// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml. // // Copyright 2019 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. // // Context_gl.cpp: Implements the GL specific parts of Context. #include "Context.h" #include "common/debug.h" namespace gl { void Context::compressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data) { UNIMPLEMENTED(); } void Context::compressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) { UNIMPLEMENTED(); } void Context::loadTransposeMatrixd(const GLdouble *m) { UNIMPLEMENTED(); } void Context::loadTransposeMatrixf(const GLfloat *m) { UNIMPLEMENTED(); } void Context::multTransposeMatrixd(const GLdouble *m) { UNIMPLEMENTED(); } void Context::multTransposeMatrixf(const GLfloat *m) { UNIMPLEMENTED(); } void Context::multiTexCoord1d(GLenum target, GLdouble s) { UNIMPLEMENTED(); } void Context::multiTexCoord1dv(GLenum target, const GLdouble *v) { UNIMPLEMENTED(); } void Context::multiTexCoord1f(GLenum target, GLfloat s) { UNIMPLEMENTED(); } void Context::multiTexCoord1fv(GLenum target, const GLfloat *v) { UNIMPLEMENTED(); } void Context::multiTexCoord1i(GLenum target, GLint s) { UNIMPLEMENTED(); } void Context::multiTexCoord1iv(GLenum target, const GLint *v) { UNIMPLEMENTED(); } void Context::multiTexCoord1s(GLenum target, GLshort s) { UNIMPLEMENTED(); } void Context::multiTexCoord1sv(GLenum target, const GLshort *v) { UNIMPLEMENTED(); } void Context::multiTexCoord2d(GLenum target, GLdouble s, GLdouble t) { UNIMPLEMENTED(); } void Context::multiTexCoord2dv(GLenum target, const GLdouble *v) { UNIMPLEMENTED(); } void Context::multiTexCoord2f(GLenum target, GLfloat s, GLfloat t) { UNIMPLEMENTED(); } void Context::multiTexCoord2fv(GLenum target, const GLfloat *v) { UNIMPLEMENTED(); } void Context::multiTexCoord2i(GLenum target, GLint s, GLint t) { UNIMPLEMENTED(); } void Context::multiTexCoord2iv(GLenum target, const GLint *v) { UNIMPLEMENTED(); } void Context::multiTexCoord2s(GLenum target, GLshort s, GLshort t) { UNIMPLEMENTED(); } void Context::multiTexCoord2sv(GLenum target, const GLshort *v) { UNIMPLEMENTED(); } void Context::multiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r) { UNIMPLEMENTED(); } void Context::multiTexCoord3dv(GLenum target, const GLdouble *v) { UNIMPLEMENTED(); } void Context::multiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) { UNIMPLEMENTED(); } void Context::multiTexCoord3fv(GLenum target, const GLfloat *v) { UNIMPLEMENTED(); } void Context::multiTexCoord3i(GLenum target, GLint s, GLint t, GLint r) { UNIMPLEMENTED(); } void Context::multiTexCoord3iv(GLenum target, const GLint *v) { UNIMPLEMENTED(); } void Context::multiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r) { UNIMPLEMENTED(); } void Context::multiTexCoord3sv(GLenum target, const GLshort *v) { UNIMPLEMENTED(); } void Context::multiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { UNIMPLEMENTED(); } void Context::multiTexCoord4dv(GLenum target, const GLdouble *v) { UNIMPLEMENTED(); } void Context::multiTexCoord4fv(GLenum target, const GLfloat *v) { UNIMPLEMENTED(); } void Context::multiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q) { UNIMPLEMENTED(); } void Context::multiTexCoord4iv(GLenum target, const GLint *v) { UNIMPLEMENTED(); } void Context::multiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) { UNIMPLEMENTED(); } void Context::multiTexCoord4sv(GLenum target, const GLshort *v) { UNIMPLEMENTED(); } void Context::getVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) { UNIMPLEMENTED(); } void Context::vertexAttrib1d(GLuint index, GLdouble x) { UNIMPLEMENTED(); } void Context::vertexAttrib1dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttrib1s(GLuint index, GLshort x) { UNIMPLEMENTED(); } void Context::vertexAttrib1sv(GLuint index, const GLshort *v) { UNIMPLEMENTED(); } void Context::vertexAttrib2d(GLuint index, GLdouble x, GLdouble y) { UNIMPLEMENTED(); } void Context::vertexAttrib2dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttrib2s(GLuint index, GLshort x, GLshort y) { UNIMPLEMENTED(); } void Context::vertexAttrib2sv(GLuint index, const GLshort *v) { UNIMPLEMENTED(); } void Context::vertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::vertexAttrib3dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) { UNIMPLEMENTED(); } void Context::vertexAttrib3sv(GLuint index, const GLshort *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4Nbv(GLuint index, const GLbyte *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4Niv(GLuint index, const GLint *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4Nsv(GLuint index, const GLshort *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) { UNIMPLEMENTED(); } void Context::vertexAttrib4Nubv(GLuint index, const GLubyte *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4Nuiv(GLuint index, const GLuint *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4Nusv(GLuint index, const GLushort *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4bv(GLuint index, const GLbyte *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { UNIMPLEMENTED(); } void Context::vertexAttrib4dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4iv(GLuint index, const GLint *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { UNIMPLEMENTED(); } void Context::vertexAttrib4sv(GLuint index, const GLshort *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4ubv(GLuint index, const GLubyte *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4uiv(GLuint index, const GLuint *v) { UNIMPLEMENTED(); } void Context::vertexAttrib4usv(GLuint index, const GLushort *v) { UNIMPLEMENTED(); } void Context::beginConditionalRender(GLuint id, GLenum mode) { UNIMPLEMENTED(); } void Context::clampColor(GLenum target, GLenum clamp) { UNIMPLEMENTED(); } void Context::endConditionalRender() { UNIMPLEMENTED(); } void Context::framebufferTexture1D(GLenum target, GLenum attachment, TextureTarget textarget, TextureID texture, GLint level) { UNIMPLEMENTED(); } void Context::vertexAttribI1i(GLuint index, GLint x) { UNIMPLEMENTED(); } void Context::vertexAttribI1iv(GLuint index, const GLint *v) { UNIMPLEMENTED(); } void Context::vertexAttribI1ui(GLuint index, GLuint x) { UNIMPLEMENTED(); } void Context::vertexAttribI1uiv(GLuint index, const GLuint *v) { UNIMPLEMENTED(); } void Context::vertexAttribI2i(GLuint index, GLint x, GLint y) { UNIMPLEMENTED(); } void Context::vertexAttribI2iv(GLuint index, const GLint *v) { UNIMPLEMENTED(); } void Context::vertexAttribI2ui(GLuint index, GLuint x, GLuint y) { UNIMPLEMENTED(); } void