void API_ENTRY(glActiveTexture)(GLenum texture) { CALL_GL_API(glActiveTexture, texture); } void API_ENTRY(glAttachShader)(GLuint program, GLuint shader) { CALL_GL_API(glAttachShader, program, shader); } void API_ENTRY(glBindAttribLocation)(GLuint program, GLuint index, const GLchar:GLstring:in name) { CALL_GL_API(glBindAttribLocation, program, index, name); } void API_ENTRY(glBindBuffer)(GLenum target, GLuint buffer) { CALL_GL_API(glBindBuffer, target, buffer); } void API_ENTRY(glBindFramebuffer)(GLenum target, GLuint framebuffer) { CALL_GL_API(glBindFramebuffer, target, framebuffer); } void API_ENTRY(glBindRenderbuffer)(GLenum target, GLuint renderbuffer) { CALL_GL_API(glBindRenderbuffer, target, renderbuffer); } void API_ENTRY(glBindTexture)(GLenum target, GLuint texture) { CALL_GL_API(glBindTexture, target, texture); } void API_ENTRY(glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { CALL_GL_API(glBlendColor, red, green, blue, alpha); } void API_ENTRY(glBlendEquation)( GLenum mode ) { CALL_GL_API(glBlendEquation, mode); } void API_ENTRY(glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha) { CALL_GL_API(glBlendEquationSeparate, modeRGB, modeAlpha); } void API_ENTRY(glBlendFunc)(GLenum sfactor, GLenum dfactor) { CALL_GL_API(glBlendFunc, sfactor, dfactor); } void API_ENTRY(glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { CALL_GL_API(glBlendFuncSeparate, srcRGB, dstRGB, srcAlpha, dstAlpha); } void API_ENTRY(glBufferData)(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { CALL_GL_API(glBufferData, target, size, data, usage); } void API_ENTRY(glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { CALL_GL_API(glBufferSubData, target, offset, size, data); } GLenum API_ENTRY(glCheckFramebufferStatus)(GLenum target) { CALL_GL_API_RETURN(glCheckFramebufferStatus, target); } void API_ENTRY(glClear)(GLbitfield mask) { CALL_GL_API(glClear, mask); } void API_ENTRY(glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { CALL_GL_API(glClearColor, red, green, blue, alpha); } void API_ENTRY(glClearDepthf)(GLclampf depth) { CALL_GL_API(glClearDepthf, depth); } void API_ENTRY(glClearStencil)(GLint s) { CALL_GL_API(glClearStencil, s); } void API_ENTRY(glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { CALL_GL_API(glColorMask, red, green, blue, alpha); } void API_ENTRY(glCompileShader)(GLuint shader) { CALL_GL_API(glCompileShader, shader); } void API_ENTRY(glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { CALL_GL_API(glCompressedTexImage2D, target, level, internalformat, width, height, border, imageSize, data); } void API_ENTRY(glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { CALL_GL_API(glCompressedTexSubImage2D, target, level, xoffset, yoffset, width, height, format, imageSize, data); } void API_ENTRY(glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { CALL_GL_API(glCopyTexImage2D, target, level, internalformat, x, y, width, height, border); } void API_ENTRY(glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { CALL_GL_API(glCopyTexSubImage2D, target, level, xoffset, yoffset, x, y, width, height); } GLuint API_ENTRY(glCreateProgram)(void) { CALL_GL_API_RETURN(glCreateProgram); } GLuint API_ENTRY(glCreateShader)(GLenum type) { CALL_GL_API_RETURN(glCreateShader, type); } void API_ENTRY(glCullFace)(GLenum mode) { CALL_GL_API(glCullFace, mode); } void API_ENTRY(glDeleteBuffers)(GLsizei n, const GLuint:n:in buffers) { CALL_GL_API(glDeleteBuffers, n, buffers); } void