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path: root/xorg-server/glx/glfunctions.h
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/* DO NOT EDIT - This file generated automatically by gl_functions.py script */

/*
 * (C) Copyright IBM Corporation 2005
 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sub license,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
 * IBM,
 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

#if !defined( __GLFUNCTIONS_H__ )
#  define __GLFUNCTIONS_H__


#include "glapitable.h"
#include "glapi.h"
#include "glthread.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 glDebugMessageCallbackARB(a1, a2) CALL_DebugMessageCallbackARB(GET_DISPATCH(), (a1, a2))
#define glDebugMessageControlARB(a1, a2, a3, a4, a5, a6) CALL_DebugMessageControlARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
#define glDebugMessageInsertARB(a1, a2, a3, a4, a5, a6) CALL_DebugMessageInsertARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6))
#define glGetDebugMessageLogARB(a1, a2, a3, a4, a5, a6, a7, a8) CALL_GetDebugMessageLogARB(GET_DISPATCH(), (a1, a2, a3, a4, a5, a6, a7, a8))
#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 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 glLockArraysEXT(a1, a2) CALL_LockArraysEXT(GET_DISPATCH(), (a1, a2))
#define glUnlockArraysEXT() CALL_UnlockArraysEXT(GET_DISPATCH(), ())
#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 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__ ) */