#if !(defined(GO) && defined(GOM) && defined(GO2) && defined(DATA)) #error meh! #endif GO(glActiveShaderProgram, vFuu) GO(glActiveTexture, vFu) GO(glAttachShader, vFuu) GO(glBeginQuery, vFuu) GO(glBeginTransformFeedback, vFu) GO(glBindAttribLocation, vFuup) GO(glBindBuffer, vFuu) GO(glBindBufferBase, vFuuu) GO(glBindBufferRange, vFuuuii) GO(glBindFramebuffer, vFuu) GO(glBindImageTexture, vFuuiCiuu) GO(glBindProgramPipeline, vFu) GO(glBindRenderbuffer, vFuu) GO(glBindSampler, vFuu) GO(glBindTexture, vFuu) GO(glBindTransformFeedback, vFuu) GO(glBindVertexArray, vFu) GO(glBindVertexBuffer, vFuuli) GO(glBlendBarrier, vFv) GO(glBlendColor, vFffff) GO(glBlendEquation, vFu) GO(glBlendEquationi, vFuu) GO(glBlendEquationSeparate, vFuu) GO(glBlendEquationSeparatei, vFuuu) GO(glBlendFunc, vFuu) GO(glBlendFunci, vFuuu) GO(glBlendFuncSeparate, vFuuuu) GO(glBlendFuncSeparatei, vFuuuuu) GO(glBlitFramebuffer, vFiiiiiiiiiu) GO(glBufferData, vFulpu) GO(glBufferSubData, vFullp) GO(glCheckFramebufferStatus, uFu) GO(glClear, vFi) GO(glClearBufferfi, vFuifi) GO(glClearBufferfv, vFuip) GO(glClearBufferiv, vFuip) GO(glClearBufferuiv, vFuip) GO(glClearColor, vFffff) GO(glClearDepthf, vFf) GO(glClearStencil, vFi) GO(glClientWaitSync, uFpuL) GO(glColorMask, vFCCCC) GO(glColorMaski, vFuiiii) GO(glCompileShader, vFu) GO(glCompressedTexImage2D, vFuiuiiiip) GO(glCompressedTexImage3D, vFuiuiiiiip) GO(glCompressedTexSubImage2D, vFuiiiiiuip) GO(glCompressedTexSubImage3D, vFuiiiiiiiuip) GO(glCopyBufferSubData, vFuulll) GO(glCopyImageSubData, vFuuiiiiuuiiiiiii) GO(glCopyTexImage2D, vFuiuiiiii) GO(glCopyTexSubImage2D, vFuiiiiiii) GO(glCopyTexSubImage3D, vFuiiiiiiii) GO(glCreateProgram, uFv) GO(glCreateShader, uFu) GO(glCreateShaderProgramv, uFuip) GO(glCullFace, vFu) //GO(glDebugMessageCallback, GO(glDebugMessageControl, vFuuuipi) GO(glDebugMessageInsert, vFuuuuip) GO(glDeleteBuffers, vFip) GO(glDeleteFramebuffers, vFip) GO(glDeleteProgram, vFu) GO(glDeleteProgramPipelines, vFip) GO(glDeleteQueries, vFip) GO(glDeleteRenderbuffers, vFip) GO(glDeleteSamplers, vFip) GO(glDeleteShader, vFu) GO(glDeleteSync, vFp) GO(glDeleteTextures, vFip) GO(glDeleteTransformFeedbacks, vFip) GO(glDeleteVertexArrays, vFip) GO(glDepthFunc, vFu) GO(glDepthMask, vFi) GO(glDepthRangef, vFff) GO(glDetachShader, vFuu) GO(glDisable, vFu) GO(glDisablei, vFuu) GO(glDisableVertexAttribArray, vFu) GO(glDispatchCompute, vFuuu) GO(glDispatchComputeIndirect, vFi) GO(glDrawArrays, vFuii) GO(glDrawArraysIndirect, vFup) GO(glDrawArraysInstanced, vFuiii) GO(glDrawBuffers, vFip) GO(glDrawElements, vFuiup) GO(glDrawElementsBaseVertex, vFuiupi) GO(glDrawElementsIndirect, vFuup) GO(glDrawElementsInstanced, vFuiupi) GO(glDrawElementsInstancedBaseVertex, vFuiupii) GO(glDrawRangeElements, vFuuuiup) GO(glDrawRangeElementsBaseVertex, vFuuuiupi) GO(glEnable, vFu) GO(glEnablei, vFuu) GO(glEnableVertexAttribArray, vFu) GO(glEndQuery, vFu) GO(glEndTransformFeedback, vFv) GO(glFenceSync, pFuu) GO(glFinish, vFv) GO(glFlush, vFv) GO(glFlushMappedBufferRange, vFull) GO(glFramebufferParameteri, vFuui) GO(glFramebufferRenderbuffer, vFuuuu) GO(glFramebufferTexture, vFuuui) GO(glFramebufferTexture2D, vFuuuui) GO(glFramebufferTextureLayer, vFuuuii) GO(glFrontFace, vFu) GO(glGenBuffers, vFip) GO(glGenerateMipmap, vFu) GO(glGenFramebuffers, vFip) GO(glGenProgramPipelines, vFip) GO(glGenQueries, vFip) GO(glGenRenderbuffers, vFip) GO(glGenSamplers, vFip) GO(glGenTextures, vFip) GO(glGenTransformFeedbacks, vFip) GO(glGenVertexArrays, vFip) GO(glGetActiveAttrib, vFuuipppp) GO(glGetActiveUniform, vFuuipppp) GO(glGetActiveUniformBlockiv, vFuuup) GO(glGetActiveUniformBlockName, vFuuipp) GO(glGetActiveUniformsiv, vFuipup) GO(glGetAttachedShaders, vFuipp) GO(glGetAttribLocation, iFup) GO(glGetBooleani_v, vFuup) GO(glGetBooleanv, vFup) GO(glGetBufferParameteri64v, vFuup) GO(glGetBufferParameteriv, vFuup) GO(glGetBufferPointerv, vFuup) GO(glGetDebugMessageLog, uFuipppppp) GO(glGetError, uFv) GO(glGetFloatv, vFup) GO(glGetFragDataLocation, iFup) GO(glGetFramebufferAttachmentParameteriv, vFuuup) GO(glGetFramebufferParameteriv, vFuup) GO(glGetGraphicsResetStatus, iFv) GO(glGetInteger64i_v, vFuup) GO(glGetInteger64v, vFup) GO(glGetIntegeri_v, vFuup) GO(glGetIntegerv, vFup) GO(glGetInternalformativ, vFuuuip) GO(glGetMultisamplefv, vFuup) GO(glGetnUniformfv, vFuilp) GO(glGetnUniformiv, vFuilp) GO(glGetnUniformuiv, vFuilp) GO(glGetObjectLabel, vFuuipp) GO(glGetObjectPtrLabel, vFpipp) GO(glGetPointerv, vFup) GO(glGetProgramBinary, vFuippp) GO(glGetProgramInfoLog, vFuipp) GO(glGetProgramInterfaceiv, vFuuup) GO(glGetProgramiv, vFuup) GO(glGetProgramPipelineInfoLog, vFuipp) GO(glGetProgramPipelineiv, vFuup) GO(glGetProgramResourceIndex, uFuup) GO(glGetProgramResourceiv, vFuuuipipp) GO(glGetProgramResourceLocation, iFuup) GO(glGetProgramResourceName, vFuuuipp) GO(glGetQueryiv, vFuup) GO(glGetQueryObjectuiv, vFuup) GO(glGetRenderbufferParameteriv, vFuup) GO(glGetSamplerParameterfv, vFuup) GO(glGetSamplerParameterIiv, vFuup) GO(glGetSamplerParameterIuiv, vFuup) GO(glGetSamplerParameteriv, vFuup) GO(glGetShaderInfoLog, vFuipp) GO(glGetShaderiv, vFuup) GO(glGetShaderPrecisionFormat, vFuupp) GO(glGetShaderSource, vFuipp) GO(glGetString, pFu) GO(glGetStringi, pFuu) GO(glGetSynciv, vFpuipp) GO(glGetTexLevelParameterfv, vFuiup) GO(glGetTexLevelParameteriv, vFuiup) GO(glGetTexParameterfv, vFuup) GO(glGetTexParameterIiv, vFuup) GO(glGetTexParameterIuiv, vFuup) GO(glGetTexParameteriv, vFuup) GO(glGetTransformFeedbackVarying, vFuuipppp) GO(glGetUniformBlockIndex, uFup) GO(glGetUniformfv, vFuip) GO(glGetUniformIndices, vFuipp) GO(glGetUniformiv, vFuip) GO(glGetUniformLocation, iFup) GO(glGetUniformuiv, vFuip) GO(glGetVertexAttribfv, vFuup) GO(glGetVertexAttribIiv, vFuup) GO(glGetVertexAttribIuiv, vFuup) GO(glGetVertexAttribiv, vFuup) GO(glGetVertexAttribPointerv, vFuup) GO(glHint, vFuu) GO(glInvalidateFramebuffer, vFuip) GO(glInvalidateSubFramebuffer, vFuipiiii) GO(glIsBuffer, iFu) GO(glIsEnabled, iFu) GO(glIsEnabledi, iFuu) GO(glIsFramebuffer, iFu) GO(glIsProgram, iFu) GO(glIsProgramPipeline, iFu) GO(glIsQuery, iFu) GO(glIsRenderbuffer, iFu) GO(glIsSampler, iFu) GO(glIsShader, iFu) GO(glIsSync, CFp) GO(glIsTexture, iFu) GO(glIsTransformFeedback, iFu) GO(glIsVertexArray, iFu) GO(glLineWidth, vFf) GO(glLinkProgram, vFu) GO(glMapBufferRange, pFullu) GO(glMemoryBarrier, vFi) GO(glMemoryBarrierByRegion, vFu) GO(glMinSampleShading, vFf) GO(glObjectLabel, vFuuip) GO(glObjectPtrLabel, vFpip) GO(glPatchParameteri, vFui) GO(glPauseTransformFeedback, vFv) GO(glPixelStorei, vFui) GO(glPolygonOffset, vFff) GO(glPopDebugGroup, vFv) GO(glPrimitiveBoundingBox, vFffffffff) GO(glProgramBinary, vFuupi) GO(glProgramParameteri, vFuui) GO(glProgramUniform1f, vFuif) GO(glProgramUniform1fv, vFuiip) GO(glProgramUniform1i, vFuii) GO(glProgramUniform1iv, vFuiip) GO(glProgramUniform1ui, vFuiu) GO(glProgramUniform1uiv, vFuiip) GO(glProgramUniform2f, vFuiff) GO(glProgramUniform2fv, vFuiip) GO(glProgramUniform2i, vFuiii) GO(glProgramUniform2iv, vFuiip) GO(glProgramUniform2ui, vFuiuu) GO(glProgramUniform2uiv, vFuiip) GO(glProgramUniform3f, vFuifff) GO(glProgramUniform3fv, vFuiip) GO(glProgramUniform3i, vFuiiii) GO(glProgramUniform3iv, vFuiip) GO(glProgramUniform3ui, vFuiuuu) GO(glProgramUniform3uiv, vFuiip) GO(glProgramUniform4f, vFuiffff) GO(glProgramUniform4fv, vFuiip) GO(glProgramUniform4i, vFuiiiii) GO(glProgramUniform4iv, vFuiip) GO(glProgramUniform4ui, vFuiuuuu) GO(glProgramUniform4uiv, vFuiip) GO(glProgramUniformMatrix2fv, vFuiiip) GO(glProgramUniformMatrix2x3fv, vFuiiip) GO(glProgramUniformMatrix2x4fv, vFuiiip) GO(glProgramUniformMatrix3fv, vFuiiip) GO(glProgramUniformMatrix3x2fv, vFuiiip) GO(glProgramUniformMatrix3x4fv, vFuiiip) GO(glProgramUniformMatrix4fv, vFuiiip) GO(glProgramUniformMatrix4x2fv, vFuiiip) GO(glProgramUniformMatrix4x3fv, vFuiiip) GO(glPushDebugGroup, vFuuip) GO(glReadBuffer, vFu) GO(glReadnPixels, vFiilluulp) GO(glReadPixels, vFiiiiuup) GO(glReleaseShaderCompiler, vFv) GO(glRenderbufferStorage, vFuuii) GO(glRenderbufferStorageMultisample, vFuiuii) GO(glResumeTransformFeedback