API_ENTRY(glDeleteFramebuffers)(GLsizei n, const GLuint:n:in framebuffers) { CALL_GL_API(glDeleteFramebuffers, n, framebuffers); } void API_ENTRY(glDeleteProgram)(GLuint program) { CALL_GL_API(glDeleteProgram, program); } void API_ENTRY(glDeleteRenderbuffers)(GLsizei n, const GLuint:n:in renderbuffers) { CALL_GL_API(glDeleteRenderbuffers, n, renderbuffers); } void API_ENTRY(glDeleteShader)(GLuint shader) { CALL_GL_API(glDeleteShader, shader); } void API_ENTRY(glDeleteTextures)(GLsizei n, const GLuint:n:in textures) { CALL_GL_API(glDeleteTextures, n, textures); } void API_ENTRY(glDepthFunc)(GLenum func) { CALL_GL_API(glDepthFunc, func); } void API_ENTRY(glDepthMask)(GLboolean flag) { CALL_GL_API(glDepthMask, flag); } void API_ENTRY(glDepthRangef)(GLclampf zNear, GLclampf zFar) { CALL_GL_API(glDepthRangef, zNear, zFar); } void API_ENTRY(glDetachShader)(GLuint program, GLuint shader) { CALL_GL_API(glDetachShader, program, shader); } void API_ENTRY(glDisable)(GLenum cap) { CALL_GL_API(glDisable, cap); } void API_ENTRY(glDisableVertexAttribArray)(GLuint index) { CALL_GL_API(glDisableVertexAttribArray, index); } void API_ENTRY(glDrawArrays)(GLenum mode, GLint first, GLsizei count) { CALL_GL_API(glDrawArrays, mode, first, count); } void API_ENTRY(glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { CALL_GL_API(glDrawElements, mode, count, type, indices); } void API_ENTRY(glEnable)(GLenum cap) { CALL_GL_API(glEnable, cap); } void API_ENTRY(glEnableVertexAttribArray)(GLuint index) { CALL_GL_API(glEnableVertexAttribArray, index); } void API_ENTRY(glFinish)(void) { CALL_GL_API(glFinish); } void API_ENTRY(glFlush)(void) { CALL_GL_API(glFlush); } void API_ENTRY(glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { CALL_GL_API(glFramebufferRenderbuffer, target, attachment, renderbuffertarget, renderbuffer); } void API_ENTRY(glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { CALL_GL_API(glFramebufferTexture2D, target, attachment, textarget, texture, level); } void API_ENTRY(glFrontFace)(GLenum mode) { CALL_GL_API(glFrontFace, mode); } void API_ENTRY(glGenBuffers)(GLsizei n, GLuint:n:out buffers) { CALL_GL_API(glGenBuffers, n, buffers); } void API_ENTRY(glGenerateMipmap)(GLenum target) { CALL_GL_API(glGenerateMipmap, target); } void API_ENTRY(glGenFramebuffers)(GLsizei n, GLuint:n:out framebuffers) { CALL_GL_API(glGenFramebuffers, n, framebuffers); } void API_ENTRY(glGenRenderbuffers)(GLsizei n, GLuint:n:out renderbuffers) { CALL_GL_API(glGenRenderbuffers, n, renderbuffers); } void API_ENTRY(glGenTextures)(GLsizei n, GLuint:n:out textures) { CALL_GL_API(glGenTextures, n, textures); } void API_ENTRY(glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar:GLstring:in name) { CALL_GL_API(glGetActiveAttrib, program, index, bufsize, length, size, type, name); } void API_ENTRY(glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar:GLstring:in name) { CALL_GL_API(glGetActiveUniform, program, index, bufsize, length, size, type, name); } void API_ENTRY(glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { CALL_GL_API(glGetAttachedShaders, program, maxcount, count, shaders); } int API_ENTRY(glGetAttribLocation)(GLuint program, const GLchar:GLstring:in name) { CALL_GL_API_RETURN(glGetAttribLocation, program, name); } void API_ENTRY(glGetBooleanv)(GLenum pname, GLboolean* params) { CALL_GL_API(glGetBooleanv, pname, params); } void API_ENTRY(glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params) { CALL_GL_API(glGetBufferParameteriv, target, pname, params); } GLenum