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+/* DO NOT EDIT - This file generated automatically by gl_functions.py script */
+
+/*
+ * (C) Copyright IBM Corporation 2005
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sub license,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ * IBM,
+ * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+ * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#if !defined( __GLFUNCTIONS_H__ )
+# define __GLFUNCTIONS_H__
+
+
+#include "glapitable.h"
+#include "glapi.h"
+#include "u_thread.h"
+#include "dispatch.h"
+
+#define glNewList(a1, a2) CALL_NewList(GET_DISPATCH(), (a1, a2))
+#define glEndList() CALL_EndList(GET_DISPATCH(), ())
+#define glCallList(a1) CALL_CallList(GET_DISPATCH(), (a1))
+#define glCallLists(a1, a2, a3) CALL_CallLists(GET_DISPATCH(), (a1, a2, a3))
+#define glDeleteLists(a1, a2) CALL_DeleteLists(GET_DISPATCH(), (a1, a2))
+#define glGenLists(a1) CALL_GenLists(GET_DISPATCH(), (a1))
+#define glListBase(a1) CALL_ListBase(GET_DISPATCH(), (a1))
+#define glBegin(a1) CALL_Begin(GET_DISPATCH(), (a1))
+#define glBitmap(a1, a2, a3, a4, a5, a6, a7) CALL_Bitmap(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glColor3b(a1, a2, a3) CALL_Color3b(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3bv(a1) CALL_Color3bv(GET_DISPATCH(), (a1))
+#define glColor3d(a1, a2, a3) CALL_Color3d(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3dv(a1) CALL_Color3dv(GET_DISPATCH(), (a1))
+#define glColor3f(a1, a2, a3) CALL_Color3f(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3fv(a1) CALL_Color3fv(GET_DISPATCH(), (a1))
+#define glColor3i(a1, a2, a3) CALL_Color3i(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3iv(a1) CALL_Color3iv(GET_DISPATCH(), (a1))
+#define glColor3s(a1, a2, a3) CALL_Color3s(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3sv(a1) CALL_Color3sv(GET_DISPATCH(), (a1))
+#define glColor3ub(a1, a2, a3) CALL_Color3ub(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3ubv(a1) CALL_Color3ubv(GET_DISPATCH(), (a1))
+#define glColor3ui(a1, a2, a3) CALL_Color3ui(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3uiv(a1) CALL_Color3uiv(GET_DISPATCH(), (a1))
+#define glColor3us(a1, a2, a3) CALL_Color3us(GET_DISPATCH(), (a1, a2, a3))
+#define glColor3usv(a1) CALL_Color3usv(GET_DISPATCH(), (a1))
+#define glColor4b(a1, a2, a3, a4) CALL_Color4b(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4bv(a1) CALL_Color4bv(GET_DISPATCH(), (a1))
+#define glColor4d(a1, a2, a3, a4) CALL_Color4d(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4dv(a1) CALL_Color4dv(GET_DISPATCH(), (a1))
+#define glColor4f(a1, a2, a3, a4) CALL_Color4f(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4fv(a1) CALL_Color4fv(GET_DISPATCH(), (a1))
+#define glColor4i(a1, a2, a3, a4) CALL_Color4i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4iv(a1) CALL_Color4iv(GET_DISPATCH(), (a1))
+#define glColor4s(a1, a2, a3, a4) CALL_Color4s(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4sv(a1) CALL_Color4sv(GET_DISPATCH(), (a1))
+#define glColor4ub(a1, a2, a3, a4) CALL_Color4ub(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4ubv(a1) CALL_Color4ubv(GET_DISPATCH(), (a1))
+#define glColor4ui(a1, a2, a3, a4) CALL_Color4ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4uiv(a1) CALL_Color4uiv(GET_DISPATCH(), (a1))
+#define glColor4us(a1, a2, a3, a4) CALL_Color4us(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glColor4usv(a1) CALL_Color4usv(GET_DISPATCH(), (a1))
+#define glEdgeFlag(a1) CALL_EdgeFlag(GET_DISPATCH(), (a1))
+#define glEdgeFlagv(a1) CALL_EdgeFlagv(GET_DISPATCH(), (a1))
+#define glEnd() CALL_End(GET_DISPATCH(), ())
+#define glIndexd(a1) CALL_Indexd(GET_DISPATCH(), (a1))
+#define glIndexdv(a1) CALL_Indexdv(GET_DISPATCH(), (a1))
+#define glIndexf(a1) CALL_Indexf(GET_DISPATCH(), (a1))
+#define glIndexfv(a1) CALL_Indexfv(GET_DISPATCH(), (a1))
+#define glIndexi(a1) CALL_Indexi(GET_DISPATCH(), (a1))
+#define glIndexiv(a1) CALL_Indexiv(GET_DISPATCH(), (a1))
+#define glIndexs(a1) CALL_Indexs(GET_DISPATCH(), (a1))
+#define glIndexsv(a1) CALL_Indexsv(GET_DISPATCH(), (a1))
+#define glNormal3b(a1, a2, a3) CALL_Normal3b(GET_DISPATCH(), (a1, a2, a3))
+#define glNormal3bv(a1) CALL_Normal3bv(GET_DISPATCH(), (a1))
+#define glNormal3d(a1, a2, a3) CALL_Normal3d(GET_DISPATCH(), (a1, a2, a3))
+#define glNormal3dv(a1) CALL_Normal3dv(GET_DISPATCH(), (a1))
+#define glNormal3f(a1, a2, a3) CALL_Normal3f(GET_DISPATCH(), (a1, a2, a3))
+#define glNormal3fv(a1) CALL_Normal3fv(GET_DISPATCH(), (a1))
+#define glNormal3i(a1, a2, a3) CALL_Normal3i(GET_DISPATCH(), (a1, a2, a3))
+#define glNormal3iv(a1) CALL_Normal3iv(GET_DISPATCH(), (a1))
+#define glNormal3s(a1, a2, a3) CALL_Normal3s(GET_DISPATCH(), (a1, a2, a3))
+#define glNormal3sv(a1) CALL_Normal3sv(GET_DISPATCH(), (a1))
+#define glRasterPos2d(a1, a2) CALL_RasterPos2d(GET_DISPATCH(), (a1, a2))
+#define glRasterPos2dv(a1) CALL_RasterPos2dv(GET_DISPATCH(), (a1))
+#define glRasterPos2f(a1, a2) CALL_RasterPos2f(GET_DISPATCH(), (a1, a2))
+#define glRasterPos2fv(a1) CALL_RasterPos2fv(GET_DISPATCH(), (a1))
+#define glRasterPos2i(a1, a2) CALL_RasterPos2i(GET_DISPATCH(), (a1, a2))
+#define glRasterPos2iv(a1) CALL_RasterPos2iv(GET_DISPATCH(), (a1))
+#define glRasterPos2s(a1, a2) CALL_RasterPos2s(GET_DISPATCH(), (a1, a2))
+#define glRasterPos2sv(a1) CALL_RasterPos2sv(GET_DISPATCH(), (a1))
+#define glRasterPos3d(a1, a2, a3) CALL_RasterPos3d(GET_DISPATCH(), (a1, a2, a3))
+#define glRasterPos3dv(a1) CALL_RasterPos3dv(GET_DISPATCH(), (a1))
+#define glRasterPos3f(a1, a2, a3) CALL_RasterPos3f(GET_DISPATCH(), (a1, a2, a3))
+#define glRasterPos3fv(a1) CALL_RasterPos3fv(GET_DISPATCH(), (a1))
+#define glRasterPos3i(a1, a2, a3) CALL_RasterPos3i(GET_DISPATCH(), (a1, a2, a3))
+#define glRasterPos3iv(a1) CALL_RasterPos3iv(GET_DISPATCH(), (a1))
+#define glRasterPos3s(a1, a2, a3) CALL_RasterPos3s(GET_DISPATCH(), (a1, a2, a3))
+#define glRasterPos3sv(a1) CALL_RasterPos3sv(GET_DISPATCH(), (a1))
+#define glRasterPos4d(a1, a2, a3, a4) CALL_RasterPos4d(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRasterPos4dv(a1) CALL_RasterPos4dv(GET_DISPATCH(), (a1))
+#define glRasterPos4f(a1, a2, a3, a4) CALL_RasterPos4f(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRasterPos4fv(a1) CALL_RasterPos4fv(GET_DISPATCH(), (a1))
+#define glRasterPos4i(a1, a2, a3, a4) CALL_RasterPos4i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRasterPos4iv(a1) CALL_RasterPos4iv(GET_DISPATCH(), (a1))
+#define glRasterPos4s(a1, a2, a3, a4) CALL_RasterPos4s(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRasterPos4sv(a1) CALL_RasterPos4sv(GET_DISPATCH(), (a1))
+#define glRectd(a1, a2, a3, a4) CALL_Rectd(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRectdv(a1, a2) CALL_Rectdv(GET_DISPATCH(), (a1, a2))
+#define glRectf(a1, a2, a3, a4) CALL_Rectf(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRectfv(a1, a2) CALL_Rectfv(GET_DISPATCH(), (a1, a2))
+#define glRecti(a1, a2, a3, a4) CALL_Recti(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRectiv(a1, a2) CALL_Rectiv(GET_DISPATCH(), (a1, a2))
+#define glRects(a1, a2, a3, a4) CALL_Rects(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRectsv(a1, a2) CALL_Rectsv(GET_DISPATCH(), (a1, a2))
+#define glTexCoord1d(a1) CALL_TexCoord1d(GET_DISPATCH(), (a1))
+#define glTexCoord1dv(a1) CALL_TexCoord1dv(GET_DISPATCH(), (a1))
+#define glTexCoord1f(a1) CALL_TexCoord1f(GET_DISPATCH(), (a1))
+#define glTexCoord1fv(a1) CALL_TexCoord1fv(GET_DISPATCH(), (a1))
+#define glTexCoord1i(a1) CALL_TexCoord1i(GET_DISPATCH(), (a1))
+#define glTexCoord1iv(a1) CALL_TexCoord1iv(GET_DISPATCH(), (a1))
+#define glTexCoord1s(a1) CALL_TexCoord1s(GET_DISPATCH(), (a1))
+#define glTexCoord1sv(a1) CALL_TexCoord1sv(GET_DISPATCH(), (a1))
+#define glTexCoord2d(a1, a2) CALL_TexCoord2d(GET_DISPATCH(), (a1, a2))
+#define glTexCoord2dv(a1) CALL_TexCoord2dv(GET_DISPATCH(), (a1))
+#define glTexCoord2f(a1, a2) CALL_TexCoord2f(GET_DISPATCH(), (a1, a2))
+#define glTexCoord2fv(a1) CALL_TexCoord2fv(GET_DISPATCH(), (a1))
+#define glTexCoord2i(a1, a2) CALL_TexCoord2i(GET_DISPATCH(), (a1, a2))
+#define glTexCoord2iv(a1) CALL_TexCoord2iv(GET_DISPATCH(), (a1))
+#define glTexCoord2s(a1, a2) CALL_TexCoord2s(GET_DISPATCH(), (a1, a2))
+#define glTexCoord2sv(a1) CALL_TexCoord2sv(GET_DISPATCH(), (a1))
+#define glTexCoord3d(a1, a2, a3) CALL_TexCoord3d(GET_DISPATCH(), (a1, a2, a3))
+#define glTexCoord3dv(a1) CALL_TexCoord3dv(GET_DISPATCH(), (a1))
+#define glTexCoord3f(a1, a2, a3) CALL_TexCoord3f(GET_DISPATCH(), (a1, a2, a3))
+#define glTexCoord3fv(a1) CALL_TexCoord3fv(GET_DISPATCH(), (a1))
+#define glTexCoord3i(a1, a2, a3) CALL_TexCoord3i(GET_DISPATCH(), (a1, a2, a3))
+#define glTexCoord3iv(a1) CALL_TexCoord3iv(GET_DISPATCH(), (a1))
+#define glTexCoord3s(a1, a2, a3) CALL_TexCoord3s(GET_DISPATCH(), (a1, a2, a3))
+#define glTexCoord3sv(a1) CALL_TexCoord3sv(GET_DISPATCH(), (a1))
+#define glTexCoord4d(a1, a2, a3, a4) CALL_TexCoord4d(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glTexCoord4dv(a1) CALL_TexCoord4dv(GET_DISPATCH(), (a1))
+#define glTexCoord4f(a1, a2, a3, a4) CALL_TexCoord4f(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glTexCoord4fv(a1) CALL_TexCoord4fv(GET_DISPATCH(), (a1))
+#define glTexCoord4i(a1, a2, a3, a4) CALL_TexCoord4i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glTexCoord4iv(a1) CALL_TexCoord4iv(GET_DISPATCH(), (a1))
+#define glTexCoord4s(a1, a2, a3, a4) CALL_TexCoord4s(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glTexCoord4sv(a1) CALL_TexCoord4sv(GET_DISPATCH(), (a1))
+#define glVertex2d(a1, a2) CALL_Vertex2d(GET_DISPATCH(), (a1, a2))
+#define glVertex2dv(a1) CALL_Vertex2dv(GET_DISPATCH(), (a1))
+#define glVertex2f(a1, a2) CALL_Vertex2f(GET_DISPATCH(), (a1, a2))
+#define glVertex2fv(a1) CALL_Vertex2fv(GET_DISPATCH(), (a1))
+#define glVertex2i(a1, a2) CALL_Vertex2i(GET_DISPATCH(), (a1, a2))
+#define glVertex2iv(a1) CALL_Vertex2iv(GET_DISPATCH(), (a1))
+#define glVertex2s(a1, a2) CALL_Vertex2s(GET_DISPATCH(), (a1, a2))
+#define glVertex2sv(a1) CALL_Vertex2sv(GET_DISPATCH(), (a1))
+#define glVertex3d(a1, a2, a3) CALL_Vertex3d(GET_DISPATCH(), (a1, a2, a3))
+#define glVertex3dv(a1) CALL_Vertex3dv(GET_DISPATCH(), (a1))
+#define glVertex3f(a1, a2, a3) CALL_Vertex3f(GET_DISPATCH(), (a1, a2, a3))
+#define glVertex3fv(a1) CALL_Vertex3fv(GET_DISPATCH(), (a1))
+#define glVertex3i(a1, a2, a3) CALL_Vertex3i(GET_DISPATCH(), (a1, a2, a3))
+#define glVertex3iv(a1) CALL_Vertex3iv(GET_DISPATCH(), (a1))
+#define glVertex3s(a1, a2, a3) CALL_Vertex3s(GET_DISPATCH(), (a1, a2, a3))
+#define glVertex3sv(a1) CALL_Vertex3sv(GET_DISPATCH(), (a1))
+#define glVertex4d(a1, a2, a3, a4) CALL_Vertex4d(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertex4dv(a1) CALL_Vertex4dv(GET_DISPATCH(), (a1))
+#define glVertex4f(a1, a2, a3, a4) CALL_Vertex4f(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertex4fv(a1) CALL_Vertex4fv(GET_DISPATCH(), (a1))
+#define glVertex4i(a1, a2, a3, a4) CALL_Vertex4i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertex4iv(a1) CALL_Vertex4iv(GET_DISPATCH(), (a1))
+#define glVertex4s(a1, a2, a3, a4) CALL_Vertex4s(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertex4sv(a1) CALL_Vertex4sv(GET_DISPATCH(), (a1))
+#define glClipPlane(a1, a2) CALL_ClipPlane(GET_DISPATCH(), (a1, a2))
+#define glColorMaterial(a1, a2) CALL_ColorMaterial(GET_DISPATCH(), (a1, a2))
+#define glCullFace(a1) CALL_CullFace(GET_DISPATCH(), (a1))
+#define glFogf(a1, a2) CALL_Fogf(GET_DISPATCH(), (a1, a2))
+#define glFogfv(a1, a2) CALL_Fogfv(GET_DISPATCH(), (a1, a2))
+#define glFogi(a1, a2) CALL_Fogi(GET_DISPATCH(), (a1, a2))
+#define glFogiv(a1, a2) CALL_Fogiv(GET_DISPATCH(), (a1, a2))
+#define glFrontFace(a1) CALL_FrontFace(GET_DISPATCH(), (a1))
+#define glHint(a1, a2) CALL_Hint(GET_DISPATCH(), (a1, a2))
+#define glLightf(a1, a2, a3) CALL_Lightf(GET_DISPATCH(), (a1, a2, a3))
+#define glLightfv(a1, a2, a3) CALL_Lightfv(GET_DISPATCH(), (a1, a2, a3))
+#define glLighti(a1, a2, a3) CALL_Lighti(GET_DISPATCH(), (a1, a2, a3))
+#define glLightiv(a1, a2, a3) CALL_Lightiv(GET_DISPATCH(), (a1, a2, a3))
+#define glLightModelf(a1, a2) CALL_LightModelf(GET_DISPATCH(), (a1, a2))
+#define glLightModelfv(a1, a2) CALL_LightModelfv(GET_DISPATCH(), (a1, a2))
+#define glLightModeli(a1, a2) CALL_LightModeli(GET_DISPATCH(), (a1, a2))
+#define glLightModeliv(a1, a2) CALL_LightModeliv(GET_DISPATCH(), (a1, a2))
+#define glLineStipple(a1, a2) CALL_LineStipple(GET_DISPATCH(), (a1, a2))
+#define glLineWidth(a1) CALL_LineWidth(GET_DISPATCH(), (a1))
+#define glMaterialf(a1, a2, a3) CALL_Materialf(GET_DISPATCH(), (a1, a2, a3))
+#define glMaterialfv(a1, a2, a3) CALL_Materialfv(GET_DISPATCH(), (a1, a2, a3))
+#define glMateriali(a1, a2, a3) CALL_Materiali(GET_DISPATCH(), (a1, a2, a3))
+#define glMaterialiv(a1, a2, a3) CALL_Materialiv(GET_DISPATCH(), (a1, a2, a3))
+#define glPointSize(a1) CALL_PointSize(GET_DISPATCH(), (a1))
+#define glPolygonMode(a1, a2) CALL_PolygonMode(GET_DISPATCH(), (a1, a2))
+#define glPolygonStipple(a1) CALL_PolygonStipple(GET_DISPATCH(), (a1))
