--- /dev/null
+// Generated Code - DO NOT EDIT !!
+// generated by 'emugen'
+#include <stdio.h>
+#include <stdlib.h>
+#include "gl2_client_context.h"
+
+#ifndef GL_TRUE
+extern "C" {
+ void glActiveTexture(GLenum texture);
+ void glAttachShader(GLuint program, GLuint shader);
+ void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name);
+ void glBindBuffer(GLenum target, GLuint buffer);
+ void glBindFramebuffer(GLenum target, GLuint framebuffer);
+ void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
+ void glBindTexture(GLenum target, GLuint texture);
+ void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void glBlendEquation(GLenum mode);
+ void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
+ void glBlendFunc(GLenum sfactor, GLenum dfactor);
+ void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+ void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
+ void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
+ GLenum glCheckFramebufferStatus(GLenum target);
+ void glClear(GLbitfield mask);
+ void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void glClearDepthf(GLclampf depth);
+ void glClearStencil(GLint s);
+ void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+ void glCompileShader(GLuint shader);
+ void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
+ void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
+ void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+ void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+ GLuint glCreateProgram();
+ GLuint glCreateShader(GLenum type);
+ void glCullFace(GLenum mode);
+ void glDeleteBuffers(GLsizei n, const GLuint* buffers);
+ void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
+ void glDeleteProgram(GLuint program);
+ void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
+ void glDeleteShader(GLuint shader);
+ void glDeleteTextures(GLsizei n, const GLuint* textures);
+ void glDepthFunc(GLenum func);
+ void glDepthMask(GLboolean flag);
+ void glDepthRangef(GLclampf zNear, GLclampf zFar);
+ void glDetachShader(GLuint program, GLuint shader);
+ void glDisable(GLenum cap);
+ void glDisableVertexAttribArray(GLuint index);
+ void glDrawArrays(GLenum mode, GLint first, GLsizei count);
+ void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
+ void glEnable(GLenum cap);
+ void glEnableVertexAttribArray(GLuint index);
+ void glFinish();
+ void glFlush();
+ void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+ void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void glFrontFace(GLenum mode);
+ void glGenBuffers(GLsizei n, GLuint* buffers);
+ void glGenerateMipmap(GLenum target);
+ void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
+ void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers);
+ void glGenTextures(GLsizei n, GLuint* textures);
+ void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
+ void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
+ void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+ int glGetAttribLocation(GLuint program, const GLchar* name);
+ void glGetBooleanv(GLenum pname, GLboolean* params);
+ void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params);
+ GLenum glGetError();
+ void glGetFloatv(GLenum pname, GLfloat* params);
+ void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void glGetIntegerv(GLenum pname, GLint* params);
+ void glGetProgramiv(GLuint program, GLenum pname, GLint* params);
+ void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
+ void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
+ void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
+ void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
+ void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+ void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
+ const GLubyte* glGetString(GLenum name);
+ void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
+ void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params);
+ void glGetUniformfv(GLuint program, GLint location, GLfloat* params);
+ void glGetUniformiv(GLuint program, GLint location, GLint* params);
+ int glGetUniformLocation(GLuint program, const GLchar* name);
+ void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
+ void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
+ void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer);
+ void glHint(GLenum target, GLenum mode);
+ GLboolean glIsBuffer(GLuint buffer);
+ GLboolean glIsEnabled(GLenum cap);
+ GLboolean glIsFramebuffer(GLuint framebuffer);
+ GLboolean glIsProgram(GLuint program);
+ GLboolean glIsRenderbuffer(GLuint renderbuffer);
+ GLboolean glIsShader(GLuint shader);
+ GLboolean glIsTexture(GLuint texture);
+ void glLineWidth(GLfloat width);
+ void glLinkProgram(GLuint program);
+ void glPixelStorei(GLenum pname, GLint param);
+ void glPolygonOffset(GLfloat factor, GLfloat units);
+ void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
+ void glReleaseShaderCompiler();