API_ENTRY(glGetError)(void) { CALL_GL_API_RETURN(glGetError); } void API_ENTRY(glGetFloatv)(GLenum pname, GLfloat* params) { CALL_GL_API(glGetFloatv, pname, params); } void API_ENTRY(glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params) { CALL_GL_API(glGetFramebufferAttachmentParameteriv, target, attachment, pname, params); } void API_ENTRY(glGetIntegerv)(GLenum pname, GLint* params) { CALL_GL_API(glGetIntegerv, pname, params); } void API_ENTRY(glGetProgramiv)(GLuint program, GLenum pname, GLint:1:out params) { CALL_GL_API(glGetProgramiv, program, pname, params); } void API_ENTRY(glGetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, GLchar:GLstring:out infolog) { CALL_GL_API(glGetProgramInfoLog, program, bufsize, length, infolog); } void API_ENTRY(glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params) { CALL_GL_API(glGetRenderbufferParameteriv, target, pname, params); } void API_ENTRY(glGetShaderiv)(GLuint shader, GLenum pname, GLint:1:out params) { CALL_GL_API(glGetShaderiv, shader, pname, params); } void API_ENTRY(glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar:GLstring:out infolog) { CALL_GL_API(glGetShaderInfoLog, shader, bufsize, length, infolog); } void API_ENTRY(glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { CALL_GL_API(glGetShaderPrecisionFormat, shadertype, precisiontype, range, precision); } void API_ENTRY(glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar:GLstring:out source) { CALL_GL_API(glGetShaderSource, shader, bufsize, length, source); } const GLubyte* API_ENTRY(glGetString)(GLenum name) { CALL_GL_API_RETURN(glGetString, name); } void API_ENTRY(glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params) { CALL_GL_API(glGetTexParameterfv, target, pname, params); } void API_ENTRY(glGetTexParameteriv)(GLenum target, GLenum pname, GLint* params) { CALL_GL_API(glGetTexParameteriv, target, pname, params); } void API_ENTRY(glGetUniformfv)(GLuint program, GLint location, GLfloat* params) { CALL_GL_API(glGetUniformfv, program, location, params); } void API_ENTRY(glGetUniformiv)(GLuint program, GLint location, GLint* params) { CALL_GL_API(glGetUniformiv, program, location, params); } int API_ENTRY(glGetUniformLocation)(GLuint program, const GLchar:GLstring:in name) { CALL_GL_API_RETURN(glGetUniformLocation, program, name); } void API_ENTRY(glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params) { CALL_GL_API(glGetVertexAttribfv, index, pname, params); } void API_ENTRY(glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params) { CALL_GL_API(glGetVertexAttribiv, index, pname, params); } void API_ENTRY(glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer) { CALL_GL_API(glGetVertexAttribPointerv, index, pname, pointer); } void API_ENTRY(glHint)(GLenum target, GLenum mode) { CALL_GL_API(glHint, target, mode); } GLboolean API_ENTRY(glIsBuffer)(GLuint buffer) { CALL_GL_API_RETURN(glIsBuffer, buffer); } GLboolean API_ENTRY(glIsEnabled)(GLenum cap) { CALL_GL_API_RETURN(glIsEnabled, cap); } GLboolean API_ENTRY(glIsFramebuffer)(GLuint framebuffer) { CALL_GL_API_RETURN(glIsFramebuffer, framebuffer); } GLboolean API_ENTRY(glIsProgram)(GLuint program) { CALL_GL_API_RETURN(glIsProgram, program); } GLboolean API_ENTRY(glIsRenderbuffer)(GLuint renderbuffer) { CALL_GL_API_RETURN(glIsRenderbuffer, renderbuffer); } GLboolean API_ENTRY(glIsShader)(GLuint shader) { CALL_GL_API_RETURN(glIsShader, shader); } GLboolean