+{
+ return GL_BindImageTexture(unit, texture, level, layered, layer, access, format);
+}
+
+void GL_APIENTRY glBindProgramPipeline(GLuint pipeline)
+{
+ return GL_BindProgramPipeline(pipeline);
+}
+
+void GL_APIENTRY glBindVertexBuffer(GLuint bindingindex,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizei stride)
+{
+ return GL_BindVertexBuffer(bindingindex, buffer, offset, stride);
+}
+
+GLuint GL_APIENTRY glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
+{
+ return GL_CreateShaderProgramv(type, count, strings);
+}
+
+void GL_APIENTRY glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
+{
+ return GL_DeleteProgramPipelines(n, pipelines);
+}
+
+void GL_APIENTRY glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
+{
+ return GL_DispatchCompute(num_groups_x, num_groups_y, num_groups_z);
+}
+
+void GL_APIENTRY glDispatchComputeIndirect(GLintptr indirect)
+{
+ return GL_DispatchComputeIndirect(indirect);
+}
+
+void GL_APIENTRY glDrawArraysIndirect(GLenum mode, const void *indirect)
+{
+ return GL_DrawArraysIndirect(mode, indirect);
+}
+
+void GL_APIENTRY glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
+{
+ return GL_DrawElementsIndirect(mode, type, indirect);
+}
+
+void GL_APIENTRY glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
+{
+ return GL_FramebufferParameteri(target, pname, param);
+}
+
+void GL_APIENTRY glGenProgramPipelines(GLsizei n, GLuint *pipelines)
+{
+ return GL_GenProgramPipelines(n, pipelines);
+}
+
+void GL_APIENTRY glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
+{
+ return GL_GetBooleani_v(target, index, data);
+}
+
+void GL_APIENTRY glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetFramebufferParameteriv(target, pname, params);
+}
+
+void GL_APIENTRY glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
+{
+ return GL_GetMultisamplefv(pname, index, val);
+}
+
+void GL_APIENTRY glGetProgramInterfaceiv(GLuint program,
+ GLenum programInterface,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetProgramInterfaceiv(program, programInterface, pname, params);
+}
+
+void GL_APIENTRY glGetProgramPipelineInfoLog(GLuint pipeline,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog)
+{
+ return GL_GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
+}
+
+void GL_APIENTRY glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
+{
+ return GL_GetProgramPipelineiv(pipeline, pname, params);
+}
+
+GLuint GL_APIENTRY glGetProgramResourceIndex(GLuint program,
+ GLenum programInterface,
+ const GLchar *name)
+{
+ return GL_GetProgramResourceIndex(program, programInterface, name);
+}
+
+GLint GL_APIENTRY glGetProgramResourceLocation(GLuint program,
+ GLenum programInterface,
+ const GLchar *name)
+{
+ return GL_GetProgramResourceLocation(program, programInterface, name);
+}
+
+void GL_APIENTRY glGetProgramResourceName(GLuint program,
+ GLenum programInterface,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name)
+{
+ return GL_GetProgramResourceName(program, programInterface, index, bufSize, length, name);
+}
+
+void GL_APIENTRY glGetProgramResourceiv(GLuint program,
+ GLenum programInterface,
+ GLuint index,
+ GLsizei propCount,
+ const GLenum *props,
+ GLsizei count,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetProgramResourceiv(program, programInterface, index, propCount, props, count,
+ length, params);
+}
+
+void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
+{
+ return GL_GetTexLevelParameterfv(target, level, pname, params);
+}
+
+void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
+{
+ return GL_GetTexLevelParameteriv(target, level, pname, params);
+}
+
+GLboolean GL_APIENTRY glIsProgramPipeline(GLuint pipeline)
+{
+ return GL_IsProgramPipeline(pipeline);
+}
+
+void GL_APIENTRY glMemoryBarrier(GLbitfield barriers)
+{
+ return GL_MemoryBarrier(barriers);
+}
+
+void GL_APIENTRY glMemoryBarrierByRegion(GLbitfield barriers)
+{
+ return GL_MemoryBarrierByRegion(barriers);
+}
+
+void GL_APIENTRY glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
+{
+ return GL_ProgramUniform1f(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform1fv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform1i(GLuint program, GLint location, GLint v0)
+{
+ return GL_ProgramUniform1i(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1iv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform1iv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
+{
+ return GL_ProgramUniform1ui(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1uiv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform1uiv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
+{
+ return GL_ProgramUniform2f(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform2fv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
+{
+ return GL_ProgramUniform2i(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2iv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform2iv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
+{
+ return GL_ProgramUniform2ui(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2uiv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform2uiv(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+ return GL_ProgramUniform3f(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform3fv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
+{
+ return GL_ProgramUniform3i(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3iv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform3iv(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+ return GL_ProgramUniform3ui(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3uiv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform3uiv(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
+{
+ return GL_ProgramUniform4f(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform4fv(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ return GL_ProgramUniform4i(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4iv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform4iv(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+ return GL_ProgramUniform4ui(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4uiv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform4uiv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix2fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2x3fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2x4fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix3fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3x2fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3x4fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix4fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4x2fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4x3fv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glSampleMaski(GLuint maskNumber, GLbitfield mask)
+{
+ return GL_SampleMaski(maskNumber, mask);
+}
+
+void GL_APIENTRY glTexStorage2DMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TexStorage2DMultisample(target, samples, internalformat, width, height,
+ fixedsamplelocations);
+}
+
+void GL_APIENTRY glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
+{
+ return GL_UseProgramStages(pipeline, stages, program);
+}
+
+void GL_APIENTRY glValidateProgramPipeline(GLuint pipeline)
+{
+ return GL_ValidateProgramPipeline(pipeline);
+}
+
+void GL_APIENTRY glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
+{
+ return GL_VertexAttribBinding(attribindex, bindingindex);
+}
+
+void GL_APIENTRY glVertexAttribFormat(GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLuint relativeoffset)
+{
+ return GL_VertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
+}
+
+void GL_APIENTRY glVertexAttribIFormat(GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return GL_VertexAttribIFormat(attribindex, size, type, relativeoffset);
+}
+
+void GL_APIENTRY glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
+{
+ return GL_VertexBindingDivisor(bindingindex, divisor);
+}
+
+// OpenGL ES 3.2
+void GL_APIENTRY glBlendBarrier()
+{
+ return GL_BlendBarrier();
+}
+
+void GL_APIENTRY glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+{
+ return GL_BlendEquationSeparatei(buf, modeRGB, modeAlpha);
+}
+
+void GL_APIENTRY glBlendEquationi(GLuint buf, GLenum mode)
+{
+ return GL_BlendEquationi(buf, mode);
+}
+
+void GL_APIENTRY
+glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+ return GL_BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+void GL_APIENTRY glBlendFunci(GLuint buf, GLenum src, GLenum dst)
+{
+ return GL_BlendFunci(buf, src, dst);
+}
+
+void GL_APIENTRY glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+{
+ return GL_ColorMaski(index, r, g, b, a);
+}
+
+void GL_APIENTRY glCopyImageSubData(GLuint srcName,
+ GLenum srcTarget,
+ GLint srcLevel,
+ GLint srcX,
+ GLint srcY,
+ GLint srcZ,
+ GLuint dstName,
+ GLenum dstTarget,
+ GLint dstLevel,
+ GLint dstX,
+ GLint dstY,
+ GLint dstZ,
+ GLsizei srcWidth,
+ GLsizei srcHeight,
+ GLsizei srcDepth)
+{
+ return GL_CopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget,
+ dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth);
+}
+
+void GL_APIENTRY glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
+{
+ return GL_DebugMessageCallback(callback, userParam);
+}
+
+void GL_APIENTRY glDebugMessageControl(GLenum source,
+ GLenum type,
+ GLenum severity,
+ GLsizei count,
+ const GLuint *ids,
+ GLboolean enabled)
+{
+ return GL_DebugMessageControl(source, type, severity, count, ids, enabled);
+}
+
+void GL_APIENTRY glDebugMessageInsert(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const GLchar *buf)
+{
+ return GL_DebugMessageInsert(source, type, id, severity, length, buf);
+}
+
+void GL_APIENTRY glDisablei(GLenum target, GLuint index)
+{
+ return GL_Disablei(target, index);
+}
+
+void GL_APIENTRY glDrawElementsBaseVertex(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex)
+{
+ return GL_DrawElementsBaseVertex(mode, count, type, indices, basevertex);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseVertex(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex)
+{
+ return GL_DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount,
+ basevertex);
+}
+
+void GL_APIENTRY glDrawRangeElementsBaseVertex(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex)
+{
+ return GL_DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
+}
+
+void GL_APIENTRY glEnablei(GLenum target, GLuint index)
+{
+ return GL_Enablei(target, index);
+}
+
+void GL_APIENTRY glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
+{
+ return GL_FramebufferTexture(target, attachment, texture, level);
+}
+
+GLuint GL_APIENTRY glGetDebugMessageLog(GLuint count,
+ GLsizei bufSize,
+ GLenum *sources,
+ GLenum *types,
+ GLuint *ids,
+ GLenum *severities,
+ GLsizei *lengths,
+ GLchar *messageLog)
+{
+ return GL_GetDebugMessageLog(count, bufSize, sources, types, ids, severities, lengths,
+ messageLog);
+}
+
+GLenum GL_APIENTRY glGetGraphicsResetStatus()
+{
+ return GL_GetGraphicsResetStatus();
+}
+
+void GL_APIENTRY
+glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
+{
+ return GL_GetObjectLabel(identifier, name, bufSize, length, label);
+}
+
+void GL_APIENTRY glGetObjectPtrLabel(const void *ptr,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label)
+{
+ return GL_GetObjectPtrLabel(ptr, bufSize, length, label);
+}
+
+void GL_APIENTRY glGetPointerv(GLenum pname, void **params)
+{
+ return GL_GetPointerv(pname, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
+{
+ return GL_GetSamplerParameterIiv(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
+{
+ return GL_GetSamplerParameterIuiv(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetTexParameterIiv(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
+{
+ return GL_GetTexParameterIuiv(target, pname, params);
+}
+
+void GL_APIENTRY glGetnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
+{
+ return GL_GetnUniformfv(program, location, bufSize, params);
+}
+
+void GL_APIENTRY glGetnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
+{
+ return GL_GetnUniformiv(program, location, bufSize, params);
+}
+
+void GL_APIENTRY glGetnUniformuiv(GLuint program, GLint location, GLsizei bufSize, GLuint *params)
+{
+ return GL_GetnUniformuiv(program, location, bufSize, params);
+}
+
+GLboolean GL_APIENTRY glIsEnabledi(GLenum target, GLuint index)
+{
+ return GL_IsEnabledi(target, index);
+}
+
+void GL_APIENTRY glMinSampleShading(GLfloat value)
+{
+ return GL_MinSampleShading(value);
+}
+
+void GL_APIENTRY glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
+{
+ return GL_ObjectLabel(identifier, name, length, label);
+}
+
+void GL_APIENTRY glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
+{
+ return GL_ObjectPtrLabel(ptr, length, label);
+}
+
+void GL_APIENTRY glPatchParameteri(GLenum pname, GLint value)
+{
+ return GL_PatchParameteri(pname, value);
+}
+
+void GL_APIENTRY glPopDebugGroup()
+{
+ return GL_PopDebugGroup();
+}
+
+void GL_APIENTRY glPrimitiveBoundingBox(GLfloat minX,
+ GLfloat minY,
+ GLfloat minZ,
+ GLfloat minW,
+ GLfloat maxX,
+ GLfloat maxY,
+ GLfloat maxZ,
+ GLfloat maxW)
+{
+ return GL_PrimitiveBoundingBox(minX, minY, minZ, minW, maxX, maxY, maxZ, maxW);
+}
+
+void GL_APIENTRY glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
+{
+ return GL_PushDebugGroup(source, id, length, message);
+}
+
+void GL_APIENTRY glReadnPixels(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *data)
+{
+ return GL_ReadnPixels(x, y, width, height, format, type, bufSize, data);
+}
+
+void GL_APIENTRY glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
+{
+ return GL_SamplerParameterIiv(sampler, pname, param);
+}
+
+void GL_APIENTRY glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
+{
+ return GL_SamplerParameterIuiv(sampler, pname, param);
+}
+
+void GL_APIENTRY glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
+{
+ return GL_TexBuffer(target, internalformat, buffer);
+}
+
+void GL_APIENTRY glTexBufferRange(GLenum target,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return GL_TexBufferRange(target, internalformat, buffer, offset, size);
+}
+
+void GL_APIENTRY glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
+{
+ return GL_TexParameterIiv(target, pname, params);
+}
+
+void GL_APIENTRY glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
+{
+ return GL_TexParameterIuiv(target, pname, params);
+}
+
+void GL_APIENTRY glTexStorage3DMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TexStorage3DMultisample(target, samples, internalformat, width, height, depth,
+ fixedsamplelocations);
+}
+
+// OpenGL ES 1.0
+void GL_APIENTRY glAlphaFunc(GLenum func, GLfloat ref)
+{
+ return GL_AlphaFunc(func, ref);
+}
+
+void GL_APIENTRY glAlphaFuncx(GLenum func, GLfixed ref)
+{
+ return GL_AlphaFuncx(func, ref);
+}
+
+void GL_APIENTRY glClearColorx(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
+{
+ return GL_ClearColorx(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glClearDepthx(GLfixed depth)
+{
+ return GL_ClearDepthx(depth);
+}
+
+void GL_APIENTRY glClientActiveTexture(GLenum texture)
+{
+ return GL_ClientActiveTexture(texture);
+}
+
+void GL_APIENTRY glClipPlanef(GLenum p, const GLfloat *eqn)
+{
+ return GL_ClipPlanef(p, eqn);
+}
+
+void GL_APIENTRY glClipPlanex(GLenum plane, const GLfixed *equation)
+{
+ return GL_ClipPlanex(plane, equation);
+}
+
+void GL_APIENTRY glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+ return GL_Color4f(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
+{
+ return GL_Color4ub(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
+{
+ return GL_Color4x(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_ColorPointer(size, type, stride, pointer);
+}
+
+void GL_APIENTRY glDepthRangex(GLfixed n, GLfixed f)
+{
+ return GL_DepthRangex(n, f);
+}
+
+void GL_APIENTRY glDisableClientState(GLenum array)
+{
+ return GL_DisableClientState(array);
+}
+
+void GL_APIENTRY glEnableClientState(GLenum array)
+{
+ return GL_EnableClientState(array);
+}
+
+void GL_APIENTRY glFogf(GLenum pname, GLfloat param)
+{
+ return GL_Fogf(pname, param);
+}
+
+void GL_APIENTRY glFogfv(GLenum pname, const GLfloat *params)
+{
+ return GL_Fogfv(pname, params);
+}
+
+void GL_APIENTRY glFogx(GLenum pname, GLfixed param)
+{
+ return GL_Fogx(pname, param);
+}
+
+void GL_APIENTRY glFogxv(GLenum pname, const GLfixed *param)
+{
+ return GL_Fogxv(pname, param);
+}
+
+void GL_APIENTRY glFrustumf(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
+{
+ return GL_Frustumf(l, r, b, t, n, f);
+}
+
+void GL_APIENTRY glFrustumx(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f)
+{
+ return GL_Frustumx(l, r, b, t, n, f);
+}
+
+void GL_APIENTRY glGetClipPlanef(GLenum plane, GLfloat *equation)
+{
+ return GL_GetClipPlanef(plane, equation);
+}
+
+void GL_APIENTRY glGetClipPlanex(GLenum plane, GLfixed *equation)
+{
+ return GL_GetClipPlanex(plane, equation);
+}
+
+void GL_APIENTRY glGetFixedv(GLenum pname, GLfixed *params)
+{
+ return GL_GetFixedv(pname, params);
+}
+
+void GL_APIENTRY glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
+{
+ return GL_GetLightfv(light, pname, params);
+}
+
+void GL_APIENTRY glGetLightxv(GLenum light, GLenum pname, GLfixed *params)
+{
+ return GL_GetLightxv(light, pname, params);
+}
+
+void GL_APIENTRY glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
+{
+ return GL_GetMaterialfv(face, pname, params);
+}
+
+void GL_APIENTRY glGetMaterialxv(GLenum face, GLenum pname, GLfixed *params)
+{
+ return GL_GetMaterialxv(face, pname, params);
+}
+
+void GL_APIENTRY glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
+{
+ return GL_GetTexEnvfv(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetTexEnviv(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexEnvxv(GLenum target, GLenum pname, GLfixed *params)
+{
+ return GL_GetTexEnvxv(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterxv(GLenum target, GLenum pname, GLfixed *params)
+{
+ return GL_GetTexParameterxv(target, pname, params);
+}
+
+void GL_APIENTRY glLightModelf(GLenum pname, GLfloat param)
+{
+ return GL_LightModelf(pname, param);
+}
+
+void GL_APIENTRY glLightModelfv(GLenum pname, const GLfloat *params)
+{
+ return GL_LightModelfv(pname, params);
+}
+
+void GL_APIENTRY glLightModelx(GLenum pname, GLfixed param)
+{
+ return GL_LightModelx(pname, param);
+}
+
+void GL_APIENTRY glLightModelxv(GLenum pname, const GLfixed *param)
+{
+ return GL_LightModelxv(pname, param);
+}
+
+void GL_APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param)
+{
+ return GL_Lightf(light, pname, param);
+}
+
+void GL_APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params)
+{
+ return GL_Lightfv(light, pname, params);
+}
+
+void GL_APIENTRY glLightx(GLenum light, GLenum pname, GLfixed param)
+{
+ return GL_Lightx(light, pname, param);
+}
+
+void GL_APIENTRY glLightxv(GLenum light, GLenum pname, const GLfixed *params)
+{
+ return GL_Lightxv(light, pname, params);
+}
+
+void GL_APIENTRY glLineWidthx(GLfixed width)
+{
+ return GL_LineWidthx(width);
+}
+
+void GL_APIENTRY glLoadIdentity()
+{
+ return GL_LoadIdentity();
+}
+
+void GL_APIENTRY glLoadMatrixf(const GLfloat *m)
+{
+ return GL_LoadMatrixf(m);
+}
+
+void GL_APIENTRY glLoadMatrixx(const GLfixed *m)
+{
+ return GL_LoadMatrixx(m);
+}
+
+void GL_APIENTRY glLogicOp(GLenum opcode)
+{
+ return GL_LogicOp(opcode);
+}
+
+void GL_APIENTRY glMaterialf(GLenum face, GLenum pname, GLfloat param)
+{
+ return GL_Materialf(face, pname, param);
+}
+
+void GL_APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
+{
+ return GL_Materialfv(face, pname, params);
+}
+
+void GL_APIENTRY glMaterialx(GLenum face, GLenum pname, GLfixed param)
+{
+ return GL_Materialx(face, pname, param);
+}
+
+void GL_APIENTRY glMaterialxv(GLenum face, GLenum pname, const GLfixed *param)
+{
+ return GL_Materialxv(face, pname, param);
+}
+
+void GL_APIENTRY glMatrixMode(GLenum mode)
+{
+ return GL_MatrixMode(mode);
+}
+
+void GL_APIENTRY glMultMatrixf(const GLfloat *m)
+{
+ return GL_MultMatrixf(m);
+}
+
+void GL_APIENTRY glMultMatrixx(const GLfixed *m)
+{
+ return GL_MultMatrixx(m);
+}
+
+void GL_APIENTRY glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
+{
+ return GL_MultiTexCoord4f(target, s, t, r, q);
+}
+
+void GL_APIENTRY glMultiTexCoord4x(GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q)
+{
+ return GL_MultiTexCoord4x(texture, s, t, r, q);
+}
+
+void GL_APIENTRY glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
+{
+ return GL_Normal3f(nx, ny, nz);
+}
+
+void GL_APIENTRY glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz)
+{
+ return GL_Normal3x(nx, ny, nz);
+}
+
+void GL_APIENTRY glNormalPointer(GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_NormalPointer(type, stride, pointer);
+}
+
+void GL_APIENTRY glOrthof(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f)
+{
+ return GL_Orthof(l, r, b, t, n, f);
+}
+
+void GL_APIENTRY glOrthox(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f)
+{
+ return GL_Orthox(l, r, b, t, n, f);
+}
+
+void GL_APIENTRY glPointParameterf(GLenum pname, GLfloat param)
+{
+ return GL_PointParameterf(pname, param);
+}
+
+void GL_APIENTRY glPointParameterfv(GLenum pname, const GLfloat *params)
+{
+ return GL_PointParameterfv(pname, params);
+}
+
+void GL_APIENTRY glPointParameterx(GLenum pname, GLfixed param)
+{
+ return GL_PointParameterx(pname, param);
+}
+
+void GL_APIENTRY glPointParameterxv(GLenum pname, const GLfixed *params)
+{
+ return GL_PointParameterxv(pname, params);
+}
+
+void GL_APIENTRY glPointSize(GLfloat size)
+{
+ return GL_PointSize(size);
+}
+
+void GL_APIENTRY glPointSizex(GLfixed size)
+{
+ return GL_PointSizex(size);
+}
+
+void GL_APIENTRY glPolygonOffsetx(GLfixed factor, GLfixed units)