+#define glScissor(a1, a2, a3, a4) CALL_Scissor(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glShadeModel(a1) CALL_ShadeModel(GET_DISPATCH(), (a1))
+#define glTexParameterf(a1, a2, a3) CALL_TexParameterf(GET_DISPATCH(), (a1, a2, a3))
+#define glTexParameterfv(a1, a2, a3) CALL_TexParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexParameteri(a1, a2, a3) CALL_TexParameteri(GET_DISPATCH(), (a1, a2, a3))
+#define glTexParameteriv(a1, a2, a3) CALL_TexParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexImage1D(a1, a2, a3, a4, a5, a6, a7, a8) CALL_TexImage1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glTexImage2D(a1, a2, a3, a4, a5, a6, a7, a8, a9) CALL_TexImage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9))
+#define glTexEnvf(a1, a2, a3) CALL_TexEnvf(GET_DISPATCH(), (a1, a2, a3))
+#define glTexEnvfv(a1, a2, a3) CALL_TexEnvfv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexEnvi(a1, a2, a3) CALL_TexEnvi(GET_DISPATCH(), (a1, a2, a3))
+#define glTexEnviv(a1, a2, a3) CALL_TexEnviv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGend(a1, a2, a3) CALL_TexGend(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGendv(a1, a2, a3) CALL_TexGendv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGenf(a1, a2, a3) CALL_TexGenf(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGenfv(a1, a2, a3) CALL_TexGenfv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGeni(a1, a2, a3) CALL_TexGeni(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGeniv(a1, a2, a3) CALL_TexGeniv(GET_DISPATCH(), (a1, a2, a3))
+#define glFeedbackBuffer(a1, a2, a3) CALL_FeedbackBuffer(GET_DISPATCH(), (a1, a2, a3))
+#define glSelectBuffer(a1, a2) CALL_SelectBuffer(GET_DISPATCH(), (a1, a2))
+#define glRenderMode(a1) CALL_RenderMode(GET_DISPATCH(), (a1))
+#define glInitNames() CALL_InitNames(GET_DISPATCH(), ())
+#define glLoadName(a1) CALL_LoadName(GET_DISPATCH(), (a1))
+#define glPassThrough(a1) CALL_PassThrough(GET_DISPATCH(), (a1))
+#define glPopName() CALL_PopName(GET_DISPATCH(), ())
+#define glPushName(a1) CALL_PushName(GET_DISPATCH(), (a1))
+#define glDrawBuffer(a1) CALL_DrawBuffer(GET_DISPATCH(), (a1))
+#define glClear(a1) CALL_Clear(GET_DISPATCH(), (a1))
+#define glClearAccum(a1, a2, a3, a4) CALL_ClearAccum(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glClearIndex(a1) CALL_ClearIndex(GET_DISPATCH(), (a1))
+#define glClearColor(a1, a2, a3, a4) CALL_ClearColor(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glClearStencil(a1) CALL_ClearStencil(GET_DISPATCH(), (a1))
+#define glClearDepth(a1) CALL_ClearDepth(GET_DISPATCH(), (a1))
+#define glStencilMask(a1) CALL_StencilMask(GET_DISPATCH(), (a1))
+#define glColorMask(a1, a2, a3, a4) CALL_ColorMask(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glDepthMask(a1) CALL_DepthMask(GET_DISPATCH(), (a1))
+#define glIndexMask(a1) CALL_IndexMask(GET_DISPATCH(), (a1))
+#define glAccum(a1, a2) CALL_Accum(GET_DISPATCH(), (a1, a2))
+#define glDisable(a1) CALL_Disable(GET_DISPATCH(), (a1))
+#define glEnable(a1) CALL_Enable(GET_DISPATCH(), (a1))
+#define glFinish() CALL_Finish(GET_DISPATCH(), ())
+#define glFlush() CALL_Flush(GET_DISPATCH(), ())
+#define glPopAttrib() CALL_PopAttrib(GET_DISPATCH(), ())
+#define glPushAttrib(a1) CALL_PushAttrib(GET_DISPATCH(), (a1))
+#define glMap1d(a1, a2, a3, a4, a5, a6) CALL_Map1d(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glMap1f(a1, a2, a3, a4, a5, a6) CALL_Map1f(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glMap2d(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CALL_Map2d(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10))
+#define glMap2f(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CALL_Map2f(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10))
+#define glMapGrid1d(a1, a2, a3) CALL_MapGrid1d(GET_DISPATCH(), (a1, a2, a3))
+#define glMapGrid1f(a1, a2, a3) CALL_MapGrid1f(GET_DISPATCH(), (a1, a2, a3))
+#define glMapGrid2d(a1, a2, a3, a4, a5, a6) CALL_MapGrid2d(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glMapGrid2f(a1, a2, a3, a4, a5, a6) CALL_MapGrid2f(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glEvalCoord1d(a1) CALL_EvalCoord1d(GET_DISPATCH(), (a1))
+#define glEvalCoord1dv(a1) CALL_EvalCoord1dv(GET_DISPATCH(), (a1))
+#define glEvalCoord1f(a1) CALL_EvalCoord1f(GET_DISPATCH(), (a1))
+#define glEvalCoord1fv(a1) CALL_EvalCoord1fv(GET_DISPATCH(), (a1))
+#define glEvalCoord2d(a1, a2) CALL_EvalCoord2d(GET_DISPATCH(), (a1, a2))
+#define glEvalCoord2dv(a1) CALL_EvalCoord2dv(GET_DISPATCH(), (a1))
+#define glEvalCoord2f(a1, a2) CALL_EvalCoord2f(GET_DISPATCH(), (a1, a2))
+#define glEvalCoord2fv(a1) CALL_EvalCoord2fv(GET_DISPATCH(), (a1))
+#define glEvalMesh1(a1, a2, a3) CALL_EvalMesh1(GET_DISPATCH(), (a1, a2, a3))
+#define glEvalPoint1(a1) CALL_EvalPoint1(GET_DISPATCH(), (a1))
+#define glEvalMesh2(a1, a2, a3, a4, a5) CALL_EvalMesh2(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glEvalPoint2(a1, a2) CALL_EvalPoint2(GET_DISPATCH(), (a1, a2))
+#define glAlphaFunc(a1, a2) CALL_AlphaFunc(GET_DISPATCH(), (a1, a2))
+#define glBlendFunc(a1, a2) CALL_BlendFunc(GET_DISPATCH(), (a1, a2))
+#define glLogicOp(a1) CALL_LogicOp(GET_DISPATCH(), (a1))
+#define glStencilFunc(a1, a2, a3) CALL_StencilFunc(GET_DISPATCH(), (a1, a2, a3))
+#define glStencilOp(a1, a2, a3) CALL_StencilOp(GET_DISPATCH(), (a1, a2, a3))
+#define glDepthFunc(a1) CALL_DepthFunc(GET_DISPATCH(), (a1))
+#define glPixelZoom(a1, a2) CALL_PixelZoom(GET_DISPATCH(), (a1, a2))
+#define glPixelTransferf(a1, a2) CALL_PixelTransferf(GET_DISPATCH(), (a1, a2))
+#define glPixelTransferi(a1, a2) CALL_PixelTransferi(GET_DISPATCH(), (a1, a2))
+#define glPixelStoref(a1, a2) CALL_PixelStoref(GET_DISPATCH(), (a1, a2))
+#define glPixelStorei(a1, a2) CALL_PixelStorei(GET_DISPATCH(), (a1, a2))
+#define glPixelMapfv(a1, a2, a3) CALL_PixelMapfv(GET_DISPATCH(), (a1, a2, a3))
+#define glPixelMapuiv(a1, a2, a3) CALL_PixelMapuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glPixelMapusv(a1, a2, a3) CALL_PixelMapusv(GET_DISPATCH(), (a1, a2, a3))
+#define glReadBuffer(a1) CALL_ReadBuffer(GET_DISPATCH(), (a1))
+#define glCopyPixels(a1, a2, a3, a4, a5) CALL_CopyPixels(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glReadPixels(a1, a2, a3, a4, a5, a6, a7) CALL_ReadPixels(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glDrawPixels(a1, a2, a3, a4, a5) CALL_DrawPixels(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetBooleanv(a1, a2) CALL_GetBooleanv(GET_DISPATCH(), (a1, a2))
+#define glGetClipPlane(a1, a2) CALL_GetClipPlane(GET_DISPATCH(), (a1, a2))
+#define glGetDoublev(a1, a2) CALL_GetDoublev(GET_DISPATCH(), (a1, a2))
+#define glGetError() CALL_GetError(GET_DISPATCH(), ())
+#define glGetFloatv(a1, a2) CALL_GetFloatv(GET_DISPATCH(), (a1, a2))
+#define glGetIntegerv(a1, a2) CALL_GetIntegerv(GET_DISPATCH(), (a1, a2))
+#define glGetLightfv(a1, a2, a3) CALL_GetLightfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetLightiv(a1, a2, a3) CALL_GetLightiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMapdv(a1, a2, a3) CALL_GetMapdv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMapfv(a1, a2, a3) CALL_GetMapfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMapiv(a1, a2, a3) CALL_GetMapiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMaterialfv(a1, a2, a3) CALL_GetMaterialfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMaterialiv(a1, a2, a3) CALL_GetMaterialiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetPixelMapfv(a1, a2) CALL_GetPixelMapfv(GET_DISPATCH(), (a1, a2))
+#define glGetPixelMapuiv(a1, a2) CALL_GetPixelMapuiv(GET_DISPATCH(), (a1, a2))
+#define glGetPixelMapusv(a1, a2) CALL_GetPixelMapusv(GET_DISPATCH(), (a1, a2))
+#define glGetPolygonStipple(a1) CALL_GetPolygonStipple(GET_DISPATCH(), (a1))
+#define glGetString(a1) CALL_GetString(GET_DISPATCH(), (a1))
+#define glGetTexEnvfv(a1, a2, a3) CALL_GetTexEnvfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexEnviv(a1, a2, a3) CALL_GetTexEnviv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexGendv(a1, a2, a3) CALL_GetTexGendv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexGenfv(a1, a2, a3) CALL_GetTexGenfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexGeniv(a1, a2, a3) CALL_GetTexGeniv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexImage(a1, a2, a3, a4, a5) CALL_GetTexImage(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetTexParameterfv(a1, a2, a3) CALL_GetTexParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexParameteriv(a1, a2, a3) CALL_GetTexParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexLevelParameterfv(a1, a2, a3, a4) CALL_GetTexLevelParameterfv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetTexLevelParameteriv(a1, a2, a3, a4) CALL_GetTexLevelParameteriv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glIsEnabled(a1) CALL_IsEnabled(GET_DISPATCH(), (a1))
+#define glIsList(a1) CALL_IsList(GET_DISPATCH(), (a1))
+#define glDepthRange(a1, a2) CALL_DepthRange(GET_DISPATCH(), (a1, a2))
+#define glFrustum(a1, a2, a3, a4, a5, a6) CALL_Frustum(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glLoadIdentity() CALL_LoadIdentity(GET_DISPATCH(), ())
+#define glLoadMatrixf(a1) CALL_LoadMatrixf(GET_DISPATCH(), (a1))
+#define glLoadMatrixd(a1) CALL_LoadMatrixd(GET_DISPATCH(), (a1))
+#define glMatrixMode(a1) CALL_MatrixMode(GET_DISPATCH(), (a1))
+#define glMultMatrixf(a1) CALL_MultMatrixf(GET_DISPATCH(), (a1))
+#define glMultMatrixd(a1) CALL_MultMatrixd(GET_DISPATCH(), (a1))
+#define glOrtho(a1, a2, a3, a4, a5, a6) CALL_Ortho(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glPopMatrix() CALL_PopMatrix(GET_DISPATCH(), ())
+#define glPushMatrix() CALL_PushMatrix(GET_DISPATCH(), ())
+#define glRotated(a1, a2, a3, a4) CALL_Rotated(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRotatef(a1, a2, a3, a4) CALL_Rotatef(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glScaled(a1, a2, a3) CALL_Scaled(GET_DISPATCH(), (a1, a2, a3))
+#define glScalef(a1, a2, a3) CALL_Scalef(GET_DISPATCH(), (a1, a2, a3))
+#define glTranslated(a1, a2, a3) CALL_Translated(GET_DISPATCH(), (a1, a2, a3))
+#define glTranslatef(a1, a2, a3) CALL_Translatef(GET_DISPATCH(), (a1, a2, a3))
+#define glViewport(a1, a2, a3, a4) CALL_Viewport(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glArrayElement(a1) CALL_ArrayElement(GET_DISPATCH(), (a1))
+#define glBindTexture(a1, a2) CALL_BindTexture(GET_DISPATCH(), (a1, a2))
+#define glColorPointer(a1, a2, a3, a4) CALL_ColorPointer(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glDisableClientState(a1) CALL_DisableClientState(GET_DISPATCH(), (a1))
+#define glDrawArrays(a1, a2, a3) CALL_DrawArrays(GET_DISPATCH(), (a1, a2, a3))
+#define glDrawElements(a1, a2, a3, a4) CALL_DrawElements(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glEdgeFlagPointer(a1, a2) CALL_EdgeFlagPointer(GET_DISPATCH(), (a1, a2))
+#define glEnableClientState(a1) CALL_EnableClientState(GET_DISPATCH(), (a1))
+#define glIndexPointer(a1, a2, a3) CALL_IndexPointer(GET_DISPATCH(), (a1, a2, a3))
+#define glIndexub(a1) CALL_Indexub(GET_DISPATCH(), (a1))
+#define glIndexubv(a1) CALL_Indexubv(GET_DISPATCH(), (a1))
+#define glInterleavedArrays(a1, a2, a3) CALL_InterleavedArrays(GET_DISPATCH(), (a1, a2, a3))
+#define glNormalPointer(a1, a2, a3) CALL_NormalPointer(GET_DISPATCH(), (a1, a2, a3))
+#define glPolygonOffset(a1, a2) CALL_PolygonOffset(GET_DISPATCH(), (a1, a2))
+#define glTexCoordPointer(a1, a2, a3, a4) CALL_TexCoordPointer(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexPointer(a1, a2, a3, a4) CALL_VertexPointer(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glAreTexturesResident(a1, a2, a3) CALL_AreTexturesResident(GET_DISPATCH(), (a1, a2, a3))
+#define glCopyTexImage1D(a1, a2, a3, a4, a5, a6, a7) CALL_CopyTexImage1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glCopyTexImage2D(a1, a2, a3, a4, a5, a6, a7, a8) CALL_CopyTexImage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glCopyTexSubImage1D(a1, a2, a3, a4, a5, a6) CALL_CopyTexSubImage1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glCopyTexSubImage2D(a1, a2, a3, a4, a5, a6, a7, a8) CALL_CopyTexSubImage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glDeleteTextures(a1, a2) CALL_DeleteTextures(GET_DISPATCH(), (a1, a2))
+#define glGenTextures(a1, a2) CALL_GenTextures(GET_DISPATCH(), (a1, a2))
+#define glGetPointerv(a1, a2) CALL_GetPointerv(GET_DISPATCH(), (a1, a2))
+#define glIsTexture(a1) CALL_IsTexture(GET_DISPATCH(), (a1))
+#define glPrioritizeTextures(a1, a2, a3) CALL_PrioritizeTextures(GET_DISPATCH(), (a1, a2, a3))
+#define glTexSubImage1D(a1, a2, a3, a4, a5, a6, a7) CALL_TexSubImage1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glTexSubImage2D(a1, a2, a3, a4, a5, a6, a7, a8, a9) CALL_TexSubImage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9))
+#define glPopClientAttrib() CALL_PopClientAttrib(GET_DISPATCH(), ())
+#define glPushClientAttrib(a1) CALL_PushClientAttrib(GET_DISPATCH(), (a1))
+#define glBlendColor(a1, a2, a3, a4) CALL_BlendColor(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBlendEquation(a1) CALL_BlendEquation(GET_DISPATCH(), (a1))