Context::vertexAttribI2uiv(GLuint index, const GLuint *v) { UNIMPLEMENTED(); } void Context::vertexAttribI3i(GLuint index, GLint x, GLint y, GLint z) { UNIMPLEMENTED(); } void Context::vertexAttribI3iv(GLuint index, const GLint *v) { UNIMPLEMENTED(); } void Context::vertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z) { UNIMPLEMENTED(); } void Context::vertexAttribI3uiv(GLuint index, const GLuint *v) { UNIMPLEMENTED(); } void Context::vertexAttribI4bv(GLuint index, const GLbyte *v) { UNIMPLEMENTED(); } void Context::vertexAttribI4sv(GLuint index, const GLshort *v) { UNIMPLEMENTED(); } void Context::vertexAttribI4ubv(GLuint index, const GLubyte *v) { UNIMPLEMENTED(); } void Context::vertexAttribI4usv(GLuint index, const GLushort *v) { UNIMPLEMENTED(); } void Context::getActiveUniformName(ShaderProgramID program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) { UNIMPLEMENTED(); } void Context::primitiveRestartIndex(GLuint index) { UNIMPLEMENTED(); } void Context::fogCoordPointer(GLenum type, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::fogCoordd(GLdouble coord) { UNIMPLEMENTED(); } void Context::fogCoorddv(const GLdouble *coord) { UNIMPLEMENTED(); } void Context::fogCoordf(GLfloat coord) { UNIMPLEMENTED(); } void Context::fogCoordfv(const GLfloat *coord) { UNIMPLEMENTED(); } void Context::pointParameteri(GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::pointParameteriv(GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::secondaryColor3b(GLbyte red, GLbyte green, GLbyte blue) { UNIMPLEMENTED(); } void Context::secondaryColor3bv(const GLbyte *v) { UNIMPLEMENTED(); } void Context::secondaryColor3d(GLdouble red, GLdouble green, GLdouble blue) { UNIMPLEMENTED(); } void Context::secondaryColor3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::secondaryColor3f(GLfloat red, GLfloat green, GLfloat blue) { UNIMPLEMENTED(); } void Context::secondaryColor3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::secondaryColor3i(GLint red, GLint green, GLint blue) { UNIMPLEMENTED(); } void Context::secondaryColor3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::secondaryColor3s(GLshort red, GLshort green, GLshort blue) { UNIMPLEMENTED(); } void Context::secondaryColor3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::secondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue) { UNIMPLEMENTED(); } void Context::secondaryColor3ubv(const GLubyte *v) { UNIMPLEMENTED(); } void Context::secondaryColor3ui(GLuint red, GLuint green, GLuint blue) { UNIMPLEMENTED(); } void Context::secondaryColor3uiv(const GLuint *v) { UNIMPLEMENTED(); } void Context::secondaryColor3us(GLushort red, GLushort green, GLushort blue) { UNIMPLEMENTED(); } void Context::secondaryColor3usv(const GLushort *v) { UNIMPLEMENTED(); } void Context::secondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::windowPos2d(GLdouble x, GLdouble y) { UNIMPLEMENTED(); } void Context::windowPos2dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::windowPos2f(GLfloat x, GLfloat y) { UNIMPLEMENTED(); } void Context::windowPos2fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::windowPos2i(GLint x, GLint y) { UNIMPLEMENTED(); } void Context::windowPos2iv(const GLint *v) { UNIMPLEMENTED(); } void Context::windowPos2s(GLshort x, GLshort y) { UNIMPLEMENTED(); } void Context::windowPos2sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::windowPos3d(GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::windowPos3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::windowPos3f(GLfloat x, GLfloat y, GLfloat z) { UNIMPLEMENTED(); } void Context::windowPos3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::windowPos3i(GLint x, GLint y, GLint z) { UNIMPLEMENTED(); } void Context::windowPos3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::windowPos3s(GLshort x, GLshort y, GLshort z) { UNIMPLEMENTED(); } void Context::windowPos3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::getBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data) { UNIMPLEMENTED(); } void Context::accum(GLenum op, GLfloat value) { UNIMPLEMENTED(); } void Context::begin(GLenum mode) { UNIMPLEMENTED(); } void Context::bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) { UNIMPLEMENTED(); } void Context::callList(GLuint list) { UNIMPLEMENTED(); } void Context::callLists(GLsizei n, GLenum type, const void *lists) { UNIMPLEMENTED(); } void Context::clearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { UNIMPLEMENTED(); } void Context::clearDepth(GLdouble depth) { UNIMPLEMENTED(); } void Context::clearIndex(GLfloat c) { UNIMPLEMENTED(); } void Context::clipPlane(GLenum plane, const GLdouble *equation) { UNIMPLEMENTED(); } void Context::color3b(GLbyte red, GLbyte green, GLbyte blue) { UNIMPLEMENTED(); } void Context::color3bv(const GLbyte *v) { UNIMPLEMENTED(); } void Context::color3d(GLdouble red, GLdouble green, GLdouble blue) { UNIMPLEMENTED(); } void Context::color3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::color3f(GLfloat red, GLfloat green, GLfloat blue) { UNIMPLEMENTED(); } void Context::color3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::color3i(GLint red, GLint green, GLint blue) { UNIMPLEMENTED(); } void Context::color3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::color3s(GLshort red, GLshort green, GLshort blue) { UNIMPLEMENTED(); } void Context::color3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::color3ub(GLubyte red, GLubyte green, GLubyte blue) { UNIMPLEMENTED(); } void Context::color3ubv(const GLubyte *v) { UNIMPLEMENTED(); } void Context::color3ui(GLuint red, GLuint green, GLuint blue) { UNIMPLEMENTED(); } void Context::color3uiv(const GLuint *v) { UNIMPLEMENTED(); } void Context::color3us(GLushort red, GLushort green, GLushort blue) { UNIMPLEMENTED(); } void Context::color3usv(const GLushort *v) { UNIMPLEMENTED(); } void Context::color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) { UNIMPLEMENTED(); } void Context::color4bv(const GLbyte *v) { UNIMPLEMENTED(); } void Context::color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) { UNIMPLEMENTED(); } void Context::color4dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::color4fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::color4i(GLint red, GLint green, GLint blue, GLint alpha) { UNIMPLEMENTED(); } void Context::color4iv(const GLint *v) { UNIMPLEMENTED(); } void Context::color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha) { UNIMPLEMENTED(); } void Context::color4sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::color4ubv(const