+ void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+ void glSampleCoverage(GLclampf value, GLboolean invert);
+ void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
+ void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
+ void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
+ void glStencilFunc(GLenum func, GLint ref, GLuint mask);
+ void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
+ void glStencilMask(GLuint mask);
+ void glStencilMaskSeparate(GLenum face, GLuint mask);
+ void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
+ void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
+ void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
+ void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params);
+ void glTexParameteri(GLenum target, GLenum pname, GLint param);
+ void glTexParameteriv(GLenum target, GLenum pname, const GLint* params);
+ void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
+ void glUniform1f(GLint location, GLfloat x);
+ void glUniform1fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform1i(GLint location, GLint x);
+ void glUniform1iv(GLint location, GLsizei count, const GLint* v);
+ void glUniform2f(GLint location, GLfloat x, GLfloat y);
+ void glUniform2fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform2i(GLint location, GLint x, GLint y);
+ void glUniform2iv(GLint location, GLsizei count, const GLint* v);
+ void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
+ void glUniform3fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform3i(GLint location, GLint x, GLint y, GLint z);
+ void glUniform3iv(GLint location, GLsizei count, const GLint* v);
+ void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void glUniform4fv(GLint location, GLsizei count, const GLfloat* v);
+ void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
+ void glUniform4iv(GLint location, GLsizei count, const GLint* v);
+ void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void glUseProgram(GLuint program);
+ void glValidateProgram(GLuint program);
+ void glVertexAttrib1f(GLuint indx, GLfloat x);
+ void glVertexAttrib1fv(GLuint indx, const GLfloat* values);
+ void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
+ void glVertexAttrib2fv(GLuint indx, const GLfloat* values);
+ void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
+ void glVertexAttrib3fv(GLuint indx, const GLfloat* values);
+ void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void glVertexAttrib4fv(GLuint indx, const GLfloat* values);
+ void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
+ void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
+ void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
+ void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image);
+ void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
+ void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length);
+ void* glMapBufferOES(GLenum target, GLenum access);
+ GLboolean glUnmapBufferOES(GLenum target);
+ void glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
+ void glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
+ void glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+ void glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
+ void glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
+ void glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+ void glBindVertexArrayOES(GLuint array);
+ void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays);
+ void glGenVertexArraysOES(GLsizei n, GLuint* arrays);
+ GLboolean glIsVertexArrayOES(GLuint array);
+ void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments);
+ void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount);
+ void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount);
+ void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups);
+ void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
+ void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString);
+ void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString);
+ void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data);
+ void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors);
+ void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors);
+ void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
+ void glBeginPerfMonitorAMD(GLuint monitor);
+ void glEndPerfMonitorAMD(GLuint monitor);
+ void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
+ void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+ void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples);
+ void glDeleteFencesNV(GLsizei n, const GLuint* fences);
+ void glGenFencesNV(GLsizei n, GLuint* fences);
+ GLboolean glIsFenceNV(GLuint fence);
+ GLboolean glTestFenceNV(GLuint fence);
+ void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params);
+ void glFinishFenceNV(GLuint fence);
+ void glSetFenceNV(GLuint fence, GLenum condition);
+ void glCoverageMaskNV(GLboolean mask);
+ void glCoverageOperationNV(GLenum operation);
