/******************************************************** * * @file: gl_loader.c * @note: auto-generated by glapi.py from gl.xml * @date: 22/022023 * *********************************************************/ #include"gl_loader.h" #include"platform.h" mp_thread_local mg_gl_api* __mgGLAPI = 0; void mg_gl_load_gl41(mg_gl_api* api, mg_gl_load_proc loadProc) { api->CullFace = loadProc("glCullFace"); api->FrontFace = loadProc("glFrontFace"); api->Hint = loadProc("glHint"); api->LineWidth = loadProc("glLineWidth"); api->PointSize = loadProc("glPointSize"); api->PolygonMode = loadProc("glPolygonMode"); api->Scissor = loadProc("glScissor"); api->TexParameterf = loadProc("glTexParameterf"); api->TexParameterfv = loadProc("glTexParameterfv"); api->TexParameteri = loadProc("glTexParameteri"); api->TexParameteriv = loadProc("glTexParameteriv"); api->TexImage1D = loadProc("glTexImage1D"); api->TexImage2D = loadProc("glTexImage2D"); api->DrawBuffer = loadProc("glDrawBuffer"); api->Clear = loadProc("glClear"); api->ClearColor = loadProc("glClearColor"); api->ClearStencil = loadProc("glClearStencil"); api->ClearDepth = loadProc("glClearDepth"); api->StencilMask = loadProc("glStencilMask"); api->ColorMask = loadProc("glColorMask"); api->DepthMask = loadProc("glDepthMask"); api->Disable = loadProc("glDisable"); api->Enable = loadProc("glEnable"); api->Finish = loadProc("glFinish"); api->Flush = loadProc("glFlush"); api->BlendFunc = loadProc("glBlendFunc"); api->LogicOp = loadProc("glLogicOp"); api->StencilFunc = loadProc("glStencilFunc"); api->StencilOp = loadProc("glStencilOp"); api->DepthFunc = loadProc("glDepthFunc"); api->PixelStoref = loadProc("glPixelStoref"); api->PixelStorei = loadProc("glPixelStorei"); api->ReadBuffer = loadProc("glReadBuffer"); api->ReadPixels = loadProc("glReadPixels"); api->GetBooleanv = loadProc("glGetBooleanv"); api->GetDoublev = loadProc("glGetDoublev"); api->GetError = loadProc("glGetError"); api->GetFloatv = loadProc("glGetFloatv"); api->GetIntegerv = loadProc("glGetIntegerv"); api->GetString = loadProc("glGetString"); api->GetTexImage = loadProc("glGetTexImage"); api->GetTexParameterfv = loadProc("glGetTexParameterfv"); api->GetTexParameteriv = loadProc("glGetTexParameteriv"); api->GetTexLevelParameterfv = loadProc("glGetTexLevelParameterfv"); api->GetTexLevelParameteriv = loadProc("glGetTexLevelParameteriv"); api->IsEnabled = loadProc("glIsEnabled"); api->DepthRange = loadProc("glDepthRange"); api->Viewport = loadProc("glViewport"); api->DrawArrays = loadProc("glDrawArrays"); api->DrawElements = loadProc("glDrawElements"); api->PolygonOffset = loadProc("glPolygonOffset"); api->CopyTexImage1D = loadProc("glCopyTexImage1D"); api->CopyTexImage2D = loadProc("glCopyTexImage2D"); api->CopyTexSubImage1D = loadProc("glCopyTexSubImage1D"); api->CopyTexSubImage2D = loadProc("glCopyTexSubImage2D"); api->TexSubImage1D = loadProc("glTexSubImage1D"); api->TexSubImage2D = loadProc("glTexSubImage2D"); api->BindTexture = loadProc("glBindTexture"); api->DeleteTextures = loadProc("glDeleteTextures"); api->GenTextures = loadProc("glGenTextures"); api->IsTexture = loadProc("glIsTexture"); api->DrawRangeElements = loadProc("glDrawRangeElements"); api->TexImage3D = loadProc("glTexImage3D"); api->TexSubImage3D = loadProc("glTexSubImage3D"); api->CopyTexSubImage3D = loadProc("glCopyTexSubImage3D"); api->ActiveTexture = loadProc("glActiveTexture"); api->SampleCoverage = loadProc("glSampleCoverage"); api->CompressedTexImage3D = loadProc("glCompressedTexImage3D"); api->CompressedTexImage2D = loadProc("glCompressedTexImage2D"); api->CompressedTexImage1D = loadProc("glCompressedTexImage1D"); api->CompressedTexSubImage3D = loadProc("glCompressedTexSubImage3D"); api->CompressedTexSubImage2D = loadProc("glCompressedTexSubImage2D"); api->CompressedTexSubImage1D = loadProc("glCompressedTexSubImage1D"); api->GetCompressedTexImage = loadProc("glGetCompressedTexImage"); api->BlendFuncSeparate = loadProc("glBlendFuncSeparate"); api->MultiDrawArrays = loadProc("glMultiDrawArrays"); api->MultiDrawElements = loadProc("glMultiDrawElements"); api->PointParameterf = loadProc("glPointParameterf"); api->PointParameterfv = loadProc("glPointParameterfv"); api->PointParameteri = loadProc("glPointParameteri"); api->PointParameteriv = loadProc("glPointParameteriv"); api->BlendColor = loadProc("glBlendColor"); api->BlendEquation = loadProc("glBlendEquation"); api->GenQueries = loadProc("glGenQueries"); api->DeleteQueries = loadProc("glDeleteQueries"); api->IsQuery = loadProc("glIsQuery"); api->BeginQuery = loadProc("glBeginQuery"); api->EndQuery = loadProc("glEndQuery"); api->GetQueryiv = loadProc("glGetQueryiv"); api->GetQueryObjectiv = loadProc("glGetQueryObjectiv"); api->GetQueryObjectuiv = loadProc("glGetQueryObjectuiv"); api->BindBuffer = loadProc("glBindBuffer"); api->DeleteBuffers = loadProc("glDeleteBuffers"); api->GenBuffers = loadProc("glGenBuffers"); api->IsBuffer = loadProc("glIsBuffer"); api->BufferData = loadProc("glBufferData"); api->BufferSubData = loadProc("glBufferSubData"); api->GetBufferSubData = loadProc("glGetBufferSubData"); api->MapBuffer = loadProc("glMapBuffer"); api->UnmapBuffer = loadProc("glUnmapBuffer"); api->GetBufferParameteriv = loadProc("glGetBufferParameteriv"); api->GetBufferPointerv = loadProc("glGetBufferPointerv"); api->BlendEquationSeparate = loadProc("glBlendEquationSeparate"); api->DrawBuffers = loadProc("glDrawBuffers"); api->StencilOpSeparate = loadProc("glStencilOpSeparate"); api->StencilFuncSeparate = loadProc("glStencilFuncSeparate"); api->StencilMaskSeparate = loadProc("glStencilMaskSeparate"); api->AttachShader = loadProc("glAttachShader"); api->BindAttribLocation = loadProc("glBindAttribLocation"); api->CompileShader = loadProc("glCompileShader"); api->CreateProgram = loadProc("glCreateProgram"); api->CreateShader = loadProc("glCreateShader"); api->DeleteProgram = loadProc("glDeleteProgram"); api->DeleteShader = loadProc("glDeleteShader"); api->DetachShader = loadProc("glDetachShader"); api->DisableVertexAttribArray = loadProc("glDisableVertexAttribArray"); api->EnableVertexAttribArray = loadProc("glEnableVertexAttribArray"); api->GetActiveAttrib = loadProc("glGetActiveAttrib"); api->GetActiveUniform = loadProc("glGetActiveUniform"); api->GetAttachedShaders = loadProc("glGetAttachedShaders"); api->GetAttribLocation = loadProc("glGetAttribLocation"); api->GetProgramiv = loadProc("glGetProgramiv"); api->GetProgramInfoLog = loadProc("glGetProgramInfoLog"); api->GetShaderiv = loadProc("glGetShaderiv"); api->GetShaderInfoLog = loadProc("glGetShaderInfoLog"); api->GetShaderSource = loadProc("glGetShaderSource"); api->GetUniformLocation = loadProc("glGetUniformLocation"); api->GetUniformfv = loadProc("glGetUniformfv"); api->GetUniformiv = loadProc("glGetUniformiv"); api->GetVertexAttribdv = loadProc("glGetVertexAttribdv"); api->GetVertexAttribfv = loadProc("glGetVertexAttribfv"); api->GetVertexAttribiv = loadProc("glGetVertexAttribiv"); api->GetVertexAttribPointerv = loadProc("glGetVertexAttribPointerv"); api->IsProgram = loadProc("glIsProgram"); api->IsShader = loadProc("glIsShader"); api->LinkProgram = loadProc("glLinkProgram"); api->ShaderSource = loadProc("glShaderSource"); api->UseProgram = loadProc("glUseProgram"); api->Uniform1f = loadProc("glUniform1f"); api->Uniform2f = loadProc("glUniform2f"); api->Uniform3f = loadProc("glUniform3f"); api->Uniform4f = loadProc("glUniform4f"); api->Uniform1i = loadProc("glUniform1i"); api->Uniform2i = loadProc("glUniform2i"); api->Uniform3i = loadProc("glUniform3i"); api->Uniform4i = loadProc("glUniform4i"); api->Uniform1fv = loadProc("glUniform1fv"); api->Uniform2fv = loadProc("glUniform2fv"); api->Uniform3fv = loadProc("glUniform3fv"); api->Uniform4fv = loadProc("glUniform4fv"); api->Uniform1iv = loadProc("glUniform1iv"); api->Uniform2iv = loadProc("glUniform2iv"); api->Uniform3iv = loadProc("glUniform3iv"); api->Uniform4iv = loadProc("glUniform4iv"); api->UniformMatrix2fv = loadProc("glUniformMatrix2fv"); api->UniformMatrix3fv = loadProc("glUniformMatrix3fv"); api->UniformMatrix4fv = loadProc("glUniformMatrix4fv"); api->ValidateProgram = loadProc("glValidateProgram"); api->VertexAttrib1d = loadProc("glVertexAttrib1d"); api->VertexAttrib1dv = loadProc("glVertexAttrib1dv"); api->VertexAttrib1f = loadProc("glVertexAttrib1f"); api->VertexAttrib1fv = loadProc("glVertexAttrib1fv"); api->VertexAttrib1s = loadProc("glVertexAttrib1s"); api->VertexAttrib1sv = loadProc("glVertexAttrib1sv"); api->VertexAttrib2d = loadProc("glVertexAttrib2d"); api->VertexAttrib2dv = loadProc("glVertexAttrib2dv"); api->VertexAttrib2f = loadProc("glVertexAttrib2f"); api->VertexAttrib2fv = loadProc("glVertexAttrib2fv"); api->VertexAttrib2s = loadProc("glVertexAttrib2s"); api->VertexAttrib2sv = loadProc("glVertexAttrib2sv"); api->VertexAttrib3d = loadProc("glVertexAttrib3d"); api->VertexAttrib3dv = loadProc("glVertexAttrib3dv"); api->VertexAttrib3f = loadProc("glVertexAttrib3f"); api->VertexAttrib3fv = loadProc("glVertexAttrib3fv"); api->VertexAttrib3s = loadProc("glVertexAttrib3s"); api->VertexAttrib3sv = loadProc("glVertexAttrib3sv"); api->VertexAttrib4Nbv = loadProc("glVertexAttrib4Nbv"); api->VertexAttrib4Niv = loadProc("glVertexAttrib4Niv"); api->VertexAttrib4Nsv = loadProc("glVertexAttrib4Nsv"); api->VertexAttrib4Nub = loadProc("glVertexAttrib4Nub"); api->VertexAttrib4Nubv = loadProc("glVertexAttrib4Nubv"); api->VertexAttrib4Nuiv = loadProc("glVertexAttrib4Nuiv"); api->VertexAttrib4Nusv = loadProc("glVertexAttrib4Nusv"); api->VertexAttrib4bv = loadProc("glVertexAttrib4bv"); api->VertexAttrib4d = loadProc("glVertexAttrib4d"); api->VertexAttrib4dv = loadProc("glVertexAttrib4dv"); api->VertexAttrib4f = loadProc("glVertexAttrib4f"); api->VertexAttrib4fv = loadProc("glVertexAttrib4fv"); api->VertexAttrib4iv = loadProc("glVertexAttrib4iv"); api->VertexAttrib4s = loadProc("glVertexAttrib4s"); api->VertexAttrib4sv = loadProc("glVertexAttrib4sv"); api->VertexAttrib4ubv = loadProc("glVertexAttrib4ubv"); api->VertexAttrib4uiv = loadProc("glVertexAttrib4uiv"); api->VertexAttrib4usv = loadProc("glVertexAttrib4usv"); api->VertexAttribPointer = loadProc("glVertexAttribPointer"); api->UniformMatrix2x3fv = loadProc("glUniformMatrix2x3fv"); api->UniformMatrix3x2fv = loadProc("glUniformMatrix3x2fv"); api->UniformMatrix2x4fv = loadProc("glUniformMatrix2x4fv"); api->UniformMatrix4x2fv = loadProc("glUniformMatrix4x2fv"); api->UniformMatrix3x4fv = loadProc("glUniformMatrix3x4fv"); api->UniformMatrix4x3fv = loadProc("glUniformMatrix4x3fv"); api->ColorMaski = loadProc("glColorMaski"); api->GetBooleani_v = loadProc("glGetBooleani_v"); api->GetIntegeri_v = loadProc("glGetIntegeri_v"); api->Enablei = loadProc("glEnablei"); api->Disablei = loadProc("glDisablei"); api->IsEnabledi = loadProc("glIsEnabledi"); api->BeginTransformFeedback = loadProc("glBeginTransformFeedback"); api->EndTransformFeedback = loadProc("glEndTransformFeedback"); api->BindBufferRange = loadProc("glBindBufferRange"); api->BindBufferBase = loadProc("glBindBufferBase"); api->TransformFeedbackVaryings = loadProc("glTransformFeedbackVaryings"); api->GetTransformFeedbackVarying = loadProc("glGetTransformFeedbackVarying"); api->ClampColor = loadProc("glClampColor"); api->BeginConditionalRender = loadProc("glBeginConditionalRender"); api->EndConditionalRender = loadProc("glEndConditionalRender"); api->VertexAttribIPointer = loadProc("glVertexAttribIPointer"); api->GetVertexAttribIiv = loadProc("glGetVertexAttribIiv"); api->GetVertexAttribIuiv = loadProc("glGetVertexAttribIuiv"); api->VertexAttribI1i = loadProc("glVertexAttribI1i"); api->VertexAttribI2i = loadProc("glVertexAttribI2i"); api->VertexAttribI3i = loadProc("glVertexAttribI3i"); api->VertexAttribI4i = loadProc("glVertexAttribI4i"); api->VertexAttribI1ui = loadProc("glVertexAttribI1ui"); api->VertexAttribI2ui = loadProc("glVertexAttribI2ui"); api->VertexAttribI3ui = loadProc("glVertexAttribI3ui"); api->VertexAttribI4ui = loadProc("glVertexAttribI4ui"); api->VertexAttribI1iv = loadProc("glVertexAttribI1iv"); api->VertexAttribI2iv = loadProc("glVertexAttribI2iv"); api->VertexAttribI3iv = loadProc("glVertexAttribI3iv"); api->VertexAttribI4iv = loadProc("glVertexAttribI4iv"); api->VertexAttribI1uiv = loadProc("glVertexAttribI1uiv"); api->VertexAttribI2uiv = loadProc("glVertexAttribI2uiv"); api->VertexAttribI3uiv = loadProc("glVertexAttribI3uiv"); api->VertexAttribI4uiv = loadProc("glVertexAttribI4uiv"); api->VertexAttribI4bv = loadProc("glVertexAttribI4bv"); api->VertexAttribI4sv = loadProc("glVertexAttribI4sv"); api->VertexAttribI4ubv = loadProc("glVertexAttribI4ubv"); api->VertexAttribI4usv = loadProc("glVertexAttribI4usv"); api->GetUniformuiv = loadProc("glGetUniformuiv"); api->BindFragDataLocation = loadProc("glBindFragDataLocation"); api->GetFragDataLocation = loadProc("glGetFragDataLocation"); api->Uniform1ui = loadProc("glUniform1ui"); api->Uniform2ui = loadProc("glUniform2ui"); api->Uniform3ui = loadProc("glUniform3ui"); api->Uniform4ui = loadProc("glUniform4ui"); api->Uniform1uiv = loadProc("glUniform1uiv"); api->Uniform2uiv = loadProc("glUniform2uiv"); api->Uniform3uiv = loadProc("glUniform3uiv"); api->Uniform4uiv = loadProc("glUniform4uiv"); api->TexParameterIiv = loadProc("glTexParameterIiv"); api->TexParameterIuiv = loadProc("glTexParameterIuiv"); api->GetTexParameterIiv = loadProc("glGetTexParameterIiv"); api->GetTexParameterIuiv = loadProc("glGetTexParameterIuiv"); api->ClearBufferiv = loadProc("glClearBufferiv"); api->ClearBufferuiv = loadProc("glClearBufferuiv"); api->ClearBufferfv = loadProc("glClearBufferfv"); api->ClearBufferfi = loadProc("glClearBufferfi"); api->GetStringi = loadProc("glGetStringi"); api->IsRenderbuffer = loadProc("glIsRenderbuffer"); api->BindRenderbuffer = loadProc("glBindRenderbuffer"); api->DeleteRenderbuffers = loadProc("glDeleteRenderbuffers"); api->GenRenderbuffers = loadProc("glGenRenderbuffers"); api->RenderbufferStorage = loadProc("glRenderbufferStorage"); api->GetRenderbufferParameteriv = loadProc("glGetRenderbufferParameteriv"); api->IsFramebuffer = loadProc("glIsFramebuffer"); api->BindFramebuffer = loadProc("glBindFramebuffer"); api->DeleteFramebuffers = loadProc("glDeleteFramebuffers"); api->GenFramebuffers = loadProc("glGenFramebuffers"); api->CheckFramebufferStatus = loadProc("glCheckFramebufferStatus"); api->FramebufferTexture1D = loadProc("glFramebufferTexture1D"); api->FramebufferTexture2D = loadProc("glFramebufferTexture2D"); api->FramebufferTexture3D = loadProc("glFramebufferTexture3D"); api->FramebufferRenderbuffer = loadProc("glFramebufferRenderbuffer"); api->GetFramebufferAttachmentParameteriv = loadProc("glGetFramebufferAttachmentParameteriv"); api->GenerateMipmap = loadProc("glGenerateMipmap"); api->BlitFramebuffer = loadProc("glBlitFramebuffer"); api->RenderbufferStorageMultisample = loadProc("glRenderbufferStorageMultisample"); api->FramebufferTextureLayer = loadProc("glFramebufferTextureLayer"); api->MapBufferRange = loadProc("glMapBufferRange"); api->FlushMappedBufferRange = loadProc("glFlushMappedBufferRange"); api->BindVertexArray = loadProc("glBindVertexArray"); api->DeleteVertexArrays = loadProc("glDeleteVertexArrays"); api->GenVertexArrays = loadProc("glGenVertexArrays"); api->IsVertexArray = loadProc("glIsVertexArray"); api->DrawArraysInstanced = loadProc("glDrawArraysInstanced"); api->DrawElementsInstanced = loadProc("glDrawElementsInstanced"); api->TexBuffer = loadProc("glTexBuffer"); api->PrimitiveRestartIndex = loadProc("glPrimitiveRestartIndex"); api->CopyBufferSubData = loadProc("glCopyBufferSubData"); api->GetUniformIndices = loadProc("glGetUniformIndices"); api->GetActiveUniformsiv = loadProc("glGetActiveUniformsiv"); api->GetActiveUniformName = loadProc("glGetActiveUniformName"); api->GetUniformBlockIndex = loadProc("glGetUniformBlockIndex"); api->GetActiveUniformBlockiv = loadProc("glGetActiveUniformBlockiv"); api->GetActiveUniformBlockName = loadProc("glGetActiveUniformBlockName"); api->UniformBlockBinding = loadProc("glUniformBlockBinding"); api->BindBufferRange = loadProc("glBindBufferRange"); api->BindBufferBase = loadProc("glBindBufferBase"); api->GetIntegeri_v = loadProc("glGetIntegeri_v"); api->DrawElementsBaseVertex = loadProc("glDrawElementsBaseVertex"); api->DrawRangeElementsBaseVertex = loadProc("glDrawRangeElementsBaseVertex"); api->DrawElementsInstancedBaseVertex = loadProc("glDrawElementsInstancedBaseVertex"); api->MultiDrawElementsBaseVertex = loadProc("glMultiDrawElementsBaseVertex"); api->ProvokingVertex = loadProc("glProvokingVertex"); api->FenceSync = loadProc("glFenceSync"); api->IsSync = loadProc("glIsSync"); api->DeleteSync = loadProc("glDeleteSync"); api->ClientWaitSync = loadProc("glClientWaitSync"); api->WaitSync = loadProc("glWaitSync"); api->GetInteger64v = loadProc("glGetInteger64v"); api->GetSynciv = loadProc("glGetSynciv"); api->GetInteger64i_v = loadProc("glGetInteger64i_v"); api->GetBufferParameteri64v = loadProc("glGetBufferParameteri64v"); api->FramebufferTexture = loadProc("glFramebufferTexture"); api->TexImage2DMultisample = loadProc("glTexImage2DMultisample"); api->TexImage3DMultisample = loadProc("glTexImage3DMultisample"); api->GetMultisamplefv = loadProc("glGetMultisamplefv"); api->SampleMaski = loadProc("glSampleMaski"); api->BindFragDataLocationIndexed = loadProc("glBindFragDataLocationIndexed"); api->GetFragDataIndex = loadProc("glGetFragDataIndex"); api->GenSamplers = loadProc("glGenSamplers"); api->DeleteSamplers = loadProc("glDeleteSamplers"); api->IsSampler = loadProc("glIsSampler"); api->BindSampler = loadProc("glBindSampler"); api->SamplerParameteri = loadProc("glSamplerParameteri"); api->SamplerParameteriv = loadProc("glSamplerParameteriv"); api->SamplerParameterf = loadProc("glSamplerParameterf"); api->SamplerParameterfv = loadProc("glSamplerParameterfv"); api->SamplerParameterIiv = loadProc("glSamplerParameterIiv"); api->SamplerParameterIuiv = loadProc("glSamplerParameterIuiv"); api->GetSamplerParameteriv = loadProc("glGetSamplerParameteriv"); api->GetSamplerParameterIiv = loadProc("glGetSamplerParameterIiv"); api->GetSamplerParameterfv = loadProc("glGetSamplerParameterfv"); api->GetSamplerParameterIuiv = loadProc("glGetSamplerParameterIuiv"); api->QueryCounter = loadProc("glQueryCounter"); api->GetQueryObjecti64v = loadProc("glGetQueryObjecti64v"); api->GetQueryObjectui64v = loadProc("glGetQueryObjectui64v"); api->VertexAttribDivisor = loadProc("glVertexAttribDivisor"); api->VertexAttribP1ui = loadProc("glVertexAttribP1ui"); api->VertexAttribP1uiv = loadProc("glVertexAttribP1uiv"); api->VertexAttribP2ui = loadProc("glVertexAttribP2ui"); api->VertexAttribP2uiv = loadProc("glVertexAttribP2uiv"); api->VertexAttribP3ui = loadProc("glVertexAttribP3ui"); api->VertexAttribP3uiv = loadProc("glVertexAttribP3uiv"); api->VertexAttribP4ui = loadProc("glVertexAttribP4ui"); api->VertexAttribP4uiv = loadProc("glVertexAttribP4uiv"); api->MinSampleShading = loadProc("glMinSampleShading"); api->BlendEquationi = loadProc("glBlendEquationi"); api->BlendEquationSeparatei = loadProc("glBlendEquationSeparatei"); api->BlendFunci = loadProc("glBlendFunci"); api->BlendFuncSeparatei = loadProc("glBlendFuncSeparatei"); api->DrawArraysIndirect = loadProc("glDrawArraysIndirect"); api->DrawElementsIndirect = loadProc("glDrawElementsIndirect"); api->Uniform1d = loadProc("glUniform1d"); api->Uniform2d = loadProc("glUniform2d"); api->Uniform3d = loadProc("glUniform3d"); api->Uniform4d = loadProc("glUniform4d"); api->Uniform1dv = loadProc("glUniform1dv"); api->Uniform2dv = loadProc("glUniform2dv"); api->Uniform3dv = loadProc("glUniform3dv"); api->Uniform4dv = loadProc("glUniform4dv"); api->UniformMatrix2dv = loadProc("glUniformMatrix2dv"); api->UniformMatrix3dv = loadProc("glUniformMatrix3dv"); api->UniformMatrix4dv = loadProc("glUniformMatrix4dv"); api->UniformMatrix2x3dv = loadProc("glUniformMatrix2x3dv"); api->UniformMatrix2x4dv = loadProc("glUniformMatrix2x4dv"); api->UniformMatrix3x2dv = loadProc("glUniformMatrix3x2dv"); api->UniformMatrix3x4dv = loadProc("glUniformMatrix3x4dv"); api->UniformMatrix4x2dv = loadProc("glUniformMatrix4x2dv"); api->UniformMatrix4x3dv = loadProc("glUniformMatrix4x3dv"); api->GetUniformdv = loadProc("glGetUniformdv"); api->GetSubroutineUniformLocation = loadProc("glGetSubroutineUniformLocation"); api->GetSubroutineIndex = loadProc("glGetSubroutineIndex"); api->GetActiveSubroutineUniformiv = loadProc("glGetActiveSubroutineUniformiv"); api->GetActiveSubroutineUniformName = loadProc("glGetActiveSubroutineUniformName"); api->GetActiveSubroutineName = loadProc("glGetActiveSubroutineName"); api->UniformSubroutinesuiv = loadProc("glUniformSubroutinesuiv"); api->GetUniformSubroutineuiv = loadProc("glGetUniformSubroutineuiv"); api->GetProgramStageiv = loadProc("glGetProgramStageiv"); api->PatchParameteri = loadProc("glPatchParameteri"); api->PatchParameterfv = loadProc("glPatchParameterfv"); api->BindTransformFeedback = loadProc("glBindTransformFeedback"); api->DeleteTransformFeedbacks = loadProc("glDeleteTransformFeedbacks"); api->GenTransformFeedbacks = loadProc("glGenTransformFeedbacks"); api->IsTransformFeedback = loadProc("glIsTransformFeedback"); api->PauseTransformFeedback = loadProc("glPauseTransformFeedback"); api->ResumeTransformFeedback = loadProc("glResumeTransformFeedback"); api->DrawTransformFeedback = loadProc("glDrawTransformFeedback"); api->DrawTransformFeedbackStream = loadProc("glDrawTransformFeedbackStream"); api->BeginQueryIndexed = loadProc("glBeginQueryIndexed"); api->EndQueryIndexed = loadProc("glEndQueryIndexed"); api->GetQueryIndexediv = loadProc("glGetQueryIndexediv"); api->ReleaseShaderCompiler = loadProc("glReleaseShaderCompiler"); api->ShaderBinary = loadProc("glShaderBinary"); api->GetShaderPrecisionFormat = loadProc("glGetShaderPrecisionFormat"); api->DepthRangef = loadProc("glDepthRangef"); api->ClearDepthf = loadProc("glClearDepthf"); api->GetProgramBinary = loadProc("glGetProgramBinary"); api->ProgramBinary = loadProc("glProgramBinary"); api->ProgramParameteri = loadProc("glProgramParameteri"); api->UseProgramStages = loadProc("glUseProgramStages"); api->ActiveShaderProgram = loadProc("glActiveShaderProgram"); api->CreateShaderProgramv = loadProc("glCreateShaderProgramv"); api->BindProgramPipeline = loadProc("glBindProgramPipeline"); api->DeleteProgramPipelines = loadProc("glDeleteProgramPipelines"); api->GenProgramPipelines = loadProc("glGenProgramPipelines"); api->IsProgramPipeline = loadProc("glIsProgramPipeline"); api->GetProgramPipelineiv = loadProc("glGetProgramPipelineiv"); api->ProgramParameteri = loadProc("glProgramParameteri"); api->ProgramUniform1i = loadProc("glProgramUniform1i"); api->ProgramUniform1iv = loadProc("glProgramUniform1iv"); api->ProgramUniform1f = loadProc("glProgramUniform1f"); api->ProgramUniform1fv = loadProc("glProgramUniform1fv"); api->ProgramUniform1d = loadProc("glProgramUniform1d"); api->ProgramUniform1dv = loadProc("glProgramUniform1dv"); api->ProgramUniform1ui = loadProc("glProgramUniform1ui"); api->ProgramUniform1uiv = loadProc("glProgramUniform1uiv"); api->ProgramUniform2i = loadProc("glProgramUniform2i"); api->ProgramUniform2iv = loadProc("glProgramUniform2iv"); api->ProgramUniform2f = loadProc("glProgramUniform2f"); api->ProgramUniform2fv = loadProc("glProgramUniform2fv"); api->ProgramUniform2d = loadProc("glProgramUniform2d"); api->ProgramUniform2dv = loadProc("glProgramUniform2dv"); api->ProgramUniform2ui = loadProc("glProgramUniform2ui"); api->ProgramUniform2uiv = loadProc("glProgramUniform2uiv"); api->ProgramUniform3i = loadProc("glProgramUniform3i"); api->ProgramUniform3iv = loadProc("glProgramUniform3iv"); api->ProgramUniform3f = loadProc("glProgramUniform3f"); api->ProgramUniform3fv = loadProc("glProgramUniform3fv"); api->ProgramUniform3d = loadProc("glProgramUniform3d"); api->ProgramUniform3dv = loadProc("glProgramUniform3dv"); api->ProgramUniform3ui = loadProc("glProgramUniform3ui"); api->ProgramUniform3uiv = loadProc("glProgramUniform3uiv"); api->ProgramUniform4i = loadProc("glProgramUniform4i"); api->ProgramUniform4iv = loadProc("glProgramUniform4iv"); api->ProgramUniform4f = loadProc("glProgramUniform4f"); api->ProgramUniform4fv = loadProc("glProgramUniform4fv"); api->ProgramUniform4d = loadProc("glProgramUniform4d"); api->ProgramUniform4dv = loadProc("glProgramUniform4dv"); api->ProgramUniform4ui = loadProc("glProgramUniform4ui"); api->ProgramUniform4uiv = loadProc("glProgramUniform4uiv"); api->ProgramUniformMatrix2fv = loadProc("glProgramUniformMatrix2fv"); api->ProgramUniformMatrix3fv = loadProc("glProgramUniformMatrix3fv"); api->ProgramUniformMatrix4fv = loadProc("glProgramUniformMatrix4fv"); api->ProgramUniformMatrix2dv = loadProc("glProgramUniformMatrix2dv"); api->ProgramUniformMatrix3dv = loadProc("glProgramUniformMatrix3dv"); api->ProgramUniformMatrix4dv = loadProc("glProgramUniformMatrix4dv"); api->ProgramUniformMatrix2x3fv = loadProc("glProgramUniformMatrix2x3fv"); api->ProgramUniformMatrix3x2fv = loadProc("glProgramUniformMatrix3x2fv"); api->ProgramUniformMatrix2x4fv = loadProc("glProgramUniformMatrix2x4fv"); api->ProgramUniformMatrix4x2fv = loadProc("glProgramUniformMatrix4x2fv"); api->ProgramUniformMatrix3x4fv = loadProc("glProgramUniformMatrix3x4fv"); api->ProgramUniformMatrix4x3fv = loadProc("glProgramUniformMatrix4x3fv"); api->ProgramUniformMatrix2x3dv = loadProc("glProgramUniformMatrix2x3dv"); api->ProgramUniformMatrix3x2dv = loadProc("glProgramUniformMatrix3x2dv"); api->ProgramUniformMatrix2x4dv = loadProc("glProgramUniformMatrix2x4dv"); api->ProgramUniformMatrix4x2dv = loadProc("glProgramUniformMatrix4x2dv"); api->ProgramUniformMatrix3x4dv = loadProc("glProgramUniformMatrix3x4dv"); api->ProgramUniformMatrix4x3dv = loadProc("glProgramUniformMatrix4x3dv"); api->ValidateProgramPipeline = loadProc("glValidateProgramPipeline"); api->GetProgramPipelineInfoLog = loadProc("glGetProgramPipelineInfoLog"); api->VertexAttribL1d = loadProc("glVertexAttribL1d"); api->VertexAttribL2d = loadProc("glVertexAttribL2d"); api->VertexAttribL3d = loadProc("glVertexAttribL3d"); api->VertexAttribL4d = loadProc("glVertexAttribL4d"); api->VertexAttribL1dv = loadProc("glVertexAttribL1dv"); api->VertexAttribL2dv = loadProc("glVertexAttribL2dv"); api->VertexAttribL3dv = loadProc("glVertexAttribL3dv"); api->VertexAttribL4dv = loadProc("glVertexAttribL4dv"); api->VertexAttribLPointer = loadProc("glVertexAttribLPointer"); api->GetVertexAttribLdv = loadProc("glGetVertexAttribLdv"); api->ViewportArrayv = loadProc("glViewportArrayv"); api->ViewportIndexedf = loadProc("glViewportIndexedf"); api->ViewportIndexedfv = loadProc("glViewportIndexedfv"); api->ScissorArrayv = loadProc("glScissorArrayv"); api->ScissorIndexed = loadProc("glScissorIndexed"); api->ScissorIndexedv = loadProc("glScissorIndexedv"); api->DepthRangeArrayv = loadProc("glDepthRangeArrayv"); api->DepthRangeIndexed = loadProc("glDepthRangeIndexed"); api->GetFloati_v = loadProc("glGetFloati_v"); api->GetDoublei_v = loadProc("glGetDoublei_v"); } void mg_gl_load_gl43(mg_gl_api* api, mg_gl_load_proc loadProc) { api->CullFace = loadProc("glCullFace"); api->FrontFace = loadProc("glFrontFace"); api->Hint = loadProc("glHint"); api->LineWidth = loadProc("glLineWidth"); api->PointSize = loadProc("glPointSize"); api->PolygonMode = loadProc("glPolygonMode"); api->Scissor = loadProc("glScissor"); api->TexParameterf = loadProc("glTexParameterf"); api->TexParameterfv = loadProc("glTexParameterfv"); api->TexParameteri = loadProc("glTexParameteri"); api->TexParameteriv = loadProc("glTexParameteriv"); api->TexImage1D = loadProc("glTexImage1D"); api->TexImage2D = loadProc("glTexImage2D"); api->DrawBuffer = loadProc("glDrawBuffer"); api->Clear = loadProc("glClear"); api->ClearColor = loadProc("glClearColor"); api->ClearStencil = loadProc("glClearStencil"); api->ClearDepth = loadProc("glClearDepth"); api->StencilMask = loadProc("glStencilMask"); api->ColorMask = loadProc("glColorMask"); api->DepthMask = loadProc("glDepthMask"); api->Disable = loadProc("glDisable"); api->Enable = loadProc("glEnable"); api->Finish = loadProc("glFinish"); api->Flush = loadProc("glFlush"); api->BlendFunc = loadProc("glBlendFunc"); api->LogicOp = loadProc("glLogicOp"); api->StencilFunc = loadProc("glStencilFunc"); api->StencilOp = loadProc("glStencilOp"); api->DepthFunc = loadProc("glDepthFunc"); api->PixelStoref = loadProc("glPixelStoref"); api->PixelStorei = loadProc("glPixelStorei"); api->ReadBuffer = loadProc("glReadBuffer"); api->ReadPixels = loadProc("glReadPixels"); api->GetBooleanv = loadProc("glGetBooleanv"); api->GetDoublev = loadProc("glGetDoublev"); api->GetError = loadProc("glGetError"); api->GetFloatv = loadProc("glGetFloatv"); api->GetIntegerv = loadProc("glGetIntegerv"); api->GetString = loadProc("glGetString"); api->GetTexImage = loadProc("glGetTexImage"); api->GetTexParameterfv = loadProc("glGetTexParameterfv"); api->GetTexParameteriv = loadProc("glGetTexParameteriv"); api->GetTexLevelParameterfv = loadProc("glGetTexLevelParameterfv"); api->GetTexLevelParameteriv = loadProc("glGetTexLevelParameteriv"); api->IsEnabled = loadProc("glIsEnabled"); api->DepthRange = loadProc("glDepthRange"); api->Viewport = loadProc("glViewport"); api->DrawArrays = loadProc("glDrawArrays"); api->DrawElements = loadProc("glDrawElements"); api->PolygonOffset = loadProc("glPolygonOffset"); api->CopyTexImage1D = loadProc("glCopyTexImage1D"); api->CopyTexImage2D = loadProc("glCopyTexImage2D"); api->CopyTexSubImage1D = loadProc("glCopyTexSubImage1D"); api->CopyTexSubImage2D = loadProc("glCopyTexSubImage2D"); api->TexSubImage1D = loadProc("glTexSubImage1D"); api->TexSubImage2D = loadProc("glTexSubImage2D"); api->BindTexture = loadProc("glBindTexture"); api->DeleteTextures = loadProc("glDeleteTextures"); api->GenTextures = loadProc("glGenTextures"); api->IsTexture = loadProc("glIsTexture"); api->DrawRangeElements = loadProc("glDrawRangeElements"); api->TexImage3D = loadProc("glTexImage3D"); api->TexSubImage3D = loadProc("glTexSubImage3D"); api->CopyTexSubImage3D = loadProc("glCopyTexSubImage3D"); api->ActiveTexture = loadProc("glActiveTexture"); api->SampleCoverage = loadProc("glSampleCoverage"); api->CompressedTexImage3D = loadProc("glCompressedTexImage3D"); api->CompressedTexImage2D = loadProc("glCompressedTexImage2D"); api->CompressedTexImage1D = loadProc("glCompressedTexImage1D"); api->CompressedTexSubImage3D = loadProc("glCompressedTexSubImage3D"); api->CompressedTexSubImage2D = loadProc("glCompressedTexSubImage2D"); api->CompressedTexSubImage1D = loadProc("glCompressedTexSubImage1D"); api->GetCompressedTexImage = loadProc("glGetCompressedTexImage"); api->BlendFuncSeparate = loadProc("glBlendFuncSeparate"); api->MultiDrawArrays = loadProc("glMultiDrawArrays"); api->MultiDrawElements = loadProc("glMultiDrawElements"); api->PointParameterf = loadProc("glPointParameterf"); api->PointParameterfv = loadProc("glPointParameterfv"); api->PointParameteri = loadProc("glPointParameteri"); api->PointParameteriv = loadProc("glPointParameteriv"); api->BlendColor = loadProc("glBlendColor"); api->BlendEquation = loadProc("glBlendEquation"); api->GenQueries = loadProc("glGenQueries"); api->DeleteQueries = loadProc("glDeleteQueries"); api->IsQuery = loadProc("glIsQuery"); api->BeginQuery = loadProc("glBeginQuery"); api->EndQuery = loadProc("glEndQuery"); api->GetQueryiv = loadProc("glGetQueryiv"); api->GetQueryObjectiv = loadProc("glGetQueryObjectiv"); api->GetQueryObjectuiv = loadProc("glGetQueryObjectuiv"); api->BindBuffer = loadProc("glBindBuffer"); api->DeleteBuffers = loadProc("glDeleteBuffers"); api->GenBuffers = loadProc("glGenBuffers"); api->IsBuffer = loadProc("glIsBuffer"); api->BufferData = loadProc("glBufferData"); api->BufferSubData = loadProc("glBufferSubData"); api->GetBufferSubData = loadProc("glGetBufferSubData"); api->MapBuffer = loadProc("glMapBuffer"); api->UnmapBuffer = loadProc("glUnmapBuffer"); api->GetBufferParameteriv = loadProc("glGetBufferParameteriv"); api->GetBufferPointerv = loadProc("glGetBufferPointerv"); api->BlendEquationSeparate = loadProc("glBlendEquationSeparate"); api->DrawBuffers = loadProc("glDrawBuffers"); api->StencilOpSeparate = loadProc("glStencilOpSeparate"); api->StencilFuncSeparate = loadProc("glStencilFuncSeparate"); api->StencilMaskSeparate = loadProc("glStencilMaskSeparate"); api->AttachShader = loadProc("glAttachShader"); api->BindAttribLocation = loadProc("glBindAttribLocation"); api->CompileShader = loadProc("glCompileShader"); api->CreateProgram = loadProc("glCreateProgram"); api->CreateShader = loadProc("glCreateShader"); api->DeleteProgram = loadProc("glDeleteProgram"); api->DeleteShader = loadProc("glDeleteShader"); api->DetachShader = loadProc("glDetachShader"); api->DisableVertexAttribArray = loadProc("glDisableVertexAttribArray"); api->EnableVertexAttribArray = loadProc("glEnableVertexAttribArray"); api->GetActiveAttrib = loadProc("glGetActiveAttrib"); api->GetActiveUniform = loadProc("glGetActiveUniform"); api->GetAttachedShaders = loadProc("glGetAttachedShaders"); api->GetAttribLocation = loadProc("glGetAttribLocation"); api->GetProgramiv = loadProc("glGetProgramiv"); api->GetProgramInfoLog = loadProc("glGetProgramInfoLog"); api->GetShaderiv = loadProc("glGetShaderiv"); api->GetShaderInfoLog = loadProc("glGetShaderInfoLog"); api->GetShaderSource = loadProc("glGetShaderSource"); api->GetUniformLocation = loadProc("glGetUniformLocation"); api->GetUniformfv = loadProc("glGetUniformfv"); api->GetUniformiv = loadProc("glGetUniformiv"); api->GetVertexAttribdv = loadProc("glGetVertexAttribdv"); api->GetVertexAttribfv = loadProc("glGetVertexAttribfv"); api->GetVertexAttribiv = loadProc("glGetVertexAttribiv"); api->GetVertexAttribPointerv = loadProc("glGetVertexAttribPointerv"); api->IsProgram = loadProc("glIsProgram"); api->IsShader = loadProc("glIsShader"); api->LinkProgram = loadProc("glLinkProgram"); api->ShaderSource = loadProc("glShaderSource"); api->UseProgram = loadProc("glUseProgram"); api->Uniform1f = loadProc("glUniform1f"); api->Uniform2f = loadProc("glUniform2f"); api->Uniform3f = loadProc("glUniform3f"); api->Uniform4f = loadProc("glUniform4f"); api->Uniform1i = loadProc("glUniform1i"); api->Uniform2i = loadProc("glUniform2i"); api->Uniform3i = loadProc("glUniform3i"); api->Uniform4i = loadProc("glUniform4i"); api->Uniform1fv = loadProc("glUniform1fv"); api->Uniform2fv = loadProc("glUniform2fv"); api->Uniform3fv = loadProc("glUniform3fv"); api->Uniform4fv = loadProc("glUniform4fv"); api->Uniform1iv = loadProc("glUniform1iv"); api->Uniform2iv = loadProc("glUniform2iv"); api->Uniform3iv = loadProc("glUniform3iv"); api->Uniform4iv = loadProc("glUniform4iv"); api->UniformMatrix2fv = loadProc("glUniformMatrix2fv"); api->UniformMatrix3fv = loadProc("glUniformMatrix3fv"); api->UniformMatrix4fv = loadProc("glUniformMatrix4fv"); api->ValidateProgram = loadProc("glValidateProgram"); api->VertexAttrib1d = loadProc("glVertexAttrib1d"); api->VertexAttrib1dv = loadProc("glVertexAttrib1dv"); api->VertexAttrib1f = loadProc("glVertexAttrib1f"); api->VertexAttrib1fv = loadProc("glVertexAttrib1fv"); api->VertexAttrib1s = loadProc("glVertexAttrib1s"); api->VertexAttrib1sv = loadProc("glVertexAttrib1sv"); api->VertexAttrib2d = loadProc("glVertexAttrib2d"); api->VertexAttrib2dv = loadProc("glVertexAttrib2dv"); api->VertexAttrib2f = loadProc("glVertexAttrib2f"); api->VertexAttrib2fv = loadProc("glVertexAttrib2fv"); api->VertexAttrib2s = loadProc("glVertexAttrib2s"); api->VertexAttrib2sv = loadProc("glVertexAttrib2sv"); api->VertexAttrib3d = loadProc("glVertexAttrib3d"); api->VertexAttrib3dv = loadProc("glVertexAttrib3dv"); api->VertexAttrib3f = loadProc("glVertexAttrib3f"); api->VertexAttrib3fv = loadProc("glVertexAttrib3fv"); api->VertexAttrib3s = loadProc("glVertexAttrib3s"); api->VertexAttrib3sv = loadProc("glVertexAttrib3sv"); api->VertexAttrib4Nbv = loadProc("glVertexAttrib4Nbv"); api->VertexAttrib4Niv = loadProc("glVertexAttrib4Niv"); api->VertexAttrib4Nsv = loadProc("glVertexAttrib4Nsv"); api->VertexAttrib4Nub = loadProc("glVertexAttrib4Nub"); api->VertexAttrib4Nubv = loadProc("glVertexAttrib4Nubv"); api->VertexAttrib4Nuiv = loadProc("glVertexAttrib4Nuiv"); api->VertexAttrib4Nusv = loadProc("glVertexAttrib4Nusv"); api->VertexAttrib4bv = loadProc("glVertexAttrib4bv"); api->VertexAttrib4d = loadProc("glVertexAttrib4d"); api->VertexAttrib4dv = loadProc("glVertexAttrib4dv"); api->VertexAttrib4f = loadProc("glVertexAttrib4f"); api->VertexAttrib4fv = loadProc("glVertexAttrib4fv"); api->VertexAttrib4iv = loadProc("glVertexAttrib4iv"); api->VertexAttrib4s = loadProc("glVertexAttrib4s"); api->VertexAttrib4sv = loadProc("glVertexAttrib4sv"); api->VertexAttrib4ubv = loadProc("glVertexAttrib4ubv"); api->VertexAttrib4uiv = loadProc("glVertexAttrib4uiv"); api->VertexAttrib4usv = loadProc("glVertexAttrib4usv"); api->VertexAttribPointer = loadProc("glVertexAttribPointer"); api->UniformMatrix2x3fv = loadProc("glUniformMatrix2x3fv"); api->UniformMatrix3x2fv = loadProc("glUniformMatrix3x2fv"); api->UniformMatrix2x4fv = loadProc("glUniformMatrix2x4fv"); api->UniformMatrix4x2fv = loadProc("glUniformMatrix4x2fv"); api->UniformMatrix3x4fv = loadProc("glUniformMatrix3x4fv"); api->UniformMatrix4x3fv = loadProc("glUniformMatrix4x3fv"); api->ColorMaski = loadProc("glColorMaski"); api->GetBooleani_v = loadProc("glGetBooleani_v"); api->GetIntegeri_v = loadProc("glGetIntegeri_v"); api->Enablei = loadProc("glEnablei"); api->Disablei = loadProc("glDisablei"); api->IsEnabledi = loadProc("glIsEnabledi"); api->BeginTransformFeedback = loadProc("glBeginTransformFeedback"); api->EndTransformFeedback = loadProc("glEndTransformFeedback"); api->BindBufferRange = loadProc("glBindBufferRange"); api->BindBufferBase = loadProc("glBindBufferBase"); api->TransformFeedbackVaryings = loadProc("glTransformFeedbackVaryings"); api->GetTransformFeedbackVarying = loadProc("glGetTransformFeedbackVarying"); api->ClampColor = loadProc("glClampColor"); api->BeginConditionalRender = loadProc("glBeginConditionalRender"); api->EndConditionalRender = loadProc("glEndConditionalRender"); api->VertexAttribIPointer = loadProc("glVertexAttribIPointer"); api->GetVertexAttribIiv = loadProc("glGetVertexAttribIiv"); api->GetVertexAttribIuiv = loadProc("glGetVertexAttribIuiv"); api->VertexAttribI1i = loadProc("glVertexAttribI1i"); api->VertexAttribI2i = loadProc("glVertexAttribI2i"); api->VertexAttribI3i = loadProc("glVertexAttribI3i"); api->VertexAttribI4i = loadProc("glVertexAttribI4i"); api->VertexAttribI1ui = loadProc("glVertexAttribI1ui"); api->VertexAttribI2ui = loadProc("glVertexAttribI2ui"); api->VertexAttribI3ui = loadProc("glVertexAttribI3ui"); api->VertexAttribI4ui = loadProc("glVertexAttribI4ui"); api->VertexAttribI1iv = loadProc("glVertexAttribI1iv"); api->VertexAttribI2iv = loadProc("glVertexAttribI2iv"); api->VertexAttribI3iv = loadProc("glVertexAttribI3iv"); api->VertexAttribI4iv = loadProc("glVertexAttribI4iv"); api->VertexAttribI1uiv = loadProc("glVertexAttribI1uiv"); api->VertexAttribI2uiv = loadProc("glVertexAttribI2uiv"); api->VertexAttribI3uiv = loadProc("glVertexAttribI3uiv"); api->VertexAttribI4uiv = loadProc("glVertexAttribI4uiv"); api->VertexAttribI4bv = loadProc("glVertexAttribI4bv"); api->VertexAttribI4sv = loadProc("glVertexAttribI4sv"); api->VertexAttribI4ubv = loadProc("glVertexAttribI4ubv"); api->VertexAttribI4usv = loadProc("glVertexAttribI4usv"); api->GetUniformuiv = loadProc("glGetUniformuiv"); api->BindFragDataLocation = loadProc("glBindFragDataLocation"); api->GetFragDataLocation = loadProc("glGetFragDataLocation"); api->Uniform1ui = loadProc("glUniform1ui"); api->Uniform2ui = loadProc("glUniform2ui"); api->Uniform3ui = loadProc("glUniform3ui"); api->Uniform4ui = loadProc("glUniform4ui"); api->Uniform1uiv = loadProc("glUniform1uiv"); api->Uniform2uiv = loadProc("glUniform2uiv"); api->Uniform3uiv = loadProc("glUniform3uiv"); api->Uniform4uiv = loadProc("glUniform4uiv"); api->TexParameterIiv = loadProc("glTexParameterIiv"); api->TexParameterIuiv = loadProc("glTexParameterIuiv"); api->GetTexParameterIiv = loadProc("glGetTexParameterIiv"); api->GetTexParameterIuiv = loadProc("glGetTexParameterIuiv"); api->ClearBufferiv = loadProc("glClearBufferiv"); api->ClearBufferuiv = loadProc("glClearBufferuiv"); api->ClearBufferfv = loadProc("glClearBufferfv"); api->ClearBufferfi = loadProc("glClearBufferfi"); api->GetStringi = loadProc("glGetStringi"); api->IsRenderbuffer = loadProc("glIsRenderbuffer"); api->BindRenderbuffer = loadProc("glBindRenderbuffer"); api->DeleteRenderbuffers = loadProc("glDeleteRenderbuffers"); api->GenRenderbuffers = loadProc("glGenRenderbuffers"); api->RenderbufferStorage = loadProc("glRenderbufferStorage"); api->GetRenderbufferParameteriv = loadProc("glGetRenderbufferParameteriv"); api->IsFramebuffer = loadProc("glIsFramebuffer"); api->BindFramebuffer = loadProc("glBindFramebuffer"); api->DeleteFramebuffers = loadProc("glDeleteFramebuffers"); api->GenFramebuffers = loadProc("glGenFramebuffers"); api->CheckFramebufferStatus = loadProc("glCheckFramebufferStatus"); api->FramebufferTexture1D = loadProc("glFramebufferTexture1D"); api->FramebufferTexture2D = loadProc("glFramebufferTexture2D"); api->FramebufferTexture3D = loadProc("glFramebufferTexture3D"); api->FramebufferRenderbuffer = loadProc("glFramebufferRenderbuffer"); api->GetFramebufferAttachmentParameteriv = loadProc("glGetFramebufferAttachmentParameteriv"); api->GenerateMipmap = loadProc("glGenerateMipmap"); api->BlitFramebuffer = loadProc("glBlitFramebuffer"); api->RenderbufferStorageMultisample = loadProc("glRenderbufferStorageMultisample"); api->FramebufferTextureLayer = loadProc("glFramebufferTextureLayer"); api->MapBufferRange = loadProc("glMapBufferRange"); api->FlushMappedBufferRange = loadProc("glFlushMappedBufferRange"); api->BindVertexArray = loadProc("glBindVertexArray"); api->DeleteVertexArrays = loadProc("glDeleteVertexArrays"); api->GenVertexArrays = loadProc("glGenVertexArrays"); api->IsVertexArray = loadProc("glIsVertexArray"); api->DrawArraysInstanced = loadProc("glDrawArraysInstanced"); api->DrawElementsInstanced = loadProc("glDrawElementsInstanced"); api->TexBuffer = loadProc("glTexBuffer"); api->PrimitiveRestartIndex = loadProc("glPrimitiveRestartIndex"); api->CopyBufferSubData = loadProc("glCopyBufferSubData"); api->GetUniformIndices = loadProc("glGetUniformIndices"); api->GetActiveUniformsiv = loadProc("glGetActiveUniformsiv"); api->GetActiveUniformName = loadProc("glGetActiveUniformName"); api->GetUniformBlockIndex = loadProc("glGetUniformBlockIndex"); api->GetActiveUniformBlockiv = loadProc("glGetActiveUniformBlockiv"); api->GetActiveUniformBlockName = loadProc("glGetActiveUniformBlockName"); api->UniformBlockBinding = loadProc("glUniformBlockBinding"); api->BindBufferRange = loadProc("glBindBufferRange"); api->BindBufferBase = loadProc("glBindBufferBase"); api->GetIntegeri_v = loadProc("glGetIntegeri_v"); api->DrawElementsBaseVertex = loadProc("glDrawElementsBaseVertex"); api->DrawRangeElementsBaseVertex = loadProc("glDrawRangeElementsBaseVertex"); api->DrawElementsInstancedBaseVertex = loadProc("glDrawElementsInstancedBaseVertex"); api->MultiDrawElementsBaseVertex = loadProc("glMultiDrawElementsBaseVertex"); api->ProvokingVertex = loadProc("glProvokingVertex"); api->FenceSync = loadProc("glFenceSync"); api->IsSync = loadProc("glIsSync"); api->DeleteSync = loadProc("glDeleteSync"); api->ClientWaitSync = loadProc("glClientWaitSync"); api->WaitSync = loadProc("glWaitSync"); api->GetInteger64v = loadProc("glGetInteger64v"); api->GetSynciv = loadProc("glGetSynciv"); api->GetInteger64i_v = loadProc("glGetInteger64i_v"); api->GetBufferParameteri64v = loadProc("glGetBufferParameteri64v"); api->FramebufferTexture = loadProc("glFramebufferTexture"); api->TexImage2DMultisample = loadProc("glTexImage2DMultisample"); api->TexImage3DMultisample = loadProc("glTexImage3DMultisample"); api->GetMultisamplefv = loadProc("glGetMultisamplefv"); api->SampleMaski = loadProc("glSampleMaski"); api->BindFragDataLocationIndexed = loadProc("glBindFragDataLocationIndexed"); api->GetFragDataIndex = loadProc("glGetFragDataIndex"); api->GenSamplers = loadProc("glGenSamplers"); api->DeleteSamplers = loadProc("glDeleteSamplers"); api->IsSampler = loadProc("glIsSampler"); api->BindSampler = loadProc("glBindSampler"); api->SamplerParameteri = loadProc("glSamplerParameteri"); api->SamplerParameteriv = loadProc("glSamplerParameteriv"); api->SamplerParameterf = loadProc("glSamplerParameterf"); api->SamplerParameterfv = loadProc("glSamplerParameterfv"); api->SamplerParameterIiv = loadProc("glSamplerParameterIiv"); api->SamplerParameterIuiv = loadProc("glSamplerParameterIuiv"); api->GetSamplerParameteriv = loadProc("glGetSamplerParameteriv"); api->GetSamplerParameterIiv = loadProc("glGetSamplerParameterIiv"); api->GetSamplerParameterfv = loadProc("glGetSamplerParameterfv"); api->GetSamplerParameterIuiv = loadProc("glGetSamplerParameterIuiv"); api->QueryCounter = loadProc("glQueryCounter"); api->GetQueryObjecti64v = loadProc("glGetQueryObjecti64v"); api->GetQueryObjectui64v = loadProc("glGetQueryObjectui64v"); api->VertexAttribDivisor = loadProc("glVertexAttribDivisor"); api->VertexAttribP1ui = loadProc("glVertexAttribP1ui"); api->VertexAttribP1uiv = loadProc("glVertexAttribP1uiv"); api->VertexAttribP2ui = loadProc("glVertexAttribP2ui"); api->VertexAttribP2uiv = loadProc("glVertexAttribP2uiv"); api->VertexAttribP3ui = loadProc("glVertexAttribP3ui"); api->VertexAttribP3uiv = loadProc("glVertexAttribP3uiv"); api->VertexAttribP4ui = loadProc("glVertexAttribP4ui"); api->VertexAttribP4uiv = loadProc("glVertexAttribP4uiv"); api->MinSampleShading = loadProc("glMinSampleShading"); api->BlendEquationi = loadProc("glBlendEquationi"); api->BlendEquationSeparatei = loadProc("glBlendEquationSeparatei"); api->BlendFunci = loadProc("glBlendFunci"); api->BlendFuncSeparatei = loadProc("glBlendFuncSeparatei"); api->DrawArraysIndirect = loadProc("glDrawArraysIndirect"); api->DrawElementsIndirect = loadProc("glDrawElementsIndirect"); api->Uniform1d = loadProc("glUniform1d"); api->Uniform2d = loadProc("glUniform2d"); api->Uniform3d = loadProc("glUniform3d"); api->Uniform4d = loadProc("glUniform4d"); api->Uniform1dv = loadProc("glUniform1dv"); api->Uniform2dv = loadProc("glUniform2dv"); api->Uniform3dv = loadProc("glUniform3dv"); api->Uniform4dv = loadProc("glUniform4dv"); api->UniformMatrix2dv = loadProc("glUniformMatrix2dv"); api->UniformMatrix3dv = loadProc("glUniformMatrix3dv"); api->UniformMatrix4dv = loadProc("glUniformMatrix4dv"); api->UniformMatrix2x3dv = loadProc("glUniformMatrix2x3dv"); api->UniformMatrix2x4dv = loadProc("glUniformMatrix2x4dv"); api->UniformMatrix3x2dv = loadProc("glUniformMatrix3x2dv"); api->UniformMatrix3x4dv = loadProc("glUniformMatrix3x4dv"); api->UniformMatrix4x2dv = loadProc("glUniformMatrix4x2dv"); api->UniformMatrix4x3dv = loadProc("glUniformMatrix4x3dv"); api->GetUniformdv = loadProc("glGetUniformdv"); api->GetSubroutineUniformLocation = loadProc("glGetSubroutineUniformLocation"); api->GetSubroutineIndex = loadProc("glGetSubroutineIndex"); api->GetActiveSubroutineUniformiv = loadProc("glGetActiveSubroutineUniformiv"); api->GetActiveSubroutineUniformName = loadProc("glGetActiveSubroutineUniformName"); api->GetActiveSubroutineName = loadProc("glGetActiveSubroutineName"); api->UniformSubroutinesuiv = loadProc("glUniformSubroutinesuiv"); api->GetUniformSubroutineuiv = loadProc("glGetUniformSubroutineuiv"); api->GetProgramStageiv = loadProc("glGetProgramStageiv"); api->PatchParameteri = loadProc("glPatchParameteri"); api->PatchParameterfv = loadProc("glPatchParameterfv"); api->BindTransformFeedback = loadProc("glBindTransformFeedback"); api->DeleteTransformFeedbacks = loadProc("glDeleteTransformFeedbacks"); api->GenTransformFeedbacks = loadProc("glGenTransformFeedbacks"); api->IsTransformFeedback = loadProc("glIsTransformFeedback"); api->PauseTransformFeedback = loadProc("glPauseTransformFeedback"); api->ResumeTransformFeedback = loadProc("glResumeTransformFeedback"); api->DrawTransformFeedback = loadProc("glDrawTransformFeedback"); api->DrawTransformFeedbackStream = loadProc("glDrawTransformFeedbackStream"); api->BeginQueryIndexed = loadProc("glBeginQueryIndexed"); api->EndQueryIndexed = loadProc("glEndQueryIndexed"); api->GetQueryIndexediv = loadProc("glGetQueryIndexediv"); api->ReleaseShaderCompiler = loadProc("glReleaseShaderCompiler"); api->ShaderBinary = loadProc("glShaderBinary"); api->GetShaderPrecisionFormat = loadProc("glGetShaderPrecisionFormat"); api->DepthRangef = loadProc("glDepthRangef"); api->ClearDepthf = loadProc("glClearDepthf"); api->GetProgramBinary = loadProc("glGetProgramBinary"); api->ProgramBinary = loadProc("glProgramBinary"); api->ProgramParameteri = loadProc("glProgramParameteri"); api->UseProgramStages = loadProc("glUseProgramStages"); api->ActiveShaderProgram = loadProc("glActiveShaderProgram"); api->CreateShaderProgramv = loadProc("glCreateShaderProgramv"); api->BindProgramPipeline = loadProc("glBindProgramPipeline"); api->DeleteProgramPipelines = loadProc("glDeleteProgramPipelines"); api->GenProgramPipelines = loadProc("glGenProgramPipelines"); api->IsProgramPipeline = loadProc("glIsProgramPipeline"); api->GetProgramPipelineiv = loadProc("glGetProgramPipelineiv"); api->ProgramParameteri = loadProc("glProgramParameteri"); api->ProgramUniform1i = loadProc("glProgramUniform1i"); api->ProgramUniform1iv = loadProc("glProgramUniform1iv"); api->ProgramUniform1f = loadProc("glProgramUniform1f"); api->ProgramUniform1fv = loadProc("glProgramUniform1fv"); api->ProgramUniform1d = loadProc("glProgramUniform1d"); api->ProgramUniform1dv = loadProc("glProgramUniform1dv"); api->ProgramUniform1ui = loadProc("glProgramUniform1ui"); api->ProgramUniform1uiv = loadProc("glProgramUniform1uiv"); api->ProgramUniform2i = loadProc("glProgramUniform2i"); api->ProgramUniform2iv = loadProc("glProgramUniform2iv"); api->ProgramUniform2f = loadProc("glProgramUniform2f"); api->ProgramUniform2fv = loadProc("glProgramUniform2fv"); api->ProgramUniform2d = loadProc("glProgramUniform2d"); api->ProgramUniform2dv = loadProc("glProgramUniform2dv"); api->ProgramUniform2ui = loadProc("glProgramUniform2ui"); api->ProgramUniform2uiv = loadProc("glProgramUniform2uiv"); api->ProgramUniform3i = loadProc("glProgramUniform3i"); api->ProgramUniform3iv = loadProc("glProgramUniform3iv"); api->ProgramUniform3f = loadProc("glProgramUniform3f"); api->ProgramUniform3fv = loadProc("glProgramUniform3fv"); api->ProgramUniform3d = loadProc("glProgramUniform3d"); api->ProgramUniform3dv = loadProc("glProgramUniform3dv"); api->ProgramUniform3ui = loadProc("glProgramUniform3ui"); api->ProgramUniform3uiv = loadProc("glProgramUniform3uiv"); api->ProgramUniform4i = loadProc("glProgramUniform4i"); api->ProgramUniform4iv = loadProc("glProgramUniform4iv"); api->ProgramUniform4f = loadProc("glProgramUniform4f"); api->ProgramUniform4fv = loadProc("glProgramUniform4fv"); api->ProgramUniform4d = loadProc("glProgramUniform4d"); api->ProgramUniform4dv = loadProc("glProgramUniform4dv"); api->ProgramUniform4ui = loadProc("glProgramUniform4ui"); api->ProgramUniform4uiv = loadProc("glProgramUniform4uiv"); api->ProgramUniformMatrix2fv = loadProc("glProgramUniformMatrix2fv"); api->ProgramUniformMatrix3fv = loadProc("glProgramUniformMatrix3fv"); api->ProgramUniformMatrix4fv = loadProc("glProgramUniformMatrix4fv"); api->ProgramUniformMatrix2dv = loadProc("glProgramUniformMatrix2dv"); api->ProgramUniformMatrix3dv = loadProc("glProgramUniformMatrix3dv"); api->ProgramUniformMatrix4dv = loadProc("glProgramUniformMatrix4dv"); api->ProgramUniformMatrix2x3fv = loadProc("glProgramUniformMatrix2x3fv"); api->ProgramUniformMatrix3x2fv = loadProc("glProgramUniformMatrix3x2fv"); api->ProgramUniformMatrix2x4fv = loadProc("glProgramUniformMatrix2x4fv"); api->ProgramUniformMatrix4x2fv = loadProc("glProgramUniformMatrix4x2fv"); api->ProgramUniformMatrix3x4fv = loadProc("glProgramUniformMatrix3x4fv"); api->ProgramUniformMatrix4x3fv = loadProc("glProgramUniformMatrix4x3fv"); api->ProgramUniformMatrix2x3dv = loadProc("glProgramUniformMatrix2x3dv"); api->ProgramUniformMatrix3x2dv = loadProc("glProgramUniformMatrix3x2dv"); api->ProgramUniformMatrix2x4dv = loadProc("glProgramUniformMatrix2x4dv"); api->ProgramUniformMatrix4x2dv = loadProc("glProgramUniformMatrix4x2dv"); api->ProgramUniformMatrix3x4dv = loadProc("glProgramUniformMatrix3x4dv"); api->ProgramUniformMatrix4x3dv = loadProc("glProgramUniformMatrix4x3dv"); api->ValidateProgramPipeline = loadProc("glValidateProgramPipeline"); api->GetProgramPipelineInfoLog = loadProc("glGetProgramPipelineInfoLog"); api->VertexAttribL1d = loadProc("glVertexAttribL1d"); api->VertexAttribL2d = loadProc("glVertexAttribL2d"); api->VertexAttribL3d = loadProc("glVertexAttribL3d"); api->VertexAttribL4d = loadProc("glVertexAttribL4d"); api->VertexAttribL1dv = loadProc("glVertexAttribL1dv"); api->VertexAttribL2dv = loadProc("glVertexAttribL2dv"); api->VertexAttribL3dv = loadProc("glVertexAttribL3dv"); api->VertexAttribL4dv = loadProc("glVertexAttribL4dv"); api->VertexAttribLPointer = loadProc("glVertexAttribLPointer"); api->GetVertexAttribLdv = loadProc("glGetVertexAttribLdv"); api->ViewportArrayv = loadProc("glViewportArrayv"); api->ViewportIndexedf = loadProc("glViewportIndexedf"); api->ViewportIndexedfv = loadProc("glViewportIndexedfv"); api->ScissorArrayv = loadProc("glScissorArrayv"); api->ScissorIndexed = loadProc("glScissorIndexed"); api->ScissorIndexedv = loadProc("glScissorIndexedv"); api->DepthRangeArrayv = loadProc("glDepthRangeArrayv"); api->DepthRangeIndexed = loadProc("glDepthRangeIndexed"); api->GetFloati_v = loadProc("glGetFloati_v"); api->GetDoublei_v = loadProc("glGetDoublei_v"); api->DrawArraysInstancedBaseInstance = loadProc("glDrawArraysInstancedBaseInstance"); api->DrawElementsInstancedBaseInstance = loadProc("glDrawElementsInstancedBaseInstance"); api->DrawElementsInstancedBaseVertexBaseInstance = loadProc("glDrawElementsInstancedBaseVertexBaseInstance"); api->GetInternalformativ = loadProc("glGetInternalformativ"); api->GetActiveAtomicCounterBufferiv = loadProc("glGetActiveAtomicCounterBufferiv"); api->BindImageTexture = loadProc("glBindImageTexture"); api->MemoryBarrier = loadProc("glMemoryBarrier"); api->TexStorage1D = loadProc("glTexStorage1D"); api->TexStorage2D = loadProc("glTexStorage2D"); api->TexStorage3D = loadProc("glTexStorage3D"); api->DrawTransformFeedbackInstanced = loadProc("glDrawTransformFeedbackInstanced"); api->DrawTransformFeedbackStreamInstanced = loadProc("glDrawTransformFeedbackStreamInstanced"); api->ClearBufferData = loadProc("glClearBufferData"); api->ClearBufferSubData = loadProc("glClearBufferSubData"); api->DispatchCompute = loadProc("glDispatchCompute"); api->DispatchComputeIndirect = loadProc("glDispatchComputeIndirect"); api->CopyImageSubData = loadProc("glCopyImageSubData"); api->FramebufferParameteri = loadProc("glFramebufferParameteri"); api->GetFramebufferParameteriv = loadProc("glGetFramebufferParameteriv"); api->GetInternalformati64v = loadProc("glGetInternalformati64v"); api->InvalidateTexSubImage = loadProc("glInvalidateTexSubImage"); api->InvalidateTexImage = loadProc("glInvalidateTexImage"); api->InvalidateBufferSubData = loadProc("glInvalidateBufferSubData"); api->InvalidateBufferData = loadProc("glInvalidateBufferData"); api->InvalidateFramebuffer = loadProc("glInvalidateFramebuffer"); api->InvalidateSubFramebuffer = loadProc("glInvalidateSubFramebuffer"); api->MultiDrawArraysIndirect = loadProc("glMultiDrawArraysIndirect"); api->MultiDrawElementsIndirect = loadProc("glMultiDrawElementsIndirect"); api->GetProgramInterfaceiv = loadProc("glGetProgramInterfaceiv"); api->GetProgramResourceIndex = loadProc("glGetProgramResourceIndex"); api->GetProgramResourceName = loadProc("glGetProgramResourceName"); api->GetProgramResourceiv = loadProc("glGetProgramResourceiv"); api->GetProgramResourceLocation = loadProc("glGetProgramResourceLocation"); api->GetProgramResourceLocationIndex = loadProc("glGetProgramResourceLocationIndex"); api->ShaderStorageBlockBinding = loadProc("glShaderStorageBlockBinding"); api->TexBufferRange = loadProc("glTexBufferRange"); api->TexStorage2DMultisample = loadProc("glTexStorage2DMultisample"); api->TexStorage3DMultisample = loadProc("glTexStorage3DMultisample"); api->TextureView = loadProc("glTextureView"); api->BindVertexBuffer = loadProc("glBindVertexBuffer"); api->VertexAttribFormat = loadProc("glVertexAttribFormat"); api->VertexAttribIFormat = loadProc("glVertexAttribIFormat"); api->VertexAttribLFormat = loadProc("glVertexAttribLFormat"); api->VertexAttribBinding = loadProc("glVertexAttribBinding"); api->VertexBindingDivisor = loadProc("glVertexBindingDivisor"); api->DebugMessageControl = loadProc("glDebugMessageControl"); api->DebugMessageInsert = loadProc("glDebugMessageInsert"); api->DebugMessageCallback = loadProc("glDebugMessageCallback"); api->GetDebugMessageLog = loadProc("glGetDebugMessageLog"); api->PushDebugGroup = loadProc("glPushDebugGroup"); api->PopDebugGroup = loadProc("glPopDebugGroup"); api->ObjectLabel = loadProc("glObjectLabel"); api->GetObjectLabel = loadProc("glGetObjectLabel"); api->ObjectPtrLabel = loadProc("glObjectPtrLabel"); api->GetObjectPtrLabel = loadProc("glGetObjectPtrLabel"); api->GetPointerv = loadProc("glGetPointerv"); } void mg_gl_load_gles30(mg_gl_api* api, mg_gl_load_proc loadProc) { api->ActiveTexture = loadProc("glActiveTexture"); api->AttachShader = loadProc("glAttachShader"); api->BindAttribLocation = loadProc("glBindAttribLocation"); api->BindBuffer = loadProc("glBindBuffer"); api->BindFramebuffer = loadProc("glBindFramebuffer"); api->BindRenderbuffer = loadProc("glBindRenderbuffer"); api->BindTexture = loadProc("glBindTexture"); api->BlendColor = loadProc("glBlendColor"); api->BlendEquation = loadProc("glBlendEquation"); api->BlendEquationSeparate = loadProc("glBlendEquationSeparate"); api->BlendFunc = loadProc("glBlendFunc"); api->BlendFuncSeparate = loadProc("glBlendFuncSeparate"); api->BufferData = loadProc("glBufferData"); api->BufferSubData = loadProc("glBufferSubData"); api->CheckFramebufferStatus = loadProc("glCheckFramebufferStatus"); api->Clear = loadProc("glClear"); api->ClearColor = loadProc("glClearColor"); api->ClearDepthf = loadProc("glClearDepthf"); api->ClearStencil = loadProc("glClearStencil"); api->ColorMask = loadProc("glColorMask"); api->CompileShader = loadProc("glCompileShader"); api->CompressedTexImage2D = loadProc("glCompressedTexImage2D"); api->CompressedTexSubImage2D = loadProc("glCompressedTexSubImage2D"); api->CopyTexImage2D = loadProc("glCopyTexImage2D"); api->CopyTexSubImage2D = loadProc("glCopyTexSubImage2D"); api->CreateProgram = loadProc("glCreateProgram"); api->CreateShader = loadProc("glCreateShader"); api->CullFace = loadProc("glCullFace"); api->DeleteBuffers = loadProc("glDeleteBuffers"); api->DeleteFramebuffers = loadProc("glDeleteFramebuffers"); api->DeleteProgram = loadProc("glDeleteProgram"); api->DeleteRenderbuffers = loadProc("glDeleteRenderbuffers"); api->DeleteShader = loadProc("glDeleteShader"); api->DeleteTextures = loadProc("glDeleteTextures"); api->DepthFunc = loadProc("glDepthFunc"); api->DepthMask = loadProc("glDepthMask"); api->DepthRangef = loadProc("glDepthRangef"); api->DetachShader = loadProc("glDetachShader"); api->Disable = loadProc("glDisable"); api->DisableVertexAttribArray = loadProc("glDisableVertexAttribArray"); api->DrawArrays = loadProc("glDrawArrays"); api->DrawElements = loadProc("glDrawElements"); api->Enable = loadProc("glEnable"); api->EnableVertexAttribArray = loadProc("glEnableVertexAttribArray"); api->Finish = loadProc("glFinish"); api->Flush = loadProc("glFlush"); api->FramebufferRenderbuffer = loadProc("glFramebufferRenderbuffer"); api->FramebufferTexture2D = loadProc("glFramebufferTexture2D"); api->FrontFace = loadProc("glFrontFace"); api->GenBuffers = loadProc("glGenBuffers"); api->GenerateMipmap = loadProc("glGenerateMipmap"); api->GenFramebuffers = loadProc("glGenFramebuffers"); api->GenRenderbuffers = loadProc("glGenRenderbuffers"); api->GenTextures = loadProc("glGenTextures"); api->GetActiveAttrib = loadProc("glGetActiveAttrib"); api->GetActiveUniform = loadProc("glGetActiveUniform"); api->GetAttachedShaders = loadProc("glGetAttachedShaders"); api->GetAttribLocation = loadProc("glGetAttribLocation"); api->GetBooleanv = loadProc("glGetBooleanv"); api->GetBufferParameteriv = loadProc("glGetBufferParameteriv"); api->GetError = loadProc("glGetError"); api->GetFloatv = loadProc("glGetFloatv"); api->GetFramebufferAttachmentParameteriv = loadProc("glGetFramebufferAttachmentParameteriv"); api->GetIntegerv = loadProc("glGetIntegerv"); api->GetProgramiv = loadProc("glGetProgramiv"); api->GetProgramInfoLog = loadProc("glGetProgramInfoLog"); api->GetRenderbufferParameteriv = loadProc("glGetRenderbufferParameteriv"); api->GetShaderiv = loadProc("glGetShaderiv"); api->GetShaderInfoLog = loadProc("glGetShaderInfoLog"); api->GetShaderPrecisionFormat = loadProc("glGetShaderPrecisionFormat"); api->GetShaderSource = loadProc("glGetShaderSource"); api->GetString = loadProc("glGetString"); api->GetTexParameterfv = loadProc("glGetTexParameterfv"); api->GetTexParameteriv = loadProc("glGetTexParameteriv"); api->GetUniformfv = loadProc("glGetUniformfv"); api->GetUniformiv = loadProc("glGetUniformiv"); api->GetUniformLocation = loadProc("glGetUniformLocation"); api->GetVertexAttribfv = loadProc("glGetVertexAttribfv"); api->GetVertexAttribiv = loadProc("glGetVertexAttribiv"); api->GetVertexAttribPointerv = loadProc("glGetVertexAttribPointerv"); api->Hint = loadProc("glHint"); api->IsBuffer = loadProc("glIsBuffer"); api->IsEnabled = loadProc("glIsEnabled"); api->IsFramebuffer = loadProc("glIsFramebuffer"); api->IsProgram = loadProc("glIsProgram"); api->IsRenderbuffer = loadProc("glIsRenderbuffer"); api->IsShader = loadProc("glIsShader"); api->IsTexture = loadProc("glIsTexture"); api->LineWidth = loadProc("glLineWidth"); api->LinkProgram = loadProc("glLinkProgram"); api->PixelStorei = loadProc("glPixelStorei"); api->PolygonOffset = loadProc("glPolygonOffset"); api->ReadPixels = loadProc("glReadPixels"); api->ReleaseShaderCompiler = loadProc("glReleaseShaderCompiler"); api->RenderbufferStorage = loadProc("glRenderbufferStorage"); api->SampleCoverage = loadProc("glSampleCoverage"); api->Scissor = loadProc("glScissor"); api->ShaderBinary = loadProc("glShaderBinary"); api->ShaderSource = loadProc("glShaderSource"); api->StencilFunc = loadProc("glStencilFunc"); api->StencilFuncSeparate = loadProc("glStencilFuncSeparate"); api->StencilMask = loadProc("glStencilMask"); api->StencilMaskSeparate = loadProc("glStencilMaskSeparate"); api->StencilOp = loadProc("glStencilOp"); api->StencilOpSeparate = loadProc("glStencilOpSeparate"); api->TexImage2D = loadProc("glTexImage2D"); api->TexParameterf = loadProc("glTexParameterf"); api->TexParameterfv = loadProc("glTexParameterfv"); api->TexParameteri = loadProc("glTexParameteri"); api->TexParameteriv = loadProc("glTexParameteriv"); api->TexSubImage2D = loadProc("glTexSubImage2D"); api->Uniform1f = loadProc("glUniform1f"); api->Uniform1fv = loadProc("glUniform1fv"); api->Uniform1i = loadProc("glUniform1i"); api->Uniform1iv = loadProc("glUniform1iv"); api->Uniform2f = loadProc("glUniform2f"); api->Uniform2fv = loadProc("glUniform2fv"); api->Uniform2i = loadProc("glUniform2i"); api->Uniform2iv = loadProc("glUniform2iv"); api->Uniform3f = loadProc("glUniform3f"); api->Uniform3fv = loadProc("glUniform3fv"); api->Uniform3i = loadProc("glUniform3i"); api->Uniform3iv = loadProc("glUniform3iv"); api->Uniform4f = loadProc("glUniform4f"); api->Uniform4fv = loadProc("glUniform4fv"); api->Uniform4i = loadProc("glUniform4i"); api->Uniform4iv = loadProc("glUniform4iv"); api->UniformMatrix2fv = loadProc("glUniformMatrix2fv"); api->UniformMatrix3fv = loadProc("glUniformMatrix3fv"); api->UniformMatrix4fv = loadProc("glUniformMatrix4fv"); api->UseProgram = loadProc("glUseProgram"); api->ValidateProgram = loadProc("glValidateProgram"); api->VertexAttrib1f = loadProc("glVertexAttrib1f"); api->VertexAttrib1fv = loadProc("glVertexAttrib1fv"); api->VertexAttrib2f = loadProc("glVertexAttrib2f"); api->VertexAttrib2fv = loadProc("glVertexAttrib2fv"); api->VertexAttrib3f = loadProc("glVertexAttrib3f"); api->VertexAttrib3fv = loadProc("glVertexAttrib3fv"); api->VertexAttrib4f = loadProc("glVertexAttrib4f"); api->VertexAttrib4fv = loadProc("glVertexAttrib4fv"); api->VertexAttribPointer = loadProc("glVertexAttribPointer"); api->Viewport = loadProc("glViewport"); api->ReadBuffer = loadProc("glReadBuffer"); api->DrawRangeElements = loadProc("glDrawRangeElements"); api->TexImage3D = loadProc("glTexImage3D"); api->TexSubImage3D = loadProc("glTexSubImage3D"); api->CopyTexSubImage3D = loadProc("glCopyTexSubImage3D"); api->CompressedTexImage3D = loadProc("glCompressedTexImage3D"); api->CompressedTexSubImage3D = loadProc("glCompressedTexSubImage3D"); api->GenQueries = loadProc("glGenQueries"); api->DeleteQueries = loadProc("glDeleteQueries"); api->IsQuery = loadProc("glIsQuery"); api->BeginQuery = loadProc("glBeginQuery"); api->EndQuery = loadProc("glEndQuery"); api->GetQueryiv = loadProc("glGetQueryiv"); api->GetQueryObjectuiv = loadProc("glGetQueryObjectuiv"); api->UnmapBuffer = loadProc("glUnmapBuffer"); api->GetBufferPointerv = loadProc("glGetBufferPointerv"); api->DrawBuffers = loadProc("glDrawBuffers"); api->UniformMatrix2x3fv = loadProc("glUniformMatrix2x3fv"); api->UniformMatrix3x2fv = loadProc("glUniformMatrix3x2fv"); api->UniformMatrix2x4fv = loadProc("glUniformMatrix2x4fv"); api->UniformMatrix4x2fv = loadProc("glUniformMatrix4x2fv"); api->UniformMatrix3x4fv = loadProc("glUniformMatrix3x4fv"); api->UniformMatrix4x3fv = loadProc("glUniformMatrix4x3fv"); api->BlitFramebuffer = loadProc("glBlitFramebuffer"); api->RenderbufferStorageMultisample = loadProc("glRenderbufferStorageMultisample"); api->FramebufferTextureLayer = loadProc("glFramebufferTextureLayer"); api->MapBufferRange = loadProc("glMapBufferRange"); api->FlushMappedBufferRange = loadProc("glFlushMappedBufferRange"); api->BindVertexArray = loadProc("glBindVertexArray"); api->DeleteVertexArrays = loadProc("glDeleteVertexArrays"); api->GenVertexArrays = loadProc("glGenVertexArrays"); api->IsVertexArray = loadProc("glIsVertexArray"); api->GetIntegeri_v = loadProc("glGetIntegeri_v"); api->BeginTransformFeedback = loadProc("glBeginTransformFeedback"); api->EndTransformFeedback = loadProc("glEndTransformFeedback"); api->BindBufferRange = loadProc("glBindBufferRange"); api->BindBufferBase = loadProc("glBindBufferBase"); api->TransformFeedbackVaryings = loadProc("glTransformFeedbackVaryings"); api->GetTransformFeedbackVarying = loadProc("glGetTransformFeedbackVarying"); api->VertexAttribIPointer = loadProc("glVertexAttribIPointer"); api->GetVertexAttribIiv = loadProc("glGetVertexAttribIiv"); api->GetVertexAttribIuiv = loadProc("glGetVertexAttribIuiv"); api->VertexAttribI4i = loadProc("glVertexAttribI4i"); api->VertexAttribI4ui = loadProc("glVertexAttribI4ui"); api->VertexAttribI4iv = loadProc("glVertexAttribI4iv"); api->VertexAttribI4uiv = loadProc("glVertexAttribI4uiv"); api->GetUniformuiv = loadProc("glGetUniformuiv"); api->GetFragDataLocation = loadProc("glGetFragDataLocation"); api->Uniform1ui = loadProc("glUniform1ui"); api->Uniform2ui = loadProc("glUniform2ui"); api->Uniform3ui = loadProc("glUniform3ui"); api->Uniform4ui = loadProc("glUniform4ui"); api->Uniform1uiv = loadProc("glUniform1uiv"); api->Uniform2uiv = loadProc("glUniform2uiv"); api->Uniform3uiv = loadProc("glUniform3uiv"); api->Uniform4uiv = loadProc("glUniform4uiv"); api->ClearBufferiv = loadProc("glClearBufferiv"); api->ClearBufferuiv = loadProc("glClearBufferuiv"); api->ClearBufferfv = loadProc("glClearBufferfv"); api->ClearBufferfi = loadProc("glClearBufferfi"); api->GetStringi = loadProc("glGetStringi"); api->CopyBufferSubData = loadProc("glCopyBufferSubData"); api->GetUniformIndices = loadProc("glGetUniformIndices"); api->GetActiveUniformsiv = loadProc("glGetActiveUniformsiv"); api->GetUniformBlockIndex = loadProc("glGetUniformBlockIndex"); api->GetActiveUniformBlockiv = loadProc("glGetActiveUniformBlockiv"); api->GetActiveUniformBlockName = loadProc("glGetActiveUniformBlockName"); api->UniformBlockBinding = loadProc("glUniformBlockBinding"); api->DrawArraysInstanced = loadProc("glDrawArraysInstanced"); api->DrawElementsInstanced = loadProc("glDrawElementsInstanced"); api->FenceSync = loadProc("glFenceSync"); api->IsSync = loadProc("glIsSync"); api->DeleteSync = loadProc("glDeleteSync"); api->ClientWaitSync = loadProc("glClientWaitSync"); api->WaitSync = loadProc("glWaitSync"); api->GetInteger64v = loadProc("glGetInteger64v"); api->GetSynciv = loadProc("glGetSynciv"); api->GetInteger64i_v = loadProc("glGetInteger64i_v"); api->GetBufferParameteri64v = loadProc("glGetBufferParameteri64v"); api->GenSamplers = loadProc("glGenSamplers"); api->DeleteSamplers = loadProc("glDeleteSamplers"); api->IsSampler = loadProc("glIsSampler"); api->BindSampler = loadProc("glBindSampler"); api->SamplerParameteri = loadProc("glSamplerParameteri"); api->SamplerParameteriv = loadProc("glSamplerParameteriv"); api->SamplerParameterf = loadProc("glSamplerParameterf"); api->SamplerParameterfv = loadProc("glSamplerParameterfv"); api->GetSamplerParameteriv = loadProc("glGetSamplerParameteriv"); api->GetSamplerParameterfv = loadProc("glGetSamplerParameterfv"); api->VertexAttribDivisor = loadProc("glVertexAttribDivisor"); api->BindTransformFeedback = loadProc("glBindTransformFeedback"); api->DeleteTransformFeedbacks = loadProc("glDeleteTransformFeedbacks"); api->GenTransformFeedbacks = loadProc("glGenTransformFeedbacks"); api->IsTransformFeedback = loadProc("glIsTransformFeedback"); api->PauseTransformFeedback = loadProc("glPauseTransformFeedback"); api->ResumeTransformFeedback = loadProc("glResumeTransformFeedback"); api->GetProgramBinary = loadProc("glGetProgramBinary"); api->ProgramBinary = loadProc("glProgramBinary"); api->ProgramParameteri = loadProc("glProgramParameteri"); api->InvalidateFramebuffer = loadProc("glInvalidateFramebuffer"); api->InvalidateSubFramebuffer = loadProc("glInvalidateSubFramebuffer"); api->TexStorage2D = loadProc("glTexStorage2D"); api->TexStorage3D = loadProc("glTexStorage3D"); api->GetInternalformativ = loadProc("glGetInternalformativ"); api->DispatchCompute = loadProc("glDispatchCompute"); api->DispatchComputeIndirect = loadProc("glDispatchComputeIndirect"); api->DrawArraysIndirect = loadProc("glDrawArraysIndirect"); api->DrawElementsIndirect = loadProc("glDrawElementsIndirect"); api->FramebufferParameteri = loadProc("glFramebufferParameteri"); api->GetFramebufferParameteriv = loadProc("glGetFramebufferParameteriv"); api->GetProgramInterfaceiv = loadProc("glGetProgramInterfaceiv"); api->GetProgramResourceIndex = loadProc("glGetProgramResourceIndex"); api->GetProgramResourceName = loadProc("glGetProgramResourceName"); api->GetProgramResourceiv = loadProc("glGetProgramResourceiv"); api->GetProgramResourceLocation = loadProc("glGetProgramResourceLocation"); api->UseProgramStages = loadProc("glUseProgramStages"); api->ActiveShaderProgram = loadProc("glActiveShaderProgram"); api->CreateShaderProgramv = loadProc("glCreateShaderProgramv"); api->BindProgramPipeline = loadProc("glBindProgramPipeline"); api->DeleteProgramPipelines = loadProc("glDeleteProgramPipelines"); api->GenProgramPipelines = loadProc("glGenProgramPipelines"); api->IsProgramPipeline = loadProc("glIsProgramPipeline"); api->GetProgramPipelineiv = loadProc("glGetProgramPipelineiv"); api->ProgramUniform1i = loadProc("glProgramUniform1i"); api->ProgramUniform2i = loadProc("glProgramUniform2i"); api->ProgramUniform3i = loadProc("glProgramUniform3i"); api->ProgramUniform4i = loadProc("glProgramUniform4i"); api->ProgramUniform1ui = loadProc("glProgramUniform1ui"); api->ProgramUniform2ui = loadProc("glProgramUniform2ui"); api->ProgramUniform3ui = loadProc("glProgramUniform3ui"); api->ProgramUniform4ui = loadProc("glProgramUniform4ui"); api->ProgramUniform1f = loadProc("glProgramUniform1f"); api->ProgramUniform2f = loadProc("glProgramUniform2f"); api->ProgramUniform3f = loadProc("glProgramUniform3f"); api->ProgramUniform4f = loadProc("glProgramUniform4f"); api->ProgramUniform1iv = loadProc("glProgramUniform1iv"); api->ProgramUniform2iv = loadProc("glProgramUniform2iv"); api->ProgramUniform3iv = loadProc("glProgramUniform3iv"); api->ProgramUniform4iv = loadProc("glProgramUniform4iv"); api->ProgramUniform1uiv = loadProc("glProgramUniform1uiv"); api->ProgramUniform2uiv = loadProc("glProgramUniform2uiv"); api->ProgramUniform3uiv = loadProc("glProgramUniform3uiv"); api->ProgramUniform4uiv = loadProc("glProgramUniform4uiv"); api->ProgramUniform1fv = loadProc("glProgramUniform1fv"); api->ProgramUniform2fv = loadProc("glProgramUniform2fv"); api->ProgramUniform3fv = loadProc("glProgramUniform3fv"); api->ProgramUniform4fv = loadProc("glProgramUniform4fv"); api->ProgramUniformMatrix2fv = loadProc("glProgramUniformMatrix2fv"); api->ProgramUniformMatrix3fv = loadProc("glProgramUniformMatrix3fv"); api->ProgramUniformMatrix4fv = loadProc("glProgramUniformMatrix4fv"); api->ProgramUniformMatrix2x3fv = loadProc("glProgramUniformMatrix2x3fv"); api->ProgramUniformMatrix3x2fv = loadProc("glProgramUniformMatrix3x2fv"); api->ProgramUniformMatrix2x4fv = loadProc("glProgramUniformMatrix2x4fv"); api->ProgramUniformMatrix4x2fv = loadProc("glProgramUniformMatrix4x2fv"); api->ProgramUniformMatrix3x4fv = loadProc("glProgramUniformMatrix3x4fv"); api->ProgramUniformMatrix4x3fv = loadProc("glProgramUniformMatrix4x3fv"); api->ValidateProgramPipeline = loadProc("glValidateProgramPipeline"); api->GetProgramPipelineInfoLog = loadProc("glGetProgramPipelineInfoLog"); api->BindImageTexture = loadProc("glBindImageTexture"); api->GetBooleani_v = loadProc("glGetBooleani_v"); api->MemoryBarrier = loadProc("glMemoryBarrier"); api->MemoryBarrierByRegion = loadProc("glMemoryBarrierByRegion"); api->TexStorage2DMultisample = loadProc("glTexStorage2DMultisample"); api->GetMultisamplefv = loadProc("glGetMultisamplefv"); api->SampleMaski = loadProc("glSampleMaski"); api->GetTexLevelParameteriv = loadProc("glGetTexLevelParameteriv"); api->GetTexLevelParameterfv = loadProc("glGetTexLevelParameterfv"); api->BindVertexBuffer = loadProc("glBindVertexBuffer"); api->VertexAttribFormat = loadProc("glVertexAttribFormat"); api->VertexAttribIFormat = loadProc("glVertexAttribIFormat"); api->VertexAttribBinding = loadProc("glVertexAttribBinding"); api->VertexBindingDivisor = loadProc("glVertexBindingDivisor"); } void mg_gl_load_gles31(mg_gl_api* api, mg_gl_load_proc loadProc) { api->ActiveTexture = loadProc("glActiveTexture"); api->AttachShader = loadProc("glAttachShader"); api->BindAttribLocation = loadProc("glBindAttribLocation"); api->BindBuffer = loadProc("glBindBuffer"); api->BindFramebuffer = loadProc("glBindFramebuffer"); api->BindRenderbuffer = loadProc("glBindRenderbuffer"); api->BindTexture = loadProc("glBindTexture"); api->BlendColor = loadProc("glBlendColor"); api->BlendEquation = loadProc("glBlendEquation"); api->BlendEquationSeparate = loadProc("glBlendEquationSeparate"); api->BlendFunc = loadProc("glBlendFunc"); api->BlendFuncSeparate = loadProc("glBlendFuncSeparate"); api->BufferData = loadProc("glBufferData"); api->BufferSubData = loadProc("glBufferSubData"); api->CheckFramebufferStatus = loadProc("glCheckFramebufferStatus"); api->Clear = loadProc("glClear"); api->ClearColor = loadProc("glClearColor"); api->ClearDepthf = loadProc("glClearDepthf"); api->ClearStencil = loadProc("glClearStencil"); api->ColorMask = loadProc("glColorMask"); api->CompileShader = loadProc("glCompileShader"); api->CompressedTexImage2D = loadProc("glCompressedTexImage2D"); api->CompressedTexSubImage2D = loadProc("glCompressedTexSubImage2D"); api->CopyTexImage2D = loadProc("glCopyTexImage2D"); api->CopyTexSubImage2D = loadProc("glCopyTexSubImage2D"); api->CreateProgram = loadProc("glCreateProgram"); api->CreateShader = loadProc("glCreateShader"); api->CullFace = loadProc("glCullFace"); api->DeleteBuffers = loadProc("glDeleteBuffers"); api->DeleteFramebuffers = loadProc("glDeleteFramebuffers"); api->DeleteProgram = loadProc("glDeleteProgram"); api->DeleteRenderbuffers = loadProc("glDeleteRenderbuffers"); api->DeleteShader = loadProc("glDeleteShader"); api->DeleteTextures = loadProc("glDeleteTextures"); api->DepthFunc = loadProc("glDepthFunc"); api->DepthMask = loadProc("glDepthMask"); api->DepthRangef = loadProc("glDepthRangef"); api->DetachShader = loadProc("glDetachShader"); api->Disable = loadProc("glDisable"); api->DisableVertexAttribArray = loadProc("glDisableVertexAttribArray"); api->DrawArrays = loadProc("glDrawArrays"); api->DrawElements = loadProc("glDrawElements"); api->Enable = loadProc("glEnable"); api->EnableVertexAttribArray = loadProc("glEnableVertexAttribArray"); api->Finish = loadProc("glFinish"); api->Flush = loadProc("glFlush"); api->FramebufferRenderbuffer = loadProc("glFramebufferRenderbuffer"); api->FramebufferTexture2D = loadProc("glFramebufferTexture2D"); api->FrontFace = loadProc("glFrontFace"); api->GenBuffers = loadProc("glGenBuffers"); api->GenerateMipmap = loadProc("glGenerateMipmap"); api->GenFramebuffers = loadProc("glGenFramebuffers"); api->GenRenderbuffers = loadProc("glGenRenderbuffers"); api->GenTextures = loadProc("glGenTextures"); api->GetActiveAttrib = loadProc("glGetActiveAttrib"); api->GetActiveUniform = loadProc("glGetActiveUniform"); api->GetAttachedShaders = loadProc("glGetAttachedShaders"); api->GetAttribLocation = loadProc("glGetAttribLocation"); api->GetBooleanv = loadProc("glGetBooleanv"); api->GetBufferParameteriv = loadProc("glGetBufferParameteriv"); api->GetError = loadProc("glGetError"); api->GetFloatv = loadProc("glGetFloatv"); api->GetFramebufferAttachmentParameteriv = loadProc("glGetFramebufferAttachmentParameteriv"); api->GetIntegerv = loadProc("glGetIntegerv"); api->GetProgramiv = loadProc("glGetProgramiv"); api->GetProgramInfoLog = loadProc("glGetProgramInfoLog"); api->GetRenderbufferParameteriv = loadProc("glGetRenderbufferParameteriv"); api->GetShaderiv = loadProc("glGetShaderiv"); api->GetShaderInfoLog = loadProc("glGetShaderInfoLog"); api->GetShaderPrecisionFormat = loadProc("glGetShaderPrecisionFormat"); api->GetShaderSource = loadProc("glGetShaderSource"); api->GetString = loadProc("glGetString"); api->GetTexParameterfv = loadProc("glGetTexParameterfv"); api->GetTexParameteriv = loadProc("glGetTexParameteriv"); api->GetUniformfv = loadProc("glGetUniformfv"); api->GetUniformiv = loadProc("glGetUniformiv"); api->GetUniformLocation = loadProc("glGetUniformLocation"); api->GetVertexAttribfv = loadProc("glGetVertexAttribfv"); api->GetVertexAttribiv = loadProc("glGetVertexAttribiv"); api->GetVertexAttribPointerv = loadProc("glGetVertexAttribPointerv"); api->Hint = loadProc("glHint"); api->IsBuffer = loadProc("glIsBuffer"); api->IsEnabled = loadProc("glIsEnabled"); api->IsFramebuffer = loadProc("glIsFramebuffer"); api->IsProgram = loadProc("glIsProgram"); api->IsRenderbuffer = loadProc("glIsRenderbuffer"); api->IsShader = loadProc("glIsShader"); api->IsTexture = loadProc("glIsTexture"); api->LineWidth = loadProc("glLineWidth"); api->LinkProgram = loadProc("glLinkProgram"); api->PixelStorei = loadProc("glPixelStorei"); api->PolygonOffset = loadProc("glPolygonOffset"); api->ReadPixels = loadProc("glReadPixels"); api->ReleaseShaderCompiler = loadProc("glReleaseShaderCompiler"); api->RenderbufferStorage = loadProc("glRenderbufferStorage"); api->SampleCoverage = loadProc("glSampleCoverage"); api->Scissor = loadProc("glScissor"); api->ShaderBinary = loadProc("glShaderBinary"); api->ShaderSource = loadProc("glShaderSource"); api->StencilFunc = loadProc("glStencilFunc"); api->StencilFuncSeparate = loadProc("glStencilFuncSeparate"); api->StencilMask = loadProc("glStencilMask"); api->StencilMaskSeparate = loadProc("glStencilMaskSeparate"); api->StencilOp = loadProc("glStencilOp"); api->StencilOpSeparate = loadProc("glStencilOpSeparate"); api->TexImage2D = loadProc("glTexImage2D"); api->TexParameterf = loadProc("glTexParameterf"); api->TexParameterfv = loadProc("glTexParameterfv"); api->TexParameteri = loadProc("glTexParameteri"); api->TexParameteriv = loadProc("glTexParameteriv"); api->TexSubImage2D = loadProc("glTexSubImage2D"); api->Uniform1f = loadProc("glUniform1f"); api->Uniform1fv = loadProc("glUniform1fv"); api->Uniform1i = loadProc("glUniform1i"); api->Uniform1iv = loadProc("glUniform1iv"); api->Uniform2f = loadProc("glUniform2f"); api->Uniform2fv = loadProc("glUniform2fv"); api->Uniform2i = loadProc("glUniform2i"); api->Uniform2iv = loadProc("glUniform2iv"); api->Uniform3f = loadProc("glUniform3f"); api->Uniform3fv = loadProc("glUniform3fv"); api->Uniform3i = loadProc("glUniform3i"); api->Uniform3iv = loadProc("glUniform3iv"); api->Uniform4f = loadProc("glUniform4f"); api->Uniform4fv = loadProc("glUniform4fv"); api->Uniform4i = loadProc("glUniform4i"); api->Uniform4iv = loadProc("glUniform4iv"); api->UniformMatrix2fv = loadProc("glUniformMatrix2fv"); api->UniformMatrix3fv = loadProc("glUniformMatrix3fv"); api->UniformMatrix4fv = loadProc("glUniformMatrix4fv"); api->UseProgram = loadProc("glUseProgram"); api->ValidateProgram = loadProc("glValidateProgram"); api->VertexAttrib1f = loadProc("glVertexAttrib1f"); api->VertexAttrib1fv = loadProc("glVertexAttrib1fv"); api->VertexAttrib2f = loadProc("glVertexAttrib2f"); api->VertexAttrib2fv = loadProc("glVertexAttrib2fv"); api->VertexAttrib3f = loadProc("glVertexAttrib3f"); api->VertexAttrib3fv = loadProc("glVertexAttrib3fv"); api->VertexAttrib4f = loadProc("glVertexAttrib4f"); api->VertexAttrib4fv = loadProc("glVertexAttrib4fv"); api->VertexAttribPointer = loadProc("glVertexAttribPointer"); api->Viewport = loadProc("glViewport"); api->ReadBuffer = loadProc("glReadBuffer"); api->DrawRangeElements = loadProc("glDrawRangeElements"); api->TexImage3D = loadProc("glTexImage3D"); api->TexSubImage3D = loadProc("glTexSubImage3D"); api->CopyTexSubImage3D = loadProc("glCopyTexSubImage3D"); api->CompressedTexImage3D = loadProc("glCompressedTexImage3D"); api->CompressedTexSubImage3D = loadProc("glCompressedTexSubImage3D"); api->GenQueries = loadProc("glGenQueries"); api->DeleteQueries = loadProc("glDeleteQueries"); api->IsQuery = loadProc("glIsQuery"); api->BeginQuery = loadProc("glBeginQuery"); api->EndQuery = loadProc("glEndQuery"); api->GetQueryiv = loadProc("glGetQueryiv"); api->GetQueryObjectuiv = loadProc("glGetQueryObjectuiv"); api->UnmapBuffer = loadProc("glUnmapBuffer"); api->GetBufferPointerv = loadProc("glGetBufferPointerv"); api->DrawBuffers = loadProc("glDrawBuffers"); api->UniformMatrix2x3fv = loadProc("glUniformMatrix2x3fv"); api->UniformMatrix3x2fv = loadProc("glUniformMatrix3x2fv"); api->UniformMatrix2x4fv = loadProc("glUniformMatrix2x4fv"); api->UniformMatrix4x2fv = loadProc("glUniformMatrix4x2fv"); api->UniformMatrix3x4fv = loadProc("glUniformMatrix3x4fv"); api->UniformMatrix4x3fv = loadProc("glUniformMatrix4x3fv"); api->BlitFramebuffer = loadProc("glBlitFramebuffer"); api->RenderbufferStorageMultisample = loadProc("glRenderbufferStorageMultisample"); api->FramebufferTextureLayer = loadProc("glFramebufferTextureLayer"); api->MapBufferRange = loadProc("glMapBufferRange"); api->FlushMappedBufferRange = loadProc("glFlushMappedBufferRange"); api->BindVertexArray = loadProc("glBindVertexArray"); api->DeleteVertexArrays = loadProc("glDeleteVertexArrays"); api->GenVertexArrays = loadProc("glGenVertexArrays"); api->IsVertexArray = loadProc("glIsVertexArray"); api->GetIntegeri_v = loadProc("glGetIntegeri_v"); api->BeginTransformFeedback = loadProc("glBeginTransformFeedback"); api->EndTransformFeedback = loadProc("glEndTransformFeedback"); api->BindBufferRange = loadProc("glBindBufferRange"); api->BindBufferBase = loadProc("glBindBufferBase"); api->TransformFeedbackVaryings = loadProc("glTransformFeedbackVaryings"); api->GetTransformFeedbackVarying = loadProc("glGetTransformFeedbackVarying"); api->VertexAttribIPointer = loadProc("glVertexAttribIPointer"); api->GetVertexAttribIiv = loadProc("glGetVertexAttribIiv"); api->GetVertexAttribIuiv = loadProc("glGetVertexAttribIuiv"); api->VertexAttribI4i = loadProc("glVertexAttribI4i"); api->VertexAttribI4ui = loadProc("glVertexAttribI4ui"); api->VertexAttribI4iv = loadProc("glVertexAttribI4iv"); api->VertexAttribI4uiv = loadProc("glVertexAttribI4uiv"); api->GetUniformuiv = loadProc("glGetUniformuiv"); api->GetFragDataLocation = loadProc("glGetFragDataLocation"); api->Uniform1ui = loadProc("glUniform1ui"); api->Uniform2ui = loadProc("glUniform2ui"); api->Uniform3ui = loadProc("glUniform3ui"); api->Uniform4ui = loadProc("glUniform4ui"); api->Uniform1uiv = loadProc("glUniform1uiv"); api->Uniform2uiv = loadProc("glUniform2uiv"); api->Uniform3uiv = loadProc("glUniform3uiv"); api->Uniform4uiv = loadProc("glUniform4uiv"); api->ClearBufferiv = loadProc("glClearBufferiv"); api->ClearBufferuiv = loadProc("glClearBufferuiv"); api->ClearBufferfv = loadProc("glClearBufferfv"); api->ClearBufferfi = loadProc("glClearBufferfi"); api->GetStringi = loadProc("glGetStringi"); api->CopyBufferSubData = loadProc("glCopyBufferSubData"); api->GetUniformIndices = loadProc("glGetUniformIndices"); api->GetActiveUniformsiv = loadProc("glGetActiveUniformsiv"); api->GetUniformBlockIndex = loadProc("glGetUniformBlockIndex"); api->GetActiveUniformBlockiv = loadProc("glGetActiveUniformBlockiv"); api->GetActiveUniformBlockName = loadProc("glGetActiveUniformBlockName"); api->UniformBlockBinding = loadProc("glUniformBlockBinding"); api->DrawArraysInstanced = loadProc("glDrawArraysInstanced"); api->DrawElementsInstanced = loadProc("glDrawElementsInstanced"); api->FenceSync = loadProc("glFenceSync"); api->IsSync = loadProc("glIsSync"); api->DeleteSync = loadProc("glDeleteSync"); api->ClientWaitSync = loadProc("glClientWaitSync"); api->WaitSync = loadProc("glWaitSync"); api->GetInteger64v = loadProc("glGetInteger64v"); api->GetSynciv = loadProc("glGetSynciv"); api->GetInteger64i_v = loadProc("glGetInteger64i_v"); api->GetBufferParameteri64v = loadProc("glGetBufferParameteri64v"); api->GenSamplers = loadProc("glGenSamplers"); api->DeleteSamplers = loadProc("glDeleteSamplers"); api->IsSampler = loadProc("glIsSampler"); api->BindSampler = loadProc("glBindSampler"); api->SamplerParameteri = loadProc("glSamplerParameteri"); api->SamplerParameteriv = loadProc("glSamplerParameteriv"); api->SamplerParameterf = loadProc("glSamplerParameterf"); api->SamplerParameterfv = loadProc("glSamplerParameterfv"); api->GetSamplerParameteriv = loadProc("glGetSamplerParameteriv"); api->GetSamplerParameterfv = loadProc("glGetSamplerParameterfv"); api->VertexAttribDivisor = loadProc("glVertexAttribDivisor"); api->BindTransformFeedback = loadProc("glBindTransformFeedback"); api->DeleteTransformFeedbacks = loadProc("glDeleteTransformFeedbacks"); api->GenTransformFeedbacks = loadProc("glGenTransformFeedbacks"); api->IsTransformFeedback = loadProc("glIsTransformFeedback"); api->PauseTransformFeedback = loadProc("glPauseTransformFeedback"); api->ResumeTransformFeedback = loadProc("glResumeTransformFeedback"); api->GetProgramBinary = loadProc("glGetProgramBinary"); api->ProgramBinary = loadProc("glProgramBinary"); api->ProgramParameteri = loadProc("glProgramParameteri"); api->InvalidateFramebuffer = loadProc("glInvalidateFramebuffer"); api->InvalidateSubFramebuffer = loadProc("glInvalidateSubFramebuffer"); api->TexStorage2D = loadProc("glTexStorage2D"); api->TexStorage3D = loadProc("glTexStorage3D"); api->GetInternalformativ = loadProc("glGetInternalformativ"); api->DispatchCompute = loadProc("glDispatchCompute"); api->DispatchComputeIndirect = loadProc("glDispatchComputeIndirect"); api->DrawArraysIndirect = loadProc("glDrawArraysIndirect"); api->DrawElementsIndirect = loadProc("glDrawElementsIndirect"); api->FramebufferParameteri = loadProc("glFramebufferParameteri"); api->GetFramebufferParameteriv = loadProc("glGetFramebufferParameteriv"); api->GetProgramInterfaceiv = loadProc("glGetProgramInterfaceiv"); api->GetProgramResourceIndex = loadProc("glGetProgramResourceIndex"); api->GetProgramResourceName = loadProc("glGetProgramResourceName"); api->GetProgramResourceiv = loadProc("glGetProgramResourceiv"); api->GetProgramResourceLocation = loadProc("glGetProgramResourceLocation"); api->UseProgramStages = loadProc("glUseProgramStages"); api->ActiveShaderProgram = loadProc("glActiveShaderProgram"); api->CreateShaderProgramv = loadProc("glCreateShaderProgramv"); api->BindProgramPipeline = loadProc("glBindProgramPipeline"); api->DeleteProgramPipelines = loadProc("glDeleteProgramPipelines"); api->GenProgramPipelines = loadProc("glGenProgramPipelines"); api->IsProgramPipeline = loadProc("glIsProgramPipeline"); api->GetProgramPipelineiv = loadProc("glGetProgramPipelineiv"); api->ProgramUniform1i = loadProc("glProgramUniform1i"); api->ProgramUniform2i = loadProc("glProgramUniform2i"); api->ProgramUniform3i = loadProc("glProgramUniform3i"); api->ProgramUniform4i = loadProc("glProgramUniform4i"); api->ProgramUniform1ui = loadProc("glProgramUniform1ui"); api->ProgramUniform2ui = loadProc("glProgramUniform2ui"); api->ProgramUniform3ui = loadProc("glProgramUniform3ui"); api->ProgramUniform4ui = loadProc("glProgramUniform4ui"); api->ProgramUniform1f = loadProc("glProgramUniform1f"); api->ProgramUniform2f = loadProc("glProgramUniform2f"); api->ProgramUniform3f = loadProc("glProgramUniform3f"); api->ProgramUniform4f = loadProc("glProgramUniform4f"); api->ProgramUniform1iv = loadProc("glProgramUniform1iv"); api->ProgramUniform2iv = loadProc("glProgramUniform2iv"); api->ProgramUniform3iv = loadProc("glProgramUniform3iv"); api->ProgramUniform4iv = loadProc("glProgramUniform4iv"); api->ProgramUniform1uiv = loadProc("glProgramUniform1uiv"); api->ProgramUniform2uiv = loadProc("glProgramUniform2uiv"); api->ProgramUniform3uiv = loadProc("glProgramUniform3uiv"); api->ProgramUniform4uiv = loadProc("glProgramUniform4uiv"); api->ProgramUniform1fv = loadProc("glProgramUniform1fv"); api->ProgramUniform2fv = loadProc("glProgramUniform2fv"); api->ProgramUniform3fv = loadProc("glProgramUniform3fv"); api->ProgramUniform4fv = loadProc("glProgramUniform4fv"); api->ProgramUniformMatrix2fv = loadProc("glProgramUniformMatrix2fv"); api->ProgramUniformMatrix3fv = loadProc("glProgramUniformMatrix3fv"); api->ProgramUniformMatrix4fv = loadProc("glProgramUniformMatrix4fv"); api->ProgramUniformMatrix2x3fv = loadProc("glProgramUniformMatrix2x3fv"); api->ProgramUniformMatrix3x2fv = loadProc("glProgramUniformMatrix3x2fv"); api->ProgramUniformMatrix2x4fv = loadProc("glProgramUniformMatrix2x4fv"); api->ProgramUniformMatrix4x2fv = loadProc("glProgramUniformMatrix4x2fv"); api->ProgramUniformMatrix3x4fv = loadProc("glProgramUniformMatrix3x4fv"); api->ProgramUniformMatrix4x3fv = loadProc("glProgramUniformMatrix4x3fv"); api->ValidateProgramPipeline = loadProc("glValidateProgramPipeline"); api->GetProgramPipelineInfoLog = loadProc("glGetProgramPipelineInfoLog"); api->BindImageTexture = loadProc("glBindImageTexture"); api->GetBooleani_v = loadProc("glGetBooleani_v"); api->MemoryBarrier = loadProc("glMemoryBarrier"); api->MemoryBarrierByRegion = loadProc("glMemoryBarrierByRegion"); api->TexStorage2DMultisample = loadProc("glTexStorage2DMultisample"); api->GetMultisamplefv = loadProc("glGetMultisamplefv"); api->SampleMaski = loadProc("glSampleMaski"); api->GetTexLevelParameteriv = loadProc("glGetTexLevelParameteriv"); api->GetTexLevelParameterfv = loadProc("glGetTexLevelParameterfv"); api->BindVertexBuffer = loadProc("glBindVertexBuffer"); api->VertexAttribFormat = loadProc("glVertexAttribFormat"); api->VertexAttribIFormat = loadProc("glVertexAttribIFormat"); api->VertexAttribBinding = loadProc("glVertexAttribBinding"); api->VertexBindingDivisor = loadProc("glVertexBindingDivisor"); api->BlendBarrier = loadProc("glBlendBarrier"); api->CopyImageSubData = loadProc("glCopyImageSubData"); api->DebugMessageControl = loadProc("glDebugMessageControl"); api->DebugMessageInsert = loadProc("glDebugMessageInsert"); api->DebugMessageCallback = loadProc("glDebugMessageCallback"); api->GetDebugMessageLog = loadProc("glGetDebugMessageLog"); api->PushDebugGroup = loadProc("glPushDebugGroup"); api->PopDebugGroup = loadProc("glPopDebugGroup"); api->ObjectLabel = loadProc("glObjectLabel"); api->GetObjectLabel = loadProc("glGetObjectLabel"); api->ObjectPtrLabel = loadProc("glObjectPtrLabel"); api->GetObjectPtrLabel = loadProc("glGetObjectPtrLabel"); api->GetPointerv = loadProc("glGetPointerv"); api->Enablei = loadProc("glEnablei"); api->Disablei = loadProc("glDisablei"); api->BlendEquationi = loadProc("glBlendEquationi"); api->BlendEquationSeparatei = loadProc("glBlendEquationSeparatei"); api->BlendFunci = loadProc("glBlendFunci"); api->BlendFuncSeparatei = loadProc("glBlendFuncSeparatei"); api->ColorMaski = loadProc("glColorMaski"); api->IsEnabledi = loadProc("glIsEnabledi"); api->DrawElementsBaseVertex = loadProc("glDrawElementsBaseVertex"); api->DrawRangeElementsBaseVertex = loadProc("glDrawRangeElementsBaseVertex"); api->DrawElementsInstancedBaseVertex = loadProc("glDrawElementsInstancedBaseVertex"); api->FramebufferTexture = loadProc("glFramebufferTexture"); api->PrimitiveBoundingBox = loadProc("glPrimitiveBoundingBox"); api->GetGraphicsResetStatus = loadProc("glGetGraphicsResetStatus"); api->ReadnPixels = loadProc("glReadnPixels"); api->GetnUniformfv = loadProc("glGetnUniformfv"); api->GetnUniformiv = loadProc("glGetnUniformiv"); api->GetnUniformuiv = loadProc("glGetnUniformuiv"); api->MinSampleShading = loadProc("glMinSampleShading"); api->PatchParameteri = loadProc("glPatchParameteri"); api->TexParameterIiv = loadProc("glTexParameterIiv"); api->TexParameterIuiv = loadProc("glTexParameterIuiv"); api->GetTexParameterIiv = loadProc("glGetTexParameterIiv"); api->GetTexParameterIuiv = loadProc("glGetTexParameterIuiv"); api->SamplerParameterIiv = loadProc("glSamplerParameterIiv"); api->SamplerParameterIuiv = loadProc("glSamplerParameterIuiv"); api->GetSamplerParameterIiv = loadProc("glGetSamplerParameterIiv"); api->GetSamplerParameterIuiv = loadProc("glGetSamplerParameterIuiv"); api->TexBuffer = loadProc("glTexBuffer"); api->TexBufferRange = loadProc("glTexBufferRange"); api->TexStorage3DMultisample = loadProc("glTexStorage3DMultisample"); } void mg_gl_select_api(mg_gl_api* api){ __mgGLAPI = api; } mg_gl_api* mg_gl_get_api(void) { return(__mgGLAPI); }