GLubyte *v) { UNIMPLEMENTED(); } void Context::color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) { UNIMPLEMENTED(); } void Context::color4uiv(const GLuint *v) { UNIMPLEMENTED(); } void Context::color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha) { UNIMPLEMENTED(); } void Context::color4usv(const GLushort *v) { UNIMPLEMENTED(); } void Context::colorMaterial(GLenum face, GLenum mode) { UNIMPLEMENTED(); } void Context::copyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { UNIMPLEMENTED(); } void Context::deleteLists(GLuint list, GLsizei range) { UNIMPLEMENTED(); } void Context::depthRange(GLdouble n, GLdouble f) { UNIMPLEMENTED(); } void Context::drawBuffer(GLenum buf) { UNIMPLEMENTED(); } void Context::drawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { UNIMPLEMENTED(); } void Context::edgeFlag(GLboolean flag) { UNIMPLEMENTED(); } void Context::edgeFlagv(const GLboolean *flag) { UNIMPLEMENTED(); } void Context::end() { UNIMPLEMENTED(); } void Context::endList() { UNIMPLEMENTED(); } void Context::evalCoord1d(GLdouble u) { UNIMPLEMENTED(); } void Context::evalCoord1dv(const GLdouble *u) { UNIMPLEMENTED(); } void Context::evalCoord1f(GLfloat u) { UNIMPLEMENTED(); } void Context::evalCoord1fv(const GLfloat *u) { UNIMPLEMENTED(); } void Context::evalCoord2d(GLdouble u, GLdouble v) { UNIMPLEMENTED(); } void Context::evalCoord2dv(const GLdouble *u) { UNIMPLEMENTED(); } void Context::evalCoord2f(GLfloat u, GLfloat v) { UNIMPLEMENTED(); } void Context::evalCoord2fv(const GLfloat *u) { UNIMPLEMENTED(); } void Context::evalMesh1(GLenum mode, GLint i1, GLint i2) { UNIMPLEMENTED(); } void Context::evalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { UNIMPLEMENTED(); } void Context::evalPoint1(GLint i) { UNIMPLEMENTED(); } void Context::evalPoint2(GLint i, GLint j) { UNIMPLEMENTED(); } void Context::feedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer) { UNIMPLEMENTED(); } void Context::fogi(GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::fogiv(GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { UNIMPLEMENTED(); } GLuint Context::genLists(GLsizei range) { UNIMPLEMENTED(); return 0; } void Context::getClipPlane(GLenum plane, GLdouble *equation) { UNIMPLEMENTED(); } void Context::getDoublev(GLenum pname, GLdouble *data) { UNIMPLEMENTED(); } void Context::getLightiv(GLenum light, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getMapdv(GLenum target, GLenum query, GLdouble *v) { UNIMPLEMENTED(); } void Context::getMapfv(GLenum target, GLenum query, GLfloat *v) { UNIMPLEMENTED(); } void Context::getMapiv(GLenum target, GLenum query, GLint *v) { UNIMPLEMENTED(); } void Context::getMaterialiv(GLenum face, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getPixelMapfv(GLenum map, GLfloat *values) { UNIMPLEMENTED(); } void Context::getPixelMapuiv(GLenum map, GLuint *values) { UNIMPLEMENTED(); } void Context::getPixelMapusv(GLenum map, GLushort *values) { UNIMPLEMENTED(); } void Context::getPolygonStipple(GLubyte *mask) { UNIMPLEMENTED(); } void Context::getTexGendv(GLenum coord, GLenum pname, GLdouble *params) { UNIMPLEMENTED(); } void Context::indexMask(GLuint mask) { UNIMPLEMENTED(); } void Context::indexd(GLdouble c) { UNIMPLEMENTED(); } void Context::indexdv(const GLdouble *c) { UNIMPLEMENTED(); } void Context::indexf(GLfloat c) { UNIMPLEMENTED(); } void Context::indexfv(const GLfloat *c) { UNIMPLEMENTED(); } void Context::indexi(GLint c) { UNIMPLEMENTED(); } void Context::indexiv(const GLint *c) { UNIMPLEMENTED(); } void Context::indexs(GLshort c) { UNIMPLEMENTED(); } void Context::indexsv(const GLshort *c) { UNIMPLEMENTED(); } void Context::initNames() { UNIMPLEMENTED(); } GLboolean Context::isList(GLuint list) const { UNIMPLEMENTED(); return false; } void Context::lightModeli(GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::lightModeliv(GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::lighti(GLenum light, GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::lightiv(GLenum light, GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::lineStipple(GLint factor, GLushort pattern) { UNIMPLEMENTED(); } void Context::listBase(GLuint base) { UNIMPLEMENTED(); } void Context::loadMatrixd(const GLdouble *m) { UNIMPLEMENTED(); } void Context::loadName(GLuint name) { UNIMPLEMENTED(); } void Context::map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points) { UNIMPLEMENTED(); } void Context::map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points) { UNIMPLEMENTED(); } void Context::map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points) { UNIMPLEMENTED(); } void Context::map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) { UNIMPLEMENTED(); } void Context::mapGrid1d(GLint un, GLdouble u1, GLdouble u2) { UNIMPLEMENTED(); } void Context::mapGrid1f(GLint un, GLfloat u1, GLfloat u2) { UNIMPLEMENTED(); } void Context::mapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) { UNIMPLEMENTED(); } void Context::mapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) { UNIMPLEMENTED(); } void Context::materiali(GLenum face, GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::materialiv(GLenum face, GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::multMatrixd(const GLdouble *m) { UNIMPLEMENTED(); } void Context::newList(GLuint list, GLenum mode) { UNIMPLEMENTED(); } void Context::normal3b(GLbyte nx, GLbyte ny, GLbyte nz) { UNIMPLEMENTED(); } void Context::normal3bv(const GLbyte *v) { UNIMPLEMENTED(); } void Context::normal3d(GLdouble nx, GLdouble ny, GLdouble nz) { UNIMPLEMENTED(); } void Context::normal3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::normal3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::normal3i(GLint nx, GLint ny, GLint nz) { UNIMPLEMENTED(); } void Context::normal3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::normal3s(GLshort nx, GLshort ny, GLshort nz) { UNIMPLEMENTED(); } void Context::normal3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { UNIMPLEMENTED(); } void Context::passThrough(GLfloat token) { UNIMPLEMENTED(); } void Context::pixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values) { UNIMPLEMENTED(); } void Context::pixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values) { UNIMPLEMENTED(); } void Context::pixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values) { UNIMPLEMENTED(); } void Context::pixelStoref(GLenum pname, GLfloat param) { UNIMPLEMENTED(); } void Context::pixelTransferf(GLenum pname, GLfloat param) { UNIMPLEMENTED(); } void