+ void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls);
+ void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString);
+ void glEnableDriverControlQCOM(GLuint driverControl);
+ void glDisableDriverControlQCOM(GLuint driverControl);
+ void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures);
+ void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
+ void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
+ void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
+ void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
+ void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param);
+ void glExtGetTexSubImageQCOM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels);
+ void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params);
+ void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders);
+ void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms);
+ GLboolean glExtIsProgramBinaryQCOM(GLuint program);
+ void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length);
+ void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask);
+ void glEndTilingQCOM(GLbitfield preserveMask);
+ void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen);
+ void glVertexAttribPointerOffset(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset);
+ void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset);
+ void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen);
+ void glGetCompressedTextureFormats(int count, GLint* formats);
+ void glShaderString(GLuint shader, const GLchar* string, GLsizei len);
+ int glFinishRoundTrip();
+};
+
+#endif
+#ifndef GET_CONTEXT
+static gl2_client_context_t::CONTEXT_ACCESSOR_TYPE *getCurrentContext = NULL;
+void gl2_client_context_t::setContextAccessor(CONTEXT_ACCESSOR_TYPE *f) { getCurrentContext = f; }
+#define GET_CONTEXT gl2_client_context_t * ctx = getCurrentContext()
+#endif
+
+void glActiveTexture(GLenum texture)
+{
+ GET_CONTEXT;
+ ctx->glActiveTexture(ctx, texture);
+}
+
+void glAttachShader(GLuint program, GLuint shader)
+{
+ GET_CONTEXT;
+ ctx->glAttachShader(ctx, program, shader);
+}
+
+void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
+{
+ GET_CONTEXT;
+ ctx->glBindAttribLocation(ctx, program, index, name);
+}
+
+void glBindBuffer(GLenum target, GLuint buffer)
+{
+ GET_CONTEXT;
+ ctx->glBindBuffer(ctx, target, buffer);
+}
+
+void glBindFramebuffer(GLenum target, GLuint framebuffer)
+{
+ GET_CONTEXT;
+ ctx->glBindFramebuffer(ctx, target, framebuffer);
+}
+
+void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+{
+ GET_CONTEXT;
+ ctx->glBindRenderbuffer(ctx, target, renderbuffer);
+}
+
+void glBindTexture(GLenum target, GLuint texture)
+{
+ GET_CONTEXT;
+ ctx->glBindTexture(ctx, target, texture);
+}
+
+void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ GET_CONTEXT;
+ ctx->glBlendColor(ctx, red, green, blue, alpha);
+}
+
+void glBlendEquation(GLenum mode)
+{
+ GET_CONTEXT;
+ ctx->glBlendEquation(ctx, mode);
+}
+
+void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+{
+ GET_CONTEXT;
+ ctx->glBlendEquationSeparate(ctx, modeRGB, modeAlpha);
+}
+
+void glBlendFunc(GLenum sfactor, GLenum dfactor)
+{
+ GET_CONTEXT;
+ ctx->glBlendFunc(ctx, sfactor, dfactor);
+}
+
+void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+{
+ GET_CONTEXT;
+ ctx->glBlendFuncSeparate(ctx, srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
+{
+ GET_CONTEXT;
+ ctx->glBufferData(ctx, target, size, data, usage);
+}
+
+void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
+{
+ GET_CONTEXT;
+ ctx->glBufferSubData(ctx, target, offset, size, data);
+}
+
+GLenum glCheckFramebufferStatus(GLenum target)
+{
+ GET_CONTEXT;
+ return ctx->glCheckFramebufferStatus(ctx, target);
+}
+
+void glClear(GLbitfield mask)
+{
+ GET_CONTEXT;
+ ctx->glClear(ctx, mask);
+}
+
+void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ GET_CONTEXT;
+ ctx->glClearColor(ctx, red, green, blue, alpha);
+}
+
+void glClearDepthf(GLclampf depth)
+{
+ GET_CONTEXT;
+ ctx->glClearDepthf(ctx, depth);
+}
+
+void glClearStencil(GLint s)
+{
+ GET_CONTEXT;
+ ctx->glClearStencil(ctx, s);
+}
+
+void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ GET_CONTEXT;
+ ctx->glColorMask(ctx, red, green, blue, alpha);
+}
+
+void glCompileShader(GLuint shader)
+{
+ GET_CONTEXT;
+ ctx->glCompileShader(ctx, shader);
+}
+
+void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
+{
+ GET_CONTEXT;
+ ctx->glCompressedTexImage2D(ctx, target, level, internalformat, width, height, border, imageSize, data);
+}
+
+void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
+{
+ GET_CONTEXT;
+ ctx->glCompressedTexSubImage2D(ctx, target, level, xoffset, yoffset, width, height, format, imageSize, data);
+}
+
+void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+{
+ GET_CONTEXT;
+ ctx->glCopyTexImage2D(ctx, target, level, internalformat, x, y, width, height, border);
+}
+
+void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ GET_CONTEXT;
+ ctx->glCopyTexSubImage2D(ctx, target, level, xoffset, yoffset, x, y, width, height);