+#define glDrawRangeElements(a1, a2, a3, a4, a5, a6) CALL_DrawRangeElements(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glColorTable(a1, a2, a3, a4, a5, a6) CALL_ColorTable(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glColorTableParameterfv(a1, a2, a3) CALL_ColorTableParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glColorTableParameteriv(a1, a2, a3) CALL_ColorTableParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glCopyColorTable(a1, a2, a3, a4, a5) CALL_CopyColorTable(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetColorTable(a1, a2, a3, a4) CALL_GetColorTable(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetColorTableParameterfv(a1, a2, a3) CALL_GetColorTableParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetColorTableParameteriv(a1, a2, a3) CALL_GetColorTableParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glColorSubTable(a1, a2, a3, a4, a5, a6) CALL_ColorSubTable(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glCopyColorSubTable(a1, a2, a3, a4, a5) CALL_CopyColorSubTable(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glConvolutionFilter1D(a1, a2, a3, a4, a5, a6) CALL_ConvolutionFilter1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glConvolutionFilter2D(a1, a2, a3, a4, a5, a6, a7) CALL_ConvolutionFilter2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glConvolutionParameterf(a1, a2, a3) CALL_ConvolutionParameterf(GET_DISPATCH(), (a1, a2, a3))
+#define glConvolutionParameterfv(a1, a2, a3) CALL_ConvolutionParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glConvolutionParameteri(a1, a2, a3) CALL_ConvolutionParameteri(GET_DISPATCH(), (a1, a2, a3))
+#define glConvolutionParameteriv(a1, a2, a3) CALL_ConvolutionParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glCopyConvolutionFilter1D(a1, a2, a3, a4, a5) CALL_CopyConvolutionFilter1D(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glCopyConvolutionFilter2D(a1, a2, a3, a4, a5, a6) CALL_CopyConvolutionFilter2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glGetConvolutionFilter(a1, a2, a3, a4) CALL_GetConvolutionFilter(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetConvolutionParameterfv(a1, a2, a3) CALL_GetConvolutionParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetConvolutionParameteriv(a1, a2, a3) CALL_GetConvolutionParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetSeparableFilter(a1, a2, a3, a4, a5, a6) CALL_GetSeparableFilter(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glSeparableFilter2D(a1, a2, a3, a4, a5, a6, a7, a8) CALL_SeparableFilter2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glGetHistogram(a1, a2, a3, a4, a5) CALL_GetHistogram(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetHistogramParameterfv(a1, a2, a3) CALL_GetHistogramParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetHistogramParameteriv(a1, a2, a3) CALL_GetHistogramParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMinmax(a1, a2, a3, a4, a5) CALL_GetMinmax(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetMinmaxParameterfv(a1, a2, a3) CALL_GetMinmaxParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMinmaxParameteriv(a1, a2, a3) CALL_GetMinmaxParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glHistogram(a1, a2, a3, a4) CALL_Histogram(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glMinmax(a1, a2, a3) CALL_Minmax(GET_DISPATCH(), (a1, a2, a3))
+#define glResetHistogram(a1) CALL_ResetHistogram(GET_DISPATCH(), (a1))
+#define glResetMinmax(a1) CALL_ResetMinmax(GET_DISPATCH(), (a1))
+#define glTexImage3D(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CALL_TexImage3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10))
+#define glTexSubImage3D(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11) CALL_TexSubImage3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11))
+#define glCopyTexSubImage3D(a1, a2, a3, a4, a5, a6, a7, a8, a9) CALL_CopyTexSubImage3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9))
+#define glActiveTexture(a1) CALL_ActiveTexture(GET_DISPATCH(), (a1))
+#define glClientActiveTexture(a1) CALL_ClientActiveTexture(GET_DISPATCH(), (a1))
+#define glMultiTexCoord1d(a1, a2) CALL_MultiTexCoord1d(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1dv(a1, a2) CALL_MultiTexCoord1dv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1fARB(a1, a2) CALL_MultiTexCoord1fARB(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1fvARB(a1, a2) CALL_MultiTexCoord1fvARB(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1i(a1, a2) CALL_MultiTexCoord1i(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1iv(a1, a2) CALL_MultiTexCoord1iv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1s(a1, a2) CALL_MultiTexCoord1s(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord1sv(a1, a2) CALL_MultiTexCoord1sv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord2d(a1, a2, a3) CALL_MultiTexCoord2d(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoord2dv(a1, a2) CALL_MultiTexCoord2dv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord2fARB(a1, a2, a3) CALL_MultiTexCoord2fARB(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoord2fvARB(a1, a2) CALL_MultiTexCoord2fvARB(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord2i(a1, a2, a3) CALL_MultiTexCoord2i(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoord2iv(a1, a2) CALL_MultiTexCoord2iv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord2s(a1, a2, a3) CALL_MultiTexCoord2s(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoord2sv(a1, a2) CALL_MultiTexCoord2sv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord3d(a1, a2, a3, a4) CALL_MultiTexCoord3d(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glMultiTexCoord3dv(a1, a2) CALL_MultiTexCoord3dv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord3fARB(a1, a2, a3, a4) CALL_MultiTexCoord3fARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glMultiTexCoord3fvARB(a1, a2) CALL_MultiTexCoord3fvARB(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord3i(a1, a2, a3, a4) CALL_MultiTexCoord3i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glMultiTexCoord3iv(a1, a2) CALL_MultiTexCoord3iv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord3s(a1, a2, a3, a4) CALL_MultiTexCoord3s(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glMultiTexCoord3sv(a1, a2) CALL_MultiTexCoord3sv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord4d(a1, a2, a3, a4, a5) CALL_MultiTexCoord4d(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glMultiTexCoord4dv(a1, a2) CALL_MultiTexCoord4dv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord4fARB(a1, a2, a3, a4, a5) CALL_MultiTexCoord4fARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glMultiTexCoord4fvARB(a1, a2) CALL_MultiTexCoord4fvARB(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord4i(a1, a2, a3, a4, a5) CALL_MultiTexCoord4i(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glMultiTexCoord4iv(a1, a2) CALL_MultiTexCoord4iv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoord4s(a1, a2, a3, a4, a5) CALL_MultiTexCoord4s(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glMultiTexCoord4sv(a1, a2) CALL_MultiTexCoord4sv(GET_DISPATCH(), (a1, a2))
+#define glCompressedTexImage1D(a1, a2, a3, a4, a5, a6, a7) CALL_CompressedTexImage1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glCompressedTexImage2D(a1, a2, a3, a4, a5, a6, a7, a8) CALL_CompressedTexImage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glCompressedTexImage3D(a1, a2, a3, a4, a5, a6, a7, a8, a9) CALL_CompressedTexImage3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9))
+#define glCompressedTexSubImage1D(a1, a2, a3, a4, a5, a6, a7) CALL_CompressedTexSubImage1D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glCompressedTexSubImage2D(a1, a2, a3, a4, a5, a6, a7, a8, a9) CALL_CompressedTexSubImage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9))
+#define glCompressedTexSubImage3D(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11) CALL_CompressedTexSubImage3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11))
+#define glGetCompressedTexImage(a1, a2, a3) CALL_GetCompressedTexImage(GET_DISPATCH(), (a1, a2, a3))
+#define glLoadTransposeMatrixd(a1) CALL_LoadTransposeMatrixd(GET_DISPATCH(), (a1))
+#define glLoadTransposeMatrixf(a1) CALL_LoadTransposeMatrixf(GET_DISPATCH(), (a1))
+#define glMultTransposeMatrixd(a1) CALL_MultTransposeMatrixd(GET_DISPATCH(), (a1))
+#define glMultTransposeMatrixf(a1) CALL_MultTransposeMatrixf(GET_DISPATCH(), (a1))
+#define glSampleCoverage(a1, a2) CALL_SampleCoverage(GET_DISPATCH(), (a1, a2))
+#define glBlendFuncSeparate(a1, a2, a3, a4) CALL_BlendFuncSeparate(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glFogCoordPointer(a1, a2, a3) CALL_FogCoordPointer(GET_DISPATCH(), (a1, a2, a3))
+#define glFogCoordd(a1) CALL_FogCoordd(GET_DISPATCH(), (a1))
+#define glFogCoorddv(a1) CALL_FogCoorddv(GET_DISPATCH(), (a1))
+#define glMultiDrawArrays(a1, a2, a3, a4) CALL_MultiDrawArrays(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glPointParameterf(a1, a2) CALL_PointParameterf(GET_DISPATCH(), (a1, a2))
+#define glPointParameterfv(a1, a2) CALL_PointParameterfv(GET_DISPATCH(), (a1, a2))
+#define glPointParameteri(a1, a2) CALL_PointParameteri(GET_DISPATCH(), (a1, a2))
+#define glPointParameteriv(a1, a2) CALL_PointParameteriv(GET_DISPATCH(), (a1, a2))
+#define glSecondaryColor3b(a1, a2, a3) CALL_SecondaryColor3b(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3bv(a1) CALL_SecondaryColor3bv(GET_DISPATCH(), (a1))
+#define glSecondaryColor3d(a1, a2, a3) CALL_SecondaryColor3d(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3dv(a1) CALL_SecondaryColor3dv(GET_DISPATCH(), (a1))
+#define glSecondaryColor3i(a1, a2, a3) CALL_SecondaryColor3i(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3iv(a1) CALL_SecondaryColor3iv(GET_DISPATCH(), (a1))
+#define glSecondaryColor3s(a1, a2, a3) CALL_SecondaryColor3s(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3sv(a1) CALL_SecondaryColor3sv(GET_DISPATCH(), (a1))
+#define glSecondaryColor3ub(a1, a2, a3) CALL_SecondaryColor3ub(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3ubv(a1) CALL_SecondaryColor3ubv(GET_DISPATCH(), (a1))
+#define glSecondaryColor3ui(a1, a2, a3) CALL_SecondaryColor3ui(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3uiv(a1) CALL_SecondaryColor3uiv(GET_DISPATCH(), (a1))
+#define glSecondaryColor3us(a1, a2, a3) CALL_SecondaryColor3us(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3usv(a1) CALL_SecondaryColor3usv(GET_DISPATCH(), (a1))
+#define glSecondaryColorPointer(a1, a2, a3, a4) CALL_SecondaryColorPointer(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glWindowPos2d(a1, a2) CALL_WindowPos2d(GET_DISPATCH(), (a1, a2))
+#define glWindowPos2dv(a1) CALL_WindowPos2dv(GET_DISPATCH(), (a1))
+#define glWindowPos2f(a1, a2) CALL_WindowPos2f(GET_DISPATCH(), (a1, a2))
+#define glWindowPos2fv(a1) CALL_WindowPos2fv(GET_DISPATCH(), (a1))
+#define glWindowPos2i(a1, a2) CALL_WindowPos2i(GET_DISPATCH(), (a1, a2))
+#define glWindowPos2iv(a1) CALL_WindowPos2iv(GET_DISPATCH(), (a1))
+#define glWindowPos2s(a1, a2) CALL_WindowPos2s(GET_DISPATCH(), (a1, a2))
+#define glWindowPos2sv(a1) CALL_WindowPos2sv(GET_DISPATCH(), (a1))
+#define glWindowPos3d(a1, a2, a3) CALL_WindowPos3d(GET_DISPATCH(), (a1, a2, a3))
+#define glWindowPos3dv(a1) CALL_WindowPos3dv(GET_DISPATCH(), (a1))
+#define glWindowPos3f(a1, a2, a3) CALL_WindowPos3f(GET_DISPATCH(), (a1, a2, a3))
+#define glWindowPos3fv(a1) CALL_WindowPos3fv(GET_DISPATCH(), (a1))
+#define glWindowPos3i(a1, a2, a3) CALL_WindowPos3i(GET_DISPATCH(), (a1, a2, a3))
+#define glWindowPos3iv(a1) CALL_WindowPos3iv(GET_DISPATCH(), (a1))
+#define glWindowPos3s(a1, a2, a3) CALL_WindowPos3s(GET_DISPATCH(), (a1, a2, a3))
+#define glWindowPos3sv(a1) CALL_WindowPos3sv(GET_DISPATCH(), (a1))
+#define glBeginQuery(a1, a2) CALL_BeginQuery(GET_DISPATCH(), (a1, a2))
+#define glBindBuffer(a1, a2) CALL_BindBuffer(GET_DISPATCH(), (a1, a2))
+#define glBufferData(a1, a2, a3, a4) CALL_BufferData(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBufferSubData(a1, a2, a3, a4) CALL_BufferSubData(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glDeleteBuffers(a1, a2) CALL_DeleteBuffers(GET_DISPATCH(), (a1, a2))
+#define glDeleteQueries(a1, a2) CALL_DeleteQueries(GET_DISPATCH(), (a1, a2))
+#define glEndQuery(a1) CALL_EndQuery(GET_DISPATCH(), (a1))
+#define glGenBuffers(a1, a2) CALL_GenBuffers(GET_DISPATCH(), (a1, a2))
+#define glGenQueries(a1, a2) CALL_GenQueries(GET_DISPATCH(), (a1, a2))
+#define glGetBufferParameteriv(a1, a2, a3) CALL_GetBufferParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetBufferPointerv(a1, a2, a3) CALL_GetBufferPointerv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetBufferSubData(a1, a2, a3, a4) CALL_GetBufferSubData(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetQueryObjectiv(a1, a2, a3) CALL_GetQueryObjectiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetQueryObjectuiv(a1, a2, a3) CALL_GetQueryObjectuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetQueryiv(a1, a2, a3) CALL_GetQueryiv(GET_DISPATCH(), (a1, a2, a3))
+#define glIsBuffer(a1) CALL_IsBuffer(GET_DISPATCH(), (a1))