Context::pixelTransferi(GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::pixelZoom(GLfloat xfactor, GLfloat yfactor) { UNIMPLEMENTED(); } void Context::polygonMode(GLenum face, GLenum mode) { UNIMPLEMENTED(); } void Context::polygonStipple(const GLubyte *mask) { UNIMPLEMENTED(); } void Context::popAttrib() { UNIMPLEMENTED(); } void Context::popName() { UNIMPLEMENTED(); } void Context::pushAttrib(GLbitfield mask) { UNIMPLEMENTED(); } void Context::pushName(GLuint name) { UNIMPLEMENTED(); } void Context::rasterPos2d(GLdouble x, GLdouble y) { UNIMPLEMENTED(); } void Context::rasterPos2dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::rasterPos2f(GLfloat x, GLfloat y) { UNIMPLEMENTED(); } void Context::rasterPos2fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::rasterPos2i(GLint x, GLint y) { UNIMPLEMENTED(); } void Context::rasterPos2iv(const GLint *v) { UNIMPLEMENTED(); } void Context::rasterPos2s(GLshort x, GLshort y) { UNIMPLEMENTED(); } void Context::rasterPos2sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::rasterPos3d(GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::rasterPos3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::rasterPos3f(GLfloat x, GLfloat y, GLfloat z) { UNIMPLEMENTED(); } void Context::rasterPos3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::rasterPos3i(GLint x, GLint y, GLint z) { UNIMPLEMENTED(); } void Context::rasterPos3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::rasterPos3s(GLshort x, GLshort y, GLshort z) { UNIMPLEMENTED(); } void Context::rasterPos3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::rasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { UNIMPLEMENTED(); } void Context::rasterPos4dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::rasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { UNIMPLEMENTED(); } void Context::rasterPos4fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::rasterPos4i(GLint x, GLint y, GLint z, GLint w) { UNIMPLEMENTED(); } void Context::rasterPos4iv(const GLint *v) { UNIMPLEMENTED(); } void Context::rasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) { UNIMPLEMENTED(); } void Context::rasterPos4sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { UNIMPLEMENTED(); } void Context::rectdv(const GLdouble *v1, const GLdouble *v2) { UNIMPLEMENTED(); } void Context::rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { UNIMPLEMENTED(); } void Context::rectfv(const GLfloat *v1, const GLfloat *v2) { UNIMPLEMENTED(); } void Context::recti(GLint x1, GLint y1, GLint x2, GLint y2) { UNIMPLEMENTED(); } void Context::rectiv(const GLint *v1, const GLint *v2) { UNIMPLEMENTED(); } void Context::rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) { UNIMPLEMENTED(); } void Context::rectsv(const GLshort *v1, const GLshort *v2) { UNIMPLEMENTED(); } GLint Context::renderMode(GLenum mode) { UNIMPLEMENTED(); return 0; } void Context::rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::scaled(GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::selectBuffer(GLsizei size, GLuint *buffer) { UNIMPLEMENTED(); } void Context::texCoord1d(GLdouble s) { UNIMPLEMENTED(); } void Context::texCoord1dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::texCoord1f(GLfloat s) { UNIMPLEMENTED(); } void Context::texCoord1fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::texCoord1i(GLint s) { UNIMPLEMENTED(); } void Context::texCoord1iv(const GLint *v) { UNIMPLEMENTED(); } void Context::texCoord1s(GLshort s) { UNIMPLEMENTED(); } void Context::texCoord1sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::texCoord2d(GLdouble s, GLdouble t) { UNIMPLEMENTED(); } void Context::texCoord2dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::texCoord2f(GLfloat s, GLfloat t) { UNIMPLEMENTED(); } void Context::texCoord2fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::texCoord2i(GLint s, GLint t) { UNIMPLEMENTED(); } void Context::texCoord2iv(const GLint *v) { UNIMPLEMENTED(); } void Context::texCoord2s(GLshort s, GLshort t) { UNIMPLEMENTED(); } void Context::texCoord2sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::texCoord3d(GLdouble s, GLdouble t, GLdouble r) { UNIMPLEMENTED(); } void Context::texCoord3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::texCoord3f(GLfloat s, GLfloat t, GLfloat r) { UNIMPLEMENTED(); } void Context::texCoord3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::texCoord3i(GLint s, GLint t, GLint r) { UNIMPLEMENTED(); } void Context::texCoord3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::texCoord3s(GLshort s, GLshort t, GLshort r) { UNIMPLEMENTED(); } void Context::texCoord3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::texCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q) { UNIMPLEMENTED(); } void Context::texCoord4dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::texCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) { UNIMPLEMENTED(); } void Context::texCoord4fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::texCoord4i(GLint s, GLint t, GLint r, GLint q) { UNIMPLEMENTED(); } void Context::texCoord4iv(const GLint *v) { UNIMPLEMENTED(); } void Context::texCoord4s(GLshort s, GLshort t, GLshort r, GLshort q) { UNIMPLEMENTED(); } void Context::texCoord4sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::texGend(GLenum coord, GLenum pname, GLdouble param) { UNIMPLEMENTED(); } void Context::texGendv(GLenum coord, GLenum pname, const GLdouble *params) { UNIMPLEMENTED(); } void Context::texImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels) { UNIMPLEMENTED(); } void Context::translated(GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::vertex2d(GLdouble x, GLdouble y) { UNIMPLEMENTED(); } void Context::vertex2dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertex2f(GLfloat x, GLfloat y) { UNIMPLEMENTED(); } void Context::vertex2fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::vertex2i(GLint x, GLint y) { UNIMPLEMENTED(); } void Context::vertex2iv(const GLint *v) { UNIMPLEMENTED(); } void Context::vertex2s(GLshort x, GLshort y) { UNIMPLEMENTED(); } void Context::vertex2sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::vertex3d(GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::vertex3dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertex3f(GLfloat x, GLfloat y, GLfloat z) { UNIMPLEMENTED(); } void Context::vertex3fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::vertex3i(GLint x, GLint y, GLint z) { UNIMPLEMENTED(); } void Context::vertex3iv(const GLint *v) { UNIMPLEMENTED(); } void Context::vertex3s(GLshort x, GLshort y, GLshort