1void API_ENTRY(glActiveTexture)(GLenum texture) { 2 CALL_GL_API(glActiveTexture, texture); 3} 4void API_ENTRY(glAttachShader)(GLuint program, GLuint shader) { 5 CALL_GL_API(glAttachShader, program, shader); 6} 7void API_ENTRY(glBindAttribLocation)(GLuint program, GLuint index, const GLchar* name) { 8 CALL_GL_API(glBindAttribLocation, program, index, name); 9} 10void API_ENTRY(glBindBuffer)(GLenum target, GLuint buffer) { 11 CALL_GL_API(glBindBuffer, target, buffer); 12} 13void API_ENTRY(glBindFramebuffer)(GLenum target, GLuint framebuffer) { 14 CALL_GL_API(glBindFramebuffer, target, framebuffer); 15} 16void API_ENTRY(glBindRenderbuffer)(GLenum target, GLuint renderbuffer) { 17 CALL_GL_API(glBindRenderbuffer, target, renderbuffer); 18} 19void API_ENTRY(glBindTexture)(GLenum target, GLuint texture) { 20 CALL_GL_API(glBindTexture, target, texture); 21} 22void API_ENTRY(glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { 23 CALL_GL_API(glBlendColor, red, green, blue, alpha); 24} 25void API_ENTRY(glBlendEquation)( GLenum mode ) { 26 CALL_GL_API(glBlendEquation, mode); 27} 28void API_ENTRY(glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha) { 29 CALL_GL_API(glBlendEquationSeparate, modeRGB, modeAlpha); 30} 31void API_ENTRY(glBlendFunc)(GLenum sfactor, GLenum dfactor) { 32 CALL_GL_API(glBlendFunc, sfactor, dfactor); 33} 34void API_ENTRY(glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { 35 CALL_GL_API(glBlendFuncSeparate, srcRGB, dstRGB, srcAlpha, dstAlpha); 36} 37void API_ENTRY(glBufferData)(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { 38 CALL_GL_API(glBufferData, target, size, data, usage); 39} 40void API_ENTRY(glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { 41 CALL_GL_API(glBufferSubData, target, offset, size, data); 42} 43GLenum API_ENTRY(glCheckFramebufferStatus)(GLenum target) { 44 CALL_GL_API_RETURN(glCheckFramebufferStatus, target); 45} 46void API_ENTRY(glClear)(GLbitfield mask) { 47 CALL_GL_API(glClear, mask); 48} 49void API_ENTRY(glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { 50 CALL_GL_API(glClearColor, red, green, blue, alpha); 51} 52void API_ENTRY(glClearDepthf)(GLclampf depth) { 53 CALL_GL_API(glClearDepthf, depth); 54} 55void API_ENTRY(glClearStencil)(GLint s) { 56 CALL_GL_API(glClearStencil, s); 57} 58void API_ENTRY(glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { 59 CALL_GL_API(glColorMask, red, green, blue, alpha); 60} 61void API_ENTRY(glCompileShader)(GLuint shader) { 62 CALL_GL_API(glCompileShader, shader); 63} 64void API_ENTRY(glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { 65 CALL_GL_API(glCompressedTexImage2D, target, level, internalformat, width, height, border, imageSize, data); 66} 67void API_ENTRY(glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { 68 CALL_GL_API(glCompressedTexSubImage2D, target, level, xoffset, yoffset, width, height, format, imageSize, data); 69} 70void API_ENTRY(glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { 71 CALL_GL_API(glCopyTexImage2D, target, level, internalformat, x, y, width, height, border); 72} 73void API_ENTRY(glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { 74 CALL_GL_API(glCopyTexSubImage2D, target, level, xoffset, yoffset, x, y, width, height); 75} 76GLuint API_ENTRY(glCreateProgram)(void) { 77 CALL_GL_API_RETURN(glCreateProgram); 78} 79GLuint API_ENTRY(glCreateShader)(GLenum type) { 80 CALL_GL_API_RETURN(glCreateShader, type); 81} 82void API_ENTRY(glCullFace)(GLenum mode) { 83 CALL_GL_API(glCullFace, mode); 84} 85void API_ENTRY(glDeleteBuffers)(GLsizei n, const GLuint* buffers) { 86 CALL_GL_API(glDeleteBuffers, n, buffers); 87} 88void