+#define glIsQuery(a1) CALL_IsQuery(GET_DISPATCH(), (a1))
+#define glMapBuffer(a1, a2) CALL_MapBuffer(GET_DISPATCH(), (a1, a2))
+#define glUnmapBuffer(a1) CALL_UnmapBuffer(GET_DISPATCH(), (a1))
+#define glAttachShader(a1, a2) CALL_AttachShader(GET_DISPATCH(), (a1, a2))
+#define glBindAttribLocation(a1, a2, a3) CALL_BindAttribLocation(GET_DISPATCH(), (a1, a2, a3))
+#define glBlendEquationSeparate(a1, a2) CALL_BlendEquationSeparate(GET_DISPATCH(), (a1, a2))
+#define glCompileShader(a1) CALL_CompileShader(GET_DISPATCH(), (a1))
+#define glCreateProgram() CALL_CreateProgram(GET_DISPATCH(), ())
+#define glCreateShader(a1) CALL_CreateShader(GET_DISPATCH(), (a1))
+#define glDeleteProgram(a1) CALL_DeleteProgram(GET_DISPATCH(), (a1))
+#define glDeleteShader(a1) CALL_DeleteShader(GET_DISPATCH(), (a1))
+#define glDetachShader(a1, a2) CALL_DetachShader(GET_DISPATCH(), (a1, a2))
+#define glDisableVertexAttribArray(a1) CALL_DisableVertexAttribArray(GET_DISPATCH(), (a1))
+#define glDrawBuffers(a1, a2) CALL_DrawBuffers(GET_DISPATCH(), (a1, a2))
+#define glEnableVertexAttribArray(a1) CALL_EnableVertexAttribArray(GET_DISPATCH(), (a1))
+#define glGetActiveAttrib(a1, a2, a3, a4, a5, a6, a7) CALL_GetActiveAttrib(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glGetActiveUniform(a1, a2, a3, a4, a5, a6, a7) CALL_GetActiveUniform(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glGetAttachedShaders(a1, a2, a3, a4) CALL_GetAttachedShaders(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetAttribLocation(a1, a2) CALL_GetAttribLocation(GET_DISPATCH(), (a1, a2))
+#define glGetProgramInfoLog(a1, a2, a3, a4) CALL_GetProgramInfoLog(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetProgramiv(a1, a2, a3) CALL_GetProgramiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetShaderInfoLog(a1, a2, a3, a4) CALL_GetShaderInfoLog(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetShaderSource(a1, a2, a3, a4) CALL_GetShaderSource(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetShaderiv(a1, a2, a3) CALL_GetShaderiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetUniformLocation(a1, a2) CALL_GetUniformLocation(GET_DISPATCH(), (a1, a2))
+#define glGetUniformfv(a1, a2, a3) CALL_GetUniformfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetUniformiv(a1, a2, a3) CALL_GetUniformiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribPointerv(a1, a2, a3) CALL_GetVertexAttribPointerv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribdv(a1, a2, a3) CALL_GetVertexAttribdv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribfv(a1, a2, a3) CALL_GetVertexAttribfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribiv(a1, a2, a3) CALL_GetVertexAttribiv(GET_DISPATCH(), (a1, a2, a3))
+#define glIsProgram(a1) CALL_IsProgram(GET_DISPATCH(), (a1))
+#define glIsShader(a1) CALL_IsShader(GET_DISPATCH(), (a1))
+#define glLinkProgram(a1) CALL_LinkProgram(GET_DISPATCH(), (a1))
+#define glShaderSource(a1, a2, a3, a4) CALL_ShaderSource(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glStencilFuncSeparate(a1, a2, a3, a4) CALL_StencilFuncSeparate(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glStencilMaskSeparate(a1, a2) CALL_StencilMaskSeparate(GET_DISPATCH(), (a1, a2))
+#define glStencilOpSeparate(a1, a2, a3, a4) CALL_StencilOpSeparate(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniform1f(a1, a2) CALL_Uniform1f(GET_DISPATCH(), (a1, a2))
+#define glUniform1fv(a1, a2, a3) CALL_Uniform1fv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform1i(a1, a2) CALL_Uniform1i(GET_DISPATCH(), (a1, a2))
+#define glUniform1iv(a1, a2, a3) CALL_Uniform1iv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform2f(a1, a2, a3) CALL_Uniform2f(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform2fv(a1, a2, a3) CALL_Uniform2fv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform2i(a1, a2, a3) CALL_Uniform2i(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform2iv(a1, a2, a3) CALL_Uniform2iv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform3f(a1, a2, a3, a4) CALL_Uniform3f(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniform3fv(a1, a2, a3) CALL_Uniform3fv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform3i(a1, a2, a3, a4) CALL_Uniform3i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniform3iv(a1, a2, a3) CALL_Uniform3iv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform4f(a1, a2, a3, a4, a5) CALL_Uniform4f(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glUniform4fv(a1, a2, a3) CALL_Uniform4fv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform4i(a1, a2, a3, a4, a5) CALL_Uniform4i(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glUniform4iv(a1, a2, a3) CALL_Uniform4iv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniformMatrix2fv(a1, a2, a3, a4) CALL_UniformMatrix2fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix3fv(a1, a2, a3, a4) CALL_UniformMatrix3fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix4fv(a1, a2, a3, a4) CALL_UniformMatrix4fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUseProgram(a1) CALL_UseProgram(GET_DISPATCH(), (a1))
+#define glValidateProgram(a1) CALL_ValidateProgram(GET_DISPATCH(), (a1))
+#define glVertexAttrib1d(a1, a2) CALL_VertexAttrib1d(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1dv(a1, a2) CALL_VertexAttrib1dv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1s(a1, a2) CALL_VertexAttrib1s(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1sv(a1, a2) CALL_VertexAttrib1sv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib2d(a1, a2, a3) CALL_VertexAttrib2d(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttrib2dv(a1, a2) CALL_VertexAttrib2dv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib2s(a1, a2, a3) CALL_VertexAttrib2s(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttrib2sv(a1, a2) CALL_VertexAttrib2sv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib3d(a1, a2, a3, a4) CALL_VertexAttrib3d(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib3dv(a1, a2) CALL_VertexAttrib3dv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib3s(a1, a2, a3, a4) CALL_VertexAttrib3s(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib3sv(a1, a2) CALL_VertexAttrib3sv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4Nbv(a1, a2) CALL_VertexAttrib4Nbv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4Niv(a1, a2) CALL_VertexAttrib4Niv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4Nsv(a1, a2) CALL_VertexAttrib4Nsv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4Nub(a1, a2, a3, a4, a5) CALL_VertexAttrib4Nub(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4Nubv(a1, a2) CALL_VertexAttrib4Nubv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4Nuiv(a1, a2) CALL_VertexAttrib4Nuiv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4Nusv(a1, a2) CALL_VertexAttrib4Nusv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4bv(a1, a2) CALL_VertexAttrib4bv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4d(a1, a2, a3, a4, a5) CALL_VertexAttrib4d(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4dv(a1, a2) CALL_VertexAttrib4dv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4iv(a1, a2) CALL_VertexAttrib4iv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4s(a1, a2, a3, a4, a5) CALL_VertexAttrib4s(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4sv(a1, a2) CALL_VertexAttrib4sv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4ubv(a1, a2) CALL_VertexAttrib4ubv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4uiv(a1, a2) CALL_VertexAttrib4uiv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4usv(a1, a2) CALL_VertexAttrib4usv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribPointer(a1, a2, a3, a4, a5, a6) CALL_VertexAttribPointer(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glUniformMatrix2x3fv(a1, a2, a3, a4) CALL_UniformMatrix2x3fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix2x4fv(a1, a2, a3, a4) CALL_UniformMatrix2x4fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix3x2fv(a1, a2, a3, a4) CALL_UniformMatrix3x2fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix3x4fv(a1, a2, a3, a4) CALL_UniformMatrix3x4fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix4x2fv(a1, a2, a3, a4) CALL_UniformMatrix4x2fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformMatrix4x3fv(a1, a2, a3, a4) CALL_UniformMatrix4x3fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBeginConditionalRender(a1, a2) CALL_BeginConditionalRender(GET_DISPATCH(), (a1, a2))
+#define glBeginTransformFeedback(a1) CALL_BeginTransformFeedback(GET_DISPATCH(), (a1))
+#define glBindBufferBase(a1, a2, a3) CALL_BindBufferBase(GET_DISPATCH(), (a1, a2, a3))
+#define glBindBufferRange(a1, a2, a3, a4, a5) CALL_BindBufferRange(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glBindFragDataLocation(a1, a2, a3) CALL_BindFragDataLocation(GET_DISPATCH(), (a1, a2, a3))
+#define glClampColor(a1, a2) CALL_ClampColor(GET_DISPATCH(), (a1, a2))
+#define glClearBufferfi(a1, a2, a3, a4) CALL_ClearBufferfi(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glClearBufferfv(a1, a2, a3) CALL_ClearBufferfv(GET_DISPATCH(), (a1, a2, a3))
+#define glClearBufferiv(a1, a2, a3) CALL_ClearBufferiv(GET_DISPATCH(), (a1, a2, a3))
+#define glClearBufferuiv(a1, a2, a3) CALL_ClearBufferuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glColorMaski(a1, a2, a3, a4, a5) CALL_ColorMaski(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDisablei(a1, a2) CALL_Disablei(GET_DISPATCH(), (a1, a2))
+#define glEnablei(a1, a2) CALL_Enablei(GET_DISPATCH(), (a1, a2))
+#define glEndConditionalRender() CALL_EndConditionalRender(GET_DISPATCH(), ())
+#define glEndTransformFeedback() CALL_EndTransformFeedback(GET_DISPATCH(), ())
+#define glGetBooleani_v(a1, a2, a3) CALL_GetBooleani_v(GET_DISPATCH(), (a1, a2, a3))
+#define glGetFragDataLocation(a1, a2) CALL_GetFragDataLocation(GET_DISPATCH(), (a1, a2))
+#define glGetIntegeri_v(a1, a2, a3) CALL_GetIntegeri_v(GET_DISPATCH(), (a1, a2, a3))
+#define glGetStringi(a1, a2) CALL_GetStringi(GET_DISPATCH(), (a1, a2))
+#define glGetTexParameterIiv(a1, a2, a3) CALL_GetTexParameterIiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexParameterIuiv(a1, a2, a3) CALL_GetTexParameterIuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTransformFeedbackVarying(a1, a2, a3, a4, a5, a6, a7) CALL_GetTransformFeedbackVarying(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glGetUniformuiv(a1, a2, a3) CALL_GetUniformuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribIiv(a1, a2, a3) CALL_GetVertexAttribIiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribIuiv(a1, a2, a3) CALL_GetVertexAttribIuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glIsEnabledi(a1, a2) CALL_IsEnabledi(GET_DISPATCH(), (a1, a2))
+#define glTexParameterIiv(a1, a2, a3) CALL_TexParameterIiv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexParameterIuiv(a1, a2, a3) CALL_TexParameterIuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glTransformFeedbackVaryings(a1, a2, a3, a4) CALL_TransformFeedbackVaryings(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniform1ui(a1, a2) CALL_Uniform1ui(GET_DISPATCH(), (a1, a2))
+#define glUniform1uiv(a1, a2, a3) CALL_Uniform1uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform2ui(a1, a2, a3) CALL_Uniform2ui(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform2uiv(a1, a2, a3) CALL_Uniform2uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform3ui(a1, a2, a3, a4) CALL_Uniform3ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniform3uiv(a1, a2, a3) CALL_Uniform3uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glUniform4ui(a1, a2, a3, a4, a5) CALL_Uniform4ui(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glUniform4uiv(a1, a2, a3) CALL_Uniform4uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribI1iv(a1, a2) CALL_VertexAttribI1iv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI1uiv(a1, a2) CALL_VertexAttribI1uiv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI4bv(a1, a2) CALL_VertexAttribI4bv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI4sv(a1, a2) CALL_VertexAttribI4sv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI4ubv(a1, a2) CALL_VertexAttribI4ubv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI4usv(a1, a2) CALL_VertexAttribI4usv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribIPointer(a1, a2, a3, a4, a5) CALL_VertexAttribIPointer(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glPrimitiveRestartIndex(a1) CALL_PrimitiveRestartIndex(GET_DISPATCH(), (a1))
+#define glTexBuffer(a1, a2, a3) CALL_TexBuffer(GET_DISPATCH(), (a1, a2, a3))
+#define glFramebufferTexture(a1, a2, a3, a4) CALL_FramebufferTexture(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetBufferParameteri64v(a1, a2, a3) CALL_GetBufferParameteri64v(GET_DISPATCH(), (a1, a2, a3))
+#define glGetInteger64i_v(a1, a2, a3) CALL_GetInteger64i_v(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribDivisor(a1, a2) CALL_VertexAttribDivisor(GET_DISPATCH(), (a1, a2))
+#define glMinSampleShading(a1) CALL_MinSampleShading(GET_DISPATCH(), (a1))
+#define glBindProgramARB(a1, a2) CALL_BindProgramARB(GET_DISPATCH(), (a1, a2))