z) { UNIMPLEMENTED(); } void Context::vertex3sv(const GLshort *v) { UNIMPLEMENTED(); } void Context::vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { UNIMPLEMENTED(); } void Context::vertex4dv(const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { UNIMPLEMENTED(); } void Context::vertex4fv(const GLfloat *v) { UNIMPLEMENTED(); } void Context::vertex4i(GLint x, GLint y, GLint z, GLint w) { UNIMPLEMENTED(); } void Context::vertex4iv(const GLint *v) { UNIMPLEMENTED(); } void Context::vertex4s(GLshort x, GLshort y, GLshort z, GLshort w) { UNIMPLEMENTED(); } void Context::vertex4sv(const GLshort *v) { UNIMPLEMENTED(); } GLboolean Context::areTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences) { UNIMPLEMENTED(); return false; } void Context::arrayElement(GLint i) { UNIMPLEMENTED(); } void Context::copyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { UNIMPLEMENTED(); } void Context::copyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { UNIMPLEMENTED(); } void Context::edgeFlagPointer(GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::indexPointer(GLenum type, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::indexub(GLubyte c) { UNIMPLEMENTED(); } void Context::indexubv(const GLubyte *c) { UNIMPLEMENTED(); } void Context::interleavedArrays(GLenum format, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::popClientAttrib() { UNIMPLEMENTED(); } void Context::prioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities) { UNIMPLEMENTED(); } void Context::pushClientAttrib(GLbitfield mask) { UNIMPLEMENTED(); } void Context::texSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) { UNIMPLEMENTED(); } void Context::multiDrawElementsBaseVertex(PrimitiveMode mode, const GLsizei *count, DrawElementsType type, const void *const *indices, GLsizei drawcount, const GLint *basevertex) { UNIMPLEMENTED(); } void Context::texImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { UNIMPLEMENTED(); } void Context::texImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { UNIMPLEMENTED(); } void Context::colorP3ui(GLenum type, GLuint color) { UNIMPLEMENTED(); } void Context::colorP3uiv(GLenum type, const GLuint *color) { UNIMPLEMENTED(); } void Context::colorP4ui(GLenum type, GLuint color) { UNIMPLEMENTED(); } void Context::colorP4uiv(GLenum type, const GLuint *color) { UNIMPLEMENTED(); } void Context::multiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::multiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::normalP3ui(GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::normalP3uiv(GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::secondaryColorP3ui(GLenum type, GLuint color) { UNIMPLEMENTED(); } void Context::secondaryColorP3uiv(GLenum type, const GLuint *color) { UNIMPLEMENTED(); } void Context::texCoordP1ui(GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::texCoordP1uiv(GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::texCoordP2ui(GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::texCoordP2uiv(GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::texCoordP3ui(GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::texCoordP3uiv(GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::texCoordP4ui(GLenum type, GLuint coords) { UNIMPLEMENTED(); } void Context::texCoordP4uiv(GLenum type, const GLuint *coords) { UNIMPLEMENTED(); } void Context::vertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { UNIMPLEMENTED(); } void Context::vertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { UNIMPLEMENTED(); } void Context::vertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { UNIMPLEMENTED(); } void Context::vertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { UNIMPLEMENTED(); } void Context::vertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { UNIMPLEMENTED(); } void Context::vertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { UNIMPLEMENTED(); } void Context::vertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { UNIMPLEMENTED(); } void Context::vertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { UNIMPLEMENTED(); } void Context::vertexP2ui(GLenum type, GLuint value) { UNIMPLEMENTED(); } void Context::vertexP2uiv(GLenum type, const GLuint *value) { UNIMPLEMENTED(); } void Context::vertexP3ui(GLenum type, GLuint value) { UNIMPLEMENTED(); } void Context::vertexP3uiv(GLenum type, const GLuint *value) { UNIMPLEMENTED(); } void Context::vertexP4ui(GLenum type, GLuint value) { UNIMPLEMENTED(); } void Context::vertexP4uiv(GLenum type, const GLuint *value) { UNIMPLEMENTED(); } void Context::beginQueryIndexed(GLenum target, GLuint index, QueryID id) { UNIMPLEMENTED(); } void Context::drawTransformFeedback(GLenum mode, TransformFeedbackID id) { UNIMPLEMENTED(); } void Context::drawTransformFeedbackStream(GLenum mode, TransformFeedbackID id, GLuint stream) { UNIMPLEMENTED(); } void Context::endQueryIndexed(GLenum target, GLuint index) { UNIMPLEMENTED(); } void Context::getActiveSubroutineName(ShaderProgramID program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) { UNIMPLEMENTED(); } void Context::getActiveSubroutineUniformName(ShaderProgramID program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) { UNIMPLEMENTED(); } void Context::getActiveSubroutineUniformiv(ShaderProgramID program, GLenum shadertype, GLuint index, GLenum pname, GLint *values) { UNIMPLEMENTED(); } void Context::getProgramStageiv(ShaderProgramID program, GLenum shadertype, GLenum pname, GLint *values) { UNIMPLEMENTED(); } void Context::getQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params) { UNIMPLEMENTED(); } GLuint Context::getSubroutineIndex(ShaderProgramID program, GLenum shadertype, const GLchar *name) { UNIMPLEMENTED(); return 0; } GLint Context::getSubroutineUniformLocation(ShaderProgramID program, GLenum shadertype, const GLchar *name) { UNIMPLEMENTED(); return 0; } void Context::getUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params) { UNIMPLEMENTED(); } void Context::getUniformdv(ShaderProgramID program, UniformLocation location, GLdouble *params) { UNIMPLEMENTED(); } void Context::patchParameterfv(GLenum pname, const GLfloat *values) { UNIMPLEMENTED(); } void Context::uniform1d(UniformLocation location, GLdouble x) { UNIMPLEMENTED(); } void Context::uniform1dv(UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniform2d(UniformLocation location, GLdouble x, GLdouble y) { UNIMPLEMENTED(); } void Context::uniform2dv(UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniform3d(UniformLocation location, GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::uniform3dv(UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniform4d(UniformLocation location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { UNIMPLEMENTED(); } void Context::uniform4dv(UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix2dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix2x3dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix2x4dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix3dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix3x2dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix3x4dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix4dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix4x2dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformMatrix4x3dv(UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::uniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices) { UNIMPLEMENTED(); } void Context::depthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v) { UNIMPLEMENTED(); } void Context::depthRangeIndexed(GLuint index, GLdouble n, GLdouble f) { UNIMPLEMENTED(); } void Context::getDoublei_v(GLenum target, GLuint index, GLdouble *data) { UNIMPLEMENTED(); } void Context::getFloati_v(GLenum target, GLuint index, GLfloat *data) { UNIMPLEMENTED(); } void Context::getVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params) { UNIMPLEMENTED(); } void Context::programUniform1d(ShaderProgramID program, UniformLocation location, GLdouble v0) { UNIMPLEMENTED(); } void Context::programUniform1dv(ShaderProgramID program, UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniform2d(ShaderProgramID program, UniformLocation location, GLdouble v0, GLdouble v1) { UNIMPLEMENTED(); } void Context::programUniform2dv(ShaderProgramID program, UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniform3d(ShaderProgramID program, UniformLocation location, GLdouble v0, GLdouble v1, GLdouble v2) { UNIMPLEMENTED(); } void Context::programUniform3dv(ShaderProgramID program, UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniform4d(ShaderProgramID program, UniformLocation location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) { UNIMPLEMENTED(); } void Context::programUniform4dv(ShaderProgramID program, UniformLocation location, GLsizei count, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix2dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix2x3dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix2x4dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix3dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix3x2dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix3x4dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix4dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix4x2dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::programUniformMatrix4x3dv(ShaderProgramID program, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { UNIMPLEMENTED(); } void Context::scissorArrayv(GLuint first, GLsizei count, const GLint *v) { UNIMPLEMENTED(); } void Context::scissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void Context::scissorIndexedv(GLuint index, const GLint *v) { UNIMPLEMENTED(); } void Context::vertexAttribL1d(GLuint index, GLdouble x) { UNIMPLEMENTED(); } void Context::vertexAttribL1dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttribL2d(GLuint index, GLdouble x, GLdouble y) { UNIMPLEMENTED(); } void Context::vertexAttribL2dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) { UNIMPLEMENTED(); } void Context::vertexAttribL3dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { UNIMPLEMENTED(); } void Context::vertexAttribL4dv(GLuint index, const GLdouble *v) { UNIMPLEMENTED(); } void Context::vertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::viewportArrayv(GLuint first, GLsizei count, const GLfloat *v) { UNIMPLEMENTED(); } void Context::viewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { UNIMPLEMENTED(); } void Context::viewportIndexedfv(GLuint index, const GLfloat *v) { UNIMPLEMENTED(); } void Context::drawTransformFeedbackInstanced(GLenum mode, TransformFeedbackID id, GLsizei instancecount) { UNIMPLEMENTED(); } void Context::drawTransformFeedbackStreamInstanced(GLenum mode, TransformFeedbackID id, GLuint stream, GLsizei instancecount) { UNIMPLEMENTED(); } void Context::getActiveAtomicCounterBufferiv(ShaderProgramID program, GLuint bufferIndex, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::clearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data) { UNIMPLEMENTED(); } void Context::clearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) { UNIMPLEMENTED(); } void Context::getInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params) { UNIMPLEMENTED(); } void Context::invalidateBufferData(BufferID buffer) { UNIMPLEMENTED(); } void Context::invalidateBufferSubData(BufferID buffer, GLintptr offset, GLsizeiptr length) { UNIMPLEMENTED(); } void Context::invalidateTexImage(TextureID texture, GLint level) { UNIMPLEMENTED(); } void Context::invalidateTexSubImage(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) { UNIMPLEMENTED(); } void Context::shaderStorageBlockBinding(ShaderProgramID program, GLuint storageBlockIndex, GLuint storageBlockBinding) { UNIMPLEMENTED(); } void Context::textureView(TextureID texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) { UNIMPLEMENTED(); } void Context::vertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { UNIMPLEMENTED(); } void Context::bindBuffersBase(GLenum target, GLuint first, GLsizei count, const BufferID *buffers) { UNIMPLEMENTED(); } void Context::bindBuffersRange(GLenum target, GLuint first, GLsizei count, const BufferID *buffers, const GLintptr *offsets, const GLsizeiptr *sizes) { UNIMPLEMENTED(); } void Context::bindImageTextures(GLuint first, GLsizei count, const GLuint *textures) { UNIMPLEMENTED(); } void Context::bindSamplers(GLuint first, GLsizei count, const GLuint *samplers) { UNIMPLEMENTED(); } void Context::bindTextures(GLuint first, GLsizei count, const GLuint *textures) { UNIMPLEMENTED(); } void Context::bindVertexBuffers(GLuint first, GLsizei count, const BufferID *buffers, const GLintptr *offsets, const GLsizei *strides) { UNIMPLEMENTED(); } void Context::clearTexImage(TextureID texture, GLint level, GLenum format, GLenum type, const void *data) { UNIMPLEMENTED(); } void Context::clearTexSubImage(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data) { UNIMPLEMENTED(); } void Context::bindTextureUnit(GLuint unit, TextureID texture) { UNIMPLEMENTED(); } void Context::blitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { UNIMPLEMENTED(); } GLenum Context::checkNamedFramebufferStatus(FramebufferID framebuffer, GLenum target) { UNIMPLEMENTED(); return 0; } void Context::clearNamedBufferData(BufferID buffer, GLenum internalformat, GLenum format, GLenum type, const void *data) { UNIMPLEMENTED(); } void Context::clearNamedBufferSubData(BufferID buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) { UNIMPLEMENTED(); } void Context::clearNamedFramebufferfi(FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { UNIMPLEMENTED(); } void Context::clearNamedFramebufferfv(FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) { UNIMPLEMENTED(); } void Context::clearNamedFramebufferiv(FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) { UNIMPLEMENTED(); } void Context::clearNamedFramebufferuiv(FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) { UNIMPLEMENTED(); } void Context::compressedTextureSubImage1D(TextureID texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) { UNIMPLEMENTED(); } void Context::compressedTextureSubImage2D(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) { UNIMPLEMENTED(); } void Context::compressedTextureSubImage3D(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) { UNIMPLEMENTED(); } void Context::copyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { UNIMPLEMENTED(); } void Context::copyTextureSubImage1D(TextureID texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { UNIMPLEMENTED(); } void Context::copyTextureSubImage2D(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void Context::copyTextureSubImage3D(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void Context::createBuffers(GLsizei n, BufferID *buffers) { UNIMPLEMENTED(); } void Context::createFramebuffers(GLsizei n, GLuint *framebuffers) { UNIMPLEMENTED(); } void Context::createProgramPipelines(GLsizei n, GLuint *pipelines) { UNIMPLEMENTED(); } void Context::createQueries(GLenum target, GLsizei n, GLuint *ids) { UNIMPLEMENTED(); } void Context::createRenderbuffers(GLsizei n, RenderbufferID *renderbuffers) { UNIMPLEMENTED(); } void Context::createSamplers(GLsizei n, GLuint *samplers) { UNIMPLEMENTED(); } void Context::createTextures(GLenum target, GLsizei n, GLuint *textures) { UNIMPLEMENTED(); } void Context::createTransformFeedbacks(GLsizei n, GLuint *ids) { UNIMPLEMENTED(); } void Context::createVertexArrays(GLsizei n, VertexArrayID *arrays) { UNIMPLEMENTED(); } void Context::disableVertexArrayAttrib(VertexArrayID vaobj, GLuint index) { UNIMPLEMENTED(); } void Context::enableVertexArrayAttrib(VertexArrayID vaobj, GLuint index) { UNIMPLEMENTED(); } void Context::flushMappedNamedBufferRange(BufferID buffer, GLintptr offset, GLsizeiptr length) { UNIMPLEMENTED(); } void Context::generateTextureMipmap(TextureID texture) { UNIMPLEMENTED(); } void Context::getCompressedTextureImage(TextureID texture, GLint level, GLsizei bufSize, void *pixels) { UNIMPLEMENTED(); } void Context::getCompressedTextureSubImage(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels) { UNIMPLEMENTED(); } void Context::getNamedBufferParameteri64v(BufferID buffer, GLenum pname, GLint64 *params) { UNIMPLEMENTED(); } void Context::getNamedBufferParameteriv(BufferID buffer, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getNamedBufferPointerv(BufferID buffer, GLenum pname, void **params) { UNIMPLEMENTED(); } void Context::getNamedBufferSubData(BufferID buffer, GLintptr offset, GLsizeiptr size, void *data) { UNIMPLEMENTED(); } void Context::getNamedFramebufferAttachmentParameteriv(FramebufferID framebuffer, GLenum attachment, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getNamedFramebufferParameteriv(FramebufferID framebuffer, GLenum pname, GLint *param) { UNIMPLEMENTED(); } void Context::getNamedRenderbufferParameteriv(RenderbufferID renderbuffer, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getQueryBufferObjecti64v(GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { UNIMPLEMENTED(); } void Context::getQueryBufferObjectiv(GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { UNIMPLEMENTED(); } void Context::getQueryBufferObjectui64v(GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { UNIMPLEMENTED(); } void Context::getQueryBufferObjectuiv(GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { UNIMPLEMENTED(); } void Context::getTextureImage(TextureID texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) { UNIMPLEMENTED(); } void Context::getTextureLevelParameterfv(TextureID texture, GLint level, GLenum pname, GLfloat *params) { UNIMPLEMENTED(); } void Context::getTextureLevelParameteriv(TextureID texture, GLint level, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getTextureParameterIiv(TextureID texture, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getTextureParameterIuiv(TextureID texture, GLenum pname, GLuint *params) { UNIMPLEMENTED(); } void Context::getTextureParameterfv(TextureID texture, GLenum pname, GLfloat *params) { UNIMPLEMENTED(); } void Context::getTextureParameteriv(TextureID texture, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getTextureSubImage(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels) { UNIMPLEMENTED(); } void Context::getTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64 *param) { UNIMPLEMENTED(); } void Context::getTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint *param) { UNIMPLEMENTED(); } void Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param) { UNIMPLEMENTED(); } void Context::getVertexArrayIndexed64iv(VertexArrayID vaobj, GLuint index, GLenum pname, GLint64 *param) { UNIMPLEMENTED(); } void Context::getVertexArrayIndexediv(VertexArrayID vaobj, GLuint index, GLenum pname, GLint *param) { UNIMPLEMENTED(); } void Context::getVertexArrayiv(VertexArrayID vaobj, GLenum pname, GLint *param) { UNIMPLEMENTED(); } void Context::getnColorTable(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table) { UNIMPLEMENTED(); } void Context::getnCompressedTexImage(GLenum target, GLint lod, GLsizei bufSize, void *pixels) { UNIMPLEMENTED(); } void Context::getnConvolutionFilter(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image) { UNIMPLEMENTED(); } void Context::getnHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values) { UNIMPLEMENTED(); } void Context::getnMapdv(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v) { UNIMPLEMENTED(); } void Context::getnMapfv(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v) { UNIMPLEMENTED(); } void Context::getnMapiv(GLenum target, GLenum query, GLsizei bufSize, GLint *v) { UNIMPLEMENTED(); } void