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kc3-lang/angle/src/libGLESv2/libGLESv2.cpp

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  • Author : Martin Radev
    Date : 2016-07-18 15:39:47
    Hash : ee7e1e21
    Message : Add ES31 entry points as function stubs Entry points were generated using scripts which take the new function declarations from gl31.h, find the newly added functions and output the new function declarations and defitions. BUG=angleproject:1442 TEST=angle_unittests Change-Id: I2d77eb4cc24873a31cb2745b7b82bf611d5058c6 Reviewed-on: https://chromium-review.googlesource.com/361291 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/libGLESv2/libGLESv2.cpp
  • //
    // Copyright (c) 2002-2014 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.cpp: Implements the exported OpenGL ES 2.0 functions.
    
    #include "libGLESv2/entry_points_gles_2_0.h"
    #include "libGLESv2/entry_points_gles_2_0_ext.h"
    #include "libGLESv2/entry_points_gles_3_0.h"
    #include "libGLESv2/entry_points_gles_3_1.h"
    
    #include "common/event_tracer.h"
    
    extern "C"
    {
    
    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 srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
    {
        return gl::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
    }
    
    void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
    {
        return gl::BufferData(target, size, data, usage);
    }
    
    void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* 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 depth)
    {
        return gl::ClearDepthf(depth);
    }
    
    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 GLvoid* 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 GLvoid* 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(void)
    {
        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 GLvoid* 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(void)
    {
        return gl::Finish();
    }
    
    void GL_APIENTRY glFlush(void)
    {
        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 glGenerateMipmap(GLenum target)
    {
        return gl::GenerateMipmap(target);
    }
    
    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 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* params)
    {
        return gl::GetBooleanv(pname, params);
    }
    
    void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
    {
        return gl::GetBufferParameteriv(target, pname, params);
    }
    
    GLenum GL_APIENTRY glGetError(void)
    {
        return gl::GetError();
    }
    
    void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params)
    {
        return gl::GetFloatv(pname, params);
    }
    
    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* params)
    {
        return gl::GetIntegerv(pname, params);
    }
    
    void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params)
    {
        return gl::GetProgramiv(program, pname, params);
    }
    
    void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
    {
        return gl::GetProgramInfoLog(program, bufsize, length, infolog);
    }
    
    void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
    {
        return gl::GetRenderbufferParameteriv(target, pname, params);
    }
    
    void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
    {
        return gl::GetShaderiv(shader, 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);
    }
    
    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);
    }
    
    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);
    }
    
    GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name)
    {
        return gl::GetUniformLocation(program, name);
    }
    
    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 glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
    {
        return gl::GetVertexAttribPointerv(index, pname, pointer);
    }
    
    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, GLvoid* pixels)
    {
        return gl::ReadPixels(x, y, width, height, format, type, pixels);
    }
    
    void GL_APIENTRY glReleaseShaderCompiler(void)
    {
        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 n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
    {
        return gl::ShaderBinary(n, 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 fail, GLenum zfail, GLenum zpass)
    {
        return gl::StencilOpSeparate(face, fail, zfail, zpass);
    }
    
    void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* 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 GLvoid* pixels)
    {
        return gl::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
    }
    
    void GL_APIENTRY glUniform1f(GLint location, GLfloat x)
    {
        return gl::Uniform1f(location, x);
    }
    
    void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
    {
        return gl::Uniform1fv(location, count, v);
    }
    
    void GL_APIENTRY glUniform1i(GLint location, GLint x)
    {
        return gl::Uniform1i(location, x);
    }
    
    void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v)
    {
        return gl::Uniform1iv(location, count, v);
    }
    
    void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y)
    {
        return gl::Uniform2f(location, x, y);
    }
    
    void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
    {
        return gl::Uniform2fv(location, count, v);
    }
    
    void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y)
    {
        return gl::Uniform2i(location, x, y);
    }
    
    void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v)
    {
        return gl::Uniform2iv(location, count, v);
    }
    
    void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
    {
        return gl::Uniform3f(location, x, y, z);
    }
    
    void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
    {
        return gl::Uniform3fv(location, count, v);
    }
    
    void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z)
    {
        return gl::Uniform3i(location, x, y, z);
    }
    
    void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v)
    {
        return gl::Uniform3iv(location, count, v);
    }
    
    void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
    {
        return gl::Uniform4f(location, x, y, z, w);
    }
    
    void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
    {
        return gl::Uniform4fv(location, count, v);
    }
    
    void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
    {
        return gl::Uniform4i(location, x, y, z, w);
    }
    
    void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v)
    {
        return gl::Uniform4iv(location, count, v);
    }
    