+#define glDeleteProgramsARB(a1, a2) CALL_DeleteProgramsARB(GET_DISPATCH(), (a1, a2))
+#define glGenProgramsARB(a1, a2) CALL_GenProgramsARB(GET_DISPATCH(), (a1, a2))
+#define glGetProgramEnvParameterdvARB(a1, a2, a3) CALL_GetProgramEnvParameterdvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramEnvParameterfvARB(a1, a2, a3) CALL_GetProgramEnvParameterfvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramLocalParameterdvARB(a1, a2, a3) CALL_GetProgramLocalParameterdvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramLocalParameterfvARB(a1, a2, a3) CALL_GetProgramLocalParameterfvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramStringARB(a1, a2, a3) CALL_GetProgramStringARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramivARB(a1, a2, a3) CALL_GetProgramivARB(GET_DISPATCH(), (a1, a2, a3))
+#define glIsProgramARB(a1) CALL_IsProgramARB(GET_DISPATCH(), (a1))
+#define glProgramEnvParameter4dARB(a1, a2, a3, a4, a5, a6) CALL_ProgramEnvParameter4dARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramEnvParameter4dvARB(a1, a2, a3) CALL_ProgramEnvParameter4dvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramEnvParameter4fARB(a1, a2, a3, a4, a5, a6) CALL_ProgramEnvParameter4fARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramEnvParameter4fvARB(a1, a2, a3) CALL_ProgramEnvParameter4fvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramLocalParameter4dARB(a1, a2, a3, a4, a5, a6) CALL_ProgramLocalParameter4dARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramLocalParameter4dvARB(a1, a2, a3) CALL_ProgramLocalParameter4dvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramLocalParameter4fARB(a1, a2, a3, a4, a5, a6) CALL_ProgramLocalParameter4fARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramLocalParameter4fvARB(a1, a2, a3) CALL_ProgramLocalParameter4fvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramStringARB(a1, a2, a3, a4) CALL_ProgramStringARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib1fARB(a1, a2) CALL_VertexAttrib1fARB(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1fvARB(a1, a2) CALL_VertexAttrib1fvARB(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib2fARB(a1, a2, a3) CALL_VertexAttrib2fARB(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttrib2fvARB(a1, a2) CALL_VertexAttrib2fvARB(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib3fARB(a1, a2, a3, a4) CALL_VertexAttrib3fARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib3fvARB(a1, a2) CALL_VertexAttrib3fvARB(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4fARB(a1, a2, a3, a4, a5) CALL_VertexAttrib4fARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4fvARB(a1, a2) CALL_VertexAttrib4fvARB(GET_DISPATCH(), (a1, a2))
+#define glAttachObjectARB(a1, a2) CALL_AttachObjectARB(GET_DISPATCH(), (a1, a2))
+#define glCreateProgramObjectARB() CALL_CreateProgramObjectARB(GET_DISPATCH(), ())
+#define glCreateShaderObjectARB(a1) CALL_CreateShaderObjectARB(GET_DISPATCH(), (a1))
+#define glDeleteObjectARB(a1) CALL_DeleteObjectARB(GET_DISPATCH(), (a1))
+#define glDetachObjectARB(a1, a2) CALL_DetachObjectARB(GET_DISPATCH(), (a1, a2))
+#define glGetAttachedObjectsARB(a1, a2, a3, a4) CALL_GetAttachedObjectsARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetHandleARB(a1) CALL_GetHandleARB(GET_DISPATCH(), (a1))
+#define glGetInfoLogARB(a1, a2, a3, a4) CALL_GetInfoLogARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetObjectParameterfvARB(a1, a2, a3) CALL_GetObjectParameterfvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetObjectParameterivARB(a1, a2, a3) CALL_GetObjectParameterivARB(GET_DISPATCH(), (a1, a2, a3))
+#define glDrawArraysInstancedARB(a1, a2, a3, a4) CALL_DrawArraysInstancedARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glDrawElementsInstancedARB(a1, a2, a3, a4, a5) CALL_DrawElementsInstancedARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glBindFramebuffer(a1, a2) CALL_BindFramebuffer(GET_DISPATCH(), (a1, a2))
+#define glBindRenderbuffer(a1, a2) CALL_BindRenderbuffer(GET_DISPATCH(), (a1, a2))
+#define glBlitFramebuffer(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CALL_BlitFramebuffer(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10))
+#define glCheckFramebufferStatus(a1) CALL_CheckFramebufferStatus(GET_DISPATCH(), (a1))
+#define glDeleteFramebuffers(a1, a2) CALL_DeleteFramebuffers(GET_DISPATCH(), (a1, a2))
+#define glDeleteRenderbuffers(a1, a2) CALL_DeleteRenderbuffers(GET_DISPATCH(), (a1, a2))
+#define glFramebufferRenderbuffer(a1, a2, a3, a4) CALL_FramebufferRenderbuffer(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glFramebufferTexture1D(a1, a2, a3, a4, a5) CALL_FramebufferTexture1D(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glFramebufferTexture2D(a1, a2, a3, a4, a5) CALL_FramebufferTexture2D(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glFramebufferTexture3D(a1, a2, a3, a4, a5, a6) CALL_FramebufferTexture3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glFramebufferTextureLayer(a1, a2, a3, a4, a5) CALL_FramebufferTextureLayer(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGenFramebuffers(a1, a2) CALL_GenFramebuffers(GET_DISPATCH(), (a1, a2))
+#define glGenRenderbuffers(a1, a2) CALL_GenRenderbuffers(GET_DISPATCH(), (a1, a2))
+#define glGenerateMipmap(a1) CALL_GenerateMipmap(GET_DISPATCH(), (a1))
+#define glGetFramebufferAttachmentParameteriv(a1, a2, a3, a4) CALL_GetFramebufferAttachmentParameteriv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetRenderbufferParameteriv(a1, a2, a3) CALL_GetRenderbufferParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glIsFramebuffer(a1) CALL_IsFramebuffer(GET_DISPATCH(), (a1))
+#define glIsRenderbuffer(a1) CALL_IsRenderbuffer(GET_DISPATCH(), (a1))
+#define glRenderbufferStorage(a1, a2, a3, a4) CALL_RenderbufferStorage(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRenderbufferStorageMultisample(a1, a2, a3, a4, a5) CALL_RenderbufferStorageMultisample(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glFramebufferTextureFaceARB(a1, a2, a3, a4, a5) CALL_FramebufferTextureFaceARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glFlushMappedBufferRange(a1, a2, a3) CALL_FlushMappedBufferRange(GET_DISPATCH(), (a1, a2, a3))
+#define glMapBufferRange(a1, a2, a3, a4) CALL_MapBufferRange(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBindVertexArray(a1) CALL_BindVertexArray(GET_DISPATCH(), (a1))
+#define glDeleteVertexArrays(a1, a2) CALL_DeleteVertexArrays(GET_DISPATCH(), (a1, a2))
+#define glGenVertexArrays(a1, a2) CALL_GenVertexArrays(GET_DISPATCH(), (a1, a2))
+#define glIsVertexArray(a1) CALL_IsVertexArray(GET_DISPATCH(), (a1))
+#define glGetActiveUniformBlockName(a1, a2, a3, a4, a5) CALL_GetActiveUniformBlockName(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetActiveUniformBlockiv(a1, a2, a3, a4) CALL_GetActiveUniformBlockiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetActiveUniformName(a1, a2, a3, a4, a5) CALL_GetActiveUniformName(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetActiveUniformsiv(a1, a2, a3, a4, a5) CALL_GetActiveUniformsiv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetUniformBlockIndex(a1, a2) CALL_GetUniformBlockIndex(GET_DISPATCH(), (a1, a2))
+#define glGetUniformIndices(a1, a2, a3, a4) CALL_GetUniformIndices(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glUniformBlockBinding(a1, a2, a3) CALL_UniformBlockBinding(GET_DISPATCH(), (a1, a2, a3))
+#define glCopyBufferSubData(a1, a2, a3, a4, a5) CALL_CopyBufferSubData(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glClientWaitSync(a1, a2, a3) CALL_ClientWaitSync(GET_DISPATCH(), (a1, a2, a3))
+#define glDeleteSync(a1) CALL_DeleteSync(GET_DISPATCH(), (a1))
+#define glFenceSync(a1, a2) CALL_FenceSync(GET_DISPATCH(), (a1, a2))
+#define glGetInteger64v(a1, a2) CALL_GetInteger64v(GET_DISPATCH(), (a1, a2))
+#define glGetSynciv(a1, a2, a3, a4, a5) CALL_GetSynciv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glIsSync(a1) CALL_IsSync(GET_DISPATCH(), (a1))
+#define glWaitSync(a1, a2, a3) CALL_WaitSync(GET_DISPATCH(), (a1, a2, a3))
+#define glDrawElementsBaseVertex(a1, a2, a3, a4, a5) CALL_DrawElementsBaseVertex(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDrawElementsInstancedBaseVertex(a1, a2, a3, a4, a5, a6) CALL_DrawElementsInstancedBaseVertex(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glDrawRangeElementsBaseVertex(a1, a2, a3, a4, a5, a6, a7) CALL_DrawRangeElementsBaseVertex(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glMultiDrawElementsBaseVertex(a1, a2, a3, a4, a5, a6) CALL_MultiDrawElementsBaseVertex(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProvokingVertex(a1) CALL_ProvokingVertex(GET_DISPATCH(), (a1))
+#define glGetMultisamplefv(a1, a2, a3) CALL_GetMultisamplefv(GET_DISPATCH(), (a1, a2, a3))
+#define glSampleMaski(a1, a2) CALL_SampleMaski(GET_DISPATCH(), (a1, a2))
+#define glTexImage2DMultisample(a1, a2, a3, a4, a5, a6) CALL_TexImage2DMultisample(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glTexImage3DMultisample(a1, a2, a3, a4, a5, a6, a7) CALL_TexImage3DMultisample(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glBlendEquationSeparateiARB(a1, a2, a3) CALL_BlendEquationSeparateiARB(GET_DISPATCH(), (a1, a2, a3))
+#define glBlendEquationiARB(a1, a2) CALL_BlendEquationiARB(GET_DISPATCH(), (a1, a2))
+#define glBlendFuncSeparateiARB(a1, a2, a3, a4, a5) CALL_BlendFuncSeparateiARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glBlendFunciARB(a1, a2, a3) CALL_BlendFunciARB(GET_DISPATCH(), (a1, a2, a3))
+#define glBindFragDataLocationIndexed(a1, a2, a3, a4) CALL_BindFragDataLocationIndexed(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetFragDataIndex(a1, a2) CALL_GetFragDataIndex(GET_DISPATCH(), (a1, a2))
+#define glBindSampler(a1, a2) CALL_BindSampler(GET_DISPATCH(), (a1, a2))
+#define glDeleteSamplers(a1, a2) CALL_DeleteSamplers(GET_DISPATCH(), (a1, a2))
+#define glGenSamplers(a1, a2) CALL_GenSamplers(GET_DISPATCH(), (a1, a2))
+#define glGetSamplerParameterIiv(a1, a2, a3) CALL_GetSamplerParameterIiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetSamplerParameterIuiv(a1, a2, a3) CALL_GetSamplerParameterIuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetSamplerParameterfv(a1, a2, a3) CALL_GetSamplerParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetSamplerParameteriv(a1, a2, a3) CALL_GetSamplerParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glIsSampler(a1) CALL_IsSampler(GET_DISPATCH(), (a1))
+#define glSamplerParameterIiv(a1, a2, a3) CALL_SamplerParameterIiv(GET_DISPATCH(), (a1, a2, a3))
+#define glSamplerParameterIuiv(a1, a2, a3) CALL_SamplerParameterIuiv(GET_DISPATCH(), (a1, a2, a3))
+#define glSamplerParameterf(a1, a2, a3) CALL_SamplerParameterf(GET_DISPATCH(), (a1, a2, a3))
+#define glSamplerParameterfv(a1, a2, a3) CALL_SamplerParameterfv(GET_DISPATCH(), (a1, a2, a3))
+#define glSamplerParameteri(a1, a2, a3) CALL_SamplerParameteri(GET_DISPATCH(), (a1, a2, a3))
+#define glSamplerParameteriv(a1, a2, a3) CALL_SamplerParameteriv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetQueryObjecti64v(a1, a2, a3) CALL_GetQueryObjecti64v(GET_DISPATCH(), (a1, a2, a3))
+#define glGetQueryObjectui64v(a1, a2, a3) CALL_GetQueryObjectui64v(GET_DISPATCH(), (a1, a2, a3))
+#define glQueryCounter(a1, a2) CALL_QueryCounter(GET_DISPATCH(), (a1, a2))
+#define glColorP3ui(a1, a2) CALL_ColorP3ui(GET_DISPATCH(), (a1, a2))
+#define glColorP3uiv(a1, a2) CALL_ColorP3uiv(GET_DISPATCH(), (a1, a2))
+#define glColorP4ui(a1, a2) CALL_ColorP4ui(GET_DISPATCH(), (a1, a2))
+#define glColorP4uiv(a1, a2) CALL_ColorP4uiv(GET_DISPATCH(), (a1, a2))
+#define glMultiTexCoordP1ui(a1, a2, a3) CALL_MultiTexCoordP1ui(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP1uiv(a1, a2, a3) CALL_MultiTexCoordP1uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP2ui(a1, a2, a3) CALL_MultiTexCoordP2ui(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP2uiv(a1, a2, a3) CALL_MultiTexCoordP2uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP3ui(a1, a2, a3) CALL_MultiTexCoordP3ui(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP3uiv(a1, a2, a3) CALL_MultiTexCoordP3uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP4ui(a1, a2, a3) CALL_MultiTexCoordP4ui(GET_DISPATCH(), (a1, a2, a3))
+#define glMultiTexCoordP4uiv(a1, a2, a3) CALL_MultiTexCoordP4uiv(GET_DISPATCH(), (a1, a2, a3))
+#define glNormalP3ui(a1, a2) CALL_NormalP3ui(GET_DISPATCH(), (a1, a2))
+#define glNormalP3uiv(a1, a2) CALL_NormalP3uiv(GET_DISPATCH(), (a1, a2))
+#define glSecondaryColorP3ui(a1, a2) CALL_SecondaryColorP3ui(GET_DISPATCH(), (a1, a2))
+#define glSecondaryColorP3uiv(a1, a2) CALL_SecondaryColorP3uiv(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP1ui(a1, a2) CALL_TexCoordP1ui(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP1uiv(a1, a2) CALL_TexCoordP1uiv(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP2ui(a1, a2) CALL_TexCoordP2ui(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP2uiv(a1, a2) CALL_TexCoordP2uiv(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP3ui(a1, a2) CALL_TexCoordP3ui(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP3uiv(a1, a2) CALL_TexCoordP3uiv(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP4ui(a1, a2) CALL_TexCoordP4ui(GET_DISPATCH(), (a1, a2))
