From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- .../checkout/src/libGLESv2/libGLESv2_autogen.cpp | 9704 ++++++++++++++++++++ 1 file changed, 9704 insertions(+) create mode 100644 gfx/angle/checkout/src/libGLESv2/libGLESv2_autogen.cpp (limited to 'gfx/angle/checkout/src/libGLESv2/libGLESv2_autogen.cpp') 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" -- cgit v1.2.3