    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 indx, GLfloat x)
    {
        return gl::VertexAttrib1f(indx, x);
    }
    
    void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values)
    {
        return gl::VertexAttrib1fv(indx, values);
    }
    
    void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
    {
        return gl::VertexAttrib2f(indx, x, y);
    }
    
    void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values)
    {
        return gl::VertexAttrib2fv(indx, values);
    }
    
    void GL_APIENTRY glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
    {
        return gl::VertexAttrib3f(indx, x, y, z);
    }
    
    void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values)
    {
        return gl::VertexAttrib3fv(indx, values);
    }
    
    void GL_APIENTRY glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
    {
        return gl::VertexAttrib4f(indx, x, y, z, w);
    }
    
    void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values)
    {
        return gl::VertexAttrib4fv(indx, values);
    }
    
    void GL_APIENTRY glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
    {
        return gl::VertexAttribPointer(indx, size, type, normalized, stride, ptr);
    }
    
    void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        return gl::Viewport(x, y, width, height);
    }
    
    void GL_APIENTRY glReadBuffer(GLenum mode)
    {
        return gl::ReadBuffer(mode);
    }
    
    void GL_APIENTRY glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices)
    {
        return gl::DrawRangeElements(mode, start, end, count, type, indices);
    }
    
    void GL_APIENTRY glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
    {
        return gl::TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
    }
    
    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 GLvoid* pixels)
    {
        return gl::TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
    }
    
    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 glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* 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 GLvoid* data)
    {
        return gl::CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
    }
    
    void GL_APIENTRY glGenQueries(GLsizei n, GLuint* ids)
    {
        return gl::GenQueries(n, ids);
    }
    
    void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint* ids)
    {
        return gl::DeleteQueries(n, ids);
    }
    
    GLboolean GL_APIENTRY glIsQuery(GLuint id)
    {
        return gl::IsQuery(id);
    }
    
    void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
    {
        return gl::BeginQuery(target, id);
    }
    
    void GL_APIENTRY glEndQuery(GLenum target)
    {
        return gl::EndQuery(target);
    }
    
    void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint* params)
    {
        return gl::GetQueryiv(target, pname, params);
    }
    
    void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params)
    {
        return gl::GetQueryObjectuiv(id, pname, params);
    }
    
    GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
    {
        return gl::UnmapBuffer(target);
    }
    
    void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, GLvoid** params)
    {
        return gl::GetBufferPointerv(target, pname, params);
    }
    
    void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum* bufs)
    {
        return gl::DrawBuffers(n, bufs);
    }
    
    void GL_APIENTRY glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
    {
        return gl::UniformMatrix2x3fv(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 glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
    {
        return gl::UniformMatrix2x4fv(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 glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
    {
        return gl::UniformMatrix3x4fv(location, count, transpose, value);
    }
    
    void GL_APIENTRY glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
    {
        return gl::UniformMatrix4x3fv(location, count, transpose, value);
    }
    
    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 glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
    {
        return gl::RenderbufferStorageMultisample(target, samples, internalformat, width, height);
    }
    
    void GL_APIENTRY glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
    {
        return gl::FramebufferTextureLayer(target, attachment, texture, level, layer);
    }
    
    GLvoid* GL_APIENTRY glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
    {
        return gl::MapBufferRange(target, offset, length, access);
    }
    
    void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
    {
        return gl::FlushMappedBufferRange(target, offset, length);
    }
    
    void GL_APIENTRY glBindVertexArray(GLuint array)
    {
        return gl::BindVertexArray(array);
    }
    
    void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint* arrays)
    {
        return gl::DeleteVertexArrays(n, arrays);
    }
    
    void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint* arrays)
    {
        return gl::GenVertexArrays(n, arrays);
    }
    
    GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
    {
        return gl::IsVertexArray(array);
    }
    
    void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint* data)
    {
        return gl::GetIntegeri_v(target, index, data);
    }
    
    void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
    {
        return gl::BeginTransformFeedback(primitiveMode);
    }
    
    void GL_APIENTRY glEndTransformFeedback(void)
    {
        return gl::EndTransformFeedback();
    }
    
    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 glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
    {
        return gl::BindBufferBase(target, index, buffer);
    }
    
    void GL_APIENTRY glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode)
    {
        return gl::TransformFeedbackVaryings(program, count, varyings, bufferMode);
    }
    
    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);
    }
    
    void GL_APIENTRY glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
    {
        return gl::VertexAttribIPointer(index, size, type, stride, pointer);
    }
    
    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 glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
    {
        return gl::VertexAttribI4i(index, x, y, z, w);
    }
    
    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 glVertexAttribI4iv(GLuint index, const GLint* v)
    {
        return gl::VertexAttribI4iv(index, v);
    }
    
    void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint* v)
    {
        return gl::VertexAttribI4uiv(index, v);
    }
    
    void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint* params)
    {
        return gl::GetUniformuiv(program, location, params);
    }
    
    GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
    {
        return gl::GetFragDataLocation(program, name);
    }
    
    void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
    {
        return gl::Uniform1ui(location, v0);
    }
    
    void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
    {
        return gl::Uniform2ui(location, v0, v1);
    }
    
    void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
    {
        return gl::Uniform3ui(location, v0, v1, v2);
    }
    
    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 glUniform1uiv(GLint location, GLsizei count, const GLuint* value)
    {
        return gl::Uniform1uiv(location, count, value);
    }
    
    void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint* value)
    {
        return gl::Uniform2uiv(location, count, value);
    }
    
    void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint* value)
    {
        return gl::Uniform3uiv(location, count, value);
    }
    
    void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint* value)
    {
        return gl::Uniform4uiv(location, count, 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);
    }
    
    void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value)
    {
        return gl::ClearBufferfv(buffer, drawbuffer, value);
    }
    
    void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
    {
        return gl::ClearBufferfi(buffer, drawbuffer, depth, stencil);
    }
    
    const GLubyte* GL_APIENTRY glGetStringi(GLenum name, GLuint index)
    {
        return gl::GetStringi(name, index);
    }
    
    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 glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices)
    {
        return gl::GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
    }
    
    void GL_APIENTRY glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params)
    {
        return gl::GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
    }
    
    GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName)
    {
        return gl::GetUniformBlockIndex(program, uniformBlockName);
    }
    
    void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params)
    {
        return gl::GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
    }
    
    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 glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
    {
        return gl::UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
    }
    
    void GL_APIENTRY glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
    {
        return gl::DrawArraysInstanced(mode, first, count, instanceCount);
    }
    
    void GL_APIENTRY glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount)
    {
        return gl::DrawElementsInstanced(mode, count, type, indices, instanceCount);
    }
    
    GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
    {
        return gl::FenceSync_(condition, flags);
    }
    
    GLboolean GL_APIENTRY glIsSync(GLsync sync)
    {
        return gl::IsSync(sync);
    }
    
    void GL_APIENTRY glDeleteSync(GLsync sync)
    {
        return gl::DeleteSync(sync);
    }
    
    GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
    {
        return gl::ClientWaitSync(sync, flags, timeout);
    }
    
    void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
    {
        return gl::WaitSync(sync, flags, timeout);
    }
    
    void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64* params)
    {
        return gl::GetInteger64v(pname, params);
    }
    
    void GL_APIENTRY glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values)
    {
        return gl::GetSynciv(sync, pname, bufSize, length, values);
    }
    
    void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64* data)
    {
        return gl::GetInteger64i_v(target, index, data);
    }
    
    void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64* params)
    {
        return gl::GetBufferParameteri64v(target, pname, params);
    }
    
    void GL_APIENTRY glGenSamplers(GLsizei count, GLuint* samplers)
    {
        return gl::GenSamplers(count, samplers);
    }
    
    void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint* samplers)
    {
        return gl::DeleteSamplers(count, samplers);
    }
    
    GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
    {
        return gl::IsSampler(sampler);
    }
    
    void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
    {
        return gl::BindSampler(unit, sampler);
    }
    
    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 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 glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params)
    {
        return gl::GetSamplerParameteriv(sampler, pname, params);
    }
    
    void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params)
    {
        return gl::GetSamplerParameterfv(sampler, pname, params);
    }
    
    void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
    {
        return gl::VertexAttribDivisor(index, divisor);
    }
    
    void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
    {
        return gl::BindTransformFeedback(target, id);
    }
    
    void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint* ids)
    {
        return gl::DeleteTransformFeedbacks(n, ids);
    }
    
    void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint* ids)
    {
        return gl::GenTransformFeedbacks(n, ids);
    }
    
    GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
    {
        return gl::IsTransformFeedback(id);
    }
    
    void GL_APIENTRY glPauseTransformFeedback(void)
    {
        return gl::PauseTransformFeedback();
    }
    
    void GL_APIENTRY glResumeTransformFeedback(void)
    {
        return gl::ResumeTransformFeedback();
    }
    
    void GL_APIENTRY glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
    {
        return gl::GetProgramBinary(program, bufSize, length, binaryFormat, binary);
    }
    
    void GL_APIENTRY glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid* 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 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);
    }
    
    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 glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params)
    {
        return gl::GetInternalformativ(target, internalformat, pname, bufSize, params);
    }
    
    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);
    }
    
    void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
    {
        return gl::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
    }
    
    void GL_APIENTRY glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum *attachments)
    {
        return gl::DiscardFramebufferEXT(target, numAttachments, attachments);
    }
    
    void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences)
    {
        return gl::DeleteFencesNV(n, fences);
    }
    
    void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences)
    {
        return gl::GenFencesNV(n, fences);
    }
    
    GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
    {
        return gl::IsFenceNV(fence);
    }
    
    GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
    {
        return gl::TestFenceNV(fence);
    }
    
    void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
    {
        return gl::GetFenceivNV(fence, pname, params);
    }
    
    void GL_APIENTRY glFinishFenceNV(GLuint fence)
    {
        return gl::FinishFenceNV(fence);
    }
    
    void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
    {
        return gl::SetFenceNV(fence, condition);
    }
    
    void GL_APIENTRY glGetTranslatedShaderSourceANGLE(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source)
    {
        return gl::GetTranslatedShaderSourceANGLE(shader, bufsize, length, source);
    }
    
    void GL_APIENTRY glTexStorage2DEXT(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
    {
        return gl::TexStorage2DEXT(target, levels, internalformat, width, height);
    }
    
    GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void)
    {
        return gl::GetGraphicsResetStatusEXT();
    }
    
    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);
    }
    
    void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, float *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 glGenQueriesEXT(GLsizei n, GLuint *ids)
    {
        return gl::GenQueriesEXT(n, ids);
    }
    
    void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
    {
        return gl::DeleteQueriesEXT(n, ids);
    }
    
    GLboolean GL_APIENTRY glIsQueryEXT(GLuint id)
    {
        return gl::IsQueryEXT(id);
    }
    
    void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint id)
    {
        return gl::BeginQueryEXT(target, id);
    }
    
    void GL_APIENTRY glEndQueryEXT(GLenum target)
    {
        return gl::EndQueryEXT(target);
    }
    
    void GL_APIENTRY glQueryCounterEXT(GLuint id, GLenum target)
    {
        return gl::QueryCounterEXT(id, target);
    }
    
    void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
    {
        return gl::GetQueryivEXT(target, pname, params);
    }
    
    void GL_APIENTRY glGetQueryObjectivEXT(GLuint id, GLenum pname, GLint *params)
    {
        return gl::GetQueryObjectivEXT(id, pname, params);
    }
    
    void GL_APIENTRY glGetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params)
    {
        return gl::GetQueryObjectuivEXT(id, pname, params);
    }
    
    void GL_APIENTRY glGetQueryObjecti64vEXT(GLuint id, GLenum pname, GLint64 *params)
    {
        return gl::GetQueryObjecti64vEXT(id, pname, params);
    }
    
    void GL_APIENTRY glGetQueryObjectui64vEXT(GLuint id, GLenum pname, GLuint64 *params)
    {
        return gl::GetQueryObjectui64vEXT(id, pname, params);
    }
    
    void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs)
    {
        return gl::DrawBuffersEXT(n, bufs);
    }
    
    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);
    }
    
    void GL_APIENTRY glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
    {
        return gl::GetProgramBinaryOES(program, bufSize, length, binaryFormat, binary);
    }
    
    void GL_APIENTRY glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length)
    {
        return gl::ProgramBinaryOES(program, binaryFormat, binary, length);
    }
    
    void* GL_APIENTRY glMapBufferOES(GLenum target, GLenum access)
    {
        return gl::MapBufferOES(target, access);
    }
    
    GLboolean GL_APIENTRY glUnmapBufferOES(GLenum target)
    {
        return gl::UnmapBufferOES(target);
    }
    
    void GL_APIENTRY glGetBufferPointervOES(GLenum target, GLenum pname, GLvoid **params)
    {
        return gl::GetBufferPointervOES(target, pname, params);
    }
    
    void* GL_APIENTRY glMapBufferRangeEXT(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
    {
        return gl::MapBufferRangeEXT(target, offset, length, access);
    }
    
    void GL_APIENTRY glFlushMappedBufferRangeEXT(GLenum target, GLintptr offset, GLsizeiptr length)
    {
        return gl::FlushMappedBufferRangeEXT(target, offset, length);
    }
    
    void GL_APIENTRY glInsertEventMarkerEXT(GLsizei length, const char *marker)
    {
        return gl::InsertEventMarkerEXT(length, marker);
    }
    
    void GL_APIENTRY glPushGroupMarkerEXT(GLsizei length, const char *marker)
    {
        return gl::PushGroupMarkerEXT(length, marker);
    }
    
    void GL_APIENTRY glPopGroupMarkerEXT()
    {
        return gl::PopGroupMarkerEXT();
    }
    
    void GL_APIENTRY glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
    {
        return gl::EGLImageTargetTexture2DOES(target, image);
    }
    
    void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
    {
        return gl::EGLImageTargetRenderbufferStorageOES(target, image);
    }
    