+{
+ return GL_PolygonOffsetx(factor, units);
+}
+
+void GL_APIENTRY glPopMatrix()
+{
+ return GL_PopMatrix();
+}
+
+void GL_APIENTRY glPushMatrix()
+{
+ return GL_PushMatrix();
+}
+
+void GL_APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_Rotatef(angle, x, y, z);
+}
+
+void GL_APIENTRY glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
+{
+ return GL_Rotatex(angle, x, y, z);
+}
+
+void GL_APIENTRY glSampleCoveragex(GLclampx value, GLboolean invert)
+{
+ return GL_SampleCoveragex(value, invert);
+}
+
+void GL_APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_Scalef(x, y, z);
+}
+
+void GL_APIENTRY glScalex(GLfixed x, GLfixed y, GLfixed z)
+{
+ return GL_Scalex(x, y, z);
+}
+
+void GL_APIENTRY glShadeModel(GLenum mode)
+{
+ return GL_ShadeModel(mode);
+}
+
+void GL_APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_TexCoordPointer(size, type, stride, pointer);
+}
+
+void GL_APIENTRY glTexEnvf(GLenum target, GLenum pname, GLfloat param)
+{
+ return GL_TexEnvf(target, pname, param);
+}
+
+void GL_APIENTRY glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
+{
+ return GL_TexEnvfv(target, pname, params);
+}
+
+void GL_APIENTRY glTexEnvi(GLenum target, GLenum pname, GLint param)
+{
+ return GL_TexEnvi(target, pname, param);
+}
+
+void GL_APIENTRY glTexEnviv(GLenum target, GLenum pname, const GLint *params)
+{
+ return GL_TexEnviv(target, pname, params);
+}
+
+void GL_APIENTRY glTexEnvx(GLenum target, GLenum pname, GLfixed param)
+{
+ return GL_TexEnvx(target, pname, param);
+}
+
+void GL_APIENTRY glTexEnvxv(GLenum target, GLenum pname, const GLfixed *params)
+{
+ return GL_TexEnvxv(target, pname, params);
+}
+
+void GL_APIENTRY glTexParameterx(GLenum target, GLenum pname, GLfixed param)
+{
+ return GL_TexParameterx(target, pname, param);
+}
+
+void GL_APIENTRY glTexParameterxv(GLenum target, GLenum pname, const GLfixed *params)
+{
+ return GL_TexParameterxv(target, pname, params);
+}
+
+void GL_APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_Translatef(x, y, z);
+}
+
+void GL_APIENTRY glTranslatex(GLfixed x, GLfixed y, GLfixed z)
+{
+ return GL_Translatex(x, y, z);
+}
+
+void GL_APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_VertexPointer(size, type, stride, pointer);
+}
+
+// GL_AMD_performance_monitor
+void GL_APIENTRY glBeginPerfMonitorAMD(GLuint monitor)
+{
+ return GL_BeginPerfMonitorAMD(monitor);
+}
+
+void GL_APIENTRY glDeletePerfMonitorsAMD(GLsizei n, GLuint *monitors)
+{
+ return GL_DeletePerfMonitorsAMD(n, monitors);
+}
+
+void GL_APIENTRY glEndPerfMonitorAMD(GLuint monitor)
+{
+ return GL_EndPerfMonitorAMD(monitor);
+}
+
+void GL_APIENTRY glGenPerfMonitorsAMD(GLsizei n, GLuint *monitors)
+{
+ return GL_GenPerfMonitorsAMD(n, monitors);
+}
+
+void GL_APIENTRY glGetPerfMonitorCounterDataAMD(GLuint monitor,
+ GLenum pname,
+ GLsizei dataSize,
+ GLuint *data,
+ GLint *bytesWritten)
+{
+ return GL_GetPerfMonitorCounterDataAMD(monitor, pname, dataSize, data, bytesWritten);
+}
+
+void GL_APIENTRY glGetPerfMonitorCounterInfoAMD(GLuint group,
+ GLuint counter,
+ GLenum pname,
+ void *data)
+{
+ return GL_GetPerfMonitorCounterInfoAMD(group, counter, pname, data);
+}
+
+void GL_APIENTRY glGetPerfMonitorCounterStringAMD(GLuint group,
+ GLuint counter,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *counterString)
+{
+ return GL_GetPerfMonitorCounterStringAMD(group, counter, bufSize, length, counterString);
+}
+
+void GL_APIENTRY glGetPerfMonitorCountersAMD(GLuint group,
+ GLint *numCounters,
+ GLint *maxActiveCounters,
+ GLsizei counterSize,
+ GLuint *counters)
+{
+ return GL_GetPerfMonitorCountersAMD(group, numCounters, maxActiveCounters, counterSize,
+ counters);
+}
+
+void GL_APIENTRY glGetPerfMonitorGroupStringAMD(GLuint group,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *groupString)
+{
+ return GL_GetPerfMonitorGroupStringAMD(group, bufSize, length, groupString);
+}
+
+void GL_APIENTRY glGetPerfMonitorGroupsAMD(GLint *numGroups, GLsizei groupsSize, GLuint *groups)
+{
+ return GL_GetPerfMonitorGroupsAMD(numGroups, groupsSize, groups);
+}
+
+void GL_APIENTRY glSelectPerfMonitorCountersAMD(GLuint monitor,
+ GLboolean enable,
+ GLuint group,
+ GLint numCounters,
+ GLuint *counterList)
+{
+ return GL_SelectPerfMonitorCountersAMD(monitor, enable, group, numCounters, counterList);
+}
+
+// GL_ANDROID_extension_pack_es31a
+
+// GL_ANGLE_base_vertex_base_instance
+void GL_APIENTRY glDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instanceCount,
+ GLuint baseInstance)
+{
+ return GL_DrawArraysInstancedBaseInstanceANGLE(mode, first, count, instanceCount, baseInstance);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instanceCount,
+ GLint baseVertex,
+ GLuint baseInstance)
+{
+ return GL_DrawElementsInstancedBaseVertexBaseInstanceANGLE(
+ mode, count, type, indices, instanceCount, baseVertex, baseInstance);
+}
+
+void GL_APIENTRY glMultiDrawArraysInstancedBaseInstanceANGLE(GLenum mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ const GLuint *baseInstances,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawArraysInstancedBaseInstanceANGLE(mode, firsts, counts, instanceCounts,
+ baseInstances, drawcount);
+}
+
+void GL_APIENTRY
+glMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(GLenum mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLvoid *const *indices,
+ const GLsizei *instanceCounts,
+ const GLint *baseVertices,
+ const GLuint *baseInstances,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(
+ mode, counts, type, indices, instanceCounts, baseVertices, baseInstances, drawcount);
+}
+
+// GL_ANGLE_copy_texture_3d
+void GL_APIENTRY glCopyTexture3DANGLE(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint internalFormat,
+ GLenum destType,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha)
+{
+ return GL_CopyTexture3DANGLE(sourceId, sourceLevel, destTarget, destId, destLevel,
+ internalFormat, destType, unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha);
+}
+
+void GL_APIENTRY glCopySubTexture3DANGLE(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint width,
+ GLint height,
+ GLint depth,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha)
+{
+ return GL_CopySubTexture3DANGLE(sourceId, sourceLevel, destTarget, destId, destLevel, xoffset,
+ yoffset, zoffset, x, y, z, width, height, depth, unpackFlipY,
+ unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
+}
+
+// GL_ANGLE_depth_texture
+
+// GL_ANGLE_framebuffer_blit
+void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter)
+{
+ return GL_BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask,
+ filter);
+}
+
+// GL_ANGLE_framebuffer_multisample
+void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
+}
+
+// GL_ANGLE_get_image
+void GL_APIENTRY
+glGetTexImageANGLE(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
+{
+ return GL_GetTexImageANGLE(target, level, format, type, pixels);
+}
+
+void GL_APIENTRY glGetCompressedTexImageANGLE(GLenum target, GLint level, void *pixels)
+{
+ return GL_GetCompressedTexImageANGLE(target, level, pixels);
+}
+
+void GL_APIENTRY glGetRenderbufferImageANGLE(GLenum target,
+ GLenum format,
+ GLenum type,
+ void *pixels)
+{
+ return GL_GetRenderbufferImageANGLE(target, format, type, pixels);
+}
+
+// GL_ANGLE_get_tex_level_parameter
+void GL_APIENTRY glGetTexLevelParameterivANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetTexLevelParameterivANGLE(target, level, pname, params);
+}
+
+void GL_APIENTRY glGetTexLevelParameterfvANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLfloat *params)
+{
+ return GL_GetTexLevelParameterfvANGLE(target, level, pname, params);
+}
+
+// GL_ANGLE_instanced_arrays
+void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei primcount)
+{
+ return GL_DrawArraysInstancedANGLE(mode, first, count, primcount);
+}
+
+void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei primcount)
+{
+ return GL_DrawElementsInstancedANGLE(mode, count, type, indices, primcount);
+}
+
+void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
+{
+ return GL_VertexAttribDivisorANGLE(index, divisor);
+}
+
+// GL_ANGLE_logic_op
+void GL_APIENTRY glLogicOpANGLE(GLenum opcode)
+{
+ return GL_LogicOpANGLE(opcode);
+}
+
+// GL_ANGLE_memory_object_flags
+void GL_APIENTRY glTexStorageMemFlags2DANGLE(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext)
+{
+ return GL_TexStorageMemFlags2DANGLE(target, levels, internalFormat, width, height, memory,
+ offset, createFlags, usageFlags, imageCreateInfoPNext);
+}
+
+void GL_APIENTRY glTexStorageMemFlags2DMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext)
+{
+ return GL_TexStorageMemFlags2DMultisampleANGLE(target, samples, internalFormat, width, height,
+ fixedSampleLocations, memory, offset,
+ createFlags, usageFlags, imageCreateInfoPNext);
+}
+
+void GL_APIENTRY glTexStorageMemFlags3DANGLE(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext)
+{
+ return GL_TexStorageMemFlags3DANGLE(target, levels, internalFormat, width, height, depth,
+ memory, offset, createFlags, usageFlags,
+ imageCreateInfoPNext);
+}
+
+void GL_APIENTRY glTexStorageMemFlags3DMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset,
+ GLbitfield createFlags,
+ GLbitfield usageFlags,
+ const void *imageCreateInfoPNext)
+{
+ return GL_TexStorageMemFlags3DMultisampleANGLE(target, samples, internalFormat, width, height,
+ depth, fixedSampleLocations, memory, offset,
+ createFlags, usageFlags, imageCreateInfoPNext);
+}
+
+// GL_ANGLE_memory_object_fuchsia
+void GL_APIENTRY glImportMemoryZirconHandleANGLE(GLuint memory,
+ GLuint64 size,
+ GLenum handleType,
+ GLuint handle)
+{
+ return GL_ImportMemoryZirconHandleANGLE(memory, size, handleType, handle);
+}
+
+// GL_ANGLE_multi_draw
+void GL_APIENTRY glMultiDrawArraysANGLE(GLenum mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawArraysANGLE(mode, firsts, counts, drawcount);
+}
+
+void GL_APIENTRY glMultiDrawArraysInstancedANGLE(GLenum mode,
+ const GLint *firsts,
+ const GLsizei *counts,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawArraysInstancedANGLE(mode, firsts, counts, instanceCounts, drawcount);
+}
+
+void GL_APIENTRY glMultiDrawElementsANGLE(GLenum mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLvoid *const *indices,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawElementsANGLE(mode, counts, type, indices, drawcount);
+}
+
+void GL_APIENTRY glMultiDrawElementsInstancedANGLE(GLenum mode,
+ const GLsizei *counts,
+ GLenum type,
+ const GLvoid *const *indices,
+ const GLsizei *instanceCounts,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawElementsInstancedANGLE(mode, counts, type, indices, instanceCounts,
+ drawcount);
+}
+
+// GL_ANGLE_pack_reverse_row_order
+
+// GL_ANGLE_program_binary
+
+// GL_ANGLE_provoking_vertex
+void GL_APIENTRY glProvokingVertexANGLE(GLenum mode)
+{
+ return GL_ProvokingVertexANGLE(mode);
+}
+
+// GL_ANGLE_request_extension
+void GL_APIENTRY glRequestExtensionANGLE(const GLchar *name)
+{
+ return GL_RequestExtensionANGLE(name);
+}
+
+void GL_APIENTRY glDisableExtensionANGLE(const GLchar *name)
+{
+ return GL_DisableExtensionANGLE(name);
+}
+
+// GL_ANGLE_robust_client_memory
+void GL_APIENTRY glGetBooleanvRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLboolean *params)
+{
+ return GL_GetBooleanvRobustANGLE(pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetBufferParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetBufferParameterivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetFloatvRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetFloatvRobustANGLE(pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetFramebufferAttachmentParameterivRobustANGLE(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetFramebufferAttachmentParameterivRobustANGLE(target, attachment, pname, bufSize,
+ length, params);
+}
+
+void GL_APIENTRY glGetIntegervRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *data)
+{
+ return GL_GetIntegervRobustANGLE(pname, bufSize, length, data);
+}
+
+void GL_APIENTRY glGetProgramivRobustANGLE(GLuint program,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetProgramivRobustANGLE(program, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetRenderbufferParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetRenderbufferParameterivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetShaderivRobustANGLE(GLuint shader,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetShaderivRobustANGLE(shader, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetTexParameterfvRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetTexParameterfvRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetTexParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetTexParameterivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetUniformfvRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetUniformfvRobustANGLE(program, location, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetUniformivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetUniformivRobustANGLE(program, location, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetVertexAttribfvRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetVertexAttribfvRobustANGLE(index, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetVertexAttribivRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetVertexAttribivRobustANGLE(index, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetVertexAttribPointervRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ void **pointer)
+{
+ return GL_GetVertexAttribPointervRobustANGLE(index, pname, bufSize, length, pointer);
+}
+
+void GL_APIENTRY glReadPixelsRobustANGLE(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *columns,
+ GLsizei *rows,
+ void *pixels)
+{
+ return GL_ReadPixelsRobustANGLE(x, y, width, height, format, type, bufSize, length, columns,
+ rows, pixels);
+}
+
+void GL_APIENTRY glTexImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return GL_TexImage2DRobustANGLE(target, level, internalformat, width, height, border, format,
+ type, bufSize, pixels);
+}
+
+void GL_APIENTRY glTexParameterfvRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLfloat *params)
+{
+ return GL_TexParameterfvRobustANGLE(target, pname, bufSize, params);
+}
+
+void GL_APIENTRY glTexParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint *params)
+{
+ return GL_TexParameterivRobustANGLE(target, pname, bufSize, params);
+}
+
+void GL_APIENTRY glTexSubImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return GL_TexSubImage2DRobustANGLE(target, level, xoffset, yoffset, width, height, format, type,
+ bufSize, pixels);
+}
+
+void GL_APIENTRY glTexImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return GL_TexImage3DRobustANGLE(target, level, internalformat, width, height, depth, border,
+ format, type, bufSize, pixels);
+}
+
+void GL_APIENTRY glTexSubImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return GL_TexSubImage3DRobustANGLE(target, level, xoffset, yoffset, zoffset, width, height,
+ depth, format, type, bufSize, pixels);
+}
+
+void GL_APIENTRY glCompressedTexImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data)
+{
+ return GL_CompressedTexImage2DRobustANGLE(target, level, internalformat, width, height, border,
+ imageSize, dataSize, data);
+}
+
+void GL_APIENTRY glCompressedTexSubImage2DRobustANGLE(GLenum target,
+ GLint level,
+ GLsizei xoffset,
+ GLsizei yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data)
+{
+ return GL_CompressedTexSubImage2DRobustANGLE(target, level, xoffset, yoffset, width, height,
+ format, imageSize, dataSize, data);
+}
+
+void GL_APIENTRY glCompressedTexImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data)
+{
+ return GL_CompressedTexImage3DRobustANGLE(target, level, internalformat, width, height, depth,
+ border, imageSize, dataSize, data);
+}
+
+void GL_APIENTRY glCompressedTexSubImage3DRobustANGLE(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ GLsizei dataSize,
+ const GLvoid *data)
+{
+ return GL_CompressedTexSubImage3DRobustANGLE(target, level, xoffset, yoffset, zoffset, width,
+ height, depth, format, imageSize, dataSize, data);
+}
+
+void GL_APIENTRY glGetQueryivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetQueryivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetQueryObjectuivRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params)
+{
+ return GL_GetQueryObjectuivRobustANGLE(id, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetBufferPointervRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ void **params)
+{
+ return GL_GetBufferPointervRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetIntegeri_vRobustANGLE(GLenum target,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *data)
+{
+ return GL_GetIntegeri_vRobustANGLE(target, index, bufSize, length, data);
+}
+
+void GL_APIENTRY glGetInternalformativRobustANGLE(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetInternalformativRobustANGLE(target, internalformat, pname, bufSize, length,
+ params);
+}
+
+void GL_APIENTRY glGetVertexAttribIivRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetVertexAttribIivRobustANGLE(index, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetVertexAttribIuivRobustANGLE(GLuint index,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params)
+{
+ return GL_GetVertexAttribIuivRobustANGLE(index, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetUniformuivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params)
+{
+ return GL_GetUniformuivRobustANGLE(program, location, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetActiveUniformBlockivRobustANGLE(GLuint program,
+ GLuint uniformBlockIndex,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetActiveUniformBlockivRobustANGLE(program, uniformBlockIndex, pname, bufSize, length,
+ params);
+}
+
+void GL_APIENTRY glGetInteger64vRobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *data)
+{
+ return GL_GetInteger64vRobustANGLE(pname, bufSize, length, data);
+}
+
+void GL_APIENTRY glGetInteger64i_vRobustANGLE(GLenum target,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *data)
+{
+ return GL_GetInteger64i_vRobustANGLE(target, index, bufSize, length, data);
+}
+
+void GL_APIENTRY glGetBufferParameteri64vRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *params)
+{
+ return GL_GetBufferParameteri64vRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glSamplerParameterivRobustANGLE(GLuint sampler,
+ GLuint pname,
+ GLsizei bufSize,
+ const GLint *param)
+{
+ return GL_SamplerParameterivRobustANGLE(sampler, pname, bufSize, param);
+}
+
+void GL_APIENTRY glSamplerParameterfvRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLfloat *param)
+{
+ return GL_SamplerParameterfvRobustANGLE(sampler, pname, bufSize, param);
+}
+
+void GL_APIENTRY glGetSamplerParameterivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetSamplerParameterivRobustANGLE(sampler, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterfvRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetSamplerParameterfvRobustANGLE(sampler, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetFramebufferParameterivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetFramebufferParameterivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetProgramInterfaceivRobustANGLE(GLuint program,
+ GLenum programInterface,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetProgramInterfaceivRobustANGLE(program, programInterface, pname, bufSize, length,
+ params);
+}
+
+void GL_APIENTRY glGetBooleani_vRobustANGLE(GLenum target,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLboolean *data)
+{
+ return GL_GetBooleani_vRobustANGLE(target, index, bufSize, length, data);
+}
+
+void GL_APIENTRY glGetMultisamplefvRobustANGLE(GLenum pname,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *val)
+{
+ return GL_GetMultisamplefvRobustANGLE(pname, index, bufSize, length, val);
+}
+
+void GL_APIENTRY glGetTexLevelParameterivRobustANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetTexLevelParameterivRobustANGLE(target, level, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetTexLevelParameterfvRobustANGLE(GLenum target,
+ GLint level,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetTexLevelParameterfvRobustANGLE(target, level, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetPointervRobustANGLERobustANGLE(GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ void **params)
+{
+ return GL_GetPointervRobustANGLERobustANGLE(pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glReadnPixelsRobustANGLE(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLsizei *columns,
+ GLsizei *rows,
+ void *data)
+{
+ return GL_ReadnPixelsRobustANGLE(x, y, width, height, format, type, bufSize, length, columns,
+ rows, data);
+}
+
+void GL_APIENTRY glGetnUniformfvRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLfloat *params)
+{
+ return GL_GetnUniformfvRobustANGLE(program, location, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetnUniformivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetnUniformivRobustANGLE(program, location, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetnUniformuivRobustANGLE(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params)
+{
+ return GL_GetnUniformuivRobustANGLE(program, location, bufSize, length, params);
+}
+
+void GL_APIENTRY glTexParameterIivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint *params)
+{
+ return GL_TexParameterIivRobustANGLE(target, pname, bufSize, params);
+}
+
+void GL_APIENTRY glTexParameterIuivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLuint *params)
+{
+ return GL_TexParameterIuivRobustANGLE(target, pname, bufSize, params);
+}
+
