gl2_api.in revision 48d438d05f14c2f4bd83ae89f520368cd49122df
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}
172int 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}
229int 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** 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