//
// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.

#include "libGLESv2/entry_points_gles_2_0.h"
#include "libGLESv2/entry_points_gles_2_0_ext.h"
#include "libGLESv2/entry_points_gles_3_0.h"
#include "libGLESv2/entry_points_gles_3_0_ext.h"

#include "common/event_tracer.h"

extern "C"
{

void GL_APIENTRY glActiveTexture(GLenum texture)
{
    return gl::ActiveTexture(texture);
}

void GL_APIENTRY glAttachShader(GLuint program, GLuint shader)
{
    return gl::AttachShader(program, shader);
}

void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
{
    return gl::BindAttribLocation(program, index, name);
}

void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer)
{
    return gl::BindBuffer(target, buffer);
}

void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer)
{
    return gl::BindFramebuffer(target, framebuffer);
}

void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
    return gl::BindRenderbuffer(target, renderbuffer);
}

void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
    return gl::BindTexture(target, texture);
}

void GL_APIENTRY glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    return gl::BlendColor(red, green, blue, alpha);
}

void GL_APIENTRY glBlendEquation(GLenum mode)
{
    return gl::BlendEquation(mode);
}

void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
    return gl::BlendEquationSeparate(modeRGB, modeAlpha);
}

void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
    return gl::BlendFunc(sfactor, dfactor);
}

void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
    return gl::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}

void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
    return gl::BufferData(target, size, data, usage);
}

void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
    return gl::BufferSubData(target, offset, size, data);
}

GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target)
{
    return gl::CheckFramebufferStatus(target);
}

void GL_APIENTRY glClear(GLbitfield mask)
{
    return gl::Clear(mask);
}

void GL_APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    return gl::ClearColor(red, green, blue, alpha);
}

void GL_APIENTRY glClearDepthf(GLfloat depth)
{
    return gl::ClearDepthf(depth);
}

void GL_APIENTRY glClearStencil(GLint s)
{
    return gl::ClearStencil(s);
}

void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
    return gl::ColorMask(red, green, blue, alpha);
}

void GL_APIENTRY glCompileShader(GLuint shader)
{
    return gl::CompileShader(shader);
}

void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
{
    return gl::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}

void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
{
    return gl::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
    return gl::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}

void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    return gl::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}

GLuint GL_APIENTRY glCreateProgram(void)
{
    return gl::CreateProgram();
}

GLuint GL_APIENTRY glCreateShader(GLenum type)
{
    return gl::CreateShader(type);
}

void GL_APIENTRY glCullFace(GLenum mode)
{
    return gl::CullFace(mode);
}

void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint* buffers)
{
    return gl::DeleteBuffers(n, buffers);
}

void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
{
    return gl::DeleteFramebuffers(n, framebuffers);
}

void GL_APIENTRY glDeleteProgram(GLuint program)
{
    return gl::DeleteProgram(program);
}

void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
{
    return gl::DeleteRenderbuffers(n, renderbuffers);
}

void GL_APIENTRY glDeleteShader(GLuint shader)
{
    return gl::DeleteShader(shader);
}

void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures)
{
    return gl::DeleteTextures(n, textures);
}

void GL_APIENTRY glDepthFunc(GLenum func)
{
    return gl::DepthFunc(func);
}

void GL_APIENTRY glDepthMask(GLboolean flag)
{
    return gl::DepthMask(flag);
}

void GL_APIENTRY glDepthRangef(GLfloat n, GLfloat f)
{
    return gl::DepthRangef(n, f);
}

void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
{
    return gl::DetachShader(program, shader);
}

void GL_APIENTRY glDisable(GLenum cap)
{
    return gl::Disable(cap);
}

void GL_APIENTRY glDisableVertexAttribArray(GLuint index)
{
    return gl::DisableVertexAttribArray(index);
}

void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
    return gl::DrawArrays(mode, first, count);
}

void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
{
    return gl::DrawElements(mode, count, type, indices);
}

void GL_APIENTRY glEnable(GLenum cap)
{
    return gl::Enable(cap);
}

void GL_APIENTRY glEnableVertexAttribArray(GLuint index)
{
    return gl::EnableVertexAttribArray(index);
}

void GL_APIENTRY glFinish(void)
{
    return gl::Finish();
}

void GL_APIENTRY glFlush(void)
{
    return gl::Flush();
}

void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
    return gl::FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}