+void GL_APIENTRY glGetTexParameterIivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetTexParameterIivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetTexParameterIuivRobustANGLE(GLenum target,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params)
+{
+ return GL_GetTexParameterIuivRobustANGLE(target, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glSamplerParameterIivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint *param)
+{
+ return GL_SamplerParameterIivRobustANGLE(sampler, pname, bufSize, param);
+}
+
+void GL_APIENTRY glSamplerParameterIuivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLuint *param)
+{
+ return GL_SamplerParameterIuivRobustANGLE(sampler, pname, bufSize, param);
+}
+
+void GL_APIENTRY glGetSamplerParameterIivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetSamplerParameterIivRobustANGLE(sampler, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterIuivRobustANGLE(GLuint sampler,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint *params)
+{
+ return GL_GetSamplerParameterIuivRobustANGLE(sampler, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetQueryObjectivRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *params)
+{
+ return GL_GetQueryObjectivRobustANGLE(id, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetQueryObjecti64vRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint64 *params)
+{
+ return GL_GetQueryObjecti64vRobustANGLE(id, pname, bufSize, length, params);
+}
+
+void GL_APIENTRY glGetQueryObjectui64vRobustANGLE(GLuint id,
+ GLenum pname,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLuint64 *params)
+{
+ return GL_GetQueryObjectui64vRobustANGLE(id, pname, bufSize, length, params);
+}
+
+// GL_ANGLE_robust_resource_initialization
+
+// GL_ANGLE_semaphore_fuchsia
+void GL_APIENTRY glImportSemaphoreZirconHandleANGLE(GLuint semaphore,
+ GLenum handleType,
+ GLuint handle)
+{
+ return GL_ImportSemaphoreZirconHandleANGLE(semaphore, handleType, handle);
+}
+
+// GL_ANGLE_shader_pixel_local_storage
+void GL_APIENTRY glFramebufferMemorylessPixelLocalStorageANGLE(GLint plane, GLenum internalformat)
+{
+ return GL_FramebufferMemorylessPixelLocalStorageANGLE(plane, internalformat);
+}
+
+void GL_APIENTRY glFramebufferTexturePixelLocalStorageANGLE(GLint plane,
+ GLuint backingtexture,
+ GLint level,
+ GLint layer)
+{
+ return GL_FramebufferTexturePixelLocalStorageANGLE(plane, backingtexture, level, layer);
+}
+
+void GL_APIENTRY glBeginPixelLocalStorageANGLE(GLsizei planes,
+ const GLenum *loadops,
+ const void *cleardata)
+{
+ return GL_BeginPixelLocalStorageANGLE(planes, loadops, cleardata);
+}
+
+void GL_APIENTRY glEndPixelLocalStorageANGLE()
+{
+ return GL_EndPixelLocalStorageANGLE();
+}
+
+void GL_APIENTRY glPixelLocalStorageBarrierANGLE()
+{
+ return GL_PixelLocalStorageBarrierANGLE();
+}
+
+// GL_ANGLE_texture_compression_dxt3
+
+// GL_ANGLE_texture_compression_dxt5
+
+// GL_ANGLE_texture_external_update
+void GL_APIENTRY glTexImage2DExternalANGLE(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type)
+{
+ return GL_TexImage2DExternalANGLE(target, level, internalformat, width, height, border, format,
+ type);
+}
+
+void GL_APIENTRY glInvalidateTextureANGLE(GLenum target)
+{
+ return GL_InvalidateTextureANGLE(target);
+}
+
+// GL_ANGLE_texture_multisample
+void GL_APIENTRY glTexStorage2DMultisampleANGLE(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TexStorage2DMultisampleANGLE(target, samples, internalformat, width, height,
+ fixedsamplelocations);
+}
+
+void GL_APIENTRY glGetMultisamplefvANGLE(GLenum pname, GLuint index, GLfloat *val)
+{
+ return GL_GetMultisamplefvANGLE(pname, index, val);
+}
+
+void GL_APIENTRY glSampleMaskiANGLE(GLuint maskNumber, GLbitfield mask)
+{
+ return GL_SampleMaskiANGLE(maskNumber, mask);
+}
+
+// GL_ANGLE_texture_usage
+
+// GL_ANGLE_translated_shader_source
+void GL_APIENTRY glGetTranslatedShaderSourceANGLE(GLuint shader,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *source)
+{
+ return GL_GetTranslatedShaderSourceANGLE(shader, bufSize, length, source);
+}
+
+// GL_ANGLE_vulkan_image
+void GL_APIENTRY glAcquireTexturesANGLE(GLuint numTextures,
+ const GLuint *textures,
+ const GLenum *layouts)
+{
+ return GL_AcquireTexturesANGLE(numTextures, textures, layouts);
+}
+
+void GL_APIENTRY glReleaseTexturesANGLE(GLuint numTextures, const GLuint *textures, GLenum *layouts)
+{
+ return GL_ReleaseTexturesANGLE(numTextures, textures, layouts);
+}
+
+// GL_APPLE_clip_distance
+
+// GL_ARB_sync
+
+// GL_CHROMIUM_bind_uniform_location
+void GL_APIENTRY glBindUniformLocationCHROMIUM(GLuint program, GLint location, const GLchar *name)
+{
+ return GL_BindUniformLocationCHROMIUM(program, location, name);
+}
+
+// GL_CHROMIUM_copy_compressed_texture
+void GL_APIENTRY glCompressedCopyTextureCHROMIUM(GLuint sourceId, GLuint destId)
+{
+ return GL_CompressedCopyTextureCHROMIUM(sourceId, destId);
+}
+
+// GL_CHROMIUM_copy_texture
+void GL_APIENTRY glCopyTextureCHROMIUM(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint internalFormat,
+ GLenum destType,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha)
+{
+ return GL_CopyTextureCHROMIUM(sourceId, sourceLevel, destTarget, destId, destLevel,
+ internalFormat, destType, unpackFlipY, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha);
+}
+
+void GL_APIENTRY glCopySubTextureCHROMIUM(GLuint sourceId,
+ GLint sourceLevel,
+ GLenum destTarget,
+ GLuint destId,
+ GLint destLevel,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLint width,
+ GLint height,
+ GLboolean unpackFlipY,
+ GLboolean unpackPremultiplyAlpha,
+ GLboolean unpackUnmultiplyAlpha)
+{
+ return GL_CopySubTextureCHROMIUM(sourceId, sourceLevel, destTarget, destId, destLevel, xoffset,
+ yoffset, x, y, width, height, unpackFlipY,
+ unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
+}
+
+// GL_CHROMIUM_framebuffer_mixed_samples
+void GL_APIENTRY glCoverageModulationCHROMIUM(GLenum components)
+{
+ return GL_CoverageModulationCHROMIUM(components);
+}
+
+// GL_CHROMIUM_lose_context
+void GL_APIENTRY glLoseContextCHROMIUM(GLenum current, GLenum other)
+{
+ return GL_LoseContextCHROMIUM(current, other);
+}
+
+// GL_EXT_EGL_image_array
+
+// GL_EXT_EGL_image_storage
+void GL_APIENTRY glEGLImageTargetTexStorageEXT(GLenum target,
+ GLeglImageOES image,
+ const GLint *attrib_list)
+{
+ return GL_EGLImageTargetTexStorageEXT(target, image, attrib_list);
+}
+
+void GL_APIENTRY glEGLImageTargetTextureStorageEXT(GLuint texture,
+ GLeglImageOES image,
+ const GLint *attrib_list)
+{
+ return GL_EGLImageTargetTextureStorageEXT(texture, image, attrib_list);
+}
+
+// GL_EXT_YUV_target
+
+// GL_EXT_base_instance
+void GL_APIENTRY glDrawArraysInstancedBaseInstanceEXT(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount,
+ GLuint baseinstance)
+{
+ return GL_DrawArraysInstancedBaseInstanceEXT(mode, first, count, instancecount, baseinstance);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseInstanceEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLuint baseinstance)
+{
+ return GL_DrawElementsInstancedBaseInstanceEXT(mode, count, type, indices, instancecount,
+ baseinstance);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstanceEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex,
+ GLuint baseinstance)
+{
+ return GL_DrawElementsInstancedBaseVertexBaseInstanceEXT(
+ mode, count, type, indices, instancecount, basevertex, baseinstance);
+}
+
+// GL_EXT_blend_func_extended
+void GL_APIENTRY glBindFragDataLocationEXT(GLuint program, GLuint color, const GLchar *name)
+{
+ return GL_BindFragDataLocationEXT(program, color, name);
+}
+
+void GL_APIENTRY glBindFragDataLocationIndexedEXT(GLuint program,
+ GLuint colorNumber,
+ GLuint index,
+ const GLchar *name)
+{
+ return GL_BindFragDataLocationIndexedEXT(program, colorNumber, index, name);
+}
+
+GLint GL_APIENTRY glGetFragDataIndexEXT(GLuint program, const GLchar *name)
+{
+ return GL_GetFragDataIndexEXT(program, name);
+}
+
+GLint GL_APIENTRY glGetProgramResourceLocationIndexEXT(GLuint program,
+ GLenum programInterface,
+ const GLchar *name)
+{
+ return GL_GetProgramResourceLocationIndexEXT(program, programInterface, name);
+}
+
+// GL_EXT_blend_minmax
+
+// GL_EXT_buffer_storage
+void GL_APIENTRY glBufferStorageEXT(GLenum target,
+ GLsizeiptr size,
+ const void *data,
+ GLbitfield flags)
+{
+ return GL_BufferStorageEXT(target, size, data, flags);
+}
+
+// GL_EXT_clip_control
+void GL_APIENTRY glClipControlEXT(GLenum origin, GLenum depth)
+{
+ return GL_ClipControlEXT(origin, depth);
+}
+
+// GL_EXT_clip_cull_distance
+
+// GL_EXT_color_buffer_float
+
+// GL_EXT_color_buffer_half_float
+
+// GL_EXT_copy_image
+void GL_APIENTRY glCopyImageSubDataEXT(GLuint srcName,
+ GLenum srcTarget,
+ GLint srcLevel,
+ GLint srcX,
+ GLint srcY,
+ GLint srcZ,
+ GLuint dstName,
+ GLenum dstTarget,
+ GLint dstLevel,
+ GLint dstX,
+ GLint dstY,
+ GLint dstZ,
+ GLsizei srcWidth,
+ GLsizei srcHeight,
+ GLsizei srcDepth)
+{
+ return GL_CopyImageSubDataEXT(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName,
+ dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight,
+ srcDepth);
+}
+
+// GL_EXT_debug_label
+void GL_APIENTRY
+glGetObjectLabelEXT(GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label)
+{
+ return GL_GetObjectLabelEXT(type, object, bufSize, length, label);
+}
+
+void GL_APIENTRY glLabelObjectEXT(GLenum type, GLuint object, GLsizei length, const GLchar *label)
+{
+ return GL_LabelObjectEXT(type, object, length, label);
+}
+
+// GL_EXT_debug_marker
+void GL_APIENTRY glInsertEventMarkerEXT(GLsizei length, const GLchar *marker)
+{
+ return GL_InsertEventMarkerEXT(length, marker);
+}
+
+void GL_APIENTRY glPopGroupMarkerEXT()
+{
+ return GL_PopGroupMarkerEXT();
+}
+
+void GL_APIENTRY glPushGroupMarkerEXT(GLsizei length, const GLchar *marker)
+{
+ return GL_PushGroupMarkerEXT(length, marker);
+}
+
+// GL_EXT_discard_framebuffer
+void GL_APIENTRY glDiscardFramebufferEXT(GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments)
+{
+ return GL_DiscardFramebufferEXT(target, numAttachments, attachments);
+}
+
+// GL_EXT_disjoint_timer_query
+void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint id)
+{
+ return GL_BeginQueryEXT(target, id);
+}
+
+void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
+{
+ return GL_DeleteQueriesEXT(n, ids);
+}
+
+void GL_APIENTRY glEndQueryEXT(GLenum target)
+{
+ return GL_EndQueryEXT(target);
+}
+
+void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint *ids)
+{
+ return GL_GenQueriesEXT(n, ids);
+}
+
+void GL_APIENTRY glGetInteger64vEXT(GLenum pname, GLint64 *data)
+{
+ return GL_GetInteger64vEXT(pname, data);
+}
+
+void GL_APIENTRY glGetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64 *params)
+{
+ return GL_GetQueryObjecti64vEXT(id, pname, params);
+}
+
+void GL_APIENTRY glGetQueryObjectivEXT(GLuint id, GLenum pname, GLint *params)
+{
+ return GL_GetQueryObjectivEXT(id, pname, params);
+}
+
+void GL_APIENTRY glGetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64 *params)
+{
+ return GL_GetQueryObjectui64vEXT(id, pname, params);
+}
+
+void GL_APIENTRY glGetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params)
+{
+ return GL_GetQueryObjectuivEXT(id, pname, params);
+}
+
+void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetQueryivEXT(target, pname, params);
+}
+
+GLboolean GL_APIENTRY glIsQueryEXT(GLuint id)
+{
+ return GL_IsQueryEXT(id);
+}
+
+void GL_APIENTRY glQueryCounterEXT(GLuint id, GLenum target)
+{
+ return GL_QueryCounterEXT(id, target);
+}
+
+// GL_EXT_draw_buffers
+void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs)
+{
+ return GL_DrawBuffersEXT(n, bufs);
+}
+
+// GL_EXT_draw_buffers_indexed
+void GL_APIENTRY glBlendEquationSeparateiEXT(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+{
+ return GL_BlendEquationSeparateiEXT(buf, modeRGB, modeAlpha);
+}
+
+void GL_APIENTRY glBlendEquationiEXT(GLuint buf, GLenum mode)
+{
+ return GL_BlendEquationiEXT(buf, mode);
+}
+
+void GL_APIENTRY
+glBlendFuncSeparateiEXT(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+ return GL_BlendFuncSeparateiEXT(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+void GL_APIENTRY glBlendFunciEXT(GLuint buf, GLenum src, GLenum dst)
+{
+ return GL_BlendFunciEXT(buf, src, dst);
+}
+
+void GL_APIENTRY glColorMaskiEXT(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+{
+ return GL_ColorMaskiEXT(index, r, g, b, a);
+}
+
+void GL_APIENTRY glDisableiEXT(GLenum target, GLuint index)
+{
+ return GL_DisableiEXT(target, index);
+}
+
+void GL_APIENTRY glEnableiEXT(GLenum target, GLuint index)
+{
+ return GL_EnableiEXT(target, index);
+}
+
+GLboolean GL_APIENTRY glIsEnablediEXT(GLenum target, GLuint index)
+{
+ return GL_IsEnablediEXT(target, index);
+}
+
+// GL_EXT_draw_elements_base_vertex
+void GL_APIENTRY glDrawElementsBaseVertexEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex)
+{
+ return GL_DrawElementsBaseVertexEXT(mode, count, type, indices, basevertex);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseVertexEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex)
+{
+ return GL_DrawElementsInstancedBaseVertexEXT(mode, count, type, indices, instancecount,
+ basevertex);
+}
+
+void GL_APIENTRY glDrawRangeElementsBaseVertexEXT(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex)
+{
+ return GL_DrawRangeElementsBaseVertexEXT(mode, start, end, count, type, indices, basevertex);
+}
+
+void GL_APIENTRY glMultiDrawElementsBaseVertexEXT(GLenum mode,
+ const GLsizei *count,
+ GLenum type,
+ const void *const *indices,
+ GLsizei drawcount,
+ const GLint *basevertex)
+{
+ return GL_MultiDrawElementsBaseVertexEXT(mode, count, type, indices, drawcount, basevertex);
+}
+
+// GL_EXT_external_buffer
+void GL_APIENTRY glBufferStorageExternalEXT(GLenum target,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLeglClientBufferEXT clientBuffer,
+ GLbitfield flags)
+{
+ return GL_BufferStorageExternalEXT(target, offset, size, clientBuffer, flags);
+}
+
+void GL_APIENTRY glNamedBufferStorageExternalEXT(GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLeglClientBufferEXT clientBuffer,
+ GLbitfield flags)
+{
+ return GL_NamedBufferStorageExternalEXT(buffer, offset, size, clientBuffer, flags);
+}
+
+// GL_EXT_float_blend
+
+// GL_EXT_geometry_shader
+void GL_APIENTRY glFramebufferTextureEXT(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level)
+{
+ return GL_FramebufferTextureEXT(target, attachment, texture, level);
+}
+
+// GL_EXT_gpu_shader5
+
+// GL_EXT_instanced_arrays
+void GL_APIENTRY glDrawArraysInstancedEXT(GLenum mode,
+ GLint start,
+ GLsizei count,
+ GLsizei primcount)
+{
+ return GL_DrawArraysInstancedEXT(mode, start, count, primcount);
+}
+
+void GL_APIENTRY glDrawElementsInstancedEXT(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei primcount)
+{
+ return GL_DrawElementsInstancedEXT(mode, count, type, indices, primcount);
+}
+
+void GL_APIENTRY glVertexAttribDivisorEXT(GLuint index, GLuint divisor)
+{
+ return GL_VertexAttribDivisorEXT(index, divisor);
+}
+
+// GL_EXT_map_buffer_range
+void GL_APIENTRY glFlushMappedBufferRangeEXT(GLenum target, GLintptr offset, GLsizeiptr length)
+{
+ return GL_FlushMappedBufferRangeEXT(target, offset, length);
+}
+
+void *GL_APIENTRY glMapBufferRangeEXT(GLenum target,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+ return GL_MapBufferRangeEXT(target, offset, length, access);
+}
+
+// GL_EXT_memory_object
+void GL_APIENTRY glBufferStorageMemEXT(GLenum target,
+ GLsizeiptr size,
+ GLuint memory,
+ GLuint64 offset)
+{
+ return GL_BufferStorageMemEXT(target, size, memory, offset);
+}
+
+void GL_APIENTRY glCreateMemoryObjectsEXT(GLsizei n, GLuint *memoryObjects)
+{
+ return GL_CreateMemoryObjectsEXT(n, memoryObjects);
+}
+
+void GL_APIENTRY glDeleteMemoryObjectsEXT(GLsizei n, const GLuint *memoryObjects)
+{
+ return GL_DeleteMemoryObjectsEXT(n, memoryObjects);
+}
+
+void GL_APIENTRY glGetMemoryObjectParameterivEXT(GLuint memoryObject, GLenum pname, GLint *params)
+{
+ return GL_GetMemoryObjectParameterivEXT(memoryObject, pname, params);
+}
+
+void GL_APIENTRY glGetUnsignedBytevEXT(GLenum pname, GLubyte *data)
+{
+ return GL_GetUnsignedBytevEXT(pname, data);
+}
+
+void GL_APIENTRY glGetUnsignedBytei_vEXT(GLenum target, GLuint index, GLubyte *data)
+{
+ return GL_GetUnsignedBytei_vEXT(target, index, data);
+}
+
+GLboolean GL_APIENTRY glIsMemoryObjectEXT(GLuint memoryObject)
+{
+ return GL_IsMemoryObjectEXT(memoryObject);
+}
+
+void GL_APIENTRY glMemoryObjectParameterivEXT(GLuint memoryObject,
+ GLenum pname,
+ const GLint *params)
+{
+ return GL_MemoryObjectParameterivEXT(memoryObject, pname, params);
+}
+
+void GL_APIENTRY glTexStorageMem2DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLuint memory,
+ GLuint64 offset)
+{
+ return GL_TexStorageMem2DEXT(target, levels, internalFormat, width, height, memory, offset);
+}
+
+void GL_APIENTRY glTexStorageMem2DMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset)
+{
+ return GL_TexStorageMem2DMultisampleEXT(target, samples, internalFormat, width, height,
+ fixedSampleLocations, memory, offset);
+}
+
+void GL_APIENTRY glTexStorageMem3DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLuint memory,
+ GLuint64 offset)
+{
+ return GL_TexStorageMem3DEXT(target, levels, internalFormat, width, height, depth, memory,
+ offset);
+}
+
+void GL_APIENTRY glTexStorageMem3DMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalFormat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedSampleLocations,
+ GLuint memory,
+ GLuint64 offset)
+{
+ return GL_TexStorageMem3DMultisampleEXT(target, samples, internalFormat, width, height, depth,
+ fixedSampleLocations, memory, offset);
+}
+
+// GL_EXT_memory_object_fd
+void GL_APIENTRY glImportMemoryFdEXT(GLuint memory, GLuint64 size, GLenum handleType, GLint fd)
+{
+ return GL_ImportMemoryFdEXT(memory, size, handleType, fd);
+}
+
+// GL_EXT_multi_draw_indirect
+void GL_APIENTRY glMultiDrawArraysIndirectEXT(GLenum mode,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride)
+{
+ return GL_MultiDrawArraysIndirectEXT(mode, indirect, drawcount, stride);
+}
+
+void GL_APIENTRY glMultiDrawElementsIndirectEXT(GLenum mode,
+ GLenum type,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride)
+{
+ return GL_MultiDrawElementsIndirectEXT(mode, type, indirect, drawcount, stride);
+}
+
+// GL_EXT_multisampled_render_to_texture
+void GL_APIENTRY glFramebufferTexture2DMultisampleEXT(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLsizei samples)
+{
+ return GL_FramebufferTexture2DMultisampleEXT(target, attachment, textarget, texture, level,
+ samples);
+}
+
+void GL_APIENTRY glRenderbufferStorageMultisampleEXT(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_RenderbufferStorageMultisampleEXT(target, samples, internalformat, width, height);
+}
+
+// GL_EXT_multisampled_render_to_texture2
+
+// GL_EXT_occlusion_query_boolean
+
+// GL_EXT_primitive_bounding_box
+void GL_APIENTRY glPrimitiveBoundingBoxEXT(GLfloat minX,
+ GLfloat minY,
+ GLfloat minZ,
+ GLfloat minW,
+ GLfloat maxX,
+ GLfloat maxY,
+ GLfloat maxZ,
+ GLfloat maxW)
+{
+ return GL_PrimitiveBoundingBoxEXT(minX, minY, minZ, minW, maxX, maxY, maxZ, maxW);
+}
+
+// GL_EXT_protected_textures
+
+// GL_EXT_pvrtc_sRGB
+
+// GL_EXT_read_format_bgra
+
+// GL_EXT_robustness
+GLenum GL_APIENTRY glGetGraphicsResetStatusEXT()
+{
+ return GL_GetGraphicsResetStatusEXT();
+}
+
+void GL_APIENTRY glGetnUniformfvEXT(GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLfloat *params)
+{
+ return GL_GetnUniformfvEXT(program, location, bufSize, params);
+}
+
+void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint *params)
+{
+ return GL_GetnUniformivEXT(program, location, bufSize, params);
+}
+
+void GL_APIENTRY glReadnPixelsEXT(GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *data)
+{
+ return GL_ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data);
+}
+
+// GL_EXT_sRGB
+
+// GL_EXT_sRGB_write_control
+
+// GL_EXT_semaphore
+void GL_APIENTRY glDeleteSemaphoresEXT(GLsizei n, const GLuint *semaphores)
+{
+ return GL_DeleteSemaphoresEXT(n, semaphores);
+}
+
+void GL_APIENTRY glGenSemaphoresEXT(GLsizei n, GLuint *semaphores)
+{
+ return GL_GenSemaphoresEXT(n, semaphores);
+}
+
+void GL_APIENTRY glGetSemaphoreParameterui64vEXT(GLuint semaphore, GLenum pname, GLuint64 *params)
+{
+ return GL_GetSemaphoreParameterui64vEXT(semaphore, pname, params);
+}
+
+GLboolean GL_APIENTRY glIsSemaphoreEXT(GLuint semaphore)
+{
+ return GL_IsSemaphoreEXT(semaphore);
+}
+
+void GL_APIENTRY glSemaphoreParameterui64vEXT(GLuint semaphore,
+ GLenum pname,
+ const GLuint64 *params)
+{
+ return GL_SemaphoreParameterui64vEXT(semaphore, pname, params);
+}
+
+void GL_APIENTRY glSignalSemaphoreEXT(GLuint semaphore,
+ GLuint numBufferBarriers,
+ const GLuint *buffers,
+ GLuint numTextureBarriers,
+ const GLuint *textures,
+ const GLenum *dstLayouts)
+{
+ return GL_SignalSemaphoreEXT(semaphore, numBufferBarriers, buffers, numTextureBarriers,
+ textures, dstLayouts);
+}
+
+void GL_APIENTRY glWaitSemaphoreEXT(GLuint semaphore,
+ GLuint numBufferBarriers,
+ const GLuint *buffers,
+ GLuint numTextureBarriers,
+ const GLuint *textures,
+ const GLenum *srcLayouts)
+{
+ return GL_WaitSemaphoreEXT(semaphore, numBufferBarriers, buffers, numTextureBarriers, textures,
+ srcLayouts);
+}
+
+// GL_EXT_semaphore_fd
+void GL_APIENTRY glImportSemaphoreFdEXT(GLuint semaphore, GLenum handleType, GLint fd)
+{
+ return GL_ImportSemaphoreFdEXT(semaphore, handleType, fd);
+}
+
+// GL_EXT_separate_shader_objects
+void GL_APIENTRY glActiveShaderProgramEXT(GLuint pipeline, GLuint program)
+{
+ return GL_ActiveShaderProgramEXT(pipeline, program);
+}
+