+#define glTexCoordP4uiv(a1, a2) CALL_TexCoordP4uiv(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribP1ui(a1, a2, a3, a4) CALL_VertexAttribP1ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP1uiv(a1, a2, a3, a4) CALL_VertexAttribP1uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP2ui(a1, a2, a3, a4) CALL_VertexAttribP2ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP2uiv(a1, a2, a3, a4) CALL_VertexAttribP2uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP3ui(a1, a2, a3, a4) CALL_VertexAttribP3ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP3uiv(a1, a2, a3, a4) CALL_VertexAttribP3uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP4ui(a1, a2, a3, a4) CALL_VertexAttribP4ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribP4uiv(a1, a2, a3, a4) CALL_VertexAttribP4uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexP2ui(a1, a2) CALL_VertexP2ui(GET_DISPATCH(), (a1, a2))
+#define glVertexP2uiv(a1, a2) CALL_VertexP2uiv(GET_DISPATCH(), (a1, a2))
+#define glVertexP3ui(a1, a2) CALL_VertexP3ui(GET_DISPATCH(), (a1, a2))
+#define glVertexP3uiv(a1, a2) CALL_VertexP3uiv(GET_DISPATCH(), (a1, a2))
+#define glVertexP4ui(a1, a2) CALL_VertexP4ui(GET_DISPATCH(), (a1, a2))
+#define glVertexP4uiv(a1, a2) CALL_VertexP4uiv(GET_DISPATCH(), (a1, a2))
+#define glDrawArraysIndirect(a1, a2) CALL_DrawArraysIndirect(GET_DISPATCH(), (a1, a2))
+#define glDrawElementsIndirect(a1, a2, a3) CALL_DrawElementsIndirect(GET_DISPATCH(), (a1, a2, a3))
+#define glBindTransformFeedback(a1, a2) CALL_BindTransformFeedback(GET_DISPATCH(), (a1, a2))
+#define glDeleteTransformFeedbacks(a1, a2) CALL_DeleteTransformFeedbacks(GET_DISPATCH(), (a1, a2))
+#define glDrawTransformFeedback(a1, a2) CALL_DrawTransformFeedback(GET_DISPATCH(), (a1, a2))
+#define glGenTransformFeedbacks(a1, a2) CALL_GenTransformFeedbacks(GET_DISPATCH(), (a1, a2))
+#define glIsTransformFeedback(a1) CALL_IsTransformFeedback(GET_DISPATCH(), (a1))
+#define glPauseTransformFeedback() CALL_PauseTransformFeedback(GET_DISPATCH(), ())
+#define glResumeTransformFeedback() CALL_ResumeTransformFeedback(GET_DISPATCH(), ())
+#define glBeginQueryIndexed(a1, a2, a3) CALL_BeginQueryIndexed(GET_DISPATCH(), (a1, a2, a3))
+#define glDrawTransformFeedbackStream(a1, a2, a3) CALL_DrawTransformFeedbackStream(GET_DISPATCH(), (a1, a2, a3))
+#define glEndQueryIndexed(a1, a2) CALL_EndQueryIndexed(GET_DISPATCH(), (a1, a2))
+#define glGetQueryIndexediv(a1, a2, a3, a4) CALL_GetQueryIndexediv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glClearDepthf(a1) CALL_ClearDepthf(GET_DISPATCH(), (a1))
+#define glDepthRangef(a1, a2) CALL_DepthRangef(GET_DISPATCH(), (a1, a2))
+#define glGetShaderPrecisionFormat(a1, a2, a3, a4) CALL_GetShaderPrecisionFormat(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glReleaseShaderCompiler() CALL_ReleaseShaderCompiler(GET_DISPATCH(), ())
+#define glShaderBinary(a1, a2, a3, a4, a5) CALL_ShaderBinary(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetProgramBinary(a1, a2, a3, a4, a5) CALL_GetProgramBinary(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramBinary(a1, a2, a3, a4) CALL_ProgramBinary(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramParameteri(a1, a2, a3) CALL_ProgramParameteri(GET_DISPATCH(), (a1, a2, a3))
+#define glDepthRangeArrayv(a1, a2, a3) CALL_DepthRangeArrayv(GET_DISPATCH(), (a1, a2, a3))
+#define glDepthRangeIndexed(a1, a2, a3) CALL_DepthRangeIndexed(GET_DISPATCH(), (a1, a2, a3))
+#define glGetDoublei_v(a1, a2, a3) CALL_GetDoublei_v(GET_DISPATCH(), (a1, a2, a3))
+#define glGetFloati_v(a1, a2, a3) CALL_GetFloati_v(GET_DISPATCH(), (a1, a2, a3))
+#define glScissorArrayv(a1, a2, a3) CALL_ScissorArrayv(GET_DISPATCH(), (a1, a2, a3))
+#define glScissorIndexed(a1, a2, a3, a4, a5) CALL_ScissorIndexed(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glScissorIndexedv(a1, a2) CALL_ScissorIndexedv(GET_DISPATCH(), (a1, a2))
+#define glViewportArrayv(a1, a2, a3) CALL_ViewportArrayv(GET_DISPATCH(), (a1, a2, a3))
+#define glViewportIndexedf(a1, a2, a3, a4, a5) CALL_ViewportIndexedf(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glViewportIndexedfv(a1, a2) CALL_ViewportIndexedfv(GET_DISPATCH(), (a1, a2))
+#define glGetGraphicsResetStatusARB() CALL_GetGraphicsResetStatusARB(GET_DISPATCH(), ())
+#define glGetnColorTableARB(a1, a2, a3, a4, a5) CALL_GetnColorTableARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetnCompressedTexImageARB(a1, a2, a3, a4) CALL_GetnCompressedTexImageARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnConvolutionFilterARB(a1, a2, a3, a4, a5) CALL_GetnConvolutionFilterARB(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetnHistogramARB(a1, a2, a3, a4, a5, a6) CALL_GetnHistogramARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glGetnMapdvARB(a1, a2, a3, a4) CALL_GetnMapdvARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnMapfvARB(a1, a2, a3, a4) CALL_GetnMapfvARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnMapivARB(a1, a2, a3, a4) CALL_GetnMapivARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnMinmaxARB(a1, a2, a3, a4, a5, a6) CALL_GetnMinmaxARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glGetnPixelMapfvARB(a1, a2, a3) CALL_GetnPixelMapfvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetnPixelMapuivARB(a1, a2, a3) CALL_GetnPixelMapuivARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetnPixelMapusvARB(a1, a2, a3) CALL_GetnPixelMapusvARB(GET_DISPATCH(), (a1, a2, a3))
+#define glGetnPolygonStippleARB(a1, a2) CALL_GetnPolygonStippleARB(GET_DISPATCH(), (a1, a2))
+#define glGetnSeparableFilterARB(a1, a2, a3, a4, a5, a6, a7, a8) CALL_GetnSeparableFilterARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glGetnTexImageARB(a1, a2, a3, a4, a5, a6) CALL_GetnTexImageARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glGetnUniformdvARB(a1, a2, a3, a4) CALL_GetnUniformdvARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnUniformfvARB(a1, a2, a3, a4) CALL_GetnUniformfvARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnUniformivARB(a1, a2, a3, a4) CALL_GetnUniformivARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetnUniformuivARB(a1, a2, a3, a4) CALL_GetnUniformuivARB(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glReadnPixelsARB(a1, a2, a3, a4, a5, a6, a7, a8) CALL_ReadnPixelsARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glDrawArraysInstancedBaseInstance(a1, a2, a3, a4, a5) CALL_DrawArraysInstancedBaseInstance(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDrawElementsInstancedBaseInstance(a1, a2, a3, a4, a5, a6) CALL_DrawElementsInstancedBaseInstance(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glDrawElementsInstancedBaseVertexBaseInstance(a1, a2, a3, a4, a5, a6, a7) CALL_DrawElementsInstancedBaseVertexBaseInstance(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glDrawTransformFeedbackInstanced(a1, a2, a3) CALL_DrawTransformFeedbackInstanced(GET_DISPATCH(), (a1, a2, a3))
+#define glDrawTransformFeedbackStreamInstanced(a1, a2, a3, a4) CALL_DrawTransformFeedbackStreamInstanced(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetInternalformativ(a1, a2, a3, a4, a5) CALL_GetInternalformativ(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetActiveAtomicCounterBufferiv(a1, a2, a3, a4) CALL_GetActiveAtomicCounterBufferiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBindImageTexture(a1, a2, a3, a4, a5, a6, a7) CALL_BindImageTexture(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glMemoryBarrier(a1) CALL_MemoryBarrier(GET_DISPATCH(), (a1))
+#define glTexStorage1D(a1, a2, a3, a4) CALL_TexStorage1D(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glTexStorage2D(a1, a2, a3, a4, a5) CALL_TexStorage2D(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glTexStorage3D(a1, a2, a3, a4, a5, a6) CALL_TexStorage3D(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glTextureStorage1DEXT(a1, a2, a3, a4, a5) CALL_TextureStorage1DEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glTextureStorage2DEXT(a1, a2, a3, a4, a5, a6) CALL_TextureStorage2DEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glTextureStorage3DEXT(a1, a2, a3, a4, a5, a6, a7) CALL_TextureStorage3DEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glClearBufferData(a1, a2, a3, a4, a5) CALL_ClearBufferData(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glClearBufferSubData(a1, a2, a3, a4, a5, a6, a7) CALL_ClearBufferSubData(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glDispatchCompute(a1, a2, a3) CALL_DispatchCompute(GET_DISPATCH(), (a1, a2, a3))
+#define glDispatchComputeIndirect(a1) CALL_DispatchComputeIndirect(GET_DISPATCH(), (a1))
+#define glTextureView(a1, a2, a3, a4, a5, a6, a7, a8) CALL_TextureView(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glBindVertexBuffer(a1, a2, a3, a4) CALL_BindVertexBuffer(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribBinding(a1, a2) CALL_VertexAttribBinding(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribFormat(a1, a2, a3, a4, a5) CALL_VertexAttribFormat(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttribIFormat(a1, a2, a3, a4) CALL_VertexAttribIFormat(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribLFormat(a1, a2, a3, a4) CALL_VertexAttribLFormat(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexBindingDivisor(a1, a2) CALL_VertexBindingDivisor(GET_DISPATCH(), (a1, a2))
+#define glMultiDrawArraysIndirect(a1, a2, a3, a4) CALL_MultiDrawArraysIndirect(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glMultiDrawElementsIndirect(a1, a2, a3, a4, a5) CALL_MultiDrawElementsIndirect(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glTexBufferRange(a1, a2, a3, a4, a5) CALL_TexBufferRange(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glTexStorage2DMultisample(a1, a2, a3, a4, a5, a6) CALL_TexStorage2DMultisample(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glTexStorage3DMultisample(a1, a2, a3, a4, a5, a6, a7) CALL_TexStorage3DMultisample(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glBufferStorage(a1, a2, a3, a4) CALL_BufferStorage(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBindBuffersBase(a1, a2, a3, a4) CALL_BindBuffersBase(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBindBuffersRange(a1, a2, a3, a4, a5, a6) CALL_BindBuffersRange(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glBindImageTextures(a1, a2, a3) CALL_BindImageTextures(GET_DISPATCH(), (a1, a2, a3))
+#define glBindSamplers(a1, a2, a3) CALL_BindSamplers(GET_DISPATCH(), (a1, a2, a3))
+#define glBindTextures(a1, a2, a3) CALL_BindTextures(GET_DISPATCH(), (a1, a2, a3))
+#define glBindVertexBuffers(a1, a2, a3, a4, a5) CALL_BindVertexBuffers(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glInvalidateBufferData(a1) CALL_InvalidateBufferData(GET_DISPATCH(), (a1))
+#define glInvalidateBufferSubData(a1, a2, a3) CALL_InvalidateBufferSubData(GET_DISPATCH(), (a1, a2, a3))
+#define glInvalidateFramebuffer(a1, a2, a3) CALL_InvalidateFramebuffer(GET_DISPATCH(), (a1, a2, a3))
+#define glInvalidateSubFramebuffer(a1, a2, a3, a4, a5, a6, a7) CALL_InvalidateSubFramebuffer(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glInvalidateTexImage(a1, a2) CALL_InvalidateTexImage(GET_DISPATCH(), (a1, a2))
+#define glInvalidateTexSubImage(a1, a2, a3, a4, a5, a6, a7, a8) CALL_InvalidateTexSubImage(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glPolygonOffsetEXT(a1, a2) CALL_PolygonOffsetEXT(GET_DISPATCH(), (a1, a2))
+#define glDrawTexfOES(a1, a2, a3, a4, a5) CALL_DrawTexfOES(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDrawTexfvOES(a1) CALL_DrawTexfvOES(GET_DISPATCH(), (a1))
+#define glDrawTexiOES(a1, a2, a3, a4, a5) CALL_DrawTexiOES(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDrawTexivOES(a1) CALL_DrawTexivOES(GET_DISPATCH(), (a1))
+#define glDrawTexsOES(a1, a2, a3, a4, a5) CALL_DrawTexsOES(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDrawTexsvOES(a1) CALL_DrawTexsvOES(GET_DISPATCH(), (a1))
+#define glDrawTexxOES(a1, a2, a3, a4, a5) CALL_DrawTexxOES(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDrawTexxvOES(a1) CALL_DrawTexxvOES(GET_DISPATCH(), (a1))
+#define glPointSizePointerOES(a1, a2, a3) CALL_PointSizePointerOES(GET_DISPATCH(), (a1, a2, a3))
+#define glQueryMatrixxOES(a1, a2) CALL_QueryMatrixxOES(GET_DISPATCH(), (a1, a2))
+#define glSampleMaskSGIS(a1, a2) CALL_SampleMaskSGIS(GET_DISPATCH(), (a1, a2))
+#define glSamplePatternSGIS(a1) CALL_SamplePatternSGIS(GET_DISPATCH(), (a1))
+#define glColorPointerEXT(a1, a2, a3, a4, a5) CALL_ColorPointerEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glEdgeFlagPointerEXT(a1, a2, a3) CALL_EdgeFlagPointerEXT(GET_DISPATCH(), (a1, a2, a3))
+#define glIndexPointerEXT(a1, a2, a3, a4) CALL_IndexPointerEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glNormalPointerEXT(a1, a2, a3, a4) CALL_NormalPointerEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glTexCoordPointerEXT(a1, a2, a3, a4, a5) CALL_TexCoordPointerEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexPointerEXT(a1, a2, a3, a4, a5) CALL_VertexPointerEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glDiscardFramebufferEXT(a1, a2, a3) CALL_DiscardFramebufferEXT(GET_DISPATCH(), (a1, a2, a3))