API_ENTRY(glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers) { 89 CALL_GL_API(glDeleteFramebuffers, n, framebuffers); 90} 91void API_ENTRY(glDeleteProgram)(GLuint program) { 92 CALL_GL_API(glDeleteProgram, program); 93} 94void API_ENTRY(glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers) { 95 CALL_GL_API(glDeleteRenderbuffers, n, renderbuffers); 96} 97void API_ENTRY(glDeleteShader)(GLuint shader) { 98 CALL_GL_API(glDeleteShader, shader); 99} 100void API_ENTRY(glDeleteTextures)(GLsizei n, const GLuint* textures) { 101 CALL_GL_API(glDeleteTextures, n, textures); 102} 103void API_ENTRY(glDepthFunc)(GLenum func) { 104 CALL_GL_API(glDepthFunc, func); 105} 106void API_ENTRY(glDepthMask)(GLboolean flag) { 107 CALL_GL_API(glDepthMask, flag); 108} 109void API_ENTRY(glDepthRangef)(GLclampf zNear, GLclampf zFar) { 110 CALL_GL_API(glDepthRangef, zNear, zFar); 111} 112void API_ENTRY(glDetachShader)(GLuint program, GLuint shader) { 113 CALL_GL_API(glDetachShader, program, shader); 114} 115void API_ENTRY(glDisable)(GLenum cap) { 116 CALL_GL_API(glDisable, cap); 117} 118void API_ENTRY(glDisableVertexAttribArray)(GLuint index) { 119 CALL_GL_API(glDisableVertexAttribArray, index); 120} 121void API_ENTRY(glDrawArrays)(GLenum mode, GLint first, GLsizei count) { 122 CALL_GL_API(glDrawArrays, mode, first, count); 123} 124void API_ENTRY(glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { 125 CALL_GL_API(glDrawElements, mode, count, type, indices); 126} 127void API_ENTRY(glEnable)(GLenum cap) { 128 CALL_GL_API(glEnable, cap); 129} 130void API_ENTRY(glEnableVertexAttribArray)(GLuint index) { 131 CALL_GL_API(glEnableVertexAttribArray, index); 132} 133void API_ENTRY(glFinish)(void) { 134 CALL_GL_API(glFinish); 135} 136void API_ENTRY(glFlush)(void) { 137 CALL_GL_API(glFlush); 138} 139void API_ENTRY(glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { 140 CALL_GL_API(glFramebufferRenderbuffer, target, attachment, renderbuffertarget, renderbuffer); 141} 142void API_ENTRY(glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { 143 CALL_GL_API(glFramebufferTexture2D, target, attachment, textarget, texture, level); 144} 145void API_ENTRY(glFrontFace)(GLenum mode) { 146 CALL_GL_API(glFrontFace, mode); 147} 148void API_ENTRY(glGenBuffers)(GLsizei n, GLuint* buffers) { 149 CALL_GL_API(glGenBuffers, n, buffers); 150} 151void API_ENTRY(glGenerateMipmap)(GLenum target) { 152 CALL_GL_API(glGenerateMipmap, target); 153} 154void API_ENTRY(glGenFramebuffers)(GLsizei n, GLuint* framebuffers) { 155 CALL_GL_API(glGenFramebuffers, n, framebuffers); 156} 157void API_ENTRY(glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers) { 158 CALL_GL_API(glGenRenderbuffers, n, renderbuffers); 159} 160void API_ENTRY(glGenTextures)(GLsizei n, GLuint* textures) { 161 CALL_GL_API(glGenTextures, n, textures); 162} 163void API_ENTRY(glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { 164 CALL_GL_API(glGetActiveAttrib, program, index, bufsize, length, size, type, name); 165} 166void API_ENTRY(glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { 167 CALL_GL_API(glGetActiveUniform, program, index, bufsize, length, size, type, name); 168} 169void API_ENTRY(glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { 170 CALL_GL_API(glGetAttachedShaders, program, maxcount, count, shaders); 171} 172GLint API_ENTRY(glGetAttribLocation)(GLuint program, const GLchar* name) { 173 CALL_GL_API_RETURN(glGetAttribLocation, program, name); 174} 175void API_ENTRY(glGetBooleanv)(GLenum pname, GLboolean* params) { 176 CALL_GL_API(glGetBooleanv, pname, params); 177} 178void API_ENTRY(glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params) { 179 