+}
+
+GLuint glCreateProgram()
+{
+ GET_CONTEXT;
+ return ctx->glCreateProgram(ctx);
+}
+
+GLuint glCreateShader(GLenum type)
+{
+ GET_CONTEXT;
+ return ctx->glCreateShader(ctx, type);
+}
+
+void glCullFace(GLenum mode)
+{
+ GET_CONTEXT;
+ ctx->glCullFace(ctx, mode);
+}
+
+void glDeleteBuffers(GLsizei n, const GLuint* buffers)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glDeleteBuffers(ctx, n, buffers);
+}
+
+void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glDeleteFramebuffers(ctx, n, framebuffers);
+}
+
+void glDeleteProgram(GLuint program)
+{
+ GET_CONTEXT;
+ ctx->glDeleteProgram(ctx, program);
+}
+
+void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glDeleteRenderbuffers(ctx, n, renderbuffers);
+}
+
+void glDeleteShader(GLuint shader)
+{
+ GET_CONTEXT;
+ ctx->glDeleteShader(ctx, shader);
+}
+
+void glDeleteTextures(GLsizei n, const GLuint* textures)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glDeleteTextures(ctx, n, textures);
+}
+
+void glDepthFunc(GLenum func)
+{
+ GET_CONTEXT;
+ ctx->glDepthFunc(ctx, func);
+}
+
+void glDepthMask(GLboolean flag)
+{
+ GET_CONTEXT;
+ ctx->glDepthMask(ctx, flag);
+}
+
+void glDepthRangef(GLclampf zNear, GLclampf zFar)
+{
+ GET_CONTEXT;
+ ctx->glDepthRangef(ctx, zNear, zFar);
+}
+
+void glDetachShader(GLuint program, GLuint shader)
+{
+ GET_CONTEXT;
+ ctx->glDetachShader(ctx, program, shader);
+}
+
+void glDisable(GLenum cap)
+{
+ GET_CONTEXT;
+ ctx->glDisable(ctx, cap);
+}
+
+void glDisableVertexAttribArray(GLuint index)
+{
+ GET_CONTEXT;
+ ctx->glDisableVertexAttribArray(ctx, index);
+}
+
+void glDrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ GET_CONTEXT;
+ ctx->glDrawArrays(ctx, mode, first, count);
+}
+
+void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
+{
+ GET_CONTEXT;
+ ctx->glDrawElements(ctx, mode, count, type, indices);
+}
+
+void glEnable(GLenum cap)
+{
+ GET_CONTEXT;
+ ctx->glEnable(ctx, cap);
+}
+
+void glEnableVertexAttribArray(GLuint index)
+{
+ GET_CONTEXT;
+ ctx->glEnableVertexAttribArray(ctx, index);
+}
+
+void glFinish()
+{
+ GET_CONTEXT;
+ ctx->glFinish(ctx);
+}
+
+void glFlush()
+{
+ GET_CONTEXT;
+ ctx->glFlush(ctx);
+}
+
+void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+{
+ GET_CONTEXT;
+ ctx->glFramebufferRenderbuffer(ctx, target, attachment, renderbuffertarget, renderbuffer);
+}
+
+void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+{
+ GET_CONTEXT;
+ ctx->glFramebufferTexture2D(ctx, target, attachment, textarget, texture, level);
+}
+
+void glFrontFace(GLenum mode)
+{
+ GET_CONTEXT;
+ ctx->glFrontFace(ctx, mode);
+}
+
+void glGenBuffers(GLsizei n, GLuint* buffers)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glGenBuffers(ctx, n, buffers);
+}
+
+void glGenerateMipmap(GLenum target)
+{
+ GET_CONTEXT;
+ ctx->glGenerateMipmap(ctx, target);
+}
+
+void glGenFramebuffers(GLsizei n, GLuint* framebuffers)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glGenFramebuffers(ctx, n, framebuffers);
+}
+
+void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glGenRenderbuffers(ctx, n, renderbuffers);
+}
+
+void glGenTextures(GLsizei n, GLuint* textures)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glGenTextures(ctx, n, textures);
+}
+
+void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
+{
+ GET_CONTEXT;
+ ctx->glGetActiveAttrib(ctx, program, index, bufsize, length, size, type, name);
+}
+
+void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
+{
+ GET_CONTEXT;
+ ctx->glGetActiveUniform(ctx, program, index, bufsize, length, size, type, name);
+}
+
+void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
+{
+ GET_CONTEXT;
+ ctx->glGetAttachedShaders(ctx, program, maxcount, count, shaders);
+}
+
+int glGetAttribLocation(GLuint program, const GLchar* name)
+{
+ GET_CONTEXT;
+ return ctx->glGetAttribLocation(ctx, program, name);
+}
+
+void glGetBooleanv(GLenum pname, GLboolean* params)
+{
+ GET_CONTEXT;
+ ctx->glGetBooleanv(ctx, pname, params);
+}
+
+void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetBufferParameteriv(ctx, target, pname, params);
+}
+
+GLenum glGetError()
+{
+ GET_CONTEXT;
+ return ctx->glGetError(ctx);
+}
+
+void glGetFloatv(GLenum pname, GLfloat* params)
+{
+ GET_CONTEXT;
+ ctx->glGetFloatv(ctx, pname, params);
+}
+
+void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetFramebufferAttachmentParameteriv(ctx, target, attachment, pname, params);
+}
+
+void glGetIntegerv(GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetIntegerv(ctx, pname, params);
+}
+
+void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetProgramiv(ctx, program, pname, params);
+}
+
+void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ GET_CONTEXT;
+ ctx->glGetProgramInfoLog(ctx, program, bufsize, length, infolog);
+}
+
+void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetRenderbufferParameteriv(ctx, target, pname, params);
+}
+
+void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetShaderiv(ctx, shader, pname, params);
+}
+