+#define glActiveShaderProgram(a1, a2) CALL_ActiveShaderProgram(GET_DISPATCH(), (a1, a2))
+#define glBindProgramPipeline(a1) CALL_BindProgramPipeline(GET_DISPATCH(), (a1))
+#define glCreateShaderProgramv(a1, a2, a3) CALL_CreateShaderProgramv(GET_DISPATCH(), (a1, a2, a3))
+#define glDeleteProgramPipelines(a1, a2) CALL_DeleteProgramPipelines(GET_DISPATCH(), (a1, a2))
+#define glGenProgramPipelines(a1, a2) CALL_GenProgramPipelines(GET_DISPATCH(), (a1, a2))
+#define glGetProgramPipelineInfoLog(a1, a2, a3, a4) CALL_GetProgramPipelineInfoLog(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetProgramPipelineiv(a1, a2, a3) CALL_GetProgramPipelineiv(GET_DISPATCH(), (a1, a2, a3))
+#define glIsProgramPipeline(a1) CALL_IsProgramPipeline(GET_DISPATCH(), (a1))
+#define glLockArraysEXT(a1, a2) CALL_LockArraysEXT(GET_DISPATCH(), (a1, a2))
+#define glProgramUniform1f(a1, a2, a3) CALL_ProgramUniform1f(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramUniform1fv(a1, a2, a3, a4) CALL_ProgramUniform1fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform1i(a1, a2, a3) CALL_ProgramUniform1i(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramUniform1iv(a1, a2, a3, a4) CALL_ProgramUniform1iv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform1ui(a1, a2, a3) CALL_ProgramUniform1ui(GET_DISPATCH(), (a1, a2, a3))
+#define glProgramUniform1uiv(a1, a2, a3, a4) CALL_ProgramUniform1uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform2f(a1, a2, a3, a4) CALL_ProgramUniform2f(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform2fv(a1, a2, a3, a4) CALL_ProgramUniform2fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform2i(a1, a2, a3, a4) CALL_ProgramUniform2i(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform2iv(a1, a2, a3, a4) CALL_ProgramUniform2iv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform2ui(a1, a2, a3, a4) CALL_ProgramUniform2ui(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform2uiv(a1, a2, a3, a4) CALL_ProgramUniform2uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform3f(a1, a2, a3, a4, a5) CALL_ProgramUniform3f(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniform3fv(a1, a2, a3, a4) CALL_ProgramUniform3fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform3i(a1, a2, a3, a4, a5) CALL_ProgramUniform3i(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniform3iv(a1, a2, a3, a4) CALL_ProgramUniform3iv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform3ui(a1, a2, a3, a4, a5) CALL_ProgramUniform3ui(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniform3uiv(a1, a2, a3, a4) CALL_ProgramUniform3uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform4f(a1, a2, a3, a4, a5, a6) CALL_ProgramUniform4f(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramUniform4fv(a1, a2, a3, a4) CALL_ProgramUniform4fv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform4i(a1, a2, a3, a4, a5, a6) CALL_ProgramUniform4i(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramUniform4iv(a1, a2, a3, a4) CALL_ProgramUniform4iv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniform4ui(a1, a2, a3, a4, a5, a6) CALL_ProgramUniform4ui(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glProgramUniform4uiv(a1, a2, a3, a4) CALL_ProgramUniform4uiv(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramUniformMatrix2fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix2fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix2x3fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix2x3fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix2x4fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix2x4fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix3fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix3fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix3x2fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix3x2fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix3x4fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix3x4fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix4fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix4fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix4x2fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix4x2fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glProgramUniformMatrix4x3fv(a1, a2, a3, a4, a5) CALL_ProgramUniformMatrix4x3fv(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glUnlockArraysEXT() CALL_UnlockArraysEXT(GET_DISPATCH(), ())
+#define glUseProgramStages(a1, a2, a3) CALL_UseProgramStages(GET_DISPATCH(), (a1, a2, a3))
+#define glValidateProgramPipeline(a1) CALL_ValidateProgramPipeline(GET_DISPATCH(), (a1))
+#define glDebugMessageCallback(a1, a2) CALL_DebugMessageCallback(GET_DISPATCH(), (a1, a2))
+#define glDebugMessageControl(a1, a2, a3, a4, a5, a6) CALL_DebugMessageControl(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glDebugMessageInsert(a1, a2, a3, a4, a5, a6) CALL_DebugMessageInsert(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glGetDebugMessageLog(a1, a2, a3, a4, a5, a6, a7, a8) CALL_GetDebugMessageLog(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
+#define glGetObjectLabel(a1, a2, a3, a4, a5) CALL_GetObjectLabel(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetObjectPtrLabel(a1, a2, a3, a4) CALL_GetObjectPtrLabel(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glObjectLabel(a1, a2, a3, a4) CALL_ObjectLabel(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glObjectPtrLabel(a1, a2, a3) CALL_ObjectPtrLabel(GET_DISPATCH(), (a1, a2, a3))
+#define glPopDebugGroup() CALL_PopDebugGroup(GET_DISPATCH(), ())
+#define glPushDebugGroup(a1, a2, a3, a4) CALL_PushDebugGroup(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glSecondaryColor3fEXT(a1, a2, a3) CALL_SecondaryColor3fEXT(GET_DISPATCH(), (a1, a2, a3))
+#define glSecondaryColor3fvEXT(a1) CALL_SecondaryColor3fvEXT(GET_DISPATCH(), (a1))
+#define glMultiDrawElementsEXT(a1, a2, a3, a4, a5) CALL_MultiDrawElementsEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glFogCoordfEXT(a1) CALL_FogCoordfEXT(GET_DISPATCH(), (a1))
+#define glFogCoordfvEXT(a1) CALL_FogCoordfvEXT(GET_DISPATCH(), (a1))
+#define glResizeBuffersMESA() CALL_ResizeBuffersMESA(GET_DISPATCH(), ())
+#define glWindowPos4dMESA(a1, a2, a3, a4) CALL_WindowPos4dMESA(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glWindowPos4dvMESA(a1) CALL_WindowPos4dvMESA(GET_DISPATCH(), (a1))
+#define glWindowPos4fMESA(a1, a2, a3, a4) CALL_WindowPos4fMESA(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glWindowPos4fvMESA(a1) CALL_WindowPos4fvMESA(GET_DISPATCH(), (a1))
+#define glWindowPos4iMESA(a1, a2, a3, a4) CALL_WindowPos4iMESA(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glWindowPos4ivMESA(a1) CALL_WindowPos4ivMESA(GET_DISPATCH(), (a1))
+#define glWindowPos4sMESA(a1, a2, a3, a4) CALL_WindowPos4sMESA(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glWindowPos4svMESA(a1) CALL_WindowPos4svMESA(GET_DISPATCH(), (a1))
+#define glMultiModeDrawArraysIBM(a1, a2, a3, a4, a5) CALL_MultiModeDrawArraysIBM(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glMultiModeDrawElementsIBM(a1, a2, a3, a4, a5, a6) CALL_MultiModeDrawElementsIBM(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glAreProgramsResidentNV(a1, a2, a3) CALL_AreProgramsResidentNV(GET_DISPATCH(), (a1, a2, a3))
+#define glExecuteProgramNV(a1, a2, a3) CALL_ExecuteProgramNV(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramParameterdvNV(a1, a2, a3, a4) CALL_GetProgramParameterdvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetProgramParameterfvNV(a1, a2, a3, a4) CALL_GetProgramParameterfvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetProgramStringNV(a1, a2, a3) CALL_GetProgramStringNV(GET_DISPATCH(), (a1, a2, a3))
+#define glGetProgramivNV(a1, a2, a3) CALL_GetProgramivNV(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTrackMatrixivNV(a1, a2, a3, a4) CALL_GetTrackMatrixivNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetVertexAttribdvNV(a1, a2, a3) CALL_GetVertexAttribdvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribfvNV(a1, a2, a3) CALL_GetVertexAttribfvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glGetVertexAttribivNV(a1, a2, a3) CALL_GetVertexAttribivNV(GET_DISPATCH(), (a1, a2, a3))
+#define glLoadProgramNV(a1, a2, a3, a4) CALL_LoadProgramNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramParameters4dvNV(a1, a2, a3, a4) CALL_ProgramParameters4dvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramParameters4fvNV(a1, a2, a3, a4) CALL_ProgramParameters4fvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glRequestResidentProgramsNV(a1, a2) CALL_RequestResidentProgramsNV(GET_DISPATCH(), (a1, a2))
+#define glTrackMatrixNV(a1, a2, a3, a4) CALL_TrackMatrixNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib1dNV(a1, a2) CALL_VertexAttrib1dNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1dvNV(a1, a2) CALL_VertexAttrib1dvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1fNV(a1, a2) CALL_VertexAttrib1fNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1fvNV(a1, a2) CALL_VertexAttrib1fvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1sNV(a1, a2) CALL_VertexAttrib1sNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib1svNV(a1, a2) CALL_VertexAttrib1svNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib2dNV(a1, a2, a3) CALL_VertexAttrib2dNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttrib2dvNV(a1, a2) CALL_VertexAttrib2dvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib2fNV(a1, a2, a3) CALL_VertexAttrib2fNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttrib2fvNV(a1, a2) CALL_VertexAttrib2fvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib2sNV(a1, a2, a3) CALL_VertexAttrib2sNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttrib2svNV(a1, a2) CALL_VertexAttrib2svNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib3dNV(a1, a2, a3, a4) CALL_VertexAttrib3dNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib3dvNV(a1, a2) CALL_VertexAttrib3dvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib3fNV(a1, a2, a3, a4) CALL_VertexAttrib3fNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib3fvNV(a1, a2) CALL_VertexAttrib3fvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib3sNV(a1, a2, a3, a4) CALL_VertexAttrib3sNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttrib3svNV(a1, a2) CALL_VertexAttrib3svNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4dNV(a1, a2, a3, a4, a5) CALL_VertexAttrib4dNV(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4dvNV(a1, a2) CALL_VertexAttrib4dvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4fNV(a1, a2, a3, a4, a5) CALL_VertexAttrib4fNV(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4fvNV(a1, a2) CALL_VertexAttrib4fvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4sNV(a1, a2, a3, a4, a5) CALL_VertexAttrib4sNV(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4svNV(a1, a2) CALL_VertexAttrib4svNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttrib4ubNV(a1, a2, a3, a4, a5) CALL_VertexAttrib4ubNV(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttrib4ubvNV(a1, a2) CALL_VertexAttrib4ubvNV(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribPointerNV(a1, a2, a3, a4, a5) CALL_VertexAttribPointerNV(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttribs1dvNV(a1, a2, a3) CALL_VertexAttribs1dvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs1fvNV(a1, a2, a3) CALL_VertexAttribs1fvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs1svNV(a1, a2, a3) CALL_VertexAttribs1svNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs2dvNV(a1, a2, a3) CALL_VertexAttribs2dvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs2fvNV(a1, a2, a3) CALL_VertexAttribs2fvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs2svNV(a1, a2, a3) CALL_VertexAttribs2svNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs3dvNV(a1, a2, a3) CALL_VertexAttribs3dvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs3fvNV(a1, a2, a3) CALL_VertexAttribs3fvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs3svNV(a1, a2, a3) CALL_VertexAttribs3svNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs4dvNV(a1, a2, a3) CALL_VertexAttribs4dvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs4fvNV(a1, a2, a3) CALL_VertexAttribs4fvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs4svNV(a1, a2, a3) CALL_VertexAttribs4svNV(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribs4ubvNV(a1, a2, a3) CALL_VertexAttribs4ubvNV(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexBumpParameterfvATI(a1, a2) CALL_GetTexBumpParameterfvATI(GET_DISPATCH(), (a1, a2))
+#define glGetTexBumpParameterivATI(a1, a2) CALL_GetTexBumpParameterivATI(GET_DISPATCH(), (a1, a2))
+#define glTexBumpParameterfvATI(a1, a2) CALL_TexBumpParameterfvATI(GET_DISPATCH(), (a1, a2))
+#define glTexBumpParameterivATI(a1, a2) CALL_TexBumpParameterivATI(GET_DISPATCH(), (a1, a2))