+void GL_APIENTRY glBindProgramPipelineEXT(GLuint pipeline)
+{
+ return GL_BindProgramPipelineEXT(pipeline);
+}
+
+GLuint GL_APIENTRY glCreateShaderProgramvEXT(GLenum type, GLsizei count, const GLchar **strings)
+{
+ return GL_CreateShaderProgramvEXT(type, count, strings);
+}
+
+void GL_APIENTRY glDeleteProgramPipelinesEXT(GLsizei n, const GLuint *pipelines)
+{
+ return GL_DeleteProgramPipelinesEXT(n, pipelines);
+}
+
+void GL_APIENTRY glGenProgramPipelinesEXT(GLsizei n, GLuint *pipelines)
+{
+ return GL_GenProgramPipelinesEXT(n, pipelines);
+}
+
+void GL_APIENTRY glGetProgramPipelineInfoLogEXT(GLuint pipeline,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog)
+{
+ return GL_GetProgramPipelineInfoLogEXT(pipeline, bufSize, length, infoLog);
+}
+
+void GL_APIENTRY glGetProgramPipelineivEXT(GLuint pipeline, GLenum pname, GLint *params)
+{
+ return GL_GetProgramPipelineivEXT(pipeline, pname, params);
+}
+
+GLboolean GL_APIENTRY glIsProgramPipelineEXT(GLuint pipeline)
+{
+ return GL_IsProgramPipelineEXT(pipeline);
+}
+
+void GL_APIENTRY glProgramParameteriEXT(GLuint program, GLenum pname, GLint value)
+{
+ return GL_ProgramParameteriEXT(program, pname, value);
+}
+
+void GL_APIENTRY glProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0)
+{
+ return GL_ProgramUniform1fEXT(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform1fvEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform1iEXT(GLuint program, GLint location, GLint v0)
+{
+ return GL_ProgramUniform1iEXT(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform1ivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform1uiEXT(GLuint program, GLint location, GLuint v0)
+{
+ return GL_ProgramUniform1uiEXT(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform1uivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1)
+{
+ return GL_ProgramUniform2fEXT(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform2fvEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2iEXT(GLuint program, GLint location, GLint v0, GLint v1)
+{
+ return GL_ProgramUniform2iEXT(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform2ivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1)
+{
+ return GL_ProgramUniform2uiEXT(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform2uivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform3fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+ return GL_ProgramUniform3fEXT(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform3fvEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform3iEXT(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
+{
+ return GL_ProgramUniform3iEXT(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform3ivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform3uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+ return GL_ProgramUniform3uiEXT(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform3uivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform4fEXT(GLuint program,
+ GLint location,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2,
+ GLfloat v3)
+{
+ return GL_ProgramUniform4fEXT(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLfloat *value)
+{
+ return GL_ProgramUniform4fvEXT(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform4iEXT(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ return GL_ProgramUniform4iEXT(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4ivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLint *value)
+{
+ return GL_ProgramUniform4ivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform4uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+ return GL_ProgramUniform4uiEXT(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4uivEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLuint *value)
+{
+ return GL_ProgramUniform4uivEXT(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix2fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2x3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix2x3fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2x4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix2x4fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix3fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3x2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix3x2fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3x4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix3x4fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix4fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4x2fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix4x2fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4x3fvEXT(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ return GL_ProgramUniformMatrix4x3fvEXT(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glUseProgramStagesEXT(GLuint pipeline, GLbitfield stages, GLuint program)
+{
+ return GL_UseProgramStagesEXT(pipeline, stages, program);
+}
+
+void GL_APIENTRY glValidateProgramPipelineEXT(GLuint pipeline)
+{
+ return GL_ValidateProgramPipelineEXT(pipeline);
+}
+
+// GL_EXT_shader_framebuffer_fetch
+
+// GL_EXT_shader_framebuffer_fetch_non_coherent
+void GL_APIENTRY glFramebufferFetchBarrierEXT()
+{
+ return GL_FramebufferFetchBarrierEXT();
+}
+
+// GL_EXT_shader_io_blocks
+
+// GL_EXT_shader_non_constant_global_initializers
+
+// GL_EXT_shader_texture_lod
+
+// GL_EXT_shadow_samplers
+
+// GL_EXT_tessellation_shader
+void GL_APIENTRY glPatchParameteriEXT(GLenum pname, GLint value)
+{
+ return GL_PatchParameteriEXT(pname, value);
+}
+
+// GL_EXT_texture_border_clamp
+void GL_APIENTRY glGetSamplerParameterIivEXT(GLuint sampler, GLenum pname, GLint *params)
+{
+ return GL_GetSamplerParameterIivEXT(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterIuivEXT(GLuint sampler, GLenum pname, GLuint *params)
+{
+ return GL_GetSamplerParameterIuivEXT(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterIivEXT(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetTexParameterIivEXT(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterIuivEXT(GLenum target, GLenum pname, GLuint *params)
+{
+ return GL_GetTexParameterIuivEXT(target, pname, params);
+}
+
+void GL_APIENTRY glSamplerParameterIivEXT(GLuint sampler, GLenum pname, const GLint *param)
+{
+ return GL_SamplerParameterIivEXT(sampler, pname, param);
+}
+
+void GL_APIENTRY glSamplerParameterIuivEXT(GLuint sampler, GLenum pname, const GLuint *param)
+{
+ return GL_SamplerParameterIuivEXT(sampler, pname, param);
+}
+
+void GL_APIENTRY glTexParameterIivEXT(GLenum target, GLenum pname, const GLint *params)
+{
+ return GL_TexParameterIivEXT(target, pname, params);
+}
+
+void GL_APIENTRY glTexParameterIuivEXT(GLenum target, GLenum pname, const GLuint *params)
+{
+ return GL_TexParameterIuivEXT(target, pname, params);
+}
+
+// GL_EXT_texture_buffer
+void GL_APIENTRY glTexBufferEXT(GLenum target, GLenum internalformat, GLuint buffer)
+{
+ return GL_TexBufferEXT(target, internalformat, buffer);
+}
+
+void GL_APIENTRY glTexBufferRangeEXT(GLenum target,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return GL_TexBufferRangeEXT(target, internalformat, buffer, offset, size);
+}
+
+// GL_EXT_texture_compression_bptc
+
+// GL_EXT_texture_compression_dxt1
+
+// GL_EXT_texture_compression_rgtc
+
+// GL_EXT_texture_compression_s3tc
+
+// GL_EXT_texture_compression_s3tc_srgb
+
+// GL_EXT_texture_cube_map_array
+
+// GL_EXT_texture_filter_anisotropic
+
+// GL_EXT_texture_format_BGRA8888
+
+// GL_EXT_texture_format_sRGB_override
+
+// GL_EXT_texture_norm16
+
+// GL_EXT_texture_rg
+
+// GL_EXT_texture_sRGB_R8
+
+// GL_EXT_texture_sRGB_RG8
+
+// GL_EXT_texture_sRGB_decode
+
+// GL_EXT_texture_storage
+void GL_APIENTRY glTexStorage1DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width)
+{
+ return GL_TexStorage1DEXT(target, levels, internalformat, width);
+}
+
+void GL_APIENTRY glTexStorage2DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_TexStorage2DEXT(target, levels, internalformat, width, height);
+}
+
+void GL_APIENTRY glTexStorage3DEXT(GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return GL_TexStorage3DEXT(target, levels, internalformat, width, height, depth);
+}
+
+// GL_EXT_texture_type_2_10_10_10_REV
+
+// GL_EXT_unpack_subimage
+
+// GL_IMG_texture_compression_pvrtc
+
+// GL_IMG_texture_compression_pvrtc2
+
+// GL_KHR_blend_equation_advanced
+void GL_APIENTRY glBlendBarrierKHR()
+{
+ return GL_BlendBarrierKHR();
+}
+
+// GL_KHR_debug
+void GL_APIENTRY glDebugMessageCallbackKHR(GLDEBUGPROCKHR callback, const void *userParam)
+{
+ return GL_DebugMessageCallbackKHR(callback, userParam);
+}
+
+void GL_APIENTRY glDebugMessageControlKHR(GLenum source,
+ GLenum type,
+ GLenum severity,
+ GLsizei count,
+ const GLuint *ids,
+ GLboolean enabled)
+{
+ return GL_DebugMessageControlKHR(source, type, severity, count, ids, enabled);
+}
+
+void GL_APIENTRY glDebugMessageInsertKHR(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const GLchar *buf)
+{
+ return GL_DebugMessageInsertKHR(source, type, id, severity, length, buf);
+}
+
+GLuint GL_APIENTRY glGetDebugMessageLogKHR(GLuint count,
+ GLsizei bufSize,
+ GLenum *sources,
+ GLenum *types,
+ GLuint *ids,
+ GLenum *severities,
+ GLsizei *lengths,
+ GLchar *messageLog)
+{
+ return GL_GetDebugMessageLogKHR(count, bufSize, sources, types, ids, severities, lengths,
+ messageLog);
+}
+
+void GL_APIENTRY
+glGetObjectLabelKHR(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
+{
+ return GL_GetObjectLabelKHR(identifier, name, bufSize, length, label);
+}
+
+void GL_APIENTRY glGetObjectPtrLabelKHR(const void *ptr,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *label)
+{
+ return GL_GetObjectPtrLabelKHR(ptr, bufSize, length, label);
+}
+
+void GL_APIENTRY glGetPointervKHR(GLenum pname, void **params)
+{
+ return GL_GetPointervKHR(pname, params);
+}
+
+void GL_APIENTRY glObjectLabelKHR(GLenum identifier,
+ GLuint name,
+ GLsizei length,
+ const GLchar *label)
+{
+ return GL_ObjectLabelKHR(identifier, name, length, label);
+}
+
+void GL_APIENTRY glObjectPtrLabelKHR(const void *ptr, GLsizei length, const GLchar *label)
+{
+ return GL_ObjectPtrLabelKHR(ptr, length, label);
+}
+
+void GL_APIENTRY glPopDebugGroupKHR()
+{
+ return GL_PopDebugGroupKHR();
+}
+
+void GL_APIENTRY glPushDebugGroupKHR(GLenum source,
+ GLuint id,
+ GLsizei length,
+ const GLchar *message)
+{
+ return GL_PushDebugGroupKHR(source, id, length, message);
+}
+
+// GL_KHR_no_error
+
+// GL_KHR_parallel_shader_compile
+void GL_APIENTRY glMaxShaderCompilerThreadsKHR(GLuint count)
+{
+ return GL_MaxShaderCompilerThreadsKHR(count);
+}
+
+// GL_KHR_robust_buffer_access_behavior
+
+// GL_KHR_texture_compression_astc_hdr
+
+// GL_KHR_texture_compression_astc_ldr
+
+// GL_KHR_texture_compression_astc_sliced_3d
+
+// GL_MESA_framebuffer_flip_y
+void GL_APIENTRY glFramebufferParameteriMESA(GLenum target, GLenum pname, GLint param)
+{
+ return GL_FramebufferParameteriMESA(target, pname, param);
+}
+
+void GL_APIENTRY glGetFramebufferParameterivMESA(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetFramebufferParameterivMESA(target, pname, params);
+}
+
+// GL_NV_fence
+void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint *fences)
+{
+ return GL_DeleteFencesNV(n, fences);
+}
+
+void GL_APIENTRY glFinishFenceNV(GLuint fence)
+{
+ return GL_FinishFenceNV(fence);
+}
+
+void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint *fences)
+{
+ return GL_GenFencesNV(n, fences);
+}
+
+void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
+{
+ return GL_GetFenceivNV(fence, pname, params);
+}
+
+GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
+{
+ return GL_IsFenceNV(fence);
+}
+
+void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
+{
+ return GL_SetFenceNV(fence, condition);
+}
+
+GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
+{
+ return GL_TestFenceNV(fence);
+}
+
+// GL_NV_framebuffer_blit
+void GL_APIENTRY glBlitFramebufferNV(GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter)
+{
+ return GL_BlitFramebufferNV(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask,
+ filter);
+}
+
+// GL_NV_pixel_buffer_object
+
+// GL_NV_read_depth
+
+// GL_NV_read_depth_stencil
+
+// GL_NV_read_stencil
+
+// GL_NV_robustness_video_memory_purge
+
+// GL_NV_shader_noperspective_interpolation
+
+// GL_OES_EGL_image
+void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
+{
+ return GL_EGLImageTargetRenderbufferStorageOES(target, image);
+}
+
+void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
+{
+ return GL_EGLImageTargetTexture2DOES(target, image);
+}
+
+// GL_OES_EGL_image_external
+
+// GL_OES_EGL_image_external_essl3
+
+// GL_OES_compressed_ETC1_RGB8_texture
+
+// GL_OES_compressed_paletted_texture
+
+// GL_OES_copy_image
+void GL_APIENTRY glCopyImageSubDataOES(GLuint srcName,
+ GLenum srcTarget,
+ GLint srcLevel,
+ GLint srcX,
+ GLint srcY,
+ GLint srcZ,
+ GLuint dstName,
+ GLenum dstTarget,
+ GLint dstLevel,
+ GLint dstX,
+ GLint dstY,
+ GLint dstZ,
+ GLsizei srcWidth,
+ GLsizei srcHeight,
+ GLsizei srcDepth)
+{
+ return GL_CopyImageSubDataOES(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName,
+ dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight,
+ srcDepth);
+}
+
+// GL_OES_depth24
+
+// GL_OES_depth32
+
+// GL_OES_depth_texture
+
+// GL_OES_draw_buffers_indexed
+void GL_APIENTRY glBlendEquationSeparateiOES(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+{
+ return GL_BlendEquationSeparateiOES(buf, modeRGB, modeAlpha);
+}
+
+void GL_APIENTRY glBlendEquationiOES(GLuint buf, GLenum mode)
+{
+ return GL_BlendEquationiOES(buf, mode);
+}
+
+void GL_APIENTRY
+glBlendFuncSeparateiOES(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+ return GL_BlendFuncSeparateiOES(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+void GL_APIENTRY glBlendFunciOES(GLuint buf, GLenum src, GLenum dst)
+{
+ return GL_BlendFunciOES(buf, src, dst);
+}
+
+void GL_APIENTRY glColorMaskiOES(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+{
+ return GL_ColorMaskiOES(index, r, g, b, a);
+}
+
+void GL_APIENTRY glDisableiOES(GLenum target, GLuint index)
+{
+ return GL_DisableiOES(target, index);
+}
+
+void GL_APIENTRY glEnableiOES(GLenum target, GLuint index)
+{
+ return GL_EnableiOES(target, index);
+}
+
+GLboolean GL_APIENTRY glIsEnablediOES(GLenum target, GLuint index)
+{
+ return GL_IsEnablediOES(target, index);
+}
+
+// GL_OES_draw_elements_base_vertex
+void GL_APIENTRY glDrawElementsBaseVertexOES(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex)
+{
+ return GL_DrawElementsBaseVertexOES(mode, count, type, indices, basevertex);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseVertexOES(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex)
+{
+ return GL_DrawElementsInstancedBaseVertexOES(mode, count, type, indices, instancecount,
+ basevertex);
+}
+
+void GL_APIENTRY glDrawRangeElementsBaseVertexOES(GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLint basevertex)
+{
+ return GL_DrawRangeElementsBaseVertexOES(mode, start, end, count, type, indices, basevertex);
+}
+
+// GL_OES_draw_texture
+void GL_APIENTRY glDrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height)
+{
+ return GL_DrawTexfOES(x, y, z, width, height);
+}
+
+void GL_APIENTRY glDrawTexfvOES(const GLfloat *coords)
+{
+ return GL_DrawTexfvOES(coords);
+}
+
+void GL_APIENTRY glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
+{
+ return GL_DrawTexiOES(x, y, z, width, height);
+}
+
+void GL_APIENTRY glDrawTexivOES(const GLint *coords)
+{
+ return GL_DrawTexivOES(coords);
+}
+
+void GL_APIENTRY glDrawTexsOES(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height)
+{
+ return GL_DrawTexsOES(x, y, z, width, height);
+}
+
+void GL_APIENTRY glDrawTexsvOES(const GLshort *coords)
+{
+ return GL_DrawTexsvOES(coords);
+}
+
+void GL_APIENTRY glDrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height)
+{
+ return GL_DrawTexxOES(x, y, z, width, height);
+}
+
+void GL_APIENTRY glDrawTexxvOES(const GLfixed *coords)
+{
+ return GL_DrawTexxvOES(coords);
+}
+
+// GL_OES_element_index_uint
+
+// GL_OES_fbo_render_mipmap
+
+// GL_OES_framebuffer_object
+void GL_APIENTRY glBindFramebufferOES(GLenum target, GLuint framebuffer)
+{
+ return GL_BindFramebufferOES(target, framebuffer);
+}
+
+void GL_APIENTRY glBindRenderbufferOES(GLenum target, GLuint renderbuffer)
+{
+ return GL_BindRenderbufferOES(target, renderbuffer);
+}
+
+GLenum GL_APIENTRY glCheckFramebufferStatusOES(GLenum target)
+{
+ return GL_CheckFramebufferStatusOES(target);
+}
+
+void GL_APIENTRY glDeleteFramebuffersOES(GLsizei n, const GLuint *framebuffers)
+{
+ return GL_DeleteFramebuffersOES(n, framebuffers);
+}
+
+void GL_APIENTRY glDeleteRenderbuffersOES(GLsizei n, const GLuint *renderbuffers)
+{
+ return GL_DeleteRenderbuffersOES(n, renderbuffers);
+}
+
+void GL_APIENTRY glFramebufferRenderbufferOES(GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer)
+{
+ return GL_FramebufferRenderbufferOES(target, attachment, renderbuffertarget, renderbuffer);
+}
+
+void GL_APIENTRY glFramebufferTexture2DOES(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level)
+{
+ return GL_FramebufferTexture2DOES(target, attachment, textarget, texture, level);
+}
+
+void GL_APIENTRY glGenFramebuffersOES(GLsizei n, GLuint *framebuffers)
+{
+ return GL_GenFramebuffersOES(n, framebuffers);
+}
+
+void GL_APIENTRY glGenRenderbuffersOES(GLsizei n, GLuint *renderbuffers)
+{
+ return GL_GenRenderbuffersOES(n, renderbuffers);
+}
+
+void GL_APIENTRY glGenerateMipmapOES(GLenum target)
+{
+ return GL_GenerateMipmapOES(target);
+}
+
+void GL_APIENTRY glGetFramebufferAttachmentParameterivOES(GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetFramebufferAttachmentParameterivOES(target, attachment, pname, params);
+}
+
+void GL_APIENTRY glGetRenderbufferParameterivOES(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetRenderbufferParameterivOES(target, pname, params);
+}
+
+GLboolean GL_APIENTRY glIsFramebufferOES(GLuint framebuffer)
+{
+ return GL_IsFramebufferOES(framebuffer);
+}
+
+GLboolean GL_APIENTRY glIsRenderbufferOES(GLuint renderbuffer)
+{
+ return GL_IsRenderbufferOES(renderbuffer);
+}
+
+void GL_APIENTRY glRenderbufferStorageOES(GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_RenderbufferStorageOES(target, internalformat, width, height);
+}
+
+// GL_OES_geometry_shader
+void GL_APIENTRY glFramebufferTextureOES(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level)
+{
+ return GL_FramebufferTextureOES(target, attachment, texture, level);
+}
+
+// GL_OES_get_program_binary
+void GL_APIENTRY glGetProgramBinaryOES(GLuint program,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLenum *binaryFormat,
+ void *binary)
+{
+ return GL_GetProgramBinaryOES(program, bufSize, length, binaryFormat, binary);
+}
+
+void GL_APIENTRY glProgramBinaryOES(GLuint program,
+ GLenum binaryFormat,
+ const void *binary,
+ GLint length)
+{
+ return GL_ProgramBinaryOES(program, binaryFormat, binary, length);
+}
+
+// GL_OES_mapbuffer
+void GL_APIENTRY glGetBufferPointervOES(GLenum target, GLenum pname, void **params)
+{
+ return GL_GetBufferPointervOES(target, pname, params);
+}
+
+void *GL_APIENTRY glMapBufferOES(GLenum target, GLenum access)
+{
+ return GL_MapBufferOES(target, access);
+}
+
+GLboolean GL_APIENTRY glUnmapBufferOES(GLenum target)
+{
+ return GL_UnmapBufferOES(target);
+}
+
+// GL_OES_matrix_palette
+void GL_APIENTRY glCurrentPaletteMatrixOES(GLuint matrixpaletteindex)
+{
+ return GL_CurrentPaletteMatrixOES(matrixpaletteindex);
+}
+
+void GL_APIENTRY glLoadPaletteFromModelViewMatrixOES()
+{
+ return GL_LoadPaletteFromModelViewMatrixOES();
+}
+
+void GL_APIENTRY glMatrixIndexPointerOES(GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void *pointer)
+{
+ return GL_MatrixIndexPointerOES(size, type, stride, pointer);
+}
+
+void GL_APIENTRY glWeightPointerOES(GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_WeightPointerOES(size, type, stride, pointer);
+}
+
+// GL_OES_packed_depth_stencil
+
+// GL_OES_point_size_array
+void GL_APIENTRY glPointSizePointerOES(GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_PointSizePointerOES(type, stride, pointer);
+}
+
+// GL_OES_point_sprite
+
+// GL_OES_primitive_bounding_box
+void GL_APIENTRY glPrimitiveBoundingBoxOES(GLfloat minX,
+ GLfloat minY,
+ GLfloat minZ,
+ GLfloat minW,
+ GLfloat maxX,
+ GLfloat maxY,
+ GLfloat maxZ,
+ GLfloat maxW)
+{
+ return GL_PrimitiveBoundingBoxOES(minX, minY, minZ, minW, maxX, maxY, maxZ, maxW);
+}
+
+// GL_OES_query_matrix
+GLbitfield GL_APIENTRY glQueryMatrixxOES(GLfixed *mantissa, GLint *exponent)
+{
+ return GL_QueryMatrixxOES(mantissa, exponent);
+}
+
+// GL_OES_rgb8_rgba8
+
+// GL_OES_sample_shading
+void GL_APIENTRY glMinSampleShadingOES(GLfloat value)
+{
+ return GL_MinSampleShadingOES(value);
+}
+
+// GL_OES_sample_variables
+
+// GL_OES_shader_image_atomic
+
+// GL_OES_shader_io_blocks
+
+// GL_OES_shader_multisample_interpolation
+
+// GL_OES_standard_derivatives
+
+// GL_OES_surfaceless_context
+
+// GL_OES_texture_3D
+void GL_APIENTRY glCompressedTexImage3DOES(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexImage3DOES(target, level, internalformat, width, height, depth, border,
+ imageSize, data);
+}
+
+void GL_APIENTRY glCompressedTexSubImage3DOES(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height,
+ depth, format, imageSize, data);
+}
+
+void GL_APIENTRY glCopyTexSubImage3DOES(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_CopyTexSubImage3DOES(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+}
+
+void GL_APIENTRY glFramebufferTexture3DOES(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLint zoffset)
+{