+void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ GET_CONTEXT;
+ ctx->glGetShaderInfoLog(ctx, shader, bufsize, length, infolog);
+}
+
+void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
+{
+ GET_CONTEXT;
+ ctx->glGetShaderPrecisionFormat(ctx, shadertype, precisiontype, range, precision);
+}
+
+void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
+{
+ GET_CONTEXT;
+ ctx->glGetShaderSource(ctx, shader, bufsize, length, source);
+}
+
+const GLubyte* glGetString(GLenum name)
+{
+ GET_CONTEXT;
+ return ctx->glGetString(ctx, name);
+}
+
+void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
+{
+ GET_CONTEXT;
+ ctx->glGetTexParameterfv(ctx, target, pname, params);
+}
+
+void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetTexParameteriv(ctx, target, pname, params);
+}
+
+void glGetUniformfv(GLuint program, GLint location, GLfloat* params)
+{
+ GET_CONTEXT;
+ ctx->glGetUniformfv(ctx, program, location, params);
+}
+
+void glGetUniformiv(GLuint program, GLint location, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetUniformiv(ctx, program, location, params);
+}
+
+int glGetUniformLocation(GLuint program, const GLchar* name)
+{
+ GET_CONTEXT;
+ return ctx->glGetUniformLocation(ctx, program, name);
+}
+
+void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
+{
+ GET_CONTEXT;
+ ctx->glGetVertexAttribfv(ctx, index, pname, params);
+}
+
+void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetVertexAttribiv(ctx, index, pname, params);
+}
+
+void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
+{
+ GET_CONTEXT;
+ ctx->glGetVertexAttribPointerv(ctx, index, pname, pointer);
+}
+
+void glHint(GLenum target, GLenum mode)
+{
+ GET_CONTEXT;
+ ctx->glHint(ctx, target, mode);
+}
+
+GLboolean glIsBuffer(GLuint buffer)
+{
+ GET_CONTEXT;
+ return ctx->glIsBuffer(ctx, buffer);
+}
+
+GLboolean glIsEnabled(GLenum cap)
+{
+ GET_CONTEXT;
+ return ctx->glIsEnabled(ctx, cap);
+}
+
+GLboolean glIsFramebuffer(GLuint framebuffer)
+{
+ GET_CONTEXT;
+ return ctx->glIsFramebuffer(ctx, framebuffer);
+}
+
+GLboolean glIsProgram(GLuint program)
+{
+ GET_CONTEXT;
+ return ctx->glIsProgram(ctx, program);
+}
+
+GLboolean glIsRenderbuffer(GLuint renderbuffer)
+{
+ GET_CONTEXT;
+ return ctx->glIsRenderbuffer(ctx, renderbuffer);
+}
+
+GLboolean glIsShader(GLuint shader)
+{
+ GET_CONTEXT;
+ return ctx->glIsShader(ctx, shader);
+}
+
+GLboolean glIsTexture(GLuint texture)
+{
+ GET_CONTEXT;
+ return ctx->glIsTexture(ctx, texture);
+}
+
+void glLineWidth(GLfloat width)
+{
+ GET_CONTEXT;
+ ctx->glLineWidth(ctx, width);
+}
+
+void glLinkProgram(GLuint program)
+{
+ GET_CONTEXT;
+ ctx->glLinkProgram(ctx, program);
+}
+
+void glPixelStorei(GLenum pname, GLint param)
+{
+ GET_CONTEXT;
+ ctx->glPixelStorei(ctx, pname, param);
+}
+
+void glPolygonOffset(GLfloat factor, GLfloat units)
+{
+ GET_CONTEXT;
+ ctx->glPolygonOffset(ctx, factor, units);
+}
+
+void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
+{
+ GET_CONTEXT;
+ ctx->glReadPixels(ctx, x, y, width, height, format, type, pixels);
+}
+
+void glReleaseShaderCompiler()
+{
+ GET_CONTEXT;
+ ctx->glReleaseShaderCompiler(ctx);
+}
+
+void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ GET_CONTEXT;
+ ctx->glRenderbufferStorage(ctx, target, internalformat, width, height);
+}
+
+void glSampleCoverage(GLclampf value, GLboolean invert)
+{
+ GET_CONTEXT;
+ ctx->glSampleCoverage(ctx, value, invert);
+}
+
+void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ GET_CONTEXT;
+ ctx->glScissor(ctx, x, y, width, height);
+}
+
+void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
+{
+ GET_CONTEXT;
+ ctx->glShaderBinary(ctx, n, shaders, binaryformat, binary, length);
+}
+
+void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length)
+{
+ GET_CONTEXT;
+ ctx->glShaderSource(ctx, shader, count, string, length);
+}
+
+void glStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ GET_CONTEXT;
+ ctx->glStencilFunc(ctx, func, ref, mask);
+}
+
+void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ GET_CONTEXT;
+ ctx->glStencilFuncSeparate(ctx, face, func, ref, mask);
+}
+
+void glStencilMask(GLuint mask)
+{
+ GET_CONTEXT;
+ ctx->glStencilMask(ctx, mask);
+}
+
+void glStencilMaskSeparate(GLenum face, GLuint mask)
+{
+ GET_CONTEXT;
+ ctx->glStencilMaskSeparate(ctx, face, mask);
+}
+
+void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
+{
+ GET_CONTEXT;
+ ctx->glStencilOp(ctx, fail, zfail, zpass);
+}
+
+void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
+{
+ GET_CONTEXT;
+ ctx->glStencilOpSeparate(ctx, face, fail, zfail, zpass);
+}
+
+void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
+{
+ GET_CONTEXT;
+ ctx->glTexImage2D(ctx, target, level, internalformat, width, height, border, format, type, pixels);
+}
+
+void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
+{
+ GET_CONTEXT;
+ ctx->glTexParameterf(ctx, target, pname, param);
+}
+
+void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
+{
+ GET_CONTEXT;
+ ctx->glTexParameterfv(ctx, target, pname, params);