API_ENTRY(glIsTexture)(GLuint texture) { CALL_GL_API_RETURN(glIsTexture, texture); } void API_ENTRY(glLineWidth)(GLfloat width) { CALL_GL_API(glLineWidth, width); } void API_ENTRY(glLinkProgram)(GLuint program) { CALL_GL_API(glLinkProgram, program); } void API_ENTRY(glPixelStorei)(GLenum pname, GLint param) { CALL_GL_API(glPixelStorei, pname, param); } void API_ENTRY(glPolygonOffset)(GLfloat factor, GLfloat units) { CALL_GL_API(glPolygonOffset, factor, units); } void API_ENTRY(glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { CALL_GL_API(glReadPixels, x, y, width, height, format, type, pixels); } void API_ENTRY(glReleaseShaderCompiler)(void) { CALL_GL_API(glReleaseShaderCompiler); } void API_ENTRY(glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { CALL_GL_API(glRenderbufferStorage, target, internalformat, width, height); } void API_ENTRY(glSampleCoverage)(GLclampf value, GLboolean invert) { CALL_GL_API(glSampleCoverage, value, invert); } void API_ENTRY(glScissor)(GLint x, GLint y, GLsizei width, GLsizei height) { CALL_GL_API(glScissor, x, y, width, height); } void API_ENTRY(glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { CALL_GL_API(glShaderBinary, n, shaders, binaryformat, binary, length); } void API_ENTRY(glShaderSource)(GLuint shader, GLsizei count, const GLchar** string, const GLint* length) { CALL_GL_API(glShaderSource, shader, count, string, length); } void API_ENTRY(glStencilFunc)(GLenum func, GLint ref, GLuint mask) { CALL_GL_API(glStencilFunc, func, ref, mask); } void API_ENTRY(glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask) { CALL_GL_API(glStencilFuncSeparate, face, func, ref, mask); } void API_ENTRY(glStencilMask)(GLuint mask) { CALL_GL_API(glStencilMask, mask); } void API_ENTRY(glStencilMaskSeparate)(GLenum face, GLuint mask) { CALL_GL_API(glStencilMaskSeparate, face, mask); } void API_ENTRY(glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass) { CALL_GL_API(glStencilOp, fail, zfail, zpass); } void API_ENTRY(glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { CALL_GL_API(glStencilOpSeparate, face, fail, zfail, zpass); } void API_ENTRY(glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { CALL_GL_API(glTexImage2D, target, level, internalformat, width, height, border, format, type, pixels); } void API_ENTRY(glTexParameterf)(GLenum target, GLenum pname, GLfloat param) { CALL_GL_API(glTexParameterf, target, pname, param); } void API_ENTRY(glTexParameterfv)(GLenum target, GLenum pname, const GLfloat* params) { CALL_GL_API(glTexParameterfv, target, pname, params); } void API_ENTRY(glTexParameteri)(GLenum target, GLenum pname, GLint param) { CALL_GL_API(glTexParameteri, target, pname, param); } void API_ENTRY(glTexParameteriv)(GLenum target, GLenum pname, const GLint* params) { CALL_GL_API(glTexParameteriv, target, pname, params); } void API_ENTRY(glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { CALL_GL_API(glTexSubImage2D, target, level, xoffset, yoffset, width, height, format, type, pixels); } void API_ENTRY(glUniform1f)(GLint location, GLfloat x) { CALL_GL_API(glUniform1f, location, x); } void API_ENTRY(glUniform1fv)(GLint location, GLsizei count, const GLfloat:1*count:in v) { CALL_GL_API(glUniform1fv, location, count, v); } void API_ENTRY(glUniform1i)(GLint location, GLint x) { CALL_GL_API(glUniform1i, location, x); } void API_ENTRY(glUniform1iv)(GLint location, GLsizei count, const GLint:1*count:in v) { CALL_GL_API(glUniform1iv, location, count, v); } void