+ return GL_FramebufferTexture3DOES(target, attachment, textarget, texture, level, zoffset);
+}
+
+void GL_APIENTRY glTexImage3DOES(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexImage3DOES(target, level, internalformat, width, height, depth, border, format,
+ type, pixels);
+}
+
+void GL_APIENTRY glTexSubImage3DOES(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexSubImage3DOES(target, level, xoffset, yoffset, zoffset, width, height, depth,
+ format, type, pixels);
+}
+
+// GL_OES_texture_border_clamp
+void GL_APIENTRY glGetSamplerParameterIivOES(GLuint sampler, GLenum pname, GLint *params)
+{
+ return GL_GetSamplerParameterIivOES(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetSamplerParameterIuivOES(GLuint sampler, GLenum pname, GLuint *params)
+{
+ return GL_GetSamplerParameterIuivOES(sampler, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterIivOES(GLenum target, GLenum pname, GLint *params)
+{
+ return GL_GetTexParameterIivOES(target, pname, params);
+}
+
+void GL_APIENTRY glGetTexParameterIuivOES(GLenum target, GLenum pname, GLuint *params)
+{
+ return GL_GetTexParameterIuivOES(target, pname, params);
+}
+
+void GL_APIENTRY glSamplerParameterIivOES(GLuint sampler, GLenum pname, const GLint *param)
+{
+ return GL_SamplerParameterIivOES(sampler, pname, param);
+}
+
+void GL_APIENTRY glSamplerParameterIuivOES(GLuint sampler, GLenum pname, const GLuint *param)
+{
+ return GL_SamplerParameterIuivOES(sampler, pname, param);
+}
+
+void GL_APIENTRY glTexParameterIivOES(GLenum target, GLenum pname, const GLint *params)
+{
+ return GL_TexParameterIivOES(target, pname, params);
+}
+
+void GL_APIENTRY glTexParameterIuivOES(GLenum target, GLenum pname, const GLuint *params)
+{
+ return GL_TexParameterIuivOES(target, pname, params);
+}
+
+// GL_OES_texture_buffer
+void GL_APIENTRY glTexBufferOES(GLenum target, GLenum internalformat, GLuint buffer)
+{
+ return GL_TexBufferOES(target, internalformat, buffer);
+}
+
+void GL_APIENTRY glTexBufferRangeOES(GLenum target,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return GL_TexBufferRangeOES(target, internalformat, buffer, offset, size);
+}
+
+// GL_OES_texture_compression_astc
+
+// GL_OES_texture_cube_map
+void GL_APIENTRY glGetTexGenfvOES(GLenum coord, GLenum pname, GLfloat *params)
+{
+ return GL_GetTexGenfvOES(coord, pname, params);
+}
+
+void GL_APIENTRY glGetTexGenivOES(GLenum coord, GLenum pname, GLint *params)
+{
+ return GL_GetTexGenivOES(coord, pname, params);
+}
+
+void GL_APIENTRY glGetTexGenxvOES(GLenum coord, GLenum pname, GLfixed *params)
+{
+ return GL_GetTexGenxvOES(coord, pname, params);
+}
+
+void GL_APIENTRY glTexGenfOES(GLenum coord, GLenum pname, GLfloat param)
+{
+ return GL_TexGenfOES(coord, pname, param);
+}
+
+void GL_APIENTRY glTexGenfvOES(GLenum coord, GLenum pname, const GLfloat *params)
+{
+ return GL_TexGenfvOES(coord, pname, params);
+}
+
+void GL_APIENTRY glTexGeniOES(GLenum coord, GLenum pname, GLint param)
+{
+ return GL_TexGeniOES(coord, pname, param);
+}
+
+void GL_APIENTRY glTexGenivOES(GLenum coord, GLenum pname, const GLint *params)
+{
+ return GL_TexGenivOES(coord, pname, params);
+}
+
+void GL_APIENTRY glTexGenxOES(GLenum coord, GLenum pname, GLfixed param)
+{
+ return GL_TexGenxOES(coord, pname, param);
+}
+
+void GL_APIENTRY glTexGenxvOES(GLenum coord, GLenum pname, const GLfixed *params)
+{
+ return GL_TexGenxvOES(coord, pname, params);
+}
+
+// GL_OES_texture_cube_map_array
+
+// GL_OES_texture_float
+
+// GL_OES_texture_float_linear
+
+// GL_OES_texture_half_float
+
+// GL_OES_texture_half_float_linear
+
+// GL_OES_texture_npot
+
+// GL_OES_texture_stencil8
+
+// GL_OES_texture_storage_multisample_2d_array
+void GL_APIENTRY glTexStorage3DMultisampleOES(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TexStorage3DMultisampleOES(target, samples, internalformat, width, height, depth,
+ fixedsamplelocations);
+}
+
+// GL_OES_vertex_array_object
+void GL_APIENTRY glBindVertexArrayOES(GLuint array)
+{
+ return GL_BindVertexArrayOES(array);
+}
+
+void GL_APIENTRY glDeleteVertexArraysOES(GLsizei n, const GLuint *arrays)
+{
+ return GL_DeleteVertexArraysOES(n, arrays);
+}
+
+void GL_APIENTRY glGenVertexArraysOES(GLsizei n, GLuint *arrays)
+{
+ return GL_GenVertexArraysOES(n, arrays);
+}
+
+GLboolean GL_APIENTRY glIsVertexArrayOES(GLuint array)
+{
+ return GL_IsVertexArrayOES(array);
+}
+
+// GL_OES_vertex_half_float
+
+// GL_OES_vertex_type_10_10_10_2
+
+// GL_OVR_multiview
+void GL_APIENTRY glFramebufferTextureMultiviewOVR(GLenum target,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint baseViewIndex,
+ GLsizei numViews)
+{
+ return GL_FramebufferTextureMultiviewOVR(target, attachment, texture, level, baseViewIndex,
+ numViews);
+}
+
+// GL_OVR_multiview2
+
+// GL_QCOM_shading_rate
+void GL_APIENTRY glShadingRateQCOM(GLenum rate)
+{
+ return GL_ShadingRateQCOM(rate);
+}
+
+#if defined(ANGLE_ENABLE_GL_DESKTOP_FRONTEND)
+
+// GL 1.0
+void GL_APIENTRY glAccum(GLenum op, GLfloat value)
+{
+ return GL_Accum(op, value);
+}
+
+void GL_APIENTRY glBegin(GLenum mode)
+{
+ return GL_Begin(mode);
+}
+
+void GL_APIENTRY glBitmap(GLsizei width,
+ GLsizei height,
+ GLfloat xorig,
+ GLfloat yorig,
+ GLfloat xmove,
+ GLfloat ymove,
+ const GLubyte *bitmap)
+{
+ return GL_Bitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
+}
+
+void GL_APIENTRY glCallList(GLuint list)
+{
+ return GL_CallList(list);
+}
+
+void GL_APIENTRY glCallLists(GLsizei n, GLenum type, const void *lists)
+{
+ return GL_CallLists(n, type, lists);
+}
+
+void GL_APIENTRY glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
+{
+ return GL_ClearAccum(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glClearDepth(GLdouble depth)
+{
+ return GL_ClearDepth(depth);
+}
+
+void GL_APIENTRY glClearIndex(GLfloat c)
+{
+ return GL_ClearIndex(c);
+}
+
+void GL_APIENTRY glClipPlane(GLenum plane, const GLdouble *equation)
+{
+ return GL_ClipPlane(plane, equation);
+}
+
+void GL_APIENTRY glColor3b(GLbyte red, GLbyte green, GLbyte blue)
+{
+ return GL_Color3b(red, green, blue);
+}
+
+void GL_APIENTRY glColor3bv(const GLbyte *v)
+{
+ return GL_Color3bv(v);
+}
+
+void GL_APIENTRY glColor3d(GLdouble red, GLdouble green, GLdouble blue)
+{
+ return GL_Color3d(red, green, blue);
+}
+
+void GL_APIENTRY glColor3dv(const GLdouble *v)
+{
+ return GL_Color3dv(v);
+}
+
+void GL_APIENTRY glColor3f(GLfloat red, GLfloat green, GLfloat blue)
+{
+ return GL_Color3f(red, green, blue);
+}
+
+void GL_APIENTRY glColor3fv(const GLfloat *v)
+{
+ return GL_Color3fv(v);
+}
+
+void GL_APIENTRY glColor3i(GLint red, GLint green, GLint blue)
+{
+ return GL_Color3i(red, green, blue);
+}
+
+void GL_APIENTRY glColor3iv(const GLint *v)
+{
+ return GL_Color3iv(v);
+}
+
+void GL_APIENTRY glColor3s(GLshort red, GLshort green, GLshort blue)
+{
+ return GL_Color3s(red, green, blue);
+}
+
+void GL_APIENTRY glColor3sv(const GLshort *v)
+{
+ return GL_Color3sv(v);
+}
+
+void GL_APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
+{
+ return GL_Color3ub(red, green, blue);
+}
+
+void GL_APIENTRY glColor3ubv(const GLubyte *v)
+{
+ return GL_Color3ubv(v);
+}
+
+void GL_APIENTRY glColor3ui(GLuint red, GLuint green, GLuint blue)
+{
+ return GL_Color3ui(red, green, blue);
+}
+
+void GL_APIENTRY glColor3uiv(const GLuint *v)
+{
+ return GL_Color3uiv(v);
+}
+
+void GL_APIENTRY glColor3us(GLushort red, GLushort green, GLushort blue)
+{
+ return GL_Color3us(red, green, blue);
+}
+
+void GL_APIENTRY glColor3usv(const GLushort *v)
+{
+ return GL_Color3usv(v);
+}
+
+void GL_APIENTRY glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
+{
+ return GL_Color4b(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4bv(const GLbyte *v)
+{
+ return GL_Color4bv(v);
+}
+
+void GL_APIENTRY glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
+{
+ return GL_Color4d(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4dv(const GLdouble *v)
+{
+ return GL_Color4dv(v);
+}
+
+void GL_APIENTRY glColor4fv(const GLfloat *v)
+{
+ return GL_Color4fv(v);
+}
+
+void GL_APIENTRY glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
+{
+ return GL_Color4i(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4iv(const GLint *v)
+{
+ return GL_Color4iv(v);
+}
+
+void GL_APIENTRY glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
+{
+ return GL_Color4s(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4sv(const GLshort *v)
+{
+ return GL_Color4sv(v);
+}
+
+void GL_APIENTRY glColor4ubv(const GLubyte *v)
+{
+ return GL_Color4ubv(v);
+}
+
+void GL_APIENTRY glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
+{
+ return GL_Color4ui(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4uiv(const GLuint *v)
+{
+ return GL_Color4uiv(v);
+}
+
+void GL_APIENTRY glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
+{
+ return GL_Color4us(red, green, blue, alpha);
+}
+
+void GL_APIENTRY glColor4usv(const GLushort *v)
+{
+ return GL_Color4usv(v);
+}
+
+void GL_APIENTRY glColorMaterial(GLenum face, GLenum mode)
+{
+ return GL_ColorMaterial(face, mode);
+}
+
+void GL_APIENTRY glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
+{
+ return GL_CopyPixels(x, y, width, height, type);
+}
+
+void GL_APIENTRY glDeleteLists(GLuint list, GLsizei range)
+{
+ return GL_DeleteLists(list, range);
+}
+
+void GL_APIENTRY glDepthRange(GLdouble n, GLdouble f)
+{
+ return GL_DepthRange(n, f);
+}
+
+void GL_APIENTRY glDrawBuffer(GLenum buf)
+{
+ return GL_DrawBuffer(buf);
+}
+
+void GL_APIENTRY
+glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
+{
+ return GL_DrawPixels(width, height, format, type, pixels);
+}
+
+void GL_APIENTRY glEdgeFlag(GLboolean flag)
+{
+ return GL_EdgeFlag(flag);
+}
+
+void GL_APIENTRY glEdgeFlagv(const GLboolean *flag)
+{
+ return GL_EdgeFlagv(flag);
+}
+
+void GL_APIENTRY glEnd()
+{
+ return GL_End();
+}
+
+void GL_APIENTRY glEndList()
+{
+ return GL_EndList();
+}
+
+void GL_APIENTRY glEvalCoord1d(GLdouble u)
+{
+ return GL_EvalCoord1d(u);
+}
+
+void GL_APIENTRY glEvalCoord1dv(const GLdouble *u)
+{
+ return GL_EvalCoord1dv(u);
+}
+
+void GL_APIENTRY glEvalCoord1f(GLfloat u)
+{
+ return GL_EvalCoord1f(u);
+}
+
+void GL_APIENTRY glEvalCoord1fv(const GLfloat *u)
+{
+ return GL_EvalCoord1fv(u);
+}
+
+void GL_APIENTRY glEvalCoord2d(GLdouble u, GLdouble v)
+{
+ return GL_EvalCoord2d(u, v);
+}
+
+void GL_APIENTRY glEvalCoord2dv(const GLdouble *u)
+{
+ return GL_EvalCoord2dv(u);
+}
+
+void GL_APIENTRY glEvalCoord2f(GLfloat u, GLfloat v)
+{
+ return GL_EvalCoord2f(u, v);
+}
+
+void GL_APIENTRY glEvalCoord2fv(const GLfloat *u)
+{
+ return GL_EvalCoord2fv(u);
+}
+
+void GL_APIENTRY glEvalMesh1(GLenum mode, GLint i1, GLint i2)
+{
+ return GL_EvalMesh1(mode, i1, i2);
+}
+
+void GL_APIENTRY glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
+{
+ return GL_EvalMesh2(mode, i1, i2, j1, j2);
+}
+
+void GL_APIENTRY glEvalPoint1(GLint i)
+{
+ return GL_EvalPoint1(i);
+}
+
+void GL_APIENTRY glEvalPoint2(GLint i, GLint j)
+{
+ return GL_EvalPoint2(i, j);
+}
+
+void GL_APIENTRY glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
+{
+ return GL_FeedbackBuffer(size, type, buffer);
+}
+
+void GL_APIENTRY glFogi(GLenum pname, GLint param)
+{
+ return GL_Fogi(pname, param);
+}
+
+void GL_APIENTRY glFogiv(GLenum pname, const GLint *params)
+{
+ return GL_Fogiv(pname, params);
+}
+
+void GL_APIENTRY glFrustum(GLdouble left,
+ GLdouble right,
+ GLdouble bottom,
+ GLdouble top,
+ GLdouble zNear,
+ GLdouble zFar)
+{
+ return GL_Frustum(left, right, bottom, top, zNear, zFar);
+}
+
+GLuint GL_APIENTRY glGenLists(GLsizei range)
+{
+ return GL_GenLists(range);
+}
+
+void GL_APIENTRY glGetClipPlane(GLenum plane, GLdouble *equation)
+{
+ return GL_GetClipPlane(plane, equation);
+}
+
+void GL_APIENTRY glGetDoublev(GLenum pname, GLdouble *data)
+{
+ return GL_GetDoublev(pname, data);
+}
+
+void GL_APIENTRY glGetLightiv(GLenum light, GLenum pname, GLint *params)
+{
+ return GL_GetLightiv(light, pname, params);
+}
+
+void GL_APIENTRY glGetMapdv(GLenum target, GLenum query, GLdouble *v)
+{
+ return GL_GetMapdv(target, query, v);
+}
+
+void GL_APIENTRY glGetMapfv(GLenum target, GLenum query, GLfloat *v)
+{
+ return GL_GetMapfv(target, query, v);
+}
+
+void GL_APIENTRY glGetMapiv(GLenum target, GLenum query, GLint *v)
+{
+ return GL_GetMapiv(target, query, v);
+}
+
+void GL_APIENTRY glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
+{
+ return GL_GetMaterialiv(face, pname, params);
+}
+
+void GL_APIENTRY glGetPixelMapfv(GLenum map, GLfloat *values)
+{
+ return GL_GetPixelMapfv(map, values);
+}
+
+void GL_APIENTRY glGetPixelMapuiv(GLenum map, GLuint *values)
+{
+ return GL_GetPixelMapuiv(map, values);
+}
+
+void GL_APIENTRY glGetPixelMapusv(GLenum map, GLushort *values)
+{
+ return GL_GetPixelMapusv(map, values);
+}
+
+void GL_APIENTRY glGetPolygonStipple(GLubyte *mask)
+{
+ return GL_GetPolygonStipple(mask);
+}
+
+void GL_APIENTRY glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
+{
+ return GL_GetTexGendv(coord, pname, params);
+}
+
+void GL_APIENTRY glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
+{
+ return GL_GetTexGenfv(coord, pname, params);
+}
+
+void GL_APIENTRY glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
+{
+ return GL_GetTexGeniv(coord, pname, params);
+}
+
+void GL_APIENTRY glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
+{
+ return GL_GetTexImage(target, level, format, type, pixels);
+}
+
+void GL_APIENTRY glIndexMask(GLuint mask)
+{
+ return GL_IndexMask(mask);
+}
+
+void GL_APIENTRY glIndexd(GLdouble c)
+{
+ return GL_Indexd(c);
+}
+
+void GL_APIENTRY glIndexdv(const GLdouble *c)
+{
+ return GL_Indexdv(c);
+}
+
+void GL_APIENTRY glIndexf(GLfloat c)
+{
+ return GL_Indexf(c);
+}
+
+void GL_APIENTRY glIndexfv(const GLfloat *c)
+{
+ return GL_Indexfv(c);
+}
+
+void GL_APIENTRY glIndexi(GLint c)
+{
+ return GL_Indexi(c);
+}
+
+void GL_APIENTRY glIndexiv(const GLint *c)
+{
+ return GL_Indexiv(c);
+}
+
+void GL_APIENTRY glIndexs(GLshort c)
+{
+ return GL_Indexs(c);
+}
+
+void GL_APIENTRY glIndexsv(const GLshort *c)
+{
+ return GL_Indexsv(c);
+}
+
+void GL_APIENTRY glInitNames()
+{
+ return GL_InitNames();
+}
+
+GLboolean GL_APIENTRY glIsList(GLuint list)
+{
+ return GL_IsList(list);
+}
+
+void GL_APIENTRY glLightModeli(GLenum pname, GLint param)
+{
+ return GL_LightModeli(pname, param);
+}
+
+void GL_APIENTRY glLightModeliv(GLenum pname, const GLint *params)
+{
+ return GL_LightModeliv(pname, params);
+}
+
+void GL_APIENTRY glLighti(GLenum light, GLenum pname, GLint param)
+{
+ return GL_Lighti(light, pname, param);
+}
+
+void GL_APIENTRY glLightiv(GLenum light, GLenum pname, const GLint *params)
+{
+ return GL_Lightiv(light, pname, params);
+}
+
+void GL_APIENTRY glLineStipple(GLint factor, GLushort pattern)
+{
+ return GL_LineStipple(factor, pattern);
+}
+
+void GL_APIENTRY glListBase(GLuint base)
+{
+ return GL_ListBase(base);
+}
+
+void GL_APIENTRY glLoadMatrixd(const GLdouble *m)
+{
+ return GL_LoadMatrixd(m);
+}
+
+void GL_APIENTRY glLoadName(GLuint name)
+{
+ return GL_LoadName(name);
+}
+
+void GL_APIENTRY
+glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
+{
+ return GL_Map1d(target, u1, u2, stride, order, points);
+}
+
+void GL_APIENTRY
+glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
+{
+ return GL_Map1f(target, u1, u2, stride, order, points);
+}
+
+void GL_APIENTRY glMap2d(GLenum target,
+ GLdouble u1,
+ GLdouble u2,
+ GLint ustride,
+ GLint uorder,
+ GLdouble v1,
+ GLdouble v2,
+ GLint vstride,
+ GLint vorder,
+ const GLdouble *points)
+{
+ return GL_Map2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
+}
+
+void GL_APIENTRY glMap2f(GLenum target,
+ GLfloat u1,
+ GLfloat u2,
+ GLint ustride,
+ GLint uorder,
+ GLfloat v1,
+ GLfloat v2,
+ GLint vstride,
+ GLint vorder,
+ const GLfloat *points)
+{
+ return GL_Map2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
+}
+
+void GL_APIENTRY glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
+{
+ return GL_MapGrid1d(un, u1, u2);
+}
+
+void GL_APIENTRY glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
+{
+ return GL_MapGrid1f(un, u1, u2);
+}
+
+void GL_APIENTRY glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
+{
+ return GL_MapGrid2d(un, u1, u2, vn, v1, v2);
+}
+
+void GL_APIENTRY glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
+{
+ return GL_MapGrid2f(un, u1, u2, vn, v1, v2);
+}
+
+void GL_APIENTRY glMateriali(GLenum face, GLenum pname, GLint param)
+{
+ return GL_Materiali(face, pname, param);
+}
+
+void GL_APIENTRY glMaterialiv(GLenum face, GLenum pname, const GLint *params)
+{
+ return GL_Materialiv(face, pname, params);
+}
+
+void GL_APIENTRY glMultMatrixd(const GLdouble *m)
+{
+ return GL_MultMatrixd(m);
+}
+
+void GL_APIENTRY glNewList(GLuint list, GLenum mode)
+{
+ return GL_NewList(list, mode);
+}
+
+void GL_APIENTRY glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
+{
+ return GL_Normal3b(nx, ny, nz);
+}
+
+void GL_APIENTRY glNormal3bv(const GLbyte *v)
+{
+ return GL_Normal3bv(v);
+}
+
+void GL_APIENTRY glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
+{
+ return GL_Normal3d(nx, ny, nz);
+}
+
+void GL_APIENTRY glNormal3dv(const GLdouble *v)
+{
+ return GL_Normal3dv(v);
+}
+
+void GL_APIENTRY glNormal3fv(const GLfloat *v)
+{
+ return GL_Normal3fv(v);
+}
+
+void GL_APIENTRY glNormal3i(GLint nx, GLint ny, GLint nz)
+{
+ return GL_Normal3i(nx, ny, nz);
+}
+
+void GL_APIENTRY glNormal3iv(const GLint *v)
+{
+ return GL_Normal3iv(v);
+}
+
+void GL_APIENTRY glNormal3s(GLshort nx, GLshort ny, GLshort nz)
+{
+ return GL_Normal3s(nx, ny, nz);
+}
+
+void GL_APIENTRY glNormal3sv(const GLshort *v)
+{
+ return GL_Normal3sv(v);
+}
+
+void GL_APIENTRY
+glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
+{
+ return GL_Ortho(left, right, bottom, top, zNear, zFar);
+}
+
+void GL_APIENTRY glPassThrough(GLfloat token)
+{
+ return GL_PassThrough(token);
+}
+
+void GL_APIENTRY glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values)
+{
+ return GL_PixelMapfv(map, mapsize, values);
+}
+
+void GL_APIENTRY glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values)
+{
+ return GL_PixelMapuiv(map, mapsize, values);
+}
+
+void GL_APIENTRY glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values)
+{
+ return GL_PixelMapusv(map, mapsize, values);
+}
+
+void GL_APIENTRY glPixelStoref(GLenum pname, GLfloat param)
+{
+ return GL_PixelStoref(pname, param);
+}
+
+void GL_APIENTRY glPixelTransferf(GLenum pname, GLfloat param)
+{
+ return GL_PixelTransferf(pname, param);
+}
+
+void GL_APIENTRY glPixelTransferi(GLenum pname, GLint param)
+{
+ return GL_PixelTransferi(pname, param);
+}
+
+void GL_APIENTRY glPixelZoom(GLfloat xfactor, GLfloat yfactor)
+{
+ return GL_PixelZoom(xfactor, yfactor);
+}
+
+void GL_APIENTRY glPolygonMode(GLenum face, GLenum mode)
+{
+ return GL_PolygonMode(face, mode);
+}
+
+void GL_APIENTRY glPolygonStipple(const GLubyte *mask)
+{
+ return GL_PolygonStipple(mask);
+}
+
+void GL_APIENTRY glPopAttrib()
+{
+ return GL_PopAttrib();
+}
+
+void GL_APIENTRY glPopName()
+{
+ return GL_PopName();
+}
+
+void GL_APIENTRY glPushAttrib(GLbitfield mask)
+{
+ return GL_PushAttrib(mask);
+}
+
+void GL_APIENTRY glPushName(GLuint name)
+{
+ return GL_PushName(name);
+}
+
+void GL_APIENTRY glRasterPos2d(GLdouble x, GLdouble y)
+{
+ return GL_RasterPos2d(x, y);
+}
+
+void GL_APIENTRY glRasterPos2dv(const GLdouble *v)
+{
+ return GL_RasterPos2dv(v);
+}
+
+void GL_APIENTRY glRasterPos2f(GLfloat x, GLfloat y)
+{
+ return GL_RasterPos2f(x, y);
+}
+
+void GL_APIENTRY glRasterPos2fv(const GLfloat *v)
+{
+ return GL_RasterPos2fv(v);
+}
+
+void GL_APIENTRY glRasterPos2i(GLint x, GLint y)
+{
+ return GL_RasterPos2i(x, y);
+}
+
+void GL_APIENTRY glRasterPos2iv(const GLint *v)
+{
+ return GL_RasterPos2iv(v);
+}
+
+void GL_APIENTRY glRasterPos2s(GLshort x, GLshort y)
+{
+ return GL_RasterPos2s(x, y);
+}
+
+void GL_APIENTRY glRasterPos2sv(const GLshort *v)
+{
+ return GL_RasterPos2sv(v);
+}
+
+void GL_APIENTRY glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_RasterPos3d(x, y, z);
+}
+
+void GL_APIENTRY glRasterPos3dv(const GLdouble *v)
+{
+ return GL_RasterPos3dv(v);
+}
+
+void GL_APIENTRY glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_RasterPos3f(x, y, z);
+}
+
+void GL_APIENTRY glRasterPos3fv(const GLfloat *v)
+{
+ return GL_RasterPos3fv(v);
+}
+
+void GL_APIENTRY glRasterPos3i(GLint x, GLint y, GLint z)
+{
+ return GL_RasterPos3i(x, y, z);
+}
+
+void GL_APIENTRY glRasterPos3iv(const GLint *v)
+{
+ return GL_RasterPos3iv(v);
+}
+
+void GL_APIENTRY glRasterPos3s(GLshort x, GLshort y, GLshort z)
+{
+ return GL_RasterPos3s(x, y, z);
+}
+
+void GL_APIENTRY glRasterPos3sv(const GLshort *v)
+{
+ return GL_RasterPos3sv(v);
+}
+
+void GL_APIENTRY glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ return GL_RasterPos4d(x, y, z, w);
+}
+
+void GL_APIENTRY glRasterPos4dv(const GLdouble *v)
+{
+ return GL_RasterPos4dv(v);
+}
+
+void GL_APIENTRY glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ return GL_RasterPos4f(x, y, z, w);
+}
+
+void GL_APIENTRY glRasterPos4fv(const GLfloat *v)
+{
+ return GL_RasterPos4fv(v);
+}
+
+void GL_APIENTRY glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
+{
+ return GL_RasterPos4i(x, y, z, w);
+}
+
+void GL_APIENTRY glRasterPos4iv(const GLint *v)
+{
+ return GL_RasterPos4iv(v);
+}
+
+void GL_APIENTRY glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
+{
+ return GL_RasterPos4s(x, y, z, w);
+}
+
+void GL_APIENTRY glRasterPos4sv(const GLshort *v)
+{
+ return GL_RasterPos4sv(v);
+}
+
+void GL_APIENTRY glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
+{
+ return GL_Rectd(x1, y1, x2, y2);
+}
+
+void GL_APIENTRY glRectdv(const GLdouble *v1, const GLdouble *v2)
+{
+ return GL_Rectdv(v1, v2);
+}
+