void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
    return gl::FramebufferTexture2D(target, attachment, textarget, texture, level);
}

void GL_APIENTRY glFrontFace(GLenum mode)
{
    return gl::FrontFace(mode);
}

void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers)
{
    return gl::GenBuffers(n, buffers);
}

void GL_APIENTRY glGenerateMipmap(GLenum target)
{
    return gl::GenerateMipmap(target);
}

void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers)
{
    return gl::GenFramebuffers(n, framebuffers);
}

void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
{
    return gl::GenRenderbuffers(n, renderbuffers);
}

void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures)
{
    return gl::GenTextures(n, textures);
}

void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
    return gl::GetActiveAttrib(program, index, bufsize, length, size, type, name);
}

void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
{
    return gl::GetActiveUniform(program, index, bufsize, length, size, type, name);
}

void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
{
    return gl::GetAttachedShaders(program, maxcount, count, shaders);
}

GLint GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar* name)
{
    return gl::GetAttribLocation(program, name);
}

void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* params)
{
    return gl::GetBooleanv(pname, params);
}

void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
    return gl::GetBufferParameteriv(target, pname, params);
}

GLenum GL_APIENTRY glGetError(void)
{
    return gl::GetError();
}

void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* params)
{
    return gl::GetFloatv(pname, params);
}

void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
    return gl::GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}

void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* params)
{
    return gl::GetIntegerv(pname, params);
}

void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params)
{
    return gl::GetProgramiv(program, pname, params);
}

void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
    return gl::GetProgramInfoLog(program, bufsize, length, infolog);
}

void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
{
    return gl::GetRenderbufferParameteriv(target, pname, params);
}

void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
{
    return gl::GetShaderiv(shader, pname, params);
}

void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
{
    return gl::GetShaderInfoLog(shader, bufsize, length, infolog);
}

void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
{
    return gl::GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}

void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
{
    return gl::GetShaderSource(shader, bufsize, length, source);
}

const GLubyte* GL_APIENTRY glGetString(GLenum name)
{
    return gl::GetString(name);
}

void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
{
    return gl::GetTexParameterfv(target, pname, params);
}

void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
{
    return gl::GetTexParameteriv(target, pname, params);
}

void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params)
{
    return gl::GetUniformfv(program, location, params);
}

void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params)
{
    return gl::GetUniformiv(program, location, params);
}

GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar* name)
{
    return gl::GetUniformLocation(program, name);
}

void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
{
    return gl::GetVertexAttribfv(index, pname, params);
}

void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
{
    return gl::GetVertexAttribiv(index, pname, params);
}

void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
{
    return gl::GetVertexAttribPointerv(index, pname, pointer);
}

void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
    return gl::Hint(target, mode);
}

GLboolean GL_APIENTRY glIsBuffer(GLuint buffer)
{
    return gl::IsBuffer(buffer);
}

GLboolean GL_APIENTRY glIsEnabled(GLenum cap)
{
    return gl::IsEnabled(cap);
}

GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer)
{
    return gl::IsFramebuffer(framebuffer);
}

GLboolean GL_APIENTRY glIsProgram(GLuint program)
{
    return gl::IsProgram(program);
}

GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer)
{
    return gl::IsRenderbuffer(renderbuffer);
}

GLboolean GL_APIENTRY glIsShader(GLuint shader)
{
    return gl::IsShader(shader);
}

GLboolean GL_APIENTRY glIsTexture(GLuint texture)
{
    return gl::IsTexture(texture);
}

void GL_APIENTRY glLineWidth(GLfloat width)
{
    return gl::LineWidth(width);
}

void GL_APIENTRY glLinkProgram(GLuint program)
{
    return gl::LinkProgram(program);
}

void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
    return gl::PixelStorei(pname, param);
}

void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units)
{
    return gl::PolygonOffset(factor, units);
}

void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
    return gl::ReadPixels(x, y, width, height, format, type, pixels);
}

void GL_APIENTRY glReleaseShaderCompiler(void)
{
    return gl::ReleaseShaderCompiler();
}

void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
    return gl::RenderbufferStorage(target, internalformat, width, height);
}

void GL_APIENTRY glSampleCoverage(GLfloat value, GLboolean invert)
{
    return gl::SampleCoverage(value, invert);
}