    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);
    }
    
    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);
    }
    
    void GL_APIENTRY glDebugMessageCallbackKHR(GLDEBUGPROCKHR callback, const void *userParam)
    {
        return gl::DebugMessageCallbackKHR(callback, userParam);
    }
    
    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 glPushDebugGroupKHR(GLenum source,
                                         GLuint id,
                                         GLsizei length,
                                         const GLchar *message)
    {
        return gl::PushDebugGroupKHR(source, id, length, message);
    }
    
    void GL_APIENTRY glPopDebugGroupKHR(void)
    {
        return gl::PopDebugGroupKHR();
    }
    
    void GL_APIENTRY glObjectLabelKHR(GLenum identifier,
                                      GLuint name,
                                      GLsizei length,
                                      const GLchar *label)
    {
        return gl::ObjectLabelKHR(identifier, name, length, label);
    }
    
    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 glObjectPtrLabelKHR(const void *ptr, GLsizei length, const GLchar *label)
    {
        return gl::ObjectPtrLabelKHR(ptr, 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 glBindUniformLocationCHROMIUM(GLuint program, GLint location, const GLchar *name)
    {
        return gl::BindUniformLocationCHROMIUM(program, location, name);
    }
    
    void GL_APIENTRY glCoverageModulationCHROMIUM(GLenum components)
    {
        return gl::CoverageModulationCHROMIUM(components);
    }
    
    // CHROMIUM_path_rendendering
    void GL_APIENTRY glMatrixLoadfCHROMIUM(GLenum matrixMode, const GLfloat *matrix)
    {
        gl::MatrixLoadfCHROMIUM(matrixMode, matrix);
    }
    
    void GL_APIENTRY glMatrixLoadIdentityCHROMIUM(GLenum matrixMode)
    {
        gl::MatrixLoadIdentityCHROMIUM(matrixMode);
    }
    
    GLuint GL_APIENTRY glGenPathsCHROMIUM(GLsizei range)
    {
        return gl::GenPathsCHROMIUM(range);
    }
    
    void GL_APIENTRY glDeletePathsCHROMIUM(GLuint first, GLsizei range)
    {
        gl::DeletePathsCHROMIUM(first, range);
    }
    
    GLboolean GL_APIENTRY glIsPathCHROMIUM(GLuint path)
    {
        return gl::IsPathCHROMIUM(path);
    }
    
    void GL_APIENTRY glPathCommandsCHROMIUM(GLuint path,
                                            GLsizei numCommands,
                                            const GLubyte *commands,
                                            GLsizei numCoords,
                                            GLenum coordType,
                                            const void *coords)
    {
        gl::PathCommandsCHROMIUM(path, numCommands, commands, numCoords, coordType, coords);
    }
    
    void GL_APIENTRY glPathParameterfCHROMIUM(GLuint path, GLenum pname, GLfloat value)
    {
        gl::PathParameterfCHROMIUM(path, pname, value);
    }
    
    void GL_APIENTRY glPathParameteriCHROMIUM(GLuint path, GLenum pname, GLint value)
    {
        gl::PathParameteriCHROMIUM(path, pname, value);
    }
    
    void GL_APIENTRY glGetPathParameterfvCHROMIUM(GLuint path, GLenum pname, GLfloat *value)
    {
        gl::GetPathParameterfCHROMIUM(path, pname, value);
    }
    
    void GL_APIENTRY glGetPathParameterivCHROMIUM(GLuint path, GLenum pname, GLint *value)
    {
        gl::GetPathParameteriCHROMIUM(path, pname, value);
    }
    
    void GL_APIENTRY glPathStencilFuncCHROMIUM(GLenum func, GLint ref, GLuint mask)
    {
        gl::PathStencilFuncCHROMIUM(func, ref, mask);
    }
    
    void GL_APIENTRY glStencilFillPathCHROMIUM(GLuint path, GLenum fillMode, GLuint mask)
    {
        gl::StencilFillPathCHROMIUM(path, fillMode, mask);
    }
    
    void GL_APIENTRY glStencilStrokePathCHROMIUM(GLuint path, GLint reference, GLuint mask)
    {
        gl::StencilStrokePathCHROMIUM(path, reference, mask);
    }
    
    void GL_APIENTRY glCoverFillPathCHROMIUM(GLuint path, GLenum coverMode)
    {
        gl::CoverFillPathCHROMIUM(path, coverMode);
    }
    
    void GL_APIENTRY glCoverStrokePathCHROMIUM(GLuint path, GLenum coverMode)
    {
        gl::CoverStrokePathCHROMIUM(path, coverMode);
    }
    
    void GL_APIENTRY glStencilThenCoverFillPathCHROMIUM(GLuint path,
                                                        GLenum fillMode,
                                                        GLuint mask,
                                                        GLenum coverMode)
    {
        gl::StencilThenCoverFillPathCHROMIUM(path, fillMode, mask, coverMode);
    }
    