+void GL_APIENTRY glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
+{
+ return GL_Rectf(x1, y1, x2, y2);
+}
+
+void GL_APIENTRY glRectfv(const GLfloat *v1, const GLfloat *v2)
+{
+ return GL_Rectfv(v1, v2);
+}
+
+void GL_APIENTRY glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
+{
+ return GL_Recti(x1, y1, x2, y2);
+}
+
+void GL_APIENTRY glRectiv(const GLint *v1, const GLint *v2)
+{
+ return GL_Rectiv(v1, v2);
+}
+
+void GL_APIENTRY glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
+{
+ return GL_Rects(x1, y1, x2, y2);
+}
+
+void GL_APIENTRY glRectsv(const GLshort *v1, const GLshort *v2)
+{
+ return GL_Rectsv(v1, v2);
+}
+
+GLint GL_APIENTRY glRenderMode(GLenum mode)
+{
+ return GL_RenderMode(mode);
+}
+
+void GL_APIENTRY glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_Rotated(angle, x, y, z);
+}
+
+void GL_APIENTRY glScaled(GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_Scaled(x, y, z);
+}
+
+void GL_APIENTRY glSelectBuffer(GLsizei size, GLuint *buffer)
+{
+ return GL_SelectBuffer(size, buffer);
+}
+
+void GL_APIENTRY glTexCoord1d(GLdouble s)
+{
+ return GL_TexCoord1d(s);
+}
+
+void GL_APIENTRY glTexCoord1dv(const GLdouble *v)
+{
+ return GL_TexCoord1dv(v);
+}
+
+void GL_APIENTRY glTexCoord1f(GLfloat s)
+{
+ return GL_TexCoord1f(s);
+}
+
+void GL_APIENTRY glTexCoord1fv(const GLfloat *v)
+{
+ return GL_TexCoord1fv(v);
+}
+
+void GL_APIENTRY glTexCoord1i(GLint s)
+{
+ return GL_TexCoord1i(s);
+}
+
+void GL_APIENTRY glTexCoord1iv(const GLint *v)
+{
+ return GL_TexCoord1iv(v);
+}
+
+void GL_APIENTRY glTexCoord1s(GLshort s)
+{
+ return GL_TexCoord1s(s);
+}
+
+void GL_APIENTRY glTexCoord1sv(const GLshort *v)
+{
+ return GL_TexCoord1sv(v);
+}
+
+void GL_APIENTRY glTexCoord2d(GLdouble s, GLdouble t)
+{
+ return GL_TexCoord2d(s, t);
+}
+
+void GL_APIENTRY glTexCoord2dv(const GLdouble *v)
+{
+ return GL_TexCoord2dv(v);
+}
+
+void GL_APIENTRY glTexCoord2f(GLfloat s, GLfloat t)
+{
+ return GL_TexCoord2f(s, t);
+}
+
+void GL_APIENTRY glTexCoord2fv(const GLfloat *v)
+{
+ return GL_TexCoord2fv(v);
+}
+
+void GL_APIENTRY glTexCoord2i(GLint s, GLint t)
+{
+ return GL_TexCoord2i(s, t);
+}
+
+void GL_APIENTRY glTexCoord2iv(const GLint *v)
+{
+ return GL_TexCoord2iv(v);
+}
+
+void GL_APIENTRY glTexCoord2s(GLshort s, GLshort t)
+{
+ return GL_TexCoord2s(s, t);
+}
+
+void GL_APIENTRY glTexCoord2sv(const GLshort *v)
+{
+ return GL_TexCoord2sv(v);
+}
+
+void GL_APIENTRY glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
+{
+ return GL_TexCoord3d(s, t, r);
+}
+
+void GL_APIENTRY glTexCoord3dv(const GLdouble *v)
+{
+ return GL_TexCoord3dv(v);
+}
+
+void GL_APIENTRY glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
+{
+ return GL_TexCoord3f(s, t, r);
+}
+
+void GL_APIENTRY glTexCoord3fv(const GLfloat *v)
+{
+ return GL_TexCoord3fv(v);
+}
+
+void GL_APIENTRY glTexCoord3i(GLint s, GLint t, GLint r)
+{
+ return GL_TexCoord3i(s, t, r);
+}
+
+void GL_APIENTRY glTexCoord3iv(const GLint *v)
+{
+ return GL_TexCoord3iv(v);
+}
+
+void GL_APIENTRY glTexCoord3s(GLshort s, GLshort t, GLshort r)
+{
+ return GL_TexCoord3s(s, t, r);
+}
+
+void GL_APIENTRY glTexCoord3sv(const GLshort *v)
+{
+ return GL_TexCoord3sv(v);
+}
+
+void GL_APIENTRY glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
+{
+ return GL_TexCoord4d(s, t, r, q);
+}
+
+void GL_APIENTRY glTexCoord4dv(const GLdouble *v)
+{
+ return GL_TexCoord4dv(v);
+}
+
+void GL_APIENTRY glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
+{
+ return GL_TexCoord4f(s, t, r, q);
+}
+
+void GL_APIENTRY glTexCoord4fv(const GLfloat *v)
+{
+ return GL_TexCoord4fv(v);
+}
+
+void GL_APIENTRY glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
+{
+ return GL_TexCoord4i(s, t, r, q);
+}
+
+void GL_APIENTRY glTexCoord4iv(const GLint *v)
+{
+ return GL_TexCoord4iv(v);
+}
+
+void GL_APIENTRY glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
+{
+ return GL_TexCoord4s(s, t, r, q);
+}
+
+void GL_APIENTRY glTexCoord4sv(const GLshort *v)
+{
+ return GL_TexCoord4sv(v);
+}
+
+void GL_APIENTRY glTexGend(GLenum coord, GLenum pname, GLdouble param)
+{
+ return GL_TexGend(coord, pname, param);
+}
+
+void GL_APIENTRY glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
+{
+ return GL_TexGendv(coord, pname, params);
+}
+
+void GL_APIENTRY glTexGenf(GLenum coord, GLenum pname, GLfloat param)
+{
+ return GL_TexGenf(coord, pname, param);
+}
+
+void GL_APIENTRY glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
+{
+ return GL_TexGenfv(coord, pname, params);
+}
+
+void GL_APIENTRY glTexGeni(GLenum coord, GLenum pname, GLint param)
+{
+ return GL_TexGeni(coord, pname, param);
+}
+
+void GL_APIENTRY glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
+{
+ return GL_TexGeniv(coord, pname, params);
+}
+
+void GL_APIENTRY glTexImage1D(GLenum target,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexImage1D(target, level, internalformat, width, border, format, type, pixels);
+}
+
+void GL_APIENTRY glTranslated(GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_Translated(x, y, z);
+}
+
+void GL_APIENTRY glVertex2d(GLdouble x, GLdouble y)
+{
+ return GL_Vertex2d(x, y);
+}
+
+void GL_APIENTRY glVertex2dv(const GLdouble *v)
+{
+ return GL_Vertex2dv(v);
+}
+
+void GL_APIENTRY glVertex2f(GLfloat x, GLfloat y)
+{
+ return GL_Vertex2f(x, y);
+}
+
+void GL_APIENTRY glVertex2fv(const GLfloat *v)
+{
+ return GL_Vertex2fv(v);
+}
+
+void GL_APIENTRY glVertex2i(GLint x, GLint y)
+{
+ return GL_Vertex2i(x, y);
+}
+
+void GL_APIENTRY glVertex2iv(const GLint *v)
+{
+ return GL_Vertex2iv(v);
+}
+
+void GL_APIENTRY glVertex2s(GLshort x, GLshort y)
+{
+ return GL_Vertex2s(x, y);
+}
+
+void GL_APIENTRY glVertex2sv(const GLshort *v)
+{
+ return GL_Vertex2sv(v);
+}
+
+void GL_APIENTRY glVertex3d(GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_Vertex3d(x, y, z);
+}
+
+void GL_APIENTRY glVertex3dv(const GLdouble *v)
+{
+ return GL_Vertex3dv(v);
+}
+
+void GL_APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_Vertex3f(x, y, z);
+}
+
+void GL_APIENTRY glVertex3fv(const GLfloat *v)
+{
+ return GL_Vertex3fv(v);
+}
+
+void GL_APIENTRY glVertex3i(GLint x, GLint y, GLint z)
+{
+ return GL_Vertex3i(x, y, z);
+}
+
+void GL_APIENTRY glVertex3iv(const GLint *v)
+{
+ return GL_Vertex3iv(v);
+}
+
+void GL_APIENTRY glVertex3s(GLshort x, GLshort y, GLshort z)
+{
+ return GL_Vertex3s(x, y, z);
+}
+
+void GL_APIENTRY glVertex3sv(const GLshort *v)
+{
+ return GL_Vertex3sv(v);
+}
+
+void GL_APIENTRY glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ return GL_Vertex4d(x, y, z, w);
+}
+
+void GL_APIENTRY glVertex4dv(const GLdouble *v)
+{
+ return GL_Vertex4dv(v);
+}
+
+void GL_APIENTRY glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ return GL_Vertex4f(x, y, z, w);
+}
+
+void GL_APIENTRY glVertex4fv(const GLfloat *v)
+{
+ return GL_Vertex4fv(v);
+}
+
+void GL_APIENTRY glVertex4i(GLint x, GLint y, GLint z, GLint w)
+{
+ return GL_Vertex4i(x, y, z, w);
+}
+
+void GL_APIENTRY glVertex4iv(const GLint *v)
+{
+ return GL_Vertex4iv(v);
+}
+
+void GL_APIENTRY glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
+{
+ return GL_Vertex4s(x, y, z, w);
+}
+
+void GL_APIENTRY glVertex4sv(const GLshort *v)
+{
+ return GL_Vertex4sv(v);
+}
+
+// GL 1.1
+GLboolean GL_APIENTRY glAreTexturesResident(GLsizei n,
+ const GLuint *textures,
+ GLboolean *residences)
+{
+ return GL_AreTexturesResident(n, textures, residences);
+}
+
+void GL_APIENTRY glArrayElement(GLint i)
+{
+ return GL_ArrayElement(i);
+}
+
+void GL_APIENTRY glCopyTexImage1D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLint border)
+{
+ return GL_CopyTexImage1D(target, level, internalformat, x, y, width, border);
+}
+
+void GL_APIENTRY
+glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
+{
+ return GL_CopyTexSubImage1D(target, level, xoffset, x, y, width);
+}
+
+void GL_APIENTRY glEdgeFlagPointer(GLsizei stride, const void *pointer)
+{
+ return GL_EdgeFlagPointer(stride, pointer);
+}
+
+void GL_APIENTRY glIndexPointer(GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_IndexPointer(type, stride, pointer);
+}
+
+void GL_APIENTRY glIndexub(GLubyte c)
+{
+ return GL_Indexub(c);
+}
+
+void GL_APIENTRY glIndexubv(const GLubyte *c)
+{
+ return GL_Indexubv(c);
+}
+
+void GL_APIENTRY glInterleavedArrays(GLenum format, GLsizei stride, const void *pointer)
+{
+ return GL_InterleavedArrays(format, stride, pointer);
+}
+
+void GL_APIENTRY glPopClientAttrib()
+{
+ return GL_PopClientAttrib();
+}
+
+void GL_APIENTRY glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
+{
+ return GL_PrioritizeTextures(n, textures, priorities);
+}
+
+void GL_APIENTRY glPushClientAttrib(GLbitfield mask)
+{
+ return GL_PushClientAttrib(mask);
+}
+
+void GL_APIENTRY glTexSubImage1D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TexSubImage1D(target, level, xoffset, width, format, type, pixels);
+}
+
+// GL 1.2
+
+// GL 1.3
+void GL_APIENTRY glCompressedTexImage1D(GLenum target,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLint border,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
+}
+
+void GL_APIENTRY glCompressedTexSubImage1D(GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
+}
+
+void GL_APIENTRY glGetCompressedTexImage(GLenum target, GLint level, void *img)
+{
+ return GL_GetCompressedTexImage(target, level, img);
+}
+
+void GL_APIENTRY glLoadTransposeMatrixd(const GLdouble *m)
+{
+ return GL_LoadTransposeMatrixd(m);
+}
+
+void GL_APIENTRY glLoadTransposeMatrixf(const GLfloat *m)
+{
+ return GL_LoadTransposeMatrixf(m);
+}
+
+void GL_APIENTRY glMultTransposeMatrixd(const GLdouble *m)
+{
+ return GL_MultTransposeMatrixd(m);
+}
+
+void GL_APIENTRY glMultTransposeMatrixf(const GLfloat *m)
+{
+ return GL_MultTransposeMatrixf(m);
+}
+
+void GL_APIENTRY glMultiTexCoord1d(GLenum target, GLdouble s)
+{
+ return GL_MultiTexCoord1d(target, s);
+}
+
+void GL_APIENTRY glMultiTexCoord1dv(GLenum target, const GLdouble *v)
+{
+ return GL_MultiTexCoord1dv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord1f(GLenum target, GLfloat s)
+{
+ return GL_MultiTexCoord1f(target, s);
+}
+
+void GL_APIENTRY glMultiTexCoord1fv(GLenum target, const GLfloat *v)
+{
+ return GL_MultiTexCoord1fv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord1i(GLenum target, GLint s)
+{
+ return GL_MultiTexCoord1i(target, s);
+}
+
+void GL_APIENTRY glMultiTexCoord1iv(GLenum target, const GLint *v)
+{
+ return GL_MultiTexCoord1iv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord1s(GLenum target, GLshort s)
+{
+ return GL_MultiTexCoord1s(target, s);
+}
+
+void GL_APIENTRY glMultiTexCoord1sv(GLenum target, const GLshort *v)
+{
+ return GL_MultiTexCoord1sv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
+{
+ return GL_MultiTexCoord2d(target, s, t);
+}
+
+void GL_APIENTRY glMultiTexCoord2dv(GLenum target, const GLdouble *v)
+{
+ return GL_MultiTexCoord2dv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
+{
+ return GL_MultiTexCoord2f(target, s, t);
+}
+
+void GL_APIENTRY glMultiTexCoord2fv(GLenum target, const GLfloat *v)
+{
+ return GL_MultiTexCoord2fv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord2i(GLenum target, GLint s, GLint t)
+{
+ return GL_MultiTexCoord2i(target, s, t);
+}
+
+void GL_APIENTRY glMultiTexCoord2iv(GLenum target, const GLint *v)
+{
+ return GL_MultiTexCoord2iv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
+{
+ return GL_MultiTexCoord2s(target, s, t);
+}
+
+void GL_APIENTRY glMultiTexCoord2sv(GLenum target, const GLshort *v)
+{
+ return GL_MultiTexCoord2sv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
+{
+ return GL_MultiTexCoord3d(target, s, t, r);
+}
+
+void GL_APIENTRY glMultiTexCoord3dv(GLenum target, const GLdouble *v)
+{
+ return GL_MultiTexCoord3dv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
+{
+ return GL_MultiTexCoord3f(target, s, t, r);
+}
+
+void GL_APIENTRY glMultiTexCoord3fv(GLenum target, const GLfloat *v)
+{
+ return GL_MultiTexCoord3fv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
+{
+ return GL_MultiTexCoord3i(target, s, t, r);
+}
+
+void GL_APIENTRY glMultiTexCoord3iv(GLenum target, const GLint *v)
+{
+ return GL_MultiTexCoord3iv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
+{
+ return GL_MultiTexCoord3s(target, s, t, r);
+}
+
+void GL_APIENTRY glMultiTexCoord3sv(GLenum target, const GLshort *v)
+{
+ return GL_MultiTexCoord3sv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
+{
+ return GL_MultiTexCoord4d(target, s, t, r, q);
+}
+
+void GL_APIENTRY glMultiTexCoord4dv(GLenum target, const GLdouble *v)
+{
+ return GL_MultiTexCoord4dv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord4fv(GLenum target, const GLfloat *v)
+{
+ return GL_MultiTexCoord4fv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
+{
+ return GL_MultiTexCoord4i(target, s, t, r, q);
+}
+
+void GL_APIENTRY glMultiTexCoord4iv(GLenum target, const GLint *v)
+{
+ return GL_MultiTexCoord4iv(target, v);
+}
+
+void GL_APIENTRY glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
+{
+ return GL_MultiTexCoord4s(target, s, t, r, q);
+}
+
+void GL_APIENTRY glMultiTexCoord4sv(GLenum target, const GLshort *v)
+{
+ return GL_MultiTexCoord4sv(target, v);
+}
+
+// GL 1.4
+void GL_APIENTRY glFogCoordPointer(GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_FogCoordPointer(type, stride, pointer);
+}
+
+void GL_APIENTRY glFogCoordd(GLdouble coord)
+{
+ return GL_FogCoordd(coord);
+}
+
+void GL_APIENTRY glFogCoorddv(const GLdouble *coord)
+{
+ return GL_FogCoorddv(coord);
+}
+
+void GL_APIENTRY glFogCoordf(GLfloat coord)
+{
+ return GL_FogCoordf(coord);
+}
+
+void GL_APIENTRY glFogCoordfv(const GLfloat *coord)
+{
+ return GL_FogCoordfv(coord);
+}
+
+void GL_APIENTRY glMultiDrawArrays(GLenum mode,
+ const GLint *first,
+ const GLsizei *count,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawArrays(mode, first, count, drawcount);
+}
+
+void GL_APIENTRY glMultiDrawElements(GLenum mode,
+ const GLsizei *count,
+ GLenum type,
+ const void *const *indices,
+ GLsizei drawcount)
+{
+ return GL_MultiDrawElements(mode, count, type, indices, drawcount);
+}
+
+void GL_APIENTRY glPointParameteri(GLenum pname, GLint param)
+{
+ return GL_PointParameteri(pname, param);
+}
+
+void GL_APIENTRY glPointParameteriv(GLenum pname, const GLint *params)
+{
+ return GL_PointParameteriv(pname, params);
+}
+
+void GL_APIENTRY glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
+{
+ return GL_SecondaryColor3b(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3bv(const GLbyte *v)
+{
+ return GL_SecondaryColor3bv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
+{
+ return GL_SecondaryColor3d(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3dv(const GLdouble *v)
+{
+ return GL_SecondaryColor3dv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
+{
+ return GL_SecondaryColor3f(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3fv(const GLfloat *v)
+{
+ return GL_SecondaryColor3fv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3i(GLint red, GLint green, GLint blue)
+{
+ return GL_SecondaryColor3i(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3iv(const GLint *v)
+{
+ return GL_SecondaryColor3iv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
+{
+ return GL_SecondaryColor3s(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3sv(const GLshort *v)
+{
+ return GL_SecondaryColor3sv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
+{
+ return GL_SecondaryColor3ub(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3ubv(const GLubyte *v)
+{
+ return GL_SecondaryColor3ubv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
+{
+ return GL_SecondaryColor3ui(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3uiv(const GLuint *v)
+{
+ return GL_SecondaryColor3uiv(v);
+}
+
+void GL_APIENTRY glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
+{
+ return GL_SecondaryColor3us(red, green, blue);
+}
+
+void GL_APIENTRY glSecondaryColor3usv(const GLushort *v)
+{
+ return GL_SecondaryColor3usv(v);
+}
+
+void GL_APIENTRY glSecondaryColorPointer(GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void *pointer)
+{
+ return GL_SecondaryColorPointer(size, type, stride, pointer);
+}
+
+void GL_APIENTRY glWindowPos2d(GLdouble x, GLdouble y)
+{
+ return GL_WindowPos2d(x, y);
+}
+
+void GL_APIENTRY glWindowPos2dv(const GLdouble *v)
+{
+ return GL_WindowPos2dv(v);
+}
+
+void GL_APIENTRY glWindowPos2f(GLfloat x, GLfloat y)
+{
+ return GL_WindowPos2f(x, y);
+}
+
+void GL_APIENTRY glWindowPos2fv(const GLfloat *v)
+{
+ return GL_WindowPos2fv(v);
+}
+
+void GL_APIENTRY glWindowPos2i(GLint x, GLint y)
+{
+ return GL_WindowPos2i(x, y);
+}
+
+void GL_APIENTRY glWindowPos2iv(const GLint *v)
+{
+ return GL_WindowPos2iv(v);
+}
+
+void GL_APIENTRY glWindowPos2s(GLshort x, GLshort y)
+{
+ return GL_WindowPos2s(x, y);
+}
+
+void GL_APIENTRY glWindowPos2sv(const GLshort *v)
+{
+ return GL_WindowPos2sv(v);
+}
+
+void GL_APIENTRY glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_WindowPos3d(x, y, z);
+}
+
+void GL_APIENTRY glWindowPos3dv(const GLdouble *v)
+{
+ return GL_WindowPos3dv(v);
+}
+
+void GL_APIENTRY glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
+{
+ return GL_WindowPos3f(x, y, z);
+}
+
+void GL_APIENTRY glWindowPos3fv(const GLfloat *v)
+{
+ return GL_WindowPos3fv(v);
+}
+
+void GL_APIENTRY glWindowPos3i(GLint x, GLint y, GLint z)
+{
+ return GL_WindowPos3i(x, y, z);
+}
+
+void GL_APIENTRY glWindowPos3iv(const GLint *v)
+{
+ return GL_WindowPos3iv(v);
+}
+
+void GL_APIENTRY glWindowPos3s(GLshort x, GLshort y, GLshort z)
+{
+ return GL_WindowPos3s(x, y, z);
+}
+
+void GL_APIENTRY glWindowPos3sv(const GLshort *v)
+{
+ return GL_WindowPos3sv(v);
+}
+
+// GL 1.5
+void GL_APIENTRY glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
+{
+ return GL_GetBufferSubData(target, offset, size, data);
+}
+
+void GL_APIENTRY glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
+{
+ return GL_GetQueryObjectiv(id, pname, params);
+}
+
+void *GL_APIENTRY glMapBuffer(GLenum target, GLenum access)
+{
+ return GL_MapBuffer(target, access);
+}
+
+// GL 2.0
+void GL_APIENTRY glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
+{
+ return GL_GetVertexAttribdv(index, pname, params);
+}
+
+void GL_APIENTRY glVertexAttrib1d(GLuint index, GLdouble x)
+{
+ return GL_VertexAttrib1d(index, x);
+}
+
+void GL_APIENTRY glVertexAttrib1dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttrib1dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib1s(GLuint index, GLshort x)
+{
+ return GL_VertexAttrib1s(index, x);
+}
+
+void GL_APIENTRY glVertexAttrib1sv(GLuint index, const GLshort *v)
+{
+ return GL_VertexAttrib1sv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
+{
+ return GL_VertexAttrib2d(index, x, y);
+}
+
+void GL_APIENTRY glVertexAttrib2dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttrib2dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
+{
+ return GL_VertexAttrib2s(index, x, y);
+}
+
+void GL_APIENTRY glVertexAttrib2sv(GLuint index, const GLshort *v)
+{
+ return GL_VertexAttrib2sv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_VertexAttrib3d(index, x, y, z);
+}
+
+void GL_APIENTRY glVertexAttrib3dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttrib3dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
+{
+ return GL_VertexAttrib3s(index, x, y, z);
+}
+
+void GL_APIENTRY glVertexAttrib3sv(GLuint index, const GLshort *v)
+{
+ return GL_VertexAttrib3sv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
+{
+ return GL_VertexAttrib4Nbv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4Niv(GLuint index, const GLint *v)
+{
+ return GL_VertexAttrib4Niv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4Nsv(GLuint index, const GLshort *v)
+{
+ return GL_VertexAttrib4Nsv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
+{
+ return GL_VertexAttrib4Nub(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
+{
+ return GL_VertexAttrib4Nubv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
+{
+ return GL_VertexAttrib4Nuiv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4Nusv(GLuint index, const GLushort *v)
+{
+ return GL_VertexAttrib4Nusv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4bv(GLuint index, const GLbyte *v)
+{
+ return GL_VertexAttrib4bv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ return GL_VertexAttrib4d(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttrib4dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttrib4dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4iv(GLuint index, const GLint *v)
+{
+ return GL_VertexAttrib4iv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
+{
+ return GL_VertexAttrib4s(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttrib4sv(GLuint index, const GLshort *v)
+{
+ return GL_VertexAttrib4sv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4ubv(GLuint index, const GLubyte *v)
+{
+ return GL_VertexAttrib4ubv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4uiv(GLuint index, const GLuint *v)
+{
+ return GL_VertexAttrib4uiv(index, v);
+}
+
+void GL_APIENTRY glVertexAttrib4usv(GLuint index, const GLushort *v)
+{
+ return GL_VertexAttrib4usv(index, v);
+}
+
+// GL 2.1
+
+// GL 3.0
+void GL_APIENTRY glBeginConditionalRender(GLuint id, GLenum mode)
+{
+ return GL_BeginConditionalRender(id, mode);
+}
+
+void GL_APIENTRY glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
+{
+ return GL_BindFragDataLocation(program, color, name);
+}
+
+void GL_APIENTRY glClampColor(GLenum target, GLenum clamp)
+{
+ return GL_ClampColor(target, clamp);
+}
+
+void GL_APIENTRY glEndConditionalRender()
+{
+ return GL_EndConditionalRender();
+}
+
+void GL_APIENTRY glFramebufferTexture1D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level)
+{
+ return GL_FramebufferTexture1D(target, attachment, textarget, texture, level);