void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
    return gl::Scissor(x, y, width, height);
}

void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
{
    return gl::ShaderBinary(n, shaders, binaryformat, binary, length);
}

void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length)
{
    return gl::ShaderSource(shader, count, string, length);
}

void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
    return gl::StencilFunc(func, ref, mask);
}

void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
    return gl::StencilFuncSeparate(face, func, ref, mask);
}

void GL_APIENTRY glStencilMask(GLuint mask)
{
    return gl::StencilMask(mask);
}

void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask)
{
    return gl::StencilMaskSeparate(face, mask);
}

void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
    return gl::StencilOp(fail, zfail, zpass);
}

void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
{
    return gl::StencilOpSeparate(face, fail, zfail, zpass);
}

void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
    return gl::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}

void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
    return gl::TexParameterf(target, pname, param);
}

void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
{
    return gl::TexParameterfv(target, pname, params);
}

void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param)
{
    return gl::TexParameteri(target, pname, param);
}

void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
{
    return gl::TexParameteriv(target, pname, params);
}

void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels)
{
    return gl::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}

void GL_APIENTRY glUniform1f(GLint location, GLfloat x)
{
    return gl::Uniform1f(location, x);
}

void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
    return gl::Uniform1fv(location, count, v);
}

void GL_APIENTRY glUniform1i(GLint location, GLint x)
{
    return gl::Uniform1i(location, x);
}

void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint* v)
{
    return gl::Uniform1iv(location, count, v);
}

void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y)
{
    return gl::Uniform2f(location, x, y);
}

void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
{
    return gl::Uniform2fv(location, count, v);
}

void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y)
{
    return gl::Uniform2i(location, x, y);
}

void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint* v)
{
    return gl::Uniform2iv(location, count, v);
}

void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
{
    return gl::Uniform3f(location, x, y, z);
}

void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
{
    return gl::Uniform3fv(location, count, v);
}

void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y, GLint z)
{
    return gl::Uniform3i(location, x, y, z);
}

void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint* v)
{
    return gl::Uniform3iv(location, count, v);
}

void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    return gl::Uniform4f(location, x, y, z, w);
}

void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
{
    return gl::Uniform4fv(location, count, v);
}

void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
{
    return gl::Uniform4i(location, x, y, z, w);
}

void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v)
{
    return gl::Uniform4iv(location, count, v);
}

void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix2fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix3fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix4fv(location, count, transpose, value);
}

void GL_APIENTRY glUseProgram(GLuint program)
{
    return gl::UseProgram(program);
}

void GL_APIENTRY glValidateProgram(GLuint program)
{
    return gl::ValidateProgram(program);
}

void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x)
{
    return gl::VertexAttrib1f(indx, x);
}

void GL_APIENTRY glVertexAttrib1fv(GLuint indx, const GLfloat* values)
{
    return gl::VertexAttrib1fv(indx, values);
}

void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
{
    return gl::VertexAttrib2f(indx, x, y);
}

void GL_APIENTRY glVertexAttrib2fv(GLuint indx, const GLfloat* values)
{
    return gl::VertexAttrib2fv(indx, values);
}

void GL_APIENTRY glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
{
    return gl::VertexAttrib3f(indx, x, y, z);
}

void GL_APIENTRY glVertexAttrib3fv(GLuint indx, const GLfloat* values)
{
    return gl::VertexAttrib3fv(indx, values);
}

void GL_APIENTRY glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    return gl::VertexAttrib4f(indx, x, y, z, w);
}

void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values)
{
    return gl::VertexAttrib4fv(indx, values);
}

void GL_APIENTRY glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
    return gl::VertexAttribPointer(indx, size, type, normalized, stride, ptr);
}

void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
    return gl::Viewport(x, y, width, height);
}

void GL_APIENTRY glReadBuffer(GLenum mode)
{
    return gl::ReadBuffer(mode);
}

void GL_APIENTRY glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices)
{
    return gl::DrawRangeElements(mode, start, end, count, type, indices);
}

void GL_APIENTRY glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels)
{
    return gl::TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}

void GL_APIENTRY glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels)
{
    return gl::TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}

void GL_APIENTRY glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    return gl::CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}

void GL_APIENTRY glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data)
{
    return gl::CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
}

void GL_APIENTRY glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data)
{
    return gl::CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}

void GL_APIENTRY glGenQueries(GLsizei n, GLuint* ids)
{
    return gl::GenQueries(n, ids);
}

void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint* ids)
{
    return gl::DeleteQueries(n, ids);
}