+}
+
+void glTexParameteri(GLenum target, GLenum pname, GLint param)
+{
+ GET_CONTEXT;
+ ctx->glTexParameteri(ctx, target, pname, param);
+}
+
+void glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glTexParameteriv(ctx, target, pname, params);
+}
+
+void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
+{
+ GET_CONTEXT;
+ ctx->glTexSubImage2D(ctx, target, level, xoffset, yoffset, width, height, format, type, pixels);
+}
+
+void glUniform1f(GLint location, GLfloat x)
+{
+ GET_CONTEXT;
+ ctx->glUniform1f(ctx, location, x);
+}
+
+void glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform1fv(ctx, location, count, v);
+}
+
+void glUniform1i(GLint location, GLint x)
+{
+ GET_CONTEXT;
+ ctx->glUniform1i(ctx, location, x);
+}
+
+void glUniform1iv(GLint location, GLsizei count, const GLint* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform1iv(ctx, location, count, v);
+}
+
+void glUniform2f(GLint location, GLfloat x, GLfloat y)
+{
+ GET_CONTEXT;
+ ctx->glUniform2f(ctx, location, x, y);
+}
+
+void glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform2fv(ctx, location, count, v);
+}
+
+void glUniform2i(GLint location, GLint x, GLint y)
+{
+ GET_CONTEXT;
+ ctx->glUniform2i(ctx, location, x, y);
+}
+
+void glUniform2iv(GLint location, GLsizei count, const GLint* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform2iv(ctx, location, count, v);
+}
+
+void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+ GET_CONTEXT;
+ ctx->glUniform3f(ctx, location, x, y, z);
+}
+
+void glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform3fv(ctx, location, count, v);
+}
+
+void glUniform3i(GLint location, GLint x, GLint y, GLint z)
+{
+ GET_CONTEXT;
+ ctx->glUniform3i(ctx, location, x, y, z);
+}
+
+void glUniform3iv(GLint location, GLsizei count, const GLint* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform3iv(ctx, location, count, v);
+}
+
+void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GET_CONTEXT;
+ ctx->glUniform4f(ctx, location, x, y, z, w);
+}
+
+void glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform4fv(ctx, location, count, v);
+}
+
+void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+ GET_CONTEXT;
+ ctx->glUniform4i(ctx, location, x, y, z, w);
+}
+
+void glUniform4iv(GLint location, GLsizei count, const GLint* v)
+{
+ GET_CONTEXT;
+ ctx->glUniform4iv(ctx, location, count, v);
+}
+
+void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GET_CONTEXT;
+ ctx->glUniformMatrix2fv(ctx, location, count, transpose, value);
+}
+
+void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GET_CONTEXT;
+ ctx->glUniformMatrix3fv(ctx, location, count, transpose, value);
+}
+
+void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GET_CONTEXT;
+ ctx->glUniformMatrix4fv(ctx, location, count, transpose, value);
+}
+
+void glUseProgram(GLuint program)
+{
+ GET_CONTEXT;
+ ctx->glUseProgram(ctx, program);
+}
+
+void glValidateProgram(GLuint program)
+{
+ GET_CONTEXT;
+ ctx->glValidateProgram(ctx, program);
+}
+
+void glVertexAttrib1f(GLuint indx, GLfloat x)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib1f(ctx, indx, x);
+}
+
+void glVertexAttrib1fv(GLuint indx, const GLfloat* values)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib1fv(ctx, indx, values);
+}
+
+void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib2f(ctx, indx, x, y);
+}
+
+void glVertexAttrib2fv(GLuint indx, const GLfloat* values)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib2fv(ctx, indx, values);
+}
+
+void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib3f(ctx, indx, x, y, z);
+}
+
+void glVertexAttrib3fv(GLuint indx, const GLfloat* values)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib3fv(ctx, indx, values);
+}
+
+void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib4f(ctx, indx, x, y, z, w);
+}
+
+void glVertexAttrib4fv(GLuint indx, const GLfloat* values)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttrib4fv(ctx, indx, values);
+}
+
+void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttribPointer(ctx, indx, size, type, normalized, stride, ptr);
+}
+
+void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ GET_CONTEXT;
+ ctx->glViewport(ctx, x, y, width, height);
+}
+
+void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
+{
+ GET_CONTEXT;
+ ctx->glEGLImageTargetTexture2DOES(ctx, target, image);
+}
+
+void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image)
+{
+ GET_CONTEXT;
+ ctx->glEGLImageTargetRenderbufferStorageOES(ctx, target, image);
+}
+
+void glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
+{
+ GET_CONTEXT;
+ ctx->glGetProgramBinaryOES(ctx, program, bufSize, length, binaryFormat, binary);
+}
+
+void glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLint length)
+{
+ GET_CONTEXT;
+ ctx->glProgramBinaryOES(ctx, program, binaryFormat, binary, length);
+}
+
+void* glMapBufferOES(GLenum target, GLenum access)
+{
+ GET_CONTEXT;
+ return ctx->glMapBufferOES(ctx, target, access);
+}
+