+}
+
+void GL_APIENTRY glFramebufferTexture3D(GLenum target,
+ GLenum attachment,
+ GLenum textarget,
+ GLuint texture,
+ GLint level,
+ GLint zoffset)
+{
+ return GL_FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
+}
+
+void GL_APIENTRY glVertexAttribI1i(GLuint index, GLint x)
+{
+ return GL_VertexAttribI1i(index, x);
+}
+
+void GL_APIENTRY glVertexAttribI1iv(GLuint index, const GLint *v)
+{
+ return GL_VertexAttribI1iv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI1ui(GLuint index, GLuint x)
+{
+ return GL_VertexAttribI1ui(index, x);
+}
+
+void GL_APIENTRY glVertexAttribI1uiv(GLuint index, const GLuint *v)
+{
+ return GL_VertexAttribI1uiv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI2i(GLuint index, GLint x, GLint y)
+{
+ return GL_VertexAttribI2i(index, x, y);
+}
+
+void GL_APIENTRY glVertexAttribI2iv(GLuint index, const GLint *v)
+{
+ return GL_VertexAttribI2iv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
+{
+ return GL_VertexAttribI2ui(index, x, y);
+}
+
+void GL_APIENTRY glVertexAttribI2uiv(GLuint index, const GLuint *v)
+{
+ return GL_VertexAttribI2uiv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
+{
+ return GL_VertexAttribI3i(index, x, y, z);
+}
+
+void GL_APIENTRY glVertexAttribI3iv(GLuint index, const GLint *v)
+{
+ return GL_VertexAttribI3iv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
+{
+ return GL_VertexAttribI3ui(index, x, y, z);
+}
+
+void GL_APIENTRY glVertexAttribI3uiv(GLuint index, const GLuint *v)
+{
+ return GL_VertexAttribI3uiv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI4bv(GLuint index, const GLbyte *v)
+{
+ return GL_VertexAttribI4bv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI4sv(GLuint index, const GLshort *v)
+{
+ return GL_VertexAttribI4sv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI4ubv(GLuint index, const GLubyte *v)
+{
+ return GL_VertexAttribI4ubv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribI4usv(GLuint index, const GLushort *v)
+{
+ return GL_VertexAttribI4usv(index, v);
+}
+
+// GL 3.1
+void GL_APIENTRY glGetActiveUniformName(GLuint program,
+ GLuint uniformIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *uniformName)
+{
+ return GL_GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
+}
+
+void GL_APIENTRY glPrimitiveRestartIndex(GLuint index)
+{
+ return GL_PrimitiveRestartIndex(index);
+}
+
+// GL 3.2
+void GL_APIENTRY glMultiDrawElementsBaseVertex(GLenum mode,
+ const GLsizei *count,
+ GLenum type,
+ const void *const *indices,
+ GLsizei drawcount,
+ const GLint *basevertex)
+{
+ return GL_MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
+}
+
+void GL_APIENTRY glProvokingVertex(GLenum mode)
+{
+ return GL_ProvokingVertex(mode);
+}
+
+void GL_APIENTRY glTexImage2DMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TexImage2DMultisample(target, samples, internalformat, width, height,
+ fixedsamplelocations);
+}
+
+void GL_APIENTRY glTexImage3DMultisample(GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TexImage3DMultisample(target, samples, internalformat, width, height, depth,
+ fixedsamplelocations);
+}
+
+// GL 3.3
+void GL_APIENTRY glBindFragDataLocationIndexed(GLuint program,
+ GLuint colorNumber,
+ GLuint index,
+ const GLchar *name)
+{
+ return GL_BindFragDataLocationIndexed(program, colorNumber, index, name);
+}
+
+void GL_APIENTRY glColorP3ui(GLenum type, GLuint color)
+{
+ return GL_ColorP3ui(type, color);
+}
+
+void GL_APIENTRY glColorP3uiv(GLenum type, const GLuint *color)
+{
+ return GL_ColorP3uiv(type, color);
+}
+
+void GL_APIENTRY glColorP4ui(GLenum type, GLuint color)
+{
+ return GL_ColorP4ui(type, color);
+}
+
+void GL_APIENTRY glColorP4uiv(GLenum type, const GLuint *color)
+{
+ return GL_ColorP4uiv(type, color);
+}
+
+GLint GL_APIENTRY glGetFragDataIndex(GLuint program, const GLchar *name)
+{
+ return GL_GetFragDataIndex(program, name);
+}
+
+void GL_APIENTRY glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
+{
+ return GL_GetQueryObjecti64v(id, pname, params);
+}
+
+void GL_APIENTRY glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
+{
+ return GL_GetQueryObjectui64v(id, pname, params);
+}
+
+void GL_APIENTRY glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
+{
+ return GL_MultiTexCoordP1ui(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
+{
+ return GL_MultiTexCoordP1uiv(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
+{
+ return GL_MultiTexCoordP2ui(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
+{
+ return GL_MultiTexCoordP2uiv(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
+{
+ return GL_MultiTexCoordP3ui(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
+{
+ return GL_MultiTexCoordP3uiv(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
+{
+ return GL_MultiTexCoordP4ui(texture, type, coords);
+}
+
+void GL_APIENTRY glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
+{
+ return GL_MultiTexCoordP4uiv(texture, type, coords);
+}
+
+void GL_APIENTRY glNormalP3ui(GLenum type, GLuint coords)
+{
+ return GL_NormalP3ui(type, coords);
+}
+
+void GL_APIENTRY glNormalP3uiv(GLenum type, const GLuint *coords)
+{
+ return GL_NormalP3uiv(type, coords);
+}
+
+void GL_APIENTRY glQueryCounter(GLuint id, GLenum target)
+{
+ return GL_QueryCounter(id, target);
+}
+
+void GL_APIENTRY glSecondaryColorP3ui(GLenum type, GLuint color)
+{
+ return GL_SecondaryColorP3ui(type, color);
+}
+
+void GL_APIENTRY glSecondaryColorP3uiv(GLenum type, const GLuint *color)
+{
+ return GL_SecondaryColorP3uiv(type, color);
+}
+
+void GL_APIENTRY glTexCoordP1ui(GLenum type, GLuint coords)
+{
+ return GL_TexCoordP1ui(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP1uiv(GLenum type, const GLuint *coords)
+{
+ return GL_TexCoordP1uiv(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP2ui(GLenum type, GLuint coords)
+{
+ return GL_TexCoordP2ui(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP2uiv(GLenum type, const GLuint *coords)
+{
+ return GL_TexCoordP2uiv(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP3ui(GLenum type, GLuint coords)
+{
+ return GL_TexCoordP3ui(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP3uiv(GLenum type, const GLuint *coords)
+{
+ return GL_TexCoordP3uiv(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP4ui(GLenum type, GLuint coords)
+{
+ return GL_TexCoordP4ui(type, coords);
+}
+
+void GL_APIENTRY glTexCoordP4uiv(GLenum type, const GLuint *coords)
+{
+ return GL_TexCoordP4uiv(type, coords);
+}
+
+void GL_APIENTRY glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
+{
+ return GL_VertexAttribP1ui(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP1uiv(GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value)
+{
+ return GL_VertexAttribP1uiv(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
+{
+ return GL_VertexAttribP2ui(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP2uiv(GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value)
+{
+ return GL_VertexAttribP2uiv(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
+{
+ return GL_VertexAttribP3ui(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP3uiv(GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value)
+{
+ return GL_VertexAttribP3uiv(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
+{
+ return GL_VertexAttribP4ui(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexAttribP4uiv(GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value)
+{
+ return GL_VertexAttribP4uiv(index, type, normalized, value);
+}
+
+void GL_APIENTRY glVertexP2ui(GLenum type, GLuint value)
+{
+ return GL_VertexP2ui(type, value);
+}
+
+void GL_APIENTRY glVertexP2uiv(GLenum type, const GLuint *value)
+{
+ return GL_VertexP2uiv(type, value);
+}
+
+void GL_APIENTRY glVertexP3ui(GLenum type, GLuint value)
+{
+ return GL_VertexP3ui(type, value);
+}
+
+void GL_APIENTRY glVertexP3uiv(GLenum type, const GLuint *value)
+{
+ return GL_VertexP3uiv(type, value);
+}
+
+void GL_APIENTRY glVertexP4ui(GLenum type, GLuint value)
+{
+ return GL_VertexP4ui(type, value);
+}
+
+void GL_APIENTRY glVertexP4uiv(GLenum type, const GLuint *value)
+{
+ return GL_VertexP4uiv(type, value);
+}
+
+// GL 4.0
+void GL_APIENTRY glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
+{
+ return GL_BeginQueryIndexed(target, index, id);
+}
+
+void GL_APIENTRY glDrawTransformFeedback(GLenum mode, GLuint id)
+{
+ return GL_DrawTransformFeedback(mode, id);
+}
+
+void GL_APIENTRY glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
+{
+ return GL_DrawTransformFeedbackStream(mode, id, stream);
+}
+
+void GL_APIENTRY glEndQueryIndexed(GLenum target, GLuint index)
+{
+ return GL_EndQueryIndexed(target, index);
+}
+
+void GL_APIENTRY glGetActiveSubroutineName(GLuint program,
+ GLenum shadertype,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name)
+{
+ return GL_GetActiveSubroutineName(program, shadertype, index, bufSize, length, name);
+}
+
+void GL_APIENTRY glGetActiveSubroutineUniformName(GLuint program,
+ GLenum shadertype,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *name)
+{
+ return GL_GetActiveSubroutineUniformName(program, shadertype, index, bufSize, length, name);
+}
+
+void GL_APIENTRY glGetActiveSubroutineUniformiv(GLuint program,
+ GLenum shadertype,
+ GLuint index,
+ GLenum pname,
+ GLint *values)
+{
+ return GL_GetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
+}
+
+void GL_APIENTRY glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
+{
+ return GL_GetProgramStageiv(program, shadertype, pname, values);
+}
+
+void GL_APIENTRY glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
+{
+ return GL_GetQueryIndexediv(target, index, pname, params);
+}
+
+GLuint GL_APIENTRY glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
+{
+ return GL_GetSubroutineIndex(program, shadertype, name);
+}
+
+GLint GL_APIENTRY glGetSubroutineUniformLocation(GLuint program,
+ GLenum shadertype,
+ const GLchar *name)
+{
+ return GL_GetSubroutineUniformLocation(program, shadertype, name);
+}
+
+void GL_APIENTRY glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
+{
+ return GL_GetUniformSubroutineuiv(shadertype, location, params);
+}
+
+void GL_APIENTRY glGetUniformdv(GLuint program, GLint location, GLdouble *params)
+{
+ return GL_GetUniformdv(program, location, params);
+}
+
+void GL_APIENTRY glPatchParameterfv(GLenum pname, const GLfloat *values)
+{
+ return GL_PatchParameterfv(pname, values);
+}
+
+void GL_APIENTRY glUniform1d(GLint location, GLdouble x)
+{
+ return GL_Uniform1d(location, x);
+}
+
+void GL_APIENTRY glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
+{
+ return GL_Uniform1dv(location, count, value);
+}
+
+void GL_APIENTRY glUniform2d(GLint location, GLdouble x, GLdouble y)
+{
+ return GL_Uniform2d(location, x, y);
+}
+
+void GL_APIENTRY glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
+{
+ return GL_Uniform2dv(location, count, value);
+}
+
+void GL_APIENTRY glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_Uniform3d(location, x, y, z);
+}
+
+void GL_APIENTRY glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
+{
+ return GL_Uniform3dv(location, count, value);
+}
+
+void GL_APIENTRY glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ return GL_Uniform4d(location, x, y, z, w);
+}
+
+void GL_APIENTRY glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
+{
+ return GL_Uniform4dv(location, count, value);
+}
+
+void GL_APIENTRY glUniformMatrix2dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix2dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix2x3dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix2x3dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix2x4dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix2x4dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix3dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix3dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix3x2dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix3x2dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix3x4dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix3x4dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix4dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix4dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix4x2dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix4x2dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformMatrix4x3dv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_UniformMatrix4x3dv(location, count, transpose, value);
+}
+
+void GL_APIENTRY glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
+{
+ return GL_UniformSubroutinesuiv(shadertype, count, indices);
+}
+
+// GL 4.1
+void GL_APIENTRY glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
+{
+ return GL_DepthRangeArrayv(first, count, v);
+}
+
+void GL_APIENTRY glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
+{
+ return GL_DepthRangeIndexed(index, n, f);
+}
+
+void GL_APIENTRY glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
+{
+ return GL_GetDoublei_v(target, index, data);
+}
+
+void GL_APIENTRY glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
+{
+ return GL_GetFloati_v(target, index, data);
+}
+
+void GL_APIENTRY glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
+{
+ return GL_GetVertexAttribLdv(index, pname, params);
+}
+
+void GL_APIENTRY glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
+{
+ return GL_ProgramUniform1d(program, location, v0);
+}
+
+void GL_APIENTRY glProgramUniform1dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return GL_ProgramUniform1dv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
+{
+ return GL_ProgramUniform2d(program, location, v0, v1);
+}
+
+void GL_APIENTRY glProgramUniform2dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return GL_ProgramUniform2dv(program, location, count, value);
+}
+
+void GL_APIENTRY
+glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
+{
+ return GL_ProgramUniform3d(program, location, v0, v1, v2);
+}
+
+void GL_APIENTRY glProgramUniform3dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return GL_ProgramUniform3dv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniform4d(GLuint program,
+ GLint location,
+ GLdouble v0,
+ GLdouble v1,
+ GLdouble v2,
+ GLdouble v3)
+{
+ return GL_ProgramUniform4d(program, location, v0, v1, v2, v3);
+}
+
+void GL_APIENTRY glProgramUniform4dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return GL_ProgramUniform4dv(program, location, count, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix2dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2x3dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix2x3dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix2x4dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix2x4dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix3dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3x2dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix3x2dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix3x4dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix3x4dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix4dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4x2dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix4x2dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glProgramUniformMatrix4x3dv(GLuint program,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return GL_ProgramUniformMatrix4x3dv(program, location, count, transpose, value);
+}
+
+void GL_APIENTRY glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
+{
+ return GL_ScissorArrayv(first, count, v);
+}
+
+void GL_APIENTRY
+glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
+{
+ return GL_ScissorIndexed(index, left, bottom, width, height);
+}
+
+void GL_APIENTRY glScissorIndexedv(GLuint index, const GLint *v)
+{
+ return GL_ScissorIndexedv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribL1d(GLuint index, GLdouble x)
+{
+ return GL_VertexAttribL1d(index, x);
+}
+
+void GL_APIENTRY glVertexAttribL1dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttribL1dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
+{
+ return GL_VertexAttribL2d(index, x, y);
+}
+
+void GL_APIENTRY glVertexAttribL2dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttribL2dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
+{
+ return GL_VertexAttribL3d(index, x, y, z);
+}
+
+void GL_APIENTRY glVertexAttribL3dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttribL3dv(index, v);
+}
+
+void GL_APIENTRY glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ return GL_VertexAttribL4d(index, x, y, z, w);
+}
+
+void GL_APIENTRY glVertexAttribL4dv(GLuint index, const GLdouble *v)
+{
+ return GL_VertexAttribL4dv(index, v);
+}
+
+void GL_APIENTRY
+glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+ return GL_VertexAttribLPointer(index, size, type, stride, pointer);
+}
+
+void GL_APIENTRY glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
+{
+ return GL_ViewportArrayv(first, count, v);
+}
+
+void GL_APIENTRY glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
+{
+ return GL_ViewportIndexedf(index, x, y, w, h);
+}
+
+void GL_APIENTRY glViewportIndexedfv(GLuint index, const GLfloat *v)
+{
+ return GL_ViewportIndexedfv(index, v);
+}
+
+// GL 4.2
+void GL_APIENTRY glDrawArraysInstancedBaseInstance(GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount,
+ GLuint baseinstance)
+{
+ return GL_DrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseInstance(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLuint baseinstance)
+{
+ return GL_DrawElementsInstancedBaseInstance(mode, count, type, indices, instancecount,
+ baseinstance);
+}
+
+void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex,
+ GLuint baseinstance)
+{
+ return GL_DrawElementsInstancedBaseVertexBaseInstance(mode, count, type, indices, instancecount,
+ basevertex, baseinstance);
+}
+
+void GL_APIENTRY glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
+{
+ return GL_DrawTransformFeedbackInstanced(mode, id, instancecount);
+}
+
+void GL_APIENTRY glDrawTransformFeedbackStreamInstanced(GLenum mode,
+ GLuint id,
+ GLuint stream,
+ GLsizei instancecount)
+{
+ return GL_DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
+}
+
+void GL_APIENTRY glGetActiveAtomicCounterBufferiv(GLuint program,
+ GLuint bufferIndex,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
+}
+
+void GL_APIENTRY glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
+{
+ return GL_TexStorage1D(target, levels, internalformat, width);
+}
+
+// GL 4.3
+void GL_APIENTRY glClearBufferData(GLenum target,
+ GLenum internalformat,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return GL_ClearBufferData(target, internalformat, format, type, data);
+}
+
+void GL_APIENTRY glClearBufferSubData(GLenum target,
+ GLenum internalformat,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return GL_ClearBufferSubData(target, internalformat, offset, size, format, type, data);
+}
+
+void GL_APIENTRY glGetInternalformati64v(GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei count,
+ GLint64 *params)
+{
+ return GL_GetInternalformati64v(target, internalformat, pname, count, params);
+}
+
+GLint GL_APIENTRY glGetProgramResourceLocationIndex(GLuint program,
+ GLenum programInterface,
+ const GLchar *name)
+{
+ return GL_GetProgramResourceLocationIndex(program, programInterface, name);
+}
+
+void GL_APIENTRY glInvalidateBufferData(GLuint buffer)
+{
+ return GL_InvalidateBufferData(buffer);
+}
+
+void GL_APIENTRY glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
+{
+ return GL_InvalidateBufferSubData(buffer, offset, length);
+}
+
+void GL_APIENTRY glInvalidateTexImage(GLuint texture, GLint level)
+{
+ return GL_InvalidateTexImage(texture, level);
+}
+
+void GL_APIENTRY glInvalidateTexSubImage(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return GL_InvalidateTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height,
+ depth);
+}
+
+void GL_APIENTRY glMultiDrawArraysIndirect(GLenum mode,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride)
+{
+ return GL_MultiDrawArraysIndirect(mode, indirect, drawcount, stride);
+}
+
+void GL_APIENTRY glMultiDrawElementsIndirect(GLenum mode,
+ GLenum type,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride)
+{
+ return GL_MultiDrawElementsIndirect(mode, type, indirect, drawcount, stride);
+}
+
+void GL_APIENTRY glShaderStorageBlockBinding(GLuint program,
+ GLuint storageBlockIndex,
+ GLuint storageBlockBinding)
+{
+ return GL_ShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding);
+}
+
+void GL_APIENTRY glTextureView(GLuint texture,
+ GLenum target,
+ GLuint origtexture,
+ GLenum internalformat,
+ GLuint minlevel,
+ GLuint numlevels,
+ GLuint minlayer,
+ GLuint numlayers)
+{
+ return GL_TextureView(texture, target, origtexture, internalformat, minlevel, numlevels,
+ minlayer, numlayers);
+}
+
+void GL_APIENTRY glVertexAttribLFormat(GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return GL_VertexAttribLFormat(attribindex, size, type, relativeoffset);
+}
+
+// GL 4.4
+void GL_APIENTRY glBindBuffersBase(GLenum target,
+ GLuint first,
+ GLsizei count,
+ const GLuint *buffers)
+{
+ return GL_BindBuffersBase(target, first, count, buffers);
+}
+
+void GL_APIENTRY glBindBuffersRange(GLenum target,
+ GLuint first,
+ GLsizei count,
+ const GLuint *buffers,
+ const GLintptr *offsets,
+ const GLsizeiptr *sizes)
+{
+ return GL_BindBuffersRange(target, first, count, buffers, offsets, sizes);
+}
+
+void GL_APIENTRY glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
+{
+ return GL_BindImageTextures(first, count, textures);
+}
+
+void GL_APIENTRY glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
+{
+ return GL_BindSamplers(first, count, samplers);