+#define glAlphaFragmentOp1ATI(a1, a2, a3, a4, a5, a6) CALL_AlphaFragmentOp1ATI(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glAlphaFragmentOp2ATI(a1, a2, a3, a4, a5, a6, a7, a8, a9) CALL_AlphaFragmentOp2ATI(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9))
+#define glAlphaFragmentOp3ATI(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12) CALL_AlphaFragmentOp3ATI(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12))
+#define glBeginFragmentShaderATI() CALL_BeginFragmentShaderATI(GET_DISPATCH(), ())
+#define glBindFragmentShaderATI(a1) CALL_BindFragmentShaderATI(GET_DISPATCH(), (a1))
+#define glColorFragmentOp1ATI(a1, a2, a3, a4, a5, a6, a7) CALL_ColorFragmentOp1ATI(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glColorFragmentOp2ATI(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CALL_ColorFragmentOp2ATI(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10))
+#define glColorFragmentOp3ATI(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13) CALL_ColorFragmentOp3ATI(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13))
+#define glDeleteFragmentShaderATI(a1) CALL_DeleteFragmentShaderATI(GET_DISPATCH(), (a1))
+#define glEndFragmentShaderATI() CALL_EndFragmentShaderATI(GET_DISPATCH(), ())
+#define glGenFragmentShadersATI(a1) CALL_GenFragmentShadersATI(GET_DISPATCH(), (a1))
+#define glPassTexCoordATI(a1, a2, a3) CALL_PassTexCoordATI(GET_DISPATCH(), (a1, a2, a3))
+#define glSampleMapATI(a1, a2, a3) CALL_SampleMapATI(GET_DISPATCH(), (a1, a2, a3))
+#define glSetFragmentShaderConstantATI(a1, a2) CALL_SetFragmentShaderConstantATI(GET_DISPATCH(), (a1, a2))
+#define glActiveStencilFaceEXT(a1) CALL_ActiveStencilFaceEXT(GET_DISPATCH(), (a1))
+#define glBindVertexArrayAPPLE(a1) CALL_BindVertexArrayAPPLE(GET_DISPATCH(), (a1))
+#define glGenVertexArraysAPPLE(a1, a2) CALL_GenVertexArraysAPPLE(GET_DISPATCH(), (a1, a2))
+#define glGetProgramNamedParameterdvNV(a1, a2, a3, a4) CALL_GetProgramNamedParameterdvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetProgramNamedParameterfvNV(a1, a2, a3, a4) CALL_GetProgramNamedParameterfvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramNamedParameter4dNV(a1, a2, a3, a4, a5, a6, a7) CALL_ProgramNamedParameter4dNV(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glProgramNamedParameter4dvNV(a1, a2, a3, a4) CALL_ProgramNamedParameter4dvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramNamedParameter4fNV(a1, a2, a3, a4, a5, a6, a7) CALL_ProgramNamedParameter4fNV(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glProgramNamedParameter4fvNV(a1, a2, a3, a4) CALL_ProgramNamedParameter4fvNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glPrimitiveRestartNV() CALL_PrimitiveRestartNV(GET_DISPATCH(), ())
+#define glGetTexGenxvOES(a1, a2, a3) CALL_GetTexGenxvOES(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGenxOES(a1, a2, a3) CALL_TexGenxOES(GET_DISPATCH(), (a1, a2, a3))
+#define glTexGenxvOES(a1, a2, a3) CALL_TexGenxvOES(GET_DISPATCH(), (a1, a2, a3))
+#define glDepthBoundsEXT(a1, a2) CALL_DepthBoundsEXT(GET_DISPATCH(), (a1, a2))
+#define glBindFramebufferEXT(a1, a2) CALL_BindFramebufferEXT(GET_DISPATCH(), (a1, a2))
+#define glBindRenderbufferEXT(a1, a2) CALL_BindRenderbufferEXT(GET_DISPATCH(), (a1, a2))
+#define glBufferParameteriAPPLE(a1, a2, a3) CALL_BufferParameteriAPPLE(GET_DISPATCH(), (a1, a2, a3))
+#define glFlushMappedBufferRangeAPPLE(a1, a2, a3) CALL_FlushMappedBufferRangeAPPLE(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribI1iEXT(a1, a2) CALL_VertexAttribI1iEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI1uiEXT(a1, a2) CALL_VertexAttribI1uiEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI2iEXT(a1, a2, a3) CALL_VertexAttribI2iEXT(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribI2ivEXT(a1, a2) CALL_VertexAttribI2ivEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI2uiEXT(a1, a2, a3) CALL_VertexAttribI2uiEXT(GET_DISPATCH(), (a1, a2, a3))
+#define glVertexAttribI2uivEXT(a1, a2) CALL_VertexAttribI2uivEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI3iEXT(a1, a2, a3, a4) CALL_VertexAttribI3iEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribI3ivEXT(a1, a2) CALL_VertexAttribI3ivEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI3uiEXT(a1, a2, a3, a4) CALL_VertexAttribI3uiEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVertexAttribI3uivEXT(a1, a2) CALL_VertexAttribI3uivEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI4iEXT(a1, a2, a3, a4, a5) CALL_VertexAttribI4iEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttribI4ivEXT(a1, a2) CALL_VertexAttribI4ivEXT(GET_DISPATCH(), (a1, a2))
+#define glVertexAttribI4uiEXT(a1, a2, a3, a4, a5) CALL_VertexAttribI4uiEXT(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVertexAttribI4uivEXT(a1, a2) CALL_VertexAttribI4uivEXT(GET_DISPATCH(), (a1, a2))
+#define glClearColorIiEXT(a1, a2, a3, a4) CALL_ClearColorIiEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glClearColorIuiEXT(a1, a2, a3, a4) CALL_ClearColorIuiEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBindBufferOffsetEXT(a1, a2, a3, a4) CALL_BindBufferOffsetEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glBeginPerfMonitorAMD(a1) CALL_BeginPerfMonitorAMD(GET_DISPATCH(), (a1))
+#define glDeletePerfMonitorsAMD(a1, a2) CALL_DeletePerfMonitorsAMD(GET_DISPATCH(), (a1, a2))
+#define glEndPerfMonitorAMD(a1) CALL_EndPerfMonitorAMD(GET_DISPATCH(), (a1))
+#define glGenPerfMonitorsAMD(a1, a2) CALL_GenPerfMonitorsAMD(GET_DISPATCH(), (a1, a2))
+#define glGetPerfMonitorCounterDataAMD(a1, a2, a3, a4, a5) CALL_GetPerfMonitorCounterDataAMD(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetPerfMonitorCounterInfoAMD(a1, a2, a3, a4) CALL_GetPerfMonitorCounterInfoAMD(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetPerfMonitorCounterStringAMD(a1, a2, a3, a4, a5) CALL_GetPerfMonitorCounterStringAMD(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetPerfMonitorCountersAMD(a1, a2, a3, a4, a5) CALL_GetPerfMonitorCountersAMD(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetPerfMonitorGroupStringAMD(a1, a2, a3, a4) CALL_GetPerfMonitorGroupStringAMD(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glGetPerfMonitorGroupsAMD(a1, a2, a3) CALL_GetPerfMonitorGroupsAMD(GET_DISPATCH(), (a1, a2, a3))
+#define glSelectPerfMonitorCountersAMD(a1, a2, a3, a4, a5) CALL_SelectPerfMonitorCountersAMD(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetObjectParameterivAPPLE(a1, a2, a3, a4) CALL_GetObjectParameterivAPPLE(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glObjectPurgeableAPPLE(a1, a2, a3) CALL_ObjectPurgeableAPPLE(GET_DISPATCH(), (a1, a2, a3))
+#define glObjectUnpurgeableAPPLE(a1, a2, a3) CALL_ObjectUnpurgeableAPPLE(GET_DISPATCH(), (a1, a2, a3))
+#define glActiveProgramEXT(a1) CALL_ActiveProgramEXT(GET_DISPATCH(), (a1))
+#define glCreateShaderProgramEXT(a1, a2) CALL_CreateShaderProgramEXT(GET_DISPATCH(), (a1, a2))
+#define glUseShaderProgramEXT(a1, a2) CALL_UseShaderProgramEXT(GET_DISPATCH(), (a1, a2))
+#define glTextureBarrierNV() CALL_TextureBarrierNV(GET_DISPATCH(), ())
+#define glVDPAUFiniNV() CALL_VDPAUFiniNV(GET_DISPATCH(), ())
+#define glVDPAUGetSurfaceivNV(a1, a2, a3, a4, a5) CALL_VDPAUGetSurfaceivNV(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glVDPAUInitNV(a1, a2) CALL_VDPAUInitNV(GET_DISPATCH(), (a1, a2))
+#define glVDPAUIsSurfaceNV(a1) CALL_VDPAUIsSurfaceNV(GET_DISPATCH(), (a1))
+#define glVDPAUMapSurfacesNV(a1, a2) CALL_VDPAUMapSurfacesNV(GET_DISPATCH(), (a1, a2))
+#define glVDPAURegisterOutputSurfaceNV(a1, a2, a3, a4) CALL_VDPAURegisterOutputSurfaceNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVDPAURegisterVideoSurfaceNV(a1, a2, a3, a4) CALL_VDPAURegisterVideoSurfaceNV(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glVDPAUSurfaceAccessNV(a1, a2) CALL_VDPAUSurfaceAccessNV(GET_DISPATCH(), (a1, a2))
+#define glVDPAUUnmapSurfacesNV(a1, a2) CALL_VDPAUUnmapSurfacesNV(GET_DISPATCH(), (a1, a2))
+#define glVDPAUUnregisterSurfaceNV(a1) CALL_VDPAUUnregisterSurfaceNV(GET_DISPATCH(), (a1))
+#define glBeginPerfQueryINTEL(a1) CALL_BeginPerfQueryINTEL(GET_DISPATCH(), (a1))
+#define glCreatePerfQueryINTEL(a1, a2) CALL_CreatePerfQueryINTEL(GET_DISPATCH(), (a1, a2))
+#define glDeletePerfQueryINTEL(a1) CALL_DeletePerfQueryINTEL(GET_DISPATCH(), (a1))
+#define glEndPerfQueryINTEL(a1) CALL_EndPerfQueryINTEL(GET_DISPATCH(), (a1))
+#define glGetFirstPerfQueryIdINTEL(a1) CALL_GetFirstPerfQueryIdINTEL(GET_DISPATCH(), (a1))
+#define glGetNextPerfQueryIdINTEL(a1, a2) CALL_GetNextPerfQueryIdINTEL(GET_DISPATCH(), (a1, a2))
+#define glGetPerfCounterInfoINTEL(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11) CALL_GetPerfCounterInfoINTEL(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11))
+#define glGetPerfQueryDataINTEL(a1, a2, a3, a4, a5) CALL_GetPerfQueryDataINTEL(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glGetPerfQueryIdByNameINTEL(a1, a2) CALL_GetPerfQueryIdByNameINTEL(GET_DISPATCH(), (a1, a2))
+#define glGetPerfQueryInfoINTEL(a1, a2, a3, a4, a5, a6, a7) CALL_GetPerfQueryInfoINTEL(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7))
+#define glStencilFuncSeparateATI(a1, a2, a3, a4) CALL_StencilFuncSeparateATI(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramEnvParameters4fvEXT(a1, a2, a3, a4) CALL_ProgramEnvParameters4fvEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glProgramLocalParameters4fvEXT(a1, a2, a3, a4) CALL_ProgramLocalParameters4fvEXT(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glEGLImageTargetRenderbufferStorageOES(a1, a2) CALL_EGLImageTargetRenderbufferStorageOES(GET_DISPATCH(), (a1, a2))
+#define glEGLImageTargetTexture2DOES(a1, a2) CALL_EGLImageTargetTexture2DOES(GET_DISPATCH(), (a1, a2))
+#define glAlphaFuncx(a1, a2) CALL_AlphaFuncx(GET_DISPATCH(), (a1, a2))
+#define glClearColorx(a1, a2, a3, a4) CALL_ClearColorx(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glClearDepthx(a1) CALL_ClearDepthx(GET_DISPATCH(), (a1))
+#define glColor4x(a1, a2, a3, a4) CALL_Color4x(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glDepthRangex(a1, a2) CALL_DepthRangex(GET_DISPATCH(), (a1, a2))
+#define glFogx(a1, a2) CALL_Fogx(GET_DISPATCH(), (a1, a2))
+#define glFogxv(a1, a2) CALL_Fogxv(GET_DISPATCH(), (a1, a2))
+#define glFrustumf(a1, a2, a3, a4, a5, a6) CALL_Frustumf(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glFrustumx(a1, a2, a3, a4, a5, a6) CALL_Frustumx(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glLightModelx(a1, a2) CALL_LightModelx(GET_DISPATCH(), (a1, a2))
+#define glLightModelxv(a1, a2) CALL_LightModelxv(GET_DISPATCH(), (a1, a2))
+#define glLightx(a1, a2, a3) CALL_Lightx(GET_DISPATCH(), (a1, a2, a3))
+#define glLightxv(a1, a2, a3) CALL_Lightxv(GET_DISPATCH(), (a1, a2, a3))
+#define glLineWidthx(a1) CALL_LineWidthx(GET_DISPATCH(), (a1))
+#define glLoadMatrixx(a1) CALL_LoadMatrixx(GET_DISPATCH(), (a1))
+#define glMaterialx(a1, a2, a3) CALL_Materialx(GET_DISPATCH(), (a1, a2, a3))
+#define glMaterialxv(a1, a2, a3) CALL_Materialxv(GET_DISPATCH(), (a1, a2, a3))
+#define glMultMatrixx(a1) CALL_MultMatrixx(GET_DISPATCH(), (a1))
+#define glMultiTexCoord4x(a1, a2, a3, a4, a5) CALL_MultiTexCoord4x(GET_DISPATCH(), (a1, a2, a3, a4, a5))
+#define glNormal3x(a1, a2, a3) CALL_Normal3x(GET_DISPATCH(), (a1, a2, a3))
+#define glOrthof(a1, a2, a3, a4, a5, a6) CALL_Orthof(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glOrthox(a1, a2, a3, a4, a5, a6) CALL_Orthox(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
+#define glPointSizex(a1) CALL_PointSizex(GET_DISPATCH(), (a1))
+#define glPolygonOffsetx(a1, a2) CALL_PolygonOffsetx(GET_DISPATCH(), (a1, a2))
+#define glRotatex(a1, a2, a3, a4) CALL_Rotatex(GET_DISPATCH(), (a1, a2, a3, a4))
+#define glSampleCoveragex(a1, a2) CALL_SampleCoveragex(GET_DISPATCH(), (a1, a2))
+#define glScalex(a1, a2, a3) CALL_Scalex(GET_DISPATCH(), (a1, a2, a3))
+#define glTexEnvx(a1, a2, a3) CALL_TexEnvx(GET_DISPATCH(), (a1, a2, a3))
+#define glTexEnvxv(a1, a2, a3) CALL_TexEnvxv(GET_DISPATCH(), (a1, a2, a3))
+#define glTexParameterx(a1, a2, a3) CALL_TexParameterx(GET_DISPATCH(), (a1, a2, a3))
+#define glTranslatex(a1, a2, a3) CALL_Translatex(GET_DISPATCH(), (a1, a2, a3))
+#define glClipPlanef(a1, a2) CALL_ClipPlanef(GET_DISPATCH(), (a1, a2))
+#define glClipPlanex(a1, a2) CALL_ClipPlanex(GET_DISPATCH(), (a1, a2))
+#define glGetClipPlanef(a1, a2) CALL_GetClipPlanef(GET_DISPATCH(), (a1, a2))
+#define glGetClipPlanex(a1, a2) CALL_GetClipPlanex(GET_DISPATCH(), (a1, a2))
+#define glGetFixedv(a1, a2) CALL_GetFixedv(GET_DISPATCH(), (a1, a2))
+#define glGetLightxv(a1, a2, a3) CALL_GetLightxv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetMaterialxv(a1, a2, a3) CALL_GetMaterialxv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexEnvxv(a1, a2, a3) CALL_GetTexEnvxv(GET_DISPATCH(), (a1, a2, a3))
+#define glGetTexParameterxv(a1, a2, a3) CALL_GetTexParameterxv(GET_DISPATCH(), (a1, a2, a3))
+#define glPointParameterx(a1, a2) CALL_PointParameterx(GET_DISPATCH(), (a1, a2))
+#define glPointParameterxv(a1, a2) CALL_PointParameterxv(GET_DISPATCH(), (a1, a2))
+#define glTexParameterxv(a1, a2, a3) CALL_TexParameterxv(GET_DISPATCH(), (a1, a2, a3))
+
+#endif /* !defined( __GLFUNCTIONS_H__ ) */