GLboolean GL_APIENTRY glIsQuery(GLuint id)
{
    return gl::IsQuery(id);
}

void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
{
    return gl::BeginQuery(target, id);
}

void GL_APIENTRY glEndQuery(GLenum target)
{
    return gl::EndQuery(target);
}

void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint* params)
{
    return gl::GetQueryiv(target, pname, params);
}

void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params)
{
    return gl::GetQueryObjectuiv(id, pname, params);
}

GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
{
    return gl::UnmapBuffer(target);
}

void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, GLvoid** params)
{
    return gl::GetBufferPointerv(target, pname, params);
}

void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum* bufs)
{
    return gl::DrawBuffers(n, bufs);
}

void GL_APIENTRY glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix2x3fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix3x2fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix2x4fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix4x2fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix3x4fv(location, count, transpose, value);
}

void GL_APIENTRY glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    return gl::UniformMatrix4x3fv(location, count, transpose, value);
}

void GL_APIENTRY glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
    return gl::BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}

void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
    return gl::RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}

void GL_APIENTRY glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
    return gl::FramebufferTextureLayer(target, attachment, texture, level, layer);
}

GLvoid* GL_APIENTRY glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
    return gl::MapBufferRange(target, offset, length, access);
}

void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
    return gl::FlushMappedBufferRange(target, offset, length);
}

void GL_APIENTRY glBindVertexArray(GLuint array)
{
    return gl::BindVertexArray(array);
}

void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint* arrays)
{
    return gl::DeleteVertexArrays(n, arrays);
}

void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint* arrays)
{
    return gl::GenVertexArrays(n, arrays);
}

GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
{
    return gl::IsVertexArray(array);
}

void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint* data)
{
    return gl::GetIntegeri_v(target, index, data);
}

void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
{
    return gl::BeginTransformFeedback(primitiveMode);
}

void GL_APIENTRY glEndTransformFeedback(void)
{
    return gl::EndTransformFeedback();
}

void GL_APIENTRY glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
    return gl::BindBufferRange(target, index, buffer, offset, size);
}

void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
    return gl::BindBufferBase(target, index, buffer);
}

void GL_APIENTRY glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode)
{
    return gl::TransformFeedbackVaryings(program, count, varyings, bufferMode);
}

void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name)
{
    return gl::GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}

void GL_APIENTRY glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
{
    return gl::VertexAttribIPointer(index, size, type, stride, pointer);
}

void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params)
{
    return gl::GetVertexAttribIiv(index, pname, params);
}

void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params)
{
    return gl::GetVertexAttribIuiv(index, pname, params);
}

void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
    return gl::VertexAttribI4i(index, x, y, z, w);
}

void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
    return gl::VertexAttribI4ui(index, x, y, z, w);
}

void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint* v)
{
    return gl::VertexAttribI4iv(index, v);
}

void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint* v)
{
    return gl::VertexAttribI4uiv(index, v);
}

void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint* params)
{
    return gl::GetUniformuiv(program, location, params);
}

GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
{
    return gl::GetFragDataLocation(program, name);
}

void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
{
    return gl::Uniform1ui(location, v0);
}

void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
    return gl::Uniform2ui(location, v0, v1);
}

void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
    return gl::Uniform3ui(location, v0, v1, v2);
}

void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
    return gl::Uniform4ui(location, v0, v1, v2, v3);
}

void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint* value)
{
    return gl::Uniform1uiv(location, count, value);
}

void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint* value)
{
    return gl::Uniform2uiv(location, count, value);
}

void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint* value)
{
    return gl::Uniform3uiv(location, count, value);
}

void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint* value)
{
    return gl::Uniform4uiv(location, count, value);
}

void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value)
{
    return gl::ClearBufferiv(buffer, drawbuffer, value);
}

void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value)
{
    return gl::ClearBufferuiv(buffer, drawbuffer, value);
}

void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value)
{
    return gl::ClearBufferfv(buffer, drawbuffer, value);
}

void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
    return gl::ClearBufferfi(buffer, drawbuffer, depth, stencil);
}

const GLubyte* GL_APIENTRY glGetStringi(GLenum name, GLuint index)
{
    return gl::GetStringi(name, index);
}

void GL_APIENTRY glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
    return gl::CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}

void GL_APIENTRY glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices)
{
    return gl::GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}

void GL_APIENTRY glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params)
{
    return gl::GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}

GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName)
{
    return gl::GetUniformBlockIndex(program, uniformBlockName);
}

void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params)
{
    return gl::GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}

void GL_APIENTRY glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName)
{
    return gl::GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}

void GL_APIENTRY glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
    return gl::UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}

void GL_APIENTRY glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
{
    return gl::DrawArraysInstanced(mode, first, count, instanceCount);
}

void GL_APIENTRY glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount)
{
    return gl::DrawElementsInstanced(mode, count, type, indices, instanceCount);
}

GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
{
    return gl::FenceSync_(condition, flags);
}

GLboolean GL_APIENTRY glIsSync(GLsync sync)
{
    return gl::IsSync(sync);
}

void GL_APIENTRY glDeleteSync(GLsync sync)
{
    return gl::DeleteSync(sync);
}

GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
    return gl::ClientWaitSync(sync, flags, timeout);
}

void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
    return gl::WaitSync(sync, flags, timeout);
}

void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64* params)
{
    return gl::GetInteger64v(pname, params);
}

void GL_APIENTRY glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values)
{
    return gl::GetSynciv(sync, pname, bufSize, length, values);
}

void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64* data)
{
    return gl::GetInteger64i_v(target, index, data);
}

void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64* params)
{
    return gl::GetBufferParameteri64v(target, pname, params);
}

void GL_APIENTRY glGenSamplers(GLsizei count, GLuint* samplers)
{
    return gl::GenSamplers(count, samplers);
}

void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint* samplers)
{
    return gl::DeleteSamplers(count, samplers);
}

GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
{
    return gl::IsSampler(sampler);
}

void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
{
    return gl::BindSampler(unit, sampler);
}

void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
    return gl::SamplerParameteri(sampler, pname, param);
}

void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* param)
{
    return gl::SamplerParameteriv(sampler, pname, param);
}

void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
    return gl::SamplerParameterf(sampler, pname, param);
}

void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* param)
{
    return gl::SamplerParameterfv(sampler, pname, param);
}

void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params)
{
    return gl::GetSamplerParameteriv(sampler, pname, params);
}

void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params)
{
    return gl::GetSamplerParameterfv(sampler, pname, params);
}

void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
{
    return gl::VertexAttribDivisor(index, divisor);
}

void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
{
    return gl::BindTransformFeedback(target, id);
}

void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint* ids)
{
    return gl::DeleteTransformFeedbacks(n, ids);
}

void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint* ids)
{
    return gl::GenTransformFeedbacks(n, ids);
}

GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
{
    return gl::IsTransformFeedback(id);
}

void GL_APIENTRY glPauseTransformFeedback(void)
{
    return gl::PauseTransformFeedback();
}

void GL_APIENTRY glResumeTransformFeedback(void)
{
    return gl::ResumeTransformFeedback();
}

void GL_APIENTRY glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
{
    return gl::GetProgramBinary(program, bufSize, length, binaryFormat, binary);
}

void GL_APIENTRY glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length)
{
    return gl::ProgramBinary(program, binaryFormat, binary, length);
}

void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
    return gl::ProgramParameteri(program, pname, value);
}

void GL_APIENTRY glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments)
{
    return gl::InvalidateFramebuffer(target, numAttachments, attachments);
}

void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height)
{
    return gl::InvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
}

void GL_APIENTRY glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
    return gl::TexStorage2D(target, levels, internalformat, width, height);
}

void GL_APIENTRY glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
    return gl::TexStorage3D(target, levels, internalformat, width, height, depth);
}

void GL_APIENTRY glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params)
{
    return gl::GetInternalformativ(target, internalformat, pname, bufSize, params);
}

void GL_APIENTRY glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
    return gl::BlitFramebufferANGLE(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}

void GL_APIENTRY glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
    return gl::RenderbufferStorageMultisampleANGLE(target, samples, internalformat, width, height);
}

void GL_APIENTRY glDeleteFencesNV(GLsizei n, const GLuint* fences)
{
    return gl::DeleteFencesNV(n, fences);
}

void GL_APIENTRY glGenFencesNV(GLsizei n, GLuint* fences)
{
    return gl::GenFencesNV(n, fences);
}