+GLboolean glUnmapBufferOES(GLenum target)
+{
+ GET_CONTEXT;
+ return ctx->glUnmapBufferOES(ctx, target);
+}
+
+void glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
+{
+ GET_CONTEXT;
+ ctx->glTexImage3DOES(ctx, target, level, internalformat, width, height, depth, border, format, type, pixels);
+}
+
+void glTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels)
+{
+ GET_CONTEXT;
+ ctx->glTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+}
+
+void glCopyTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ GET_CONTEXT;
+ ctx->glCopyTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, x, y, width, height);
+}
+
+void glCompressedTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data)
+{
+ GET_CONTEXT;
+ ctx->glCompressedTexImage3DOES(ctx, target, level, internalformat, width, height, depth, border, imageSize, data);
+}
+
+void glCompressedTexSubImage3DOES(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data)
+{
+ GET_CONTEXT;
+ ctx->glCompressedTexSubImage3DOES(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+}
+
+void glFramebufferTexture3DOES(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
+{
+ GET_CONTEXT;
+ ctx->glFramebufferTexture3DOES(ctx, target, attachment, textarget, texture, level, zoffset);
+}
+
+void glBindVertexArrayOES(GLuint array)
+{
+ GET_CONTEXT;
+ ctx->glBindVertexArrayOES(ctx, array);
+}
+
+void glDeleteVertexArraysOES(GLsizei n, const GLuint* arrays)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glDeleteVertexArraysOES(ctx, n, arrays);
+}
+
+void glGenVertexArraysOES(GLsizei n, GLuint* arrays)
+{
+ GET_CONTEXT;
+ if(n<0){ ctx->setError(GL_INVALID_VALUE); return; }
+ ctx->glGenVertexArraysOES(ctx, n, arrays);
+}
+
+GLboolean glIsVertexArrayOES(GLuint array)
+{
+ GET_CONTEXT;
+ return ctx->glIsVertexArrayOES(ctx, array);
+}
+
+void glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments, const GLenum* attachments)
+{
+ GET_CONTEXT;
+ ctx->glDiscardFramebufferEXT(ctx, target, numAttachments, attachments);
+}
+
+void glMultiDrawArraysEXT(GLenum mode, const GLint* first, const GLsizei* count, GLsizei primcount)
+{
+ GET_CONTEXT;
+ ctx->glMultiDrawArraysEXT(ctx, mode, first, count, primcount);
+}
+
+void glMultiDrawElementsEXT(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei primcount)
+{
+ GET_CONTEXT;
+ ctx->glMultiDrawElementsEXT(ctx, mode, count, type, indices, primcount);
+}
+
+void glGetPerfMonitorGroupsAMD(GLint* numGroups, GLsizei groupsSize, GLuint* groups)
+{
+ GET_CONTEXT;
+ ctx->glGetPerfMonitorGroupsAMD(ctx, numGroups, groupsSize, groups);
+}
+
+void glGetPerfMonitorCountersAMD(GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters)
+{
+ GET_CONTEXT;
+ ctx->glGetPerfMonitorCountersAMD(ctx, group, numCounters, maxActiveCounters, counterSize, counters);
+}
+
+void glGetPerfMonitorGroupStringAMD(GLuint group, GLsizei bufSize, GLsizei* length, GLchar* groupString)
+{
+ GET_CONTEXT;
+ ctx->glGetPerfMonitorGroupStringAMD(ctx, group, bufSize, length, groupString);
+}
+
+void glGetPerfMonitorCounterStringAMD(GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, GLchar* counterString)
+{
+ GET_CONTEXT;
+ ctx->glGetPerfMonitorCounterStringAMD(ctx, group, counter, bufSize, length, counterString);
+}
+
+void glGetPerfMonitorCounterInfoAMD(GLuint group, GLuint counter, GLenum pname, GLvoid* data)
+{
+ GET_CONTEXT;
+ ctx->glGetPerfMonitorCounterInfoAMD(ctx, group, counter, pname, data);
+}
+
+void glGenPerfMonitorsAMD(GLsizei n, GLuint* monitors)
+{
+ GET_CONTEXT;
+ ctx->glGenPerfMonitorsAMD(ctx, n, monitors);
+}
+
+void glDeletePerfMonitorsAMD(GLsizei n, GLuint* monitors)
+{
+ GET_CONTEXT;
+ ctx->glDeletePerfMonitorsAMD(ctx, n, monitors);
+}
+
+void glSelectPerfMonitorCountersAMD(GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList)
+{
+ GET_CONTEXT;
+ ctx->glSelectPerfMonitorCountersAMD(ctx, monitor, enable, group, numCounters, countersList);
+}
+
+void glBeginPerfMonitorAMD(GLuint monitor)
+{
+ GET_CONTEXT;
+ ctx->glBeginPerfMonitorAMD(ctx, monitor);
+}
+
+void glEndPerfMonitorAMD(GLuint monitor)
+{
+ GET_CONTEXT;
+ ctx->glEndPerfMonitorAMD(ctx, monitor);
+}
+
+void glGetPerfMonitorCounterDataAMD(GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten)
+{
+ GET_CONTEXT;
+ ctx->glGetPerfMonitorCounterDataAMD(ctx, monitor, pname, dataSize, data, bytesWritten);
+}
+
+void glRenderbufferStorageMultisampleIMG(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ GET_CONTEXT;
+ ctx->glRenderbufferStorageMultisampleIMG(ctx, target, samples, internalformat, width, height);
+}
+
+void glFramebufferTexture2DMultisampleIMG(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples)
+{
+ GET_CONTEXT;
+ ctx->glFramebufferTexture2DMultisampleIMG(ctx, target, attachment, textarget, texture, level, samples);
+}
+
+void glDeleteFencesNV(GLsizei n, const GLuint* fences)
+{
+ GET_CONTEXT;
+ ctx->glDeleteFencesNV(ctx, n, fences);
+}
+
+void glGenFencesNV(GLsizei n, GLuint* fences)
+{
+ GET_CONTEXT;
+ ctx->glGenFencesNV(ctx, n, fences);
+}
+
+GLboolean glIsFenceNV(GLuint fence)