API_ENTRY(glUniform2f)(GLint location, GLfloat x, GLfloat y) { CALL_GL_API(glUniform2f, location, x, y); } void API_ENTRY(glUniform2fv)(GLint location, GLsizei count, const GLfloat:2*count:in v) { CALL_GL_API(glUniform2fv, location, count, v); } void API_ENTRY(glUniform2i)(GLint location, GLint x, GLint y) { CALL_GL_API(glUniform2i, location, x, y); } void API_ENTRY(glUniform2iv)(GLint location, GLsizei count, const GLint:2*count:in v) { CALL_GL_API(glUniform2iv, location, count, v); } void API_ENTRY(glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z) { CALL_GL_API(glUniform3f, location, x, y, z); } void API_ENTRY(glUniform3fv)(GLint location, GLsizei count, const GLfloat:3*count:in v) { CALL_GL_API(glUniform3fv, location, count, v); } void API_ENTRY(glUniform3i)(GLint location, GLint x, GLint y, GLint z) { CALL_GL_API(glUniform3i, location, x, y, z); } void API_ENTRY(glUniform3iv)(GLint location, GLsizei count, const GLint:3*count:in v) { CALL_GL_API(glUniform3iv, location, count, v); } void API_ENTRY(glUniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { CALL_GL_API(glUniform4f, location, x, y, z, w); } void API_ENTRY(glUniform4fv)(GLint location, GLsizei count, const GLfloat:4*count:in v) { CALL_GL_API(glUniform4fv, location, count, v); } void API_ENTRY(glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w) { CALL_GL_API(glUniform4i, location, x, y, z, w); } void API_ENTRY(glUniform4iv)(GLint location, GLsizei count, const GLint:4*count:in v) { CALL_GL_API(glUniform4iv, location, count, v); } void API_ENTRY(glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat:4*count:in value) { CALL_GL_API(glUniformMatrix2fv, location, count, transpose, value); } void API_ENTRY(glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat:9*count:in value) { CALL_GL_API(glUniformMatrix3fv, location, count, transpose, value); } void API_ENTRY(glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat:16*count:in value) { CALL_GL_API(glUniformMatrix4fv, location, count, transpose, value); } void API_ENTRY(glUseProgram)(GLuint program) { CALL_GL_API(glUseProgram, program); } void API_ENTRY(glValidateProgram)(GLuint program) { CALL_GL_API(glValidateProgram, program); } void API_ENTRY(glVertexAttrib1f)(GLuint indx, GLfloat x) { CALL_GL_API(glVertexAttrib1f, indx, x); } void API_ENTRY(glVertexAttrib1fv)(GLuint indx, const GLfloat:1:in values) { CALL_GL_API(glVertexAttrib1fv, indx, values); } void API_ENTRY(glVertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y) { CALL_GL_API(glVertexAttrib2f, indx, x, y); } void API_ENTRY(glVertexAttrib2fv)(GLuint indx, const GLfloat:2:in values) { CALL_GL_API(glVertexAttrib2fv, indx, values); } void API_ENTRY(glVertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { CALL_GL_API(glVertexAttrib3f, indx, x, y, z); } void API_ENTRY(glVertexAttrib3fv)(GLuint indx, const GLfloat:3:in values) { CALL_GL_API(glVertexAttrib3fv, indx, values); } void API_ENTRY(glVertexAttrib4f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { CALL_GL_API(glVertexAttrib4f, indx, x, y, z, w); } void API_ENTRY(glVertexAttrib4fv)(GLuint indx, const GLfloat:4:in values) { CALL_GL_API(glVertexAttrib4fv, indx, values); } void API_ENTRY(glVertexAttribPointer)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { CALL_GL_API(glVertexAttribPointer, indx, size, type, normalized, stride, ptr); } void API_ENTRY(glViewport)(GLint x, GLint y, GLsizei width, GLsizei height) { CALL_GL_API(glViewport, x, y, width, height); }