/* 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__ ) */