+{
+ GET_CONTEXT;
+ return ctx->glIsFenceNV(ctx, fence);
+}
+
+GLboolean glTestFenceNV(GLuint fence)
+{
+ GET_CONTEXT;
+ return ctx->glTestFenceNV(ctx, fence);
+}
+
+void glGetFenceivNV(GLuint fence, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glGetFenceivNV(ctx, fence, pname, params);
+}
+
+void glFinishFenceNV(GLuint fence)
+{
+ GET_CONTEXT;
+ ctx->glFinishFenceNV(ctx, fence);
+}
+
+void glSetFenceNV(GLuint fence, GLenum condition)
+{
+ GET_CONTEXT;
+ ctx->glSetFenceNV(ctx, fence, condition);
+}
+
+void glCoverageMaskNV(GLboolean mask)
+{
+ GET_CONTEXT;
+ ctx->glCoverageMaskNV(ctx, mask);
+}
+
+void glCoverageOperationNV(GLenum operation)
+{
+ GET_CONTEXT;
+ ctx->glCoverageOperationNV(ctx, operation);
+}
+
+void glGetDriverControlsQCOM(GLint* num, GLsizei size, GLuint* driverControls)
+{
+ GET_CONTEXT;
+ ctx->glGetDriverControlsQCOM(ctx, num, size, driverControls);
+}
+
+void glGetDriverControlStringQCOM(GLuint driverControl, GLsizei bufSize, GLsizei* length, GLchar* driverControlString)
+{
+ GET_CONTEXT;
+ ctx->glGetDriverControlStringQCOM(ctx, driverControl, bufSize, length, driverControlString);
+}
+
+void glEnableDriverControlQCOM(GLuint driverControl)
+{
+ GET_CONTEXT;
+ ctx->glEnableDriverControlQCOM(ctx, driverControl);
+}
+
+void glDisableDriverControlQCOM(GLuint driverControl)
+{
+ GET_CONTEXT;
+ ctx->glDisableDriverControlQCOM(ctx, driverControl);
+}
+
+void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures)
+{
+ GET_CONTEXT;
+ ctx->glExtGetTexturesQCOM(ctx, textures, maxTextures, numTextures);
+}
+
+void glExtGetBuffersQCOM(GLuint* buffers, GLint maxBuffers, GLint* numBuffers)
+{
+ GET_CONTEXT;
+ ctx->glExtGetBuffersQCOM(ctx, buffers, maxBuffers, numBuffers);
+}
+
+void glExtGetRenderbuffersQCOM(GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers)
+{
+ GET_CONTEXT;
+ ctx->glExtGetRenderbuffersQCOM(ctx, renderbuffers, maxRenderbuffers, numRenderbuffers);
+}
+
+void glExtGetFramebuffersQCOM(GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers)
+{
+ GET_CONTEXT;
+ ctx->glExtGetFramebuffersQCOM(ctx, framebuffers, maxFramebuffers, numFramebuffers);
+}
+
+void glExtGetTexLevelParameterivQCOM(GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params)
+{
+ GET_CONTEXT;
+ ctx->glExtGetTexLevelParameterivQCOM(ctx, texture, face, level, pname, params);
+}
+
+void glExtTexObjectStateOverrideiQCOM(GLenum target, GLenum pname, GLint param)
+{
+ GET_CONTEXT;
+ ctx->glExtTexObjectStateOverrideiQCOM(ctx, target, pname, param);
+}
+
+void glExtGetTexSubImageQCOM(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* texels)
+{
+ GET_CONTEXT;
+ ctx->glExtGetTexSubImageQCOM(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, texels);
+}
+
+void glExtGetBufferPointervQCOM(GLenum target, GLvoidptr* params)
+{
+ GET_CONTEXT;
+ ctx->glExtGetBufferPointervQCOM(ctx, target, params);
+}
+
+void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders)
+{
+ GET_CONTEXT;
+ ctx->glExtGetShadersQCOM(ctx, shaders, maxShaders, numShaders);
+}
+
+void glExtGetProgramsQCOM(GLuint* programs, GLint maxPrograms, GLint* numPrograms)
+{
+ GET_CONTEXT;
+ ctx->glExtGetProgramsQCOM(ctx, programs, maxPrograms, numPrograms);
+}
+
+GLboolean glExtIsProgramBinaryQCOM(GLuint program)
+{
+ GET_CONTEXT;
+ return ctx->glExtIsProgramBinaryQCOM(ctx, program);
+}
+
+void glExtGetProgramBinarySourceQCOM(GLuint program, GLenum shadertype, GLchar* source, GLint* length)
+{
+ GET_CONTEXT;
+ ctx->glExtGetProgramBinarySourceQCOM(ctx, program, shadertype, source, length);
+}
+
+void glStartTilingQCOM(GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask)
+{
+ GET_CONTEXT;
+ ctx->glStartTilingQCOM(ctx, x, y, width, height, preserveMask);
+}
+
+void glEndTilingQCOM(GLbitfield preserveMask)
+{
+ GET_CONTEXT;
+ ctx->glEndTilingQCOM(ctx, preserveMask);
+}
+
+void glVertexAttribPointerData(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* data, GLuint datalen)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttribPointerData(ctx, indx, size, type, normalized, stride, data, datalen);
+}
+
+void glVertexAttribPointerOffset(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint offset)
+{
+ GET_CONTEXT;
+ ctx->glVertexAttribPointerOffset(ctx, indx, size, type, normalized, stride, offset);
+}
+
+void glDrawElementsOffset(GLenum mode, GLsizei count, GLenum type, GLuint offset)
+{
+ GET_CONTEXT;
+ ctx->glDrawElementsOffset(ctx, mode, count, type, offset);
+}
+
+void glDrawElementsData(GLenum mode, GLsizei count, GLenum type, void* data, GLuint datalen)
+{
+ GET_CONTEXT;
+ ctx->glDrawElementsData(ctx, mode, count, type, data, datalen);
+}
+
+void glGetCompressedTextureFormats(int count, GLint* formats)
+{
+ GET_CONTEXT;
+ ctx->glGetCompressedTextureFormats(ctx, count, formats);
+}
+
+void glShaderString(GLuint shader, const GLchar* string, GLsizei len)
+{
+ GET_CONTEXT;
+ ctx->glShaderString(ctx, shader, string, len);
+}
+
+int glFinishRoundTrip()
+{
+ GET_CONTEXT;
+ return ctx->glFinishRoundTrip(ctx);
+}
+