orca/src/gl_loader.c

2275 lines
127 KiB
C

/********************************************************
*
* @file: gl_loader.c
* @note: auto-generated by glapi.py from gl.xml
* @date: 12/072023
*
*********************************************************/
#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_gl44(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");
api->BufferStorage = loadProc("glBufferStorage");
api->ClearTexImage = loadProc("glClearTexImage");
api->ClearTexSubImage = loadProc("glClearTexSubImage");
api->BindBuffersBase = loadProc("glBindBuffersBase");
api->BindBuffersRange = loadProc("glBindBuffersRange");
api->BindTextures = loadProc("glBindTextures");
api->BindSamplers = loadProc("glBindSamplers");
api->BindImageTextures = loadProc("glBindImageTextures");
api->BindVertexBuffers = loadProc("glBindVertexBuffers");
}
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); }