+}
+
+void GL_APIENTRY glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
+{
+ return GL_BindTextures(first, count, textures);
+}
+
+void GL_APIENTRY glBindVertexBuffers(GLuint first,
+ GLsizei count,
+ const GLuint *buffers,
+ const GLintptr *offsets,
+ const GLsizei *strides)
+{
+ return GL_BindVertexBuffers(first, count, buffers, offsets, strides);
+}
+
+void GL_APIENTRY glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
+{
+ return GL_BufferStorage(target, size, data, flags);
+}
+
+void GL_APIENTRY
+glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
+{
+ return GL_ClearTexImage(texture, level, format, type, data);
+}
+
+void GL_APIENTRY glClearTexSubImage(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return GL_ClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth,
+ format, type, data);
+}
+
+// GL 4.5
+void GL_APIENTRY glBindTextureUnit(GLuint unit, GLuint texture)
+{
+ return GL_BindTextureUnit(unit, texture);
+}
+
+void GL_APIENTRY glBlitNamedFramebuffer(GLuint readFramebuffer,
+ GLuint drawFramebuffer,
+ GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter)
+{
+ return GL_BlitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1, mask, filter);
+}
+
+GLenum GL_APIENTRY glCheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
+{
+ return GL_CheckNamedFramebufferStatus(framebuffer, target);
+}
+
+void GL_APIENTRY glClearNamedBufferData(GLuint buffer,
+ GLenum internalformat,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return GL_ClearNamedBufferData(buffer, internalformat, format, type, data);
+}
+
+void GL_APIENTRY glClearNamedBufferSubData(GLuint buffer,
+ GLenum internalformat,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return GL_ClearNamedBufferSubData(buffer, internalformat, offset, size, format, type, data);
+}
+
+void GL_APIENTRY glClearNamedFramebufferfi(GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil)
+{
+ return GL_ClearNamedFramebufferfi(framebuffer, buffer, drawbuffer, depth, stencil);
+}
+
+void GL_APIENTRY glClearNamedFramebufferfv(GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat *value)
+{
+ return GL_ClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
+}
+
+void GL_APIENTRY glClearNamedFramebufferiv(GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLint *value)
+{
+ return GL_ClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
+}
+
+void GL_APIENTRY glClearNamedFramebufferuiv(GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLuint *value)
+{
+ return GL_ClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
+}
+
+void GL_APIENTRY glClipControl(GLenum origin, GLenum depth)
+{
+ return GL_ClipControl(origin, depth);
+}
+
+void GL_APIENTRY glCompressedTextureSubImage1D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTextureSubImage1D(texture, level, xoffset, width, format, imageSize, data);
+}
+
+void GL_APIENTRY glCompressedTextureSubImage2D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTextureSubImage2D(texture, level, xoffset, yoffset, width, height, format,
+ imageSize, data);
+}
+
+void GL_APIENTRY glCompressedTextureSubImage3D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return GL_CompressedTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, width, height,
+ depth, format, imageSize, data);
+}
+
+void GL_APIENTRY glCopyNamedBufferSubData(GLuint readBuffer,
+ GLuint writeBuffer,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size)
+{
+ return GL_CopyNamedBufferSubData(readBuffer, writeBuffer, readOffset, writeOffset, size);
+}
+
+void GL_APIENTRY
+glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
+{
+ return GL_CopyTextureSubImage1D(texture, level, xoffset, x, y, width);
+}
+
+void GL_APIENTRY glCopyTextureSubImage2D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_CopyTextureSubImage2D(texture, level, xoffset, yoffset, x, y, width, height);
+}
+
+void GL_APIENTRY glCopyTextureSubImage3D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_CopyTextureSubImage3D(texture, level, xoffset, yoffset, zoffset, x, y, width, height);
+}
+
+void GL_APIENTRY glCreateBuffers(GLsizei n, GLuint *buffers)
+{
+ return GL_CreateBuffers(n, buffers);
+}
+
+void GL_APIENTRY glCreateFramebuffers(GLsizei n, GLuint *framebuffers)
+{
+ return GL_CreateFramebuffers(n, framebuffers);
+}
+
+void GL_APIENTRY glCreateProgramPipelines(GLsizei n, GLuint *pipelines)
+{
+ return GL_CreateProgramPipelines(n, pipelines);
+}
+
+void GL_APIENTRY glCreateQueries(GLenum target, GLsizei n, GLuint *ids)
+{
+ return GL_CreateQueries(target, n, ids);
+}
+
+void GL_APIENTRY glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers)
+{
+ return GL_CreateRenderbuffers(n, renderbuffers);
+}
+
+void GL_APIENTRY glCreateSamplers(GLsizei n, GLuint *samplers)
+{
+ return GL_CreateSamplers(n, samplers);
+}
+
+void GL_APIENTRY glCreateTextures(GLenum target, GLsizei n, GLuint *textures)
+{
+ return GL_CreateTextures(target, n, textures);
+}
+
+void GL_APIENTRY glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
+{
+ return GL_CreateTransformFeedbacks(n, ids);
+}
+
+void GL_APIENTRY glCreateVertexArrays(GLsizei n, GLuint *arrays)
+{
+ return GL_CreateVertexArrays(n, arrays);
+}
+
+void GL_APIENTRY glDisableVertexArrayAttrib(GLuint vaobj, GLuint index)
+{
+ return GL_DisableVertexArrayAttrib(vaobj, index);
+}
+
+void GL_APIENTRY glEnableVertexArrayAttrib(GLuint vaobj, GLuint index)
+{
+ return GL_EnableVertexArrayAttrib(vaobj, index);
+}
+
+void GL_APIENTRY glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length)
+{
+ return GL_FlushMappedNamedBufferRange(buffer, offset, length);
+}
+
+void GL_APIENTRY glGenerateTextureMipmap(GLuint texture)
+{
+ return GL_GenerateTextureMipmap(texture);
+}
+
+void GL_APIENTRY glGetCompressedTextureImage(GLuint texture,
+ GLint level,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return GL_GetCompressedTextureImage(texture, level, bufSize, pixels);
+}
+
+void GL_APIENTRY glGetCompressedTextureSubImage(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return GL_GetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height,
+ depth, bufSize, pixels);
+}
+
+void GL_APIENTRY glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname, GLint64 *params)
+{
+ return GL_GetNamedBufferParameteri64v(buffer, pname, params);
+}
+
+void GL_APIENTRY glGetNamedBufferParameteriv(GLuint buffer, GLenum pname, GLint *params)
+{
+ return GL_GetNamedBufferParameteriv(buffer, pname, params);
+}
+
+void GL_APIENTRY glGetNamedBufferPointerv(GLuint buffer, GLenum pname, void **params)
+{
+ return GL_GetNamedBufferPointerv(buffer, pname, params);
+}
+
+void GL_APIENTRY glGetNamedBufferSubData(GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ void *data)
+{
+ return GL_GetNamedBufferSubData(buffer, offset, size, data);
+}
+
+void GL_APIENTRY glGetNamedFramebufferAttachmentParameteriv(GLuint framebuffer,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetNamedFramebufferAttachmentParameteriv(framebuffer, attachment, pname, params);
+}
+
+void GL_APIENTRY glGetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint *param)
+{
+ return GL_GetNamedFramebufferParameteriv(framebuffer, pname, param);
+}
+
+void GL_APIENTRY glGetNamedRenderbufferParameteriv(GLuint renderbuffer, GLenum pname, GLint *params)
+{
+ return GL_GetNamedRenderbufferParameteriv(renderbuffer, pname, params);
+}
+
+void GL_APIENTRY glGetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset)
+{
+ return GL_GetQueryBufferObjecti64v(id, buffer, pname, offset);
+}
+
+void GL_APIENTRY glGetQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset)
+{
+ return GL_GetQueryBufferObjectiv(id, buffer, pname, offset);
+}
+
+void GL_APIENTRY glGetQueryBufferObjectui64v(GLuint id,
+ GLuint buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return GL_GetQueryBufferObjectui64v(id, buffer, pname, offset);
+}
+
+void GL_APIENTRY glGetQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset)
+{
+ return GL_GetQueryBufferObjectuiv(id, buffer, pname, offset);
+}
+
+void GL_APIENTRY glGetTextureImage(GLuint texture,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return GL_GetTextureImage(texture, level, format, type, bufSize, pixels);
+}
+
+void GL_APIENTRY glGetTextureLevelParameterfv(GLuint texture,
+ GLint level,
+ GLenum pname,
+ GLfloat *params)
+{
+ return GL_GetTextureLevelParameterfv(texture, level, pname, params);
+}
+
+void GL_APIENTRY glGetTextureLevelParameteriv(GLuint texture,
+ GLint level,
+ GLenum pname,
+ GLint *params)
+{
+ return GL_GetTextureLevelParameteriv(texture, level, pname, params);
+}
+
+void GL_APIENTRY glGetTextureParameterIiv(GLuint texture, GLenum pname, GLint *params)
+{
+ return GL_GetTextureParameterIiv(texture, pname, params);
+}
+
+void GL_APIENTRY glGetTextureParameterIuiv(GLuint texture, GLenum pname, GLuint *params)
+{
+ return GL_GetTextureParameterIuiv(texture, pname, params);
+}
+
+void GL_APIENTRY glGetTextureParameterfv(GLuint texture, GLenum pname, GLfloat *params)
+{
+ return GL_GetTextureParameterfv(texture, pname, params);
+}
+
+void GL_APIENTRY glGetTextureParameteriv(GLuint texture, GLenum pname, GLint *params)
+{
+ return GL_GetTextureParameteriv(texture, pname, params);
+}
+
+void GL_APIENTRY glGetTextureSubImage(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return GL_GetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth,
+ format, type, bufSize, pixels);
+}
+
+void GL_APIENTRY glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param)
+{
+ return GL_GetTransformFeedbacki64_v(xfb, pname, index, param);
+}
+
+void GL_APIENTRY glGetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param)
+{
+ return GL_GetTransformFeedbacki_v(xfb, pname, index, param);
+}
+
+void GL_APIENTRY glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param)
+{
+ return GL_GetTransformFeedbackiv(xfb, pname, param);
+}
+
+void GL_APIENTRY glGetVertexArrayIndexed64iv(GLuint vaobj,
+ GLuint index,
+ GLenum pname,
+ GLint64 *param)
+{
+ return GL_GetVertexArrayIndexed64iv(vaobj, index, pname, param);
+}
+
+void GL_APIENTRY glGetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
+{
+ return GL_GetVertexArrayIndexediv(vaobj, index, pname, param);
+}
+
+void GL_APIENTRY glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
+{
+ return GL_GetVertexArrayiv(vaobj, pname, param);
+}
+
+void GL_APIENTRY
+glGetnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table)
+{
+ return GL_GetnColorTable(target, format, type, bufSize, table);
+}
+
+void GL_APIENTRY glGetnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels)
+{
+ return GL_GetnCompressedTexImage(target, lod, bufSize, pixels);
+}
+
+void GL_APIENTRY
+glGetnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image)
+{
+ return GL_GetnConvolutionFilter(target, format, type, bufSize, image);
+}
+
+void GL_APIENTRY glGetnHistogram(GLenum target,
+ GLboolean reset,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *values)
+{
+ return GL_GetnHistogram(target, reset, format, type, bufSize, values);
+}
+
+void GL_APIENTRY glGetnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v)
+{
+ return GL_GetnMapdv(target, query, bufSize, v);
+}
+
+void GL_APIENTRY glGetnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v)
+{
+ return GL_GetnMapfv(target, query, bufSize, v);
+}
+
+void GL_APIENTRY glGetnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v)
+{
+ return GL_GetnMapiv(target, query, bufSize, v);
+}
+
+void GL_APIENTRY glGetnMinmax(GLenum target,
+ GLboolean reset,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *values)
+{
+ return GL_GetnMinmax(target, reset, format, type, bufSize, values);
+}
+
+void GL_APIENTRY glGetnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values)
+{
+ return GL_GetnPixelMapfv(map, bufSize, values);
+}
+
+void GL_APIENTRY glGetnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values)
+{
+ return GL_GetnPixelMapuiv(map, bufSize, values);
+}
+
+void GL_APIENTRY glGetnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values)
+{
+ return GL_GetnPixelMapusv(map, bufSize, values);
+}
+
+void GL_APIENTRY glGetnPolygonStipple(GLsizei bufSize, GLubyte *pattern)
+{
+ return GL_GetnPolygonStipple(bufSize, pattern);
+}
+
+void GL_APIENTRY glGetnSeparableFilter(GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei rowBufSize,
+ void *row,
+ GLsizei columnBufSize,
+ void *column,
+ void *span)
+{
+ return GL_GetnSeparableFilter(target, format, type, rowBufSize, row, columnBufSize, column,
+ span);
+}
+
+void GL_APIENTRY glGetnTexImage(GLenum target,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return GL_GetnTexImage(target, level, format, type, bufSize, pixels);
+}
+
+void GL_APIENTRY glGetnUniformdv(GLuint program, GLint location, GLsizei bufSize, GLdouble *params)
+{
+ return GL_GetnUniformdv(program, location, bufSize, params);
+}
+
+void GL_APIENTRY glInvalidateNamedFramebufferData(GLuint framebuffer,
+ GLsizei numAttachments,
+ const GLenum *attachments)
+{
+ return GL_InvalidateNamedFramebufferData(framebuffer, numAttachments, attachments);
+}
+
+void GL_APIENTRY glInvalidateNamedFramebufferSubData(GLuint framebuffer,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_InvalidateNamedFramebufferSubData(framebuffer, numAttachments, attachments, x, y,
+ width, height);
+}
+
+void *GL_APIENTRY glMapNamedBuffer(GLuint buffer, GLenum access)
+{
+ return GL_MapNamedBuffer(buffer, access);
+}
+
+void *GL_APIENTRY glMapNamedBufferRange(GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+ return GL_MapNamedBufferRange(buffer, offset, length, access);
+}
+
+void GL_APIENTRY glNamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage)
+{
+ return GL_NamedBufferData(buffer, size, data, usage);
+}
+
+void GL_APIENTRY glNamedBufferStorage(GLuint buffer,
+ GLsizeiptr size,
+ const void *data,
+ GLbitfield flags)
+{
+ return GL_NamedBufferStorage(buffer, size, data, flags);
+}
+
+void GL_APIENTRY glNamedBufferSubData(GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data)
+{
+ return GL_NamedBufferSubData(buffer, offset, size, data);
+}
+
+void GL_APIENTRY glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf)
+{
+ return GL_NamedFramebufferDrawBuffer(framebuffer, buf);
+}
+
+void GL_APIENTRY glNamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs)
+{
+ return GL_NamedFramebufferDrawBuffers(framebuffer, n, bufs);
+}
+
+void GL_APIENTRY glNamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param)
+{
+ return GL_NamedFramebufferParameteri(framebuffer, pname, param);
+}
+
+void GL_APIENTRY glNamedFramebufferReadBuffer(GLuint framebuffer, GLenum src)
+{
+ return GL_NamedFramebufferReadBuffer(framebuffer, src);
+}
+
+void GL_APIENTRY glNamedFramebufferRenderbuffer(GLuint framebuffer,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer)
+{
+ return GL_NamedFramebufferRenderbuffer(framebuffer, attachment, renderbuffertarget,
+ renderbuffer);
+}
+
+void GL_APIENTRY glNamedFramebufferTexture(GLuint framebuffer,
+ GLenum attachment,
+ GLuint texture,
+ GLint level)
+{
+ return GL_NamedFramebufferTexture(framebuffer, attachment, texture, level);
+}
+
+void GL_APIENTRY glNamedFramebufferTextureLayer(GLuint framebuffer,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer)
+{
+ return GL_NamedFramebufferTextureLayer(framebuffer, attachment, texture, level, layer);
+}
+
+void GL_APIENTRY glNamedRenderbufferStorage(GLuint renderbuffer,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_NamedRenderbufferStorage(renderbuffer, internalformat, width, height);
+}
+
+void GL_APIENTRY glNamedRenderbufferStorageMultisample(GLuint renderbuffer,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_NamedRenderbufferStorageMultisample(renderbuffer, samples, internalformat, width,
+ height);
+}
+
+void GL_APIENTRY glTextureBarrier()
+{
+ return GL_TextureBarrier();
+}
+
+void GL_APIENTRY glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer)
+{
+ return GL_TextureBuffer(texture, internalformat, buffer);
+}
+
+void GL_APIENTRY glTextureBufferRange(GLuint texture,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return GL_TextureBufferRange(texture, internalformat, buffer, offset, size);
+}
+
+void GL_APIENTRY glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params)
+{
+ return GL_TextureParameterIiv(texture, pname, params);
+}
+
+void GL_APIENTRY glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params)
+{
+ return GL_TextureParameterIuiv(texture, pname, params);
+}
+
+void GL_APIENTRY glTextureParameterf(GLuint texture, GLenum pname, GLfloat param)
+{
+ return GL_TextureParameterf(texture, pname, param);
+}
+
+void GL_APIENTRY glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *param)
+{
+ return GL_TextureParameterfv(texture, pname, param);
+}
+
+void GL_APIENTRY glTextureParameteri(GLuint texture, GLenum pname, GLint param)
+{
+ return GL_TextureParameteri(texture, pname, param);
+}
+
+void GL_APIENTRY glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param)
+{
+ return GL_TextureParameteriv(texture, pname, param);
+}
+
+void GL_APIENTRY glTextureStorage1D(GLuint texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width)
+{
+ return GL_TextureStorage1D(texture, levels, internalformat, width);
+}
+
+void GL_APIENTRY glTextureStorage2D(GLuint texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return GL_TextureStorage2D(texture, levels, internalformat, width, height);
+}
+
+void GL_APIENTRY glTextureStorage2DMultisample(GLuint texture,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TextureStorage2DMultisample(texture, samples, internalformat, width, height,
+ fixedsamplelocations);
+}
+
+void GL_APIENTRY glTextureStorage3D(GLuint texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return GL_TextureStorage3D(texture, levels, internalformat, width, height, depth);
+}
+
+void GL_APIENTRY glTextureStorage3DMultisample(GLuint texture,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations)
+{
+ return GL_TextureStorage3DMultisample(texture, samples, internalformat, width, height, depth,
+ fixedsamplelocations);
+}
+
+void GL_APIENTRY glTextureSubImage1D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TextureSubImage1D(texture, level, xoffset, width, format, type, pixels);
+}
+
+void GL_APIENTRY glTextureSubImage2D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TextureSubImage2D(texture, level, xoffset, yoffset, width, height, format, type,
+ pixels);
+}
+
+void GL_APIENTRY glTextureSubImage3D(GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return GL_TextureSubImage3D(texture, level, xoffset, yoffset, zoffset, width, height, depth,
+ format, type, pixels);
+}
+
+void GL_APIENTRY glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
+{
+ return GL_TransformFeedbackBufferBase(xfb, index, buffer);
+}
+
+void GL_APIENTRY glTransformFeedbackBufferRange(GLuint xfb,
+ GLuint index,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return GL_TransformFeedbackBufferRange(xfb, index, buffer, offset, size);
+}
+
+GLboolean GL_APIENTRY glUnmapNamedBuffer(GLuint buffer)
+{
+ return GL_UnmapNamedBuffer(buffer);
+}
+
+void GL_APIENTRY glVertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex)
+{
+ return GL_VertexArrayAttribBinding(vaobj, attribindex, bindingindex);
+}
+
+void GL_APIENTRY glVertexArrayAttribFormat(GLuint vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLuint relativeoffset)
+{
+ return GL_VertexArrayAttribFormat(vaobj, attribindex, size, type, normalized, relativeoffset);
+}
+
+void GL_APIENTRY glVertexArrayAttribIFormat(GLuint vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return GL_VertexArrayAttribIFormat(vaobj, attribindex, size, type, relativeoffset);
+}
+
+void GL_APIENTRY glVertexArrayAttribLFormat(GLuint vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return GL_VertexArrayAttribLFormat(vaobj, attribindex, size, type, relativeoffset);
+}
+
+void GL_APIENTRY glVertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor)
+{
+ return GL_VertexArrayBindingDivisor(vaobj, bindingindex, divisor);
+}
+
+void GL_APIENTRY glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
+{
+ return GL_VertexArrayElementBuffer(vaobj, buffer);
+}
+
+void GL_APIENTRY glVertexArrayVertexBuffer(GLuint vaobj,
+ GLuint bindingindex,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizei stride)
+{
+ return GL_VertexArrayVertexBuffer(vaobj, bindingindex, buffer, offset, stride);
+}
+
+void GL_APIENTRY glVertexArrayVertexBuffers(GLuint vaobj,
+ GLuint first,
+ GLsizei count,
+ const GLuint *buffers,
+ const GLintptr *offsets,
+ const GLsizei *strides)
+{
+ return GL_VertexArrayVertexBuffers(vaobj, first, count, buffers, offsets, strides);
+}
+
+// GL 4.6
+void GL_APIENTRY glMultiDrawArraysIndirectCount(GLenum mode,
+ const void *indirect,
+ GLintptr drawcount,
+ GLsizei maxdrawcount,
+ GLsizei stride)
+{
+ return GL_MultiDrawArraysIndirectCount(mode, indirect, drawcount, maxdrawcount, stride);
+}
+
+void GL_APIENTRY glMultiDrawElementsIndirectCount(GLenum mode,
+ GLenum type,
+ const void *indirect,
+ GLintptr drawcount,
+ GLsizei maxdrawcount,
+ GLsizei stride)
+{
+ return GL_MultiDrawElementsIndirectCount(mode, type, indirect, drawcount, maxdrawcount, stride);
+}
+
+void GL_APIENTRY glPolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp)
+{
+ return GL_PolygonOffsetClamp(factor, units, clamp);
+}
+
+void GL_APIENTRY glSpecializeShader(GLuint shader,
+ const GLchar *pEntryPoint,
+ GLuint numSpecializationConstants,
+ const GLuint *pConstantIndex,
+ const GLuint *pConstantValue)
+{
+ return GL_SpecializeShader(shader, pEntryPoint, numSpecializationConstants, pConstantIndex,
+ pConstantValue);
+}
+
+#endif // defined(ANGLE_ENABLE_GL_DESKTOP_FRONTEND)
+} // extern "C"