    void GL_APIENTRY glStencilThenCoverStrokePathCHROMIUM(GLuint path,
                                                          GLint reference,
                                                          GLuint mask,
                                                          GLenum coverMode)
    {
        gl::StencilThenCoverStrokePathCHROMIUM(path, reference, mask, coverMode);
    }
    
    void GL_APIENTRY glCoverFillPathInstancedCHROMIUM(GLsizei numPaths,
                                                      GLenum pathNameType,
                                                      const void *paths,
                                                      GLuint pathBase,
                                                      GLenum coverMode,
                                                      GLenum transformType,
                                                      const GLfloat *transformValues)
    {
        gl::CoverFillPathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, coverMode,
                                           transformType, transformValues);
    }
    
    void GL_APIENTRY glCoverStrokePathInstancedCHROMIUM(GLsizei numPaths,
                                                        GLenum pathNameType,
                                                        const void *paths,
                                                        GLuint pathBase,
                                                        GLenum coverMode,
                                                        GLenum transformType,
                                                        const GLfloat *transformValues)
    {
        gl::CoverStrokePathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, coverMode,
                                             transformType, transformValues);
    }
    
    void GL_APIENTRY glStencilFillPathInstancedCHROMIUM(GLsizei numPaths,
                                                        GLenum pathNameType,
                                                        const void *paths,
                                                        GLuint pathBase,
                                                        GLenum fillMode,
                                                        GLuint mask,
                                                        GLenum transformType,
                                                        const GLfloat *transformValues)
    {
        gl::StencilFillPathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, fillMode, mask,
                                             transformType, transformValues);
    }
    
    void GL_APIENTRY glStencilStrokePathInstancedCHROMIUM(GLsizei numPaths,
                                                          GLenum pathNameType,
                                                          const void *paths,
                                                          GLuint pathBase,
                                                          GLint reference,
                                                          GLuint mask,
                                                          GLenum transformType,
                                                          const GLfloat *transformValues)
    {
        gl::StencilStrokePathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, reference, mask,
                                               transformType, transformValues);
    }
    
    void GL_APIENTRY glStencilThenCoverFillPathInstancedCHROMIUM(GLsizei numPaths,
                                                                 GLenum pathNameType,
                                                                 const void *paths,
                                                                 GLuint pathBase,
                                                                 GLenum fillMode,
                                                                 GLuint mask,
                                                                 GLenum coverMode,
                                                                 GLenum transformType,
                                                                 const GLfloat *transformValues)
    {
        gl::StencilThenCoverFillPathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase, fillMode,
                                                      mask, coverMode, transformType, transformValues);
    }
    
    void GL_APIENTRY glStencilThenCoverStrokePathInstancedCHROMIUM(GLsizei numPaths,
                                                                   GLenum pathNameType,
                                                                   const void *paths,
                                                                   GLuint pathBase,
                                                                   GLint reference,
                                                                   GLuint mask,
                                                                   GLenum coverMode,
                                                                   GLenum transformType,
                                                                   const GLfloat *transformValues)
    {
        gl::StencilThenCoverStrokePathInstancedCHROMIUM(numPaths, pathNameType, paths, pathBase,
                                                        reference, mask, coverMode, transformType,
                                                        transformValues);
    }
    
    void GL_APIENTRY glBindFragmentInputLocationCHROMIUM(GLuint program,
                                                         GLint location,
                                                         const GLchar *name)
    {
        gl::BindFragmentInputLocationCHROMIUM(program, location, name);
    }
    
    void GL_APIENTRY glProgramPathFragmentInputGenCHROMIUM(GLuint program,
                                                           GLint location,
                                                           GLenum genMode,
                                                           GLint components,
                                                           const GLfloat *coeffs)
    {
        gl::ProgramPathFragmentInputGenCHROMIUM(program, location, genMode, components, coeffs);
    }
    
    // GLES 3.1
    void GL_APIENTRY glDispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ)
    {
        gl::DispatchCompute(numGroupsX, numGroupsY, numGroupsZ);
    }
    
    void GL_APIENTRY glDispatchComputeIndirect(GLintptr indirect)
    {
        gl::DispatchComputeIndirect(indirect);
    }
    
    void GL_APIENTRY glDrawArraysIndirect(GLenum mode, const void *indirect)
    {
        gl::DrawArraysIndirect(mode, indirect);
    }
    
    void GL_APIENTRY glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
    {
        gl::DrawElementsIndirect(mode, type, indirect);
    }
    
    void GL_APIENTRY glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
    {
        gl::FramebufferParameteri(target, pname, param);
    }
    
    void GL_APIENTRY glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
    {
        gl::GetFramebufferParameteriv(target, pname, params);
    }
    
    void GL_APIENTRY glGetProgramInterfaceiv(GLuint program,
                                             GLenum programInterface,
                                             GLenum pname,
                                             GLint *params)
    {
        gl::GetProgramInterfaceiv(program, programInterface, pname, params);
    }
    