, vFv) GO(glSampleCoverage, vFfi) GO(glSampleMaski, vFui) GO(glSamplerParameterf, vFuuf) GO(glSamplerParameterfv, vFuup) GO(glSamplerParameteri, vFuui) GO(glSamplerParameterIiv, vFuup) GO(glSamplerParameterIuiv, vFuup) GO(glSamplerParameteriv, vFuup) GO(glScissor, vFiiii) GO(glShaderBinary, vFipupi) GO(glShaderSource, vFuipp) GO(glStencilFunc, vFuiu) GO(glStencilFuncSeparate, vFuuiu) GO(glStencilMask, vFu) GO(glStencilMaskSeparate, vFuu) GO(glStencilOp, vFuuu) GO(glStencilOpSeparate, vFuuuu) GO(glTexBuffer, vFuuu) GO(glTexBufferRange, vFuuull) GO(glTexImage2D, vFuiiiiiuup) GO(glTexImage3D, vFuiiiiiiuup) GO(glTexParameterf, vFuuf) GO(glTexParameterfv, vFuup) GO(glTexParameteri, vFuui) GO(glTexParameterIiv, vFuup) GO(glTexParameterIuiv, vFuup) GO(glTexParameteriv, vFuup) GO(glTexStorage2D, vFuiuii) GO(glTexStorage2DMultisample, vFuiuiiC) GO(glTexStorage3D, vFuiuiii) GO(glTexStorage3DMultisample, vFuiuiiiC) GO(glTexSubImage2D, vFuiiiiiuup) GO(glTexSubImage3D, vFuiiiiiiiuup) GO(glTransformFeedbackVaryings, vFuipu) GO(glUniform1f, vFif) GO(glUniform1fv, vFiip) GO(glUniform1i, vFii) GO(glUniform1iv, vFiip) GO(glUniform1ui, vFiu) GO(glUniform1uiv, vFiip) GO(glUniform2f, vFiff) GO(glUniform2fv, vFiip) GO(glUniform2i, vFiii) GO(glUniform2iv, vFiip) GO(glUniform2ui, vFiuu) GO(glUniform2uiv, vFiip) GO(glUniform3f, vFifff) GO(glUniform3fv, vFiip) GO(glUniform3i, vFiiii) GO(glUniform3iv, vFiip) GO(glUniform3ui, vFiuuu) GO(glUniform3uiv, vFiip) GO(glUniform4f, vFiffff) GO(glUniform4fv, vFiip) GO(glUniform4i, vFiiiii) GO(glUniform4iv, vFiip) GO(glUniform4ui, vFiuuuu) GO(glUniform4uiv, vFiip) GO(glUniformBlockBinding, vFuuu) GO(glUniformMatrix2fv, vFiiip) GO(glUniformMatrix2x3fv, vFiiip) GO(glUniformMatrix2x4fv, vFiiip) GO(glUniformMatrix3fv, vFiiip) GO(glUniformMatrix3x2fv, vFiiip) GO(glUniformMatrix3x4fv, vFiiip) GO(glUniformMatrix4fv, vFiiip) GO(glUniformMatrix4x2fv, vFiiip) GO(glUniformMatrix4x3fv, vFiiip) GO(glUnmapBuffer, iFu) GO(glUseProgram, vFu) GO(glUseProgramStages, vFuuu) GO(glValidateProgram, vFu) GO(glValidateProgramPipeline, vFu) GO(glVertexAttrib1f, vFuf) GO(glVertexAttrib1fv, vFup) GO(glVertexAttrib2f, vFuff) GO(glVertexAttrib2fv, vFup) GO(glVertexAttrib3f, vFufff) GO(glVertexAttrib3fv, vFup) GO(glVertexAttrib4f, vFuffff) GO(glVertexAttrib4fv, vFup) GO(glVertexAttribBinding, vFuu) GO(glVertexAttribDivisor, vFuu) GO(glVertexAttribFormat, vFuiuCu) GO(glVertexAttribI4i, vFuiiii) GO(glVertexAttribI4iv, vFup) GO(glVertexAttribI4ui, vFuuuuu) GO(glVertexAttribI4uiv, vFup) GO(glVertexAttribIFormat, vFuiuu) GO(glVertexAttribIPointer, vFuiuip) GO(glVertexAttribPointer, vFuiuiip) GO(glVertexBindingDivisor, vFuu) GO(glViewport, vFiiii) GO(glWaitSync, vFpuL)