CALL_GL_API(glGetBufferParameteriv, target, pname, params); 180} 181GLenum API_ENTRY(glGetError)(void) { 182 CALL_GL_API_RETURN(glGetError); 183} 184void API_ENTRY(glGetFloatv)(GLenum pname, GLfloat* params) { 185 CALL_GL_API(glGetFloatv, pname, params); 186} 187void API_ENTRY(glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params) { 188 CALL_GL_API(glGetFramebufferAttachmentParameteriv, target, attachment, pname, params); 189} 190void API_ENTRY(glGetIntegerv)(GLenum pname, GLint* params) { 191 CALL_GL_API(glGetIntegerv, pname, params); 192} 193void API_ENTRY(glGetProgramiv)(GLuint program, GLenum pname, GLint* params) { 194 CALL_GL_API(glGetProgramiv, program, pname, params); 195} 196void API_ENTRY(glGetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { 197 CALL_GL_API(glGetProgramInfoLog, program, bufsize, length, infolog); 198} 199void API_ENTRY(glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params) { 200 CALL_GL_API(glGetRenderbufferParameteriv, target, pname, params); 201} 202void API_ENTRY(glGetShaderiv)(GLuint shader, GLenum pname, GLint* params) { 203 CALL_GL_API(glGetShaderiv, shader, pname, params); 204} 205void API_ENTRY(glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { 206 CALL_GL_API(glGetShaderInfoLog, shader, bufsize, length, infolog); 207} 208void API_ENTRY(glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { 209 CALL_GL_API(glGetShaderPrecisionFormat, shadertype, precisiontype, range, precision); 210} 211void API_ENTRY(glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { 212 CALL_GL_API(glGetShaderSource, shader, bufsize, length, source); 213} 214const GLubyte* API_ENTRY(__glGetString)(GLenum name) { 215 CALL_GL_API_RETURN(glGetString, name); 216} 217void API_ENTRY(glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params) { 218 CALL_GL_API(glGetTexParameterfv, target, pname, params); 219} 220void API_ENTRY(glGetTexParameteriv)(GLenum target, GLenum pname, GLint* params) { 221 CALL_GL_API(glGetTexParameteriv, target, pname, params); 222} 223void API_ENTRY(glGetUniformfv)(GLuint program, GLint location, GLfloat* params) { 224 CALL_GL_API(glGetUniformfv, program, location, params); 225} 226void API_ENTRY(glGetUniformiv)(GLuint program, GLint location, GLint* params) { 227 CALL_GL_API(glGetUniformiv, program, location, params); 228} 229GLint API_ENTRY(glGetUniformLocation)(GLuint program, const GLchar* name) { 230 CALL_GL_API_RETURN(glGetUniformLocation, program, name); 231} 232void API_ENTRY(glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params) { 233 CALL_GL_API(glGetVertexAttribfv, index, pname, params); 234} 235void API_ENTRY(glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params) { 236 CALL_GL_API(glGetVertexAttribiv, index, pname, params); 237} 238void API_ENTRY(glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer) { 239 CALL_GL_API(glGetVertexAttribPointerv, index, pname, pointer); 240} 241void API_ENTRY(glHint)(GLenum target, GLenum mode) { 242 CALL_GL_API(glHint, target, mode); 243} 244GLboolean API_ENTRY(glIsBuffer)(GLuint buffer) { 245 CALL_GL_API_RETURN(glIsBuffer, buffer); 246} 247GLboolean API_ENTRY(glIsEnabled)(GLenum cap) { 248 CALL_GL_API_RETURN(glIsEnabled, cap); 249} 250GLboolean API_ENTRY(glIsFramebuffer)(GLuint framebuffer) { 251 CALL_GL_API_RETURN(glIsFramebuffer, framebuffer); 252} 253GLboolean API_ENTRY(glIsProgram)(GLuint program) { 254 CALL_GL_API_RETURN(glIsProgram, program); 255} 256GLboolean API_ENTRY(glIsRenderbuffer)(GLuint renderbuffer) { 257 CALL_GL_API_RETURN(glIsRenderbuffer, renderbuffer); 258} 259GLboolean API_ENTRY(glIsShader)(GLuint shader) { 260 CALL_GL_API_RETURN(glIsShader, shader); 261} 262GLboolean