    GLuint GL_APIENTRY glGetProgramResourceIndex(GLuint program,
                                                 GLenum programInterface,
                                                 const GLchar *name)
    {
        return gl::GetProgramResourceIndex(program, programInterface, name);
    }
    
    void GL_APIENTRY glGetProgramResourceName(GLuint program,
                                              GLenum programInterface,
                                              GLuint index,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLchar *name)
    {
        gl::GetProgramResourceName(program, programInterface, index, bufSize, length, name);
    }
    
    void GL_APIENTRY glGetProgramResourceiv(GLuint program,
                                            GLenum programInterface,
                                            GLuint index,
                                            GLsizei propCount,
                                            const GLenum *props,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLint *params)
    {
        gl::GetProgramResourceiv(program, programInterface, index, propCount, props, bufSize, length,
                                 params);
    }
    
    GLint GL_APIENTRY glGetProgramResourceLocation(GLuint program,
                                                   GLenum programInterface,
                                                   const GLchar *name)
    {
        return gl::GetProgramResourceLocation(program, programInterface, name);
    }
    
    void GL_APIENTRY glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
    {
        gl::UseProgramStages(pipeline, stages, program);
    }
    
    void GL_APIENTRY glActiveShaderProgram(GLuint pipeline, GLuint program)
    {
        gl::ActiveShaderProgram(pipeline, program);
    }
    
    GLuint GL_APIENTRY glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
    {
        return gl::CreateShaderProgramv(type, count, strings);
    }
    
    void GL_APIENTRY glBindProgramPipeline(GLuint pipeline)
    {
        gl::BindProgramPipeline(pipeline);
    }
    
    void GL_APIENTRY glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
    {
        gl::DeleteProgramPipelines(n, pipelines);
    }
    
    void GL_APIENTRY glGenProgramPipelines(GLsizei n, GLuint *pipelines)
    {
        gl::GenProgramPipelines(n, pipelines);
    }
    
    GLboolean GL_APIENTRY glIsProgramPipeline(GLuint pipeline)
    {
        return gl::IsProgramPipeline(pipeline);
    }
    
    void GL_APIENTRY glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
    {
        gl::GetProgramPipelineiv(pipeline, pname, params);
    }
    
    void GL_APIENTRY glProgramUniform1i(GLuint program, GLint location, GLint v0)
    {
        gl::ProgramUniform1i(program, location, v0);
    }
    
    void GL_APIENTRY glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
    {
        gl::ProgramUniform2i(program, location, v0, v1);
    }
    
    void GL_APIENTRY glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
    {
        gl::ProgramUniform3i(program, location, v0, v1, v2);
    }
    
    void GL_APIENTRY
    glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
    {
        gl::ProgramUniform4i(program, location, v0, v1, v2, v3);
    }
    
    void GL_APIENTRY glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
    {
        gl::ProgramUniform1ui(program, location, v0);
    }
    
    void GL_APIENTRY glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
    {
        gl::ProgramUniform2ui(program, location, v0, v1);
    }
    
    void GL_APIENTRY
    glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
    {
        gl::ProgramUniform3ui(program, location, v0, v1, v2);
    }
    
    void GL_APIENTRY
    glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
    {
        gl::ProgramUniform4ui(program, location, v0, v1, v2, v3);
    }
    
    void GL_APIENTRY glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
    {
        gl::ProgramUniform1f(program, location, v0);
    }
    
    void GL_APIENTRY glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
    {
        gl::ProgramUniform2f(program, location, v0, v1);
    }
    
    void GL_APIENTRY
    glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
    {
        gl::ProgramUniform3f(program, location, v0, v1, v2);
    }
    
    void GL_APIENTRY
    glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
    {
        gl::ProgramUniform4f(program, location, v0, v1, v2, v3);
    }
    