GLboolean GL_APIENTRY glIsFenceNV(GLuint fence)
{
    return gl::IsFenceNV(fence);
}

GLboolean GL_APIENTRY glTestFenceNV(GLuint fence)
{
    return gl::TestFenceNV(fence);
}

void GL_APIENTRY glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
{
    return gl::GetFenceivNV(fence, pname, params);
}

void GL_APIENTRY glFinishFenceNV(GLuint fence)
{
    return gl::FinishFenceNV(fence);
}

void GL_APIENTRY glSetFenceNV(GLuint fence, GLenum condition)
{
    return gl::SetFenceNV(fence, condition);
}

void GL_APIENTRY glGetTranslatedShaderSourceANGLE(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source)
{
    return gl::GetTranslatedShaderSourceANGLE(shader, bufsize, length, source);
}

void GL_APIENTRY glTexStorage2DEXT(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
    return gl::TexStorage2DEXT(target, levels, internalformat, width, height);
}

GLenum GL_APIENTRY glGetGraphicsResetStatusEXT(void)
{
    return gl::GetGraphicsResetStatusEXT();
}

void GL_APIENTRY glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data)
{
    return gl::ReadnPixelsEXT(x, y, width, height, format, type, bufSize, data);
}

void GL_APIENTRY glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, float *params)
{
    return gl::GetnUniformfvEXT(program, location, bufSize, params);
}

void GL_APIENTRY glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint *params)
{
    return gl::GetnUniformivEXT(program, location, bufSize, params);
}

void GL_APIENTRY glGenQueriesEXT(GLsizei n, GLuint *ids)
{
    return gl::GenQueriesEXT(n, ids);
}

void GL_APIENTRY glDeleteQueriesEXT(GLsizei n, const GLuint *ids)
{
    return gl::DeleteQueriesEXT(n, ids);
}

GLboolean GL_APIENTRY glIsQueryEXT(GLuint id)
{
    return gl::IsQueryEXT(id);
}

void GL_APIENTRY glBeginQueryEXT(GLenum target, GLuint id)
{
    return gl::BeginQueryEXT(target, id);
}

void GL_APIENTRY glEndQueryEXT(GLenum target)
{
    return gl::EndQueryEXT(target);
}

void GL_APIENTRY glGetQueryivEXT(GLenum target, GLenum pname, GLint *params)
{
    return gl::GetQueryivEXT(target, pname, params);
}

void GL_APIENTRY glGetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params)
{
    return gl::GetQueryObjectuivEXT(id, pname, params);
}

void GL_APIENTRY glDrawBuffersEXT(GLsizei n, const GLenum *bufs)
{
    return gl::DrawBuffersEXT(n, bufs);
}

void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
    return gl::DrawArraysInstancedANGLE(mode, first, count, primcount);
}

void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount)
{
    return gl::DrawElementsInstancedANGLE(mode, count, type, indices, primcount);
}

void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor)
{
    return gl::VertexAttribDivisorANGLE(index, divisor);
}

void GL_APIENTRY glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
{
    return gl::GetProgramBinaryOES(program, bufSize, length, binaryFormat, binary);
}

void GL_APIENTRY glProgramBinaryOES(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length)
{
    return gl::ProgramBinaryOES(program, binaryFormat, binary, length);
}

void* GL_APIENTRY glMapBufferOES(GLenum target, GLenum access)
{
    return gl::MapBufferOES(target, access);
}

GLboolean GL_APIENTRY glUnmapBufferOES(GLenum target)
{
    return gl::UnmapBufferOES(target);
}

void GL_APIENTRY glGetBufferPointervOES(GLenum target, GLenum pname, GLvoid **params)
{
    return gl::GetBufferPointervOES(target, pname, params);
}

void* GL_APIENTRY glMapBufferRangeEXT(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
    return gl::MapBufferRangeEXT(target, offset, length, access);
}

void GL_APIENTRY glFlushMappedBufferRangeEXT(GLenum target, GLintptr offset, GLsizeiptr length)
{
    return gl::FlushMappedBufferRangeEXT(target, offset, length);
}

}