API_ENTRY(glIsTexture)(GLuint texture) { 263 CALL_GL_API_RETURN(glIsTexture, texture); 264} 265void API_ENTRY(glLineWidth)(GLfloat width) { 266 CALL_GL_API(glLineWidth, width); 267} 268void API_ENTRY(glLinkProgram)(GLuint program) { 269 CALL_GL_API(glLinkProgram, program); 270} 271void API_ENTRY(glPixelStorei)(GLenum pname, GLint param) { 272 CALL_GL_API(glPixelStorei, pname, param); 273} 274void API_ENTRY(glPolygonOffset)(GLfloat factor, GLfloat units) { 275 CALL_GL_API(glPolygonOffset, factor, units); 276} 277void API_ENTRY(glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { 278 CALL_GL_API(glReadPixels, x, y, width, height, format, type, pixels); 279} 280void API_ENTRY(glReleaseShaderCompiler)(void) { 281 CALL_GL_API(glReleaseShaderCompiler); 282} 283void API_ENTRY(glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { 284 CALL_GL_API(glRenderbufferStorage, target, internalformat, width, height); 285} 286void API_ENTRY(glSampleCoverage)(GLclampf value, GLboolean invert) { 287 CALL_GL_API(glSampleCoverage, value, invert); 288} 289void API_ENTRY(glScissor)(GLint x, GLint y, GLsizei width, GLsizei height) { 290 CALL_GL_API(glScissor, x, y, width, height); 291} 292void API_ENTRY(glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { 293 CALL_GL_API(glShaderBinary, n, shaders, binaryformat, binary, length); 294} 295void API_ENTRY(glShaderSource)(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) { 296 CALL_GL_API(glShaderSource, shader, count, string, length); 297} 298void API_ENTRY(glStencilFunc)(GLenum func, GLint ref, GLuint mask) { 299 CALL_GL_API(glStencilFunc, func, ref, mask); 300} 301void API_ENTRY(glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask) { 302 CALL_GL_API(glStencilFuncSeparate, face, func, ref, mask); 303} 304void API_ENTRY(glStencilMask)(GLuint mask) { 305 CALL_GL_API(glStencilMask, mask); 306} 307void API_ENTRY(glStencilMaskSeparate)(GLenum face, GLuint mask) { 308 CALL_GL_API(glStencilMaskSeparate, face, mask); 309} 310void API_ENTRY(glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass) { 311 CALL_GL_API(glStencilOp, fail, zfail, zpass); 312} 313void API_ENTRY(glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { 314 CALL_GL_API(glStencilOpSeparate, face, fail, zfail, zpass); 315} 316void API_ENTRY(glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { 317 CALL_GL_API(glTexImage2D, target, level, internalformat, width, height, border, format, type, pixels); 318} 319void API_ENTRY(glTexParameterf)(GLenum target, GLenum pname, GLfloat param) { 320 CALL_GL_API(glTexParameterf, target, pname, param); 321} 322void API_ENTRY(glTexParameterfv)(GLenum target, GLenum pname, const GLfloat* params) { 323 CALL_GL_API(glTexParameterfv, target, pname, params); 324} 325void API_ENTRY(glTexParameteri)(GLenum target, GLenum pname, GLint param) { 326 CALL_GL_API(glTexParameteri, target, pname, param); 327} 328void API_ENTRY(glTexParameteriv)(GLenum target, GLenum pname, const GLint* params) { 329 CALL_GL_API(glTexParameteriv, target, pname, params); 330} 331void API_ENTRY(glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { 332 CALL_GL_API(glTexSubImage2D, target, level, xoffset, yoffset, width, height, format, type, pixels); 333} 334void API_ENTRY(glUniform1f)(GLint location, GLfloat x) { 335 CALL_GL_API(glUniform1f, location, x); 336} 337void API_ENTRY(glUniform1fv)(GLint location, GLsizei count, const GLfloat* v) { 338 CALL_GL_API(glUniform1fv, location, count, v); 339} 340void API_ENTRY(glUniform1i)(GLint location, GLint x) { 341 CALL_GL_API(glUniform1i, location, x); 342} 343void API_ENTRY(glUniform1iv)(GLint location, GLsizei count, const GLint* v) { 344 