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kc3-lang/angle/src/libANGLE/Context_gl.cpp

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  • Author : Jamie Madill
    Date : 2020-04-30 17:35:50
    Hash : 57d95828
    Message : Revert "Add type for attribute locations." This reverts commit 9349c14344b2d1fd6bc357063b602bc2626c140f and commit d43b057435e6c9e3194dd20627681ffca0c0808e. It's no longer needed after we bind attribute locations before link. Original CL message: This will allow the capture/replay tool to easily intercept and label attribute locations for remapping. There's some inconsistency in implementation in the GL desktop front- end. This is a quick fix and the full implementation is left for when we implement the full desktop GL API set. Bug: angleproject:4598 Change-Id: Ic510159d4d1982eff41560503cabf983a1be0381 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174076 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>

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