aboutsummaryrefslogtreecommitdiff
path: root/xorg-server/glx/glfunctions.h
blob: 1c70a35350a8c2b29d839c6e54b88bf65ab46a98 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
/* DO NOT EDIT - This file generated automatically by gl_functions.py script */

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

#if !defined( __GLFUNCTIONS_H__ )
#  define __GLFUNCTIONS_H__


#include "glapitable.h"
#include "glapi.h"
#include "u_thread.h"
#include "dispatch.h"

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

#endif /* !defined( __GLFUNCTIONS_H__ ) */