CALL_GL_API(glUniform1iv, location, count, v); 345} 346void API_ENTRY(glUniform2f)(GLint location, GLfloat x, GLfloat y) { 347 CALL_GL_API(glUniform2f, location, x, y); 348} 349void API_ENTRY(glUniform2fv)(GLint location, GLsizei count, const GLfloat* v) { 350 CALL_GL_API(glUniform2fv, location, count, v); 351} 352void API_ENTRY(glUniform2i)(GLint location, GLint x, GLint y) { 353 CALL_GL_API(glUniform2i, location, x, y); 354} 355void API_ENTRY(glUniform2iv)(GLint location, GLsizei count, const GLint* v) { 356 CALL_GL_API(glUniform2iv, location, count, v); 357} 358void API_ENTRY(glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z) { 359 CALL_GL_API(glUniform3f, location, x, y, z); 360} 361void API_ENTRY(glUniform3fv)(GLint location, GLsizei count, const GLfloat* v) { 362 CALL_GL_API(glUniform3fv, location, count, v); 363} 364void API_ENTRY(glUniform3i)(GLint location, GLint x, GLint y, GLint z) { 365 CALL_GL_API(glUniform3i, location, x, y, z); 366} 367void API_ENTRY(glUniform3iv)(GLint location, GLsizei count, const GLint* v) { 368 CALL_GL_API(glUniform3iv, location, count, v); 369} 370void API_ENTRY(glUniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { 371 CALL_GL_API(glUniform4f, location, x, y, z, w); 372} 373void API_ENTRY(glUniform4fv)(GLint location, GLsizei count, const GLfloat* v) { 374 CALL_GL_API(glUniform4fv, location, count, v); 375} 376void API_ENTRY(glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w) { 377 CALL_GL_API(glUniform4i, location, x, y, z, w); 378} 379void API_ENTRY(glUniform4iv)(GLint location, GLsizei count, const GLint* v) { 380 CALL_GL_API(glUniform4iv, location, count, v); 381} 382void API_ENTRY(glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { 383 CALL_GL_API(glUniformMatrix2fv, location, count, transpose, value); 384} 385void API_ENTRY(glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { 386 CALL_GL_API(glUniformMatrix3fv, location, count, transpose, value); 387} 388void API_ENTRY(glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { 389 CALL_GL_API(glUniformMatrix4fv, location, count, transpose, value); 390} 391void API_ENTRY(glUseProgram)(GLuint program) { 392 CALL_GL_API(glUseProgram, program); 393} 394void API_ENTRY(glValidateProgram)(GLuint program) { 395 CALL_GL_API(glValidateProgram, program); 396} 397void API_ENTRY(glVertexAttrib1f)(GLuint indx, GLfloat x) { 398 CALL_GL_API(glVertexAttrib1f, indx, x); 399} 400void API_ENTRY(glVertexAttrib1fv)(GLuint indx, const GLfloat* values) { 401 CALL_GL_API(glVertexAttrib1fv, indx, values); 402} 403void API_ENTRY(glVertexAttrib2f)(GLuint indx, GLfloat x, GLfloat y) { 404 CALL_GL_API(glVertexAttrib2f, indx, x, y); 405} 406void API_ENTRY(glVertexAttrib2fv)(GLuint indx, const GLfloat* values) { 407 CALL_GL_API(glVertexAttrib2fv, indx, values); 408} 409void API_ENTRY(glVertexAttrib3f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { 410 CALL_GL_API(glVertexAttrib3f, indx, x, y, z); 411} 412void API_ENTRY(glVertexAttrib3fv)(GLuint indx, const GLfloat* values) { 413 CALL_GL_API(glVertexAttrib3fv, indx, values); 414} 415void API_ENTRY(glVertexAttrib4f)(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { 416 CALL_GL_API(glVertexAttrib4f, indx, x, y, z, w); 417} 418void API_ENTRY(glVertexAttrib4fv)(GLuint indx, const GLfloat* values) { 419 CALL_GL_API(glVertexAttrib4fv, indx, values); 420} 421void API_ENTRY(glVertexAttribPointer)(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { 422 CALL_GL_API(glVertexAttribPointer, indx, size, type, normalized, stride, ptr); 423} 424void API_ENTRY(glViewport)(GLint x, GLint y, GLsizei width, GLsizei height) { 425 CALL_GL_API(glViewport, x, y, width, height); 426} 427