    void GL_APIENTRY glProgramUniform1iv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLint *value)
    {
        gl::ProgramUniform1iv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform2iv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLint *value)
    {
        gl::ProgramUniform2iv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform3iv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLint *value)
    {
        gl::ProgramUniform3iv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform4iv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLint *value)
    {
        gl::ProgramUniform4iv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform1uiv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          const GLuint *value)
    {
        gl::ProgramUniform1uiv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform2uiv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          const GLuint *value)
    {
        gl::ProgramUniform2uiv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform3uiv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          const GLuint *value)
    {
        gl::ProgramUniform3uiv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform4uiv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          const GLuint *value)
    {
        gl::ProgramUniform4uiv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform1fv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLfloat *value)
    {
        gl::ProgramUniform1fv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform2fv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLfloat *value)
    {
        gl::ProgramUniform2fv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform3fv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLfloat *value)
    {
        gl::ProgramUniform3fv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniform4fv(GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         const GLfloat *value)
    {
        gl::ProgramUniform4fv(program, location, count, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix2fv(GLuint program,
                                               GLint location,
                                               GLsizei count,
                                               GLboolean transpose,
                                               const GLfloat *value)
    {
        gl::ProgramUniformMatrix2fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix3fv(GLuint program,
                                               GLint location,
                                               GLsizei count,
                                               GLboolean transpose,
                                               const GLfloat *value)
    {
        gl::ProgramUniformMatrix3fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix4fv(GLuint program,
                                               GLint location,
                                               GLsizei count,
                                               GLboolean transpose,
                                               const GLfloat *value)
    {
        gl::ProgramUniformMatrix4fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix2x3fv(GLuint program,
                                                 GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value)
    {
        gl::ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix3x2fv(GLuint program,
                                                 GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value)
    {
        gl::ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix2x4fv(GLuint program,
                                                 GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value)
    {
        gl::ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix4x2fv(GLuint program,
                                                 GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value)
    {
        gl::ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix3x4fv(GLuint program,
                                                 GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value)
    {
        gl::ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glProgramUniformMatrix4x3fv(GLuint program,
                                                 GLint location,
                                                 GLsizei count,
                                                 GLboolean transpose,
                                                 const GLfloat *value)
    {
        gl::ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
    }
    
    void GL_APIENTRY glValidateProgramPipeline(GLuint pipeline)
    {
        gl::ValidateProgramPipeline(pipeline);
    }
    
    void GL_APIENTRY glGetProgramPipelineInfoLog(GLuint pipeline,
                                                 GLsizei bufSize,
                                                 GLsizei *length,
                                                 GLchar *infoLog)
    {
        gl::GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
    }
    
    void GL_APIENTRY glBindImageTexture(GLuint unit,
                                        GLuint texture,
                                        GLint level,
                                        GLboolean layered,
                                        GLint layer,
                                        GLenum access,
                                        GLenum format)
    {
        gl::BindImageTexture(unit, texture, level, layered, layer, access, format);
    }
    
    void GL_APIENTRY glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
    {
        gl::GetBooleani_v(target, index, data);
    }
    
    void GL_APIENTRY glMemoryBarrier(GLbitfield barriers)
    {
        gl::MemoryBarrier(barriers);
    }
    
    void GL_APIENTRY glMemoryBarrierByRegion(GLbitfield barriers)
    {
        gl::MemoryBarrierByRegion(barriers);
    }
    
    void GL_APIENTRY glTexStorage2DMultisample(GLenum target,
                                               GLsizei samples,
                                               GLenum internalformat,
                                               GLsizei width,
                                               GLsizei height,
                                               GLboolean fixedsamplelocations)
    {
        gl::TexStorage2DMultisample(target, samples, internalformat, width, height,
                                    fixedsamplelocations);
    }
    
    void GL_APIENTRY glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
    {
        gl::GetMultisamplefv(pname, index, val);
    }
    
    void GL_APIENTRY glSampleMaski(GLuint maskNumber, GLbitfield mask)
    {
        gl::SampleMaski(maskNumber, mask);
    }
    
    void GL_APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
    {
        gl::GetTexLevelParameteriv(target, level, pname, params);
    }
    
    void GL_APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
    {
        gl::GetTexLevelParameterfv(target, level, pname, params);
    }
    
    void GL_APIENTRY glBindVertexBuffer(GLuint bindingindex,
                                        GLuint buffer,
                                        GLintptr offset,
                                        GLsizei stride)
    {
        gl::BindVertexBuffer(bindingindex, buffer, offset, stride);
    }
    
    void GL_APIENTRY glVertexAttribFormat(GLuint attribindex,
                                          GLint size,
                                          GLenum type,
                                          GLboolean normalized,
                                          GLuint relativeoffset)
    {
        gl::VertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
    }
    
    void GL_APIENTRY glVertexAttribIFormat(GLuint attribindex,
                                           GLint size,
                                           GLenum type,
                                           GLuint relativeoffset)
    {
        gl::VertexAttribIFormat(attribindex, size, type, relativeoffset);
    }
    
    void GL_APIENTRY glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
    {
        gl::VertexAttribBinding(attribindex, bindingindex);
    }
    
    void GL_APIENTRY glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
    {
        gl::VertexBindingDivisor(bindingindex, divisor);
    }
    }  // extern "C"