Context::getnMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values) { UNIMPLEMENTED(); } void Context::getnPixelMapfv(GLenum map, GLsizei bufSize, GLfloat *values) { UNIMPLEMENTED(); } void Context::getnPixelMapuiv(GLenum map, GLsizei bufSize, GLuint *values) { UNIMPLEMENTED(); } void Context::getnPixelMapusv(GLenum map, GLsizei bufSize, GLushort *values) { UNIMPLEMENTED(); } void Context::getnPolygonStipple(GLsizei bufSize, GLubyte *pattern) { UNIMPLEMENTED(); } void Context::getnSeparableFilter(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span) { UNIMPLEMENTED(); } void Context::getnTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) { UNIMPLEMENTED(); } void Context::getnUniformdv(ShaderProgramID program, UniformLocation location, GLsizei bufSize, GLdouble *params) { UNIMPLEMENTED(); } void Context::invalidateNamedFramebufferData(FramebufferID framebuffer, GLsizei numAttachments, const GLenum *attachments) { UNIMPLEMENTED(); } void Context::invalidateNamedFramebufferSubData(FramebufferID framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void *Context::mapNamedBuffer(BufferID buffer, GLenum access) { UNIMPLEMENTED(); return nullptr; } void *Context::mapNamedBufferRange(BufferID buffer, GLintptr offset, GLsizeiptr length, GLbitfield access) { UNIMPLEMENTED(); return nullptr; } void Context::namedBufferData(BufferID buffer, GLsizeiptr size, const void *data, GLenum usage) { UNIMPLEMENTED(); } void Context::namedBufferStorage(BufferID buffer, GLsizeiptr size, const void *data, GLbitfield flags) { UNIMPLEMENTED(); } void Context::namedBufferSubData(BufferID buffer, GLintptr offset, GLsizeiptr size, const void *data) { UNIMPLEMENTED(); } void Context::namedFramebufferDrawBuffer(FramebufferID framebuffer, GLenum buf) { UNIMPLEMENTED(); } void Context::namedFramebufferDrawBuffers(FramebufferID framebuffer, GLsizei n, const GLenum *bufs) { UNIMPLEMENTED(); } void Context::namedFramebufferParameteri(FramebufferID framebuffer, GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::namedFramebufferReadBuffer(FramebufferID framebuffer, GLenum src) { UNIMPLEMENTED(); } void Context::namedFramebufferRenderbuffer(FramebufferID framebuffer, GLenum attachment, GLenum renderbuffertarget, RenderbufferID renderbuffer) { UNIMPLEMENTED(); } void Context::namedFramebufferTexture(FramebufferID framebuffer, GLenum attachment, TextureID texture, GLint level) { UNIMPLEMENTED(); } void Context::namedFramebufferTextureLayer(FramebufferID framebuffer, GLenum attachment, TextureID texture, GLint level, GLint layer) { UNIMPLEMENTED(); } void Context::namedRenderbufferStorage(RenderbufferID renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void Context::namedRenderbufferStorageMultisample(RenderbufferID renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void Context::textureBarrier() { UNIMPLEMENTED(); } void Context::textureBuffer(TextureID texture, GLenum internalformat, BufferID buffer) { UNIMPLEMENTED(); } void Context::textureBufferRange(TextureID texture, GLenum internalformat, BufferID buffer, GLintptr offset, GLsizeiptr size) { UNIMPLEMENTED(); } void Context::textureParameterIiv(TextureID texture, GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::textureParameterIuiv(TextureID texture, GLenum pname, const GLuint *params) { UNIMPLEMENTED(); } void Context::textureParameterf(TextureID texture, GLenum pname, GLfloat param) { UNIMPLEMENTED(); } void Context::textureParameterfv(TextureID texture, GLenum pname, const GLfloat *param) { UNIMPLEMENTED(); } void Context::textureParameteri(TextureID texture, GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::textureParameteriv(TextureID texture, GLenum pname, const GLint *param) { UNIMPLEMENTED(); } void Context::textureStorage1D(TextureID texture, GLsizei levels, GLenum internalformat, GLsizei width) { UNIMPLEMENTED(); } void Context::textureStorage2D(TextureID texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { UNIMPLEMENTED(); } void Context::textureStorage2DMultisample(TextureID texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { UNIMPLEMENTED(); } void Context::textureStorage3D(TextureID texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { UNIMPLEMENTED(); } void Context::textureStorage3DMultisample(TextureID texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { UNIMPLEMENTED(); } void Context::textureSubImage1D(TextureID texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) { UNIMPLEMENTED(); } void Context::textureSubImage2D(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { UNIMPLEMENTED(); } void Context::textureSubImage3D(TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) { UNIMPLEMENTED(); } void Context::transformFeedbackBufferBase(GLuint xfb, GLuint index, BufferID buffer) { UNIMPLEMENTED(); } void Context::transformFeedbackBufferRange(GLuint xfb, GLuint index, BufferID buffer, GLintptr offset, GLsizeiptr size) { UNIMPLEMENTED(); } GLboolean Context::unmapNamedBuffer(BufferID buffer) { UNIMPLEMENTED(); return false; } void Context::vertexArrayAttribBinding(VertexArrayID vaobj, GLuint attribindex, GLuint bindingindex) { UNIMPLEMENTED(); } void Context::vertexArrayAttribFormat(VertexArrayID vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) { UNIMPLEMENTED(); } void Context::vertexArrayAttribIFormat(VertexArrayID vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { UNIMPLEMENTED(); } void Context::vertexArrayAttribLFormat(VertexArrayID vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { UNIMPLEMENTED(); } void Context::vertexArrayBindingDivisor(VertexArrayID vaobj, GLuint bindingindex, GLuint divisor) { UNIMPLEMENTED(); } void Context::vertexArrayElementBuffer(VertexArrayID vaobj, BufferID buffer) { UNIMPLEMENTED(); } void Context::vertexArrayVertexBuffer(VertexArrayID vaobj, GLuint bindingindex, BufferID buffer, GLintptr offset, GLsizei stride) { UNIMPLEMENTED(); } void Context::vertexArrayVertexBuffers(VertexArrayID vaobj, GLuint first, GLsizei count, const BufferID *buffers, const GLintptr *offsets, const GLsizei *strides) { UNIMPLEMENTED(); } void Context::multiDrawArraysIndirectCount(GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride) { UNIMPLEMENTED(); } void Context::multiDrawElementsIndirectCount(GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride) { UNIMPLEMENTED(); } void Context::polygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp) { UNIMPLEMENTED(); } void Context::specializeShader(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue) { UNIMPLEMENTED(); } } // namespace gl