/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file shader_api.c * Implementation of GLSL-related API functions * \author Brian Paul */ /** * XXX things to do: * 1. Check that the right error code is generated for all _mesa_error() calls. * 2. Insert FLUSH_VERTICES calls in various places */ #include "main/glheader.h" #include "main/context.h" #include "main/hash.h" #include "main/macros.h" #include "shader/program.h" #include "shader/prog_parameter.h" #include "shader/prog_print.h" #include "shader/prog_statevars.h" #include "shader/prog_uniform.h" #include "shader/shader_api.h" #include "shader/slang/slang_compile.h" #include "shader/slang/slang_link.h" #include "glapi/dispatch.h" /** * Allocate a new gl_shader_program object, initialize it. */ static struct gl_shader_program * _mesa_new_shader_program(GLcontext *ctx, GLuint name) { struct gl_shader_program *shProg; shProg = CALLOC_STRUCT(gl_shader_program); if (shProg) { shProg->Type = GL_SHADER_PROGRAM_MESA; shProg->Name = name; shProg->RefCount = 1; shProg->Attributes = _mesa_new_parameter_list(); } return shProg; } /** * Clear (free) the shader program state that gets produced by linking. */ void _mesa_clear_shader_program_data(GLcontext *ctx, struct gl_shader_program *shProg) { _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL); _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL); if (shProg->Uniforms) { _mesa_free_uniform_list(shProg->Uniforms); shProg->Uniforms = NULL; } if (shProg->Varying) { _mesa_free_parameter_list(shProg->Varying); shProg->Varying = NULL; } } /** * Free all the data that hangs off a shader program object, but not the * object itself. */ void _mesa_free_shader_program_data(GLcontext *ctx, struct gl_shader_program *shProg) { GLuint i; assert(shProg->Type == GL_SHADER_PROGRAM_MESA); _mesa_clear_shader_program_data(ctx, shProg); if (shProg->Attributes) { _mesa_free_parameter_list(shProg->Attributes); shProg->Attributes = NULL; } /* detach shaders */ for (i = 0; i < shProg->NumShaders; i++) { _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); } shProg->NumShaders = 0; if (shProg->Shaders) { _mesa_free(shProg->Shaders); shProg->Shaders = NULL; } if (shProg->InfoLog) { _mesa_free(shProg->InfoLog); shProg->InfoLog = NULL; } } /** * Free/delete a shader program object. */ void _mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg) { _mesa_free_shader_program_data(ctx, shProg); _mesa_free(shProg); } /** * Set ptr to point to shProg. * If ptr is pointing to another object, decrement its refcount (and delete * if refcount hits zero). * Then set ptr to point to shProg, incrementing its refcount. */ /* XXX this could be static */ void _mesa_reference_shader_program(GLcontext *ctx, struct gl_shader_program **ptr, struct gl_shader_program *shProg) { assert(ptr); if (*ptr == shProg) { /* no-op */ return; } if (*ptr) { /* Unreference the old shader program */ GLboolean deleteFlag = GL_FALSE; struct gl_shader_program *old = *ptr; ASSERT(old->RefCount > 0); old->RefCount--; #if 0 printf("ShaderProgram %p ID=%u RefCount-- to %d\n", (void *) old, old->Name, old->RefCount); #endif deleteFlag = (old->RefCount == 0); if (deleteFlag) { _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); _mesa_free_shader_program(ctx, old); } *ptr = NULL; } assert(!*ptr); if (shProg) { shProg->RefCount++; #if 0 printf("ShaderProgram %p ID=%u RefCount++ to %d\n", (void *) shProg, shProg->Name, shProg->RefCount); #endif *ptr = shProg; } } /** * Lookup a GLSL program object. */ struct gl_shader_program * _mesa_lookup_shader_program(GLcontext *ctx, GLuint name) { struct gl_shader_program *shProg; if (name) { shProg = (struct gl_shader_program *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); /* Note that both gl_shader and gl_shader_program objects are kept * in the same hash table. Check the object's type to be sure it's * what we're expecting. */ if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) { return NULL; } return shProg; } return NULL; } /** * As above, but record an error if program is not found. */ static struct gl_shader_program * _mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name, const char *caller) { if (!name) { _mesa_error(ctx, GL_INVALID_VALUE, caller); return NULL; } else { struct gl_shader_program *shProg = (struct gl_shader_program *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); if (!shProg) { _mesa_error(ctx, GL_INVALID_VALUE, caller); return NULL; } if (shProg->Type != GL_SHADER_PROGRAM_MESA) { _mesa_error(ctx, GL_INVALID_OPERATION, caller); return NULL; } return shProg; } } /** * Allocate a new gl_shader object, initialize it. */ struct gl_shader * _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type) { struct gl_shader *shader; assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER); shader = CALLOC_STRUCT(gl_shader); if (shader) { shader->Type = type; shader->Name = name; shader->RefCount = 1; } return shader; } void _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh) { if (sh->Source) _mesa_free((void *) sh->Source); if (sh->InfoLog) _mesa_free(sh->InfoLog); _mesa_reference_program(ctx, &sh->Program, NULL); _mesa_free(sh); } /** * Set ptr to point to sh. * If ptr is pointing to another shader, decrement its refcount (and delete * if refcount hits zero). * Then set ptr to point to sh, incrementing its refcount. */ /* XXX this could be static */ void _mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr, struct gl_shader *sh) { assert(ptr); if (*ptr == sh) { /* no-op */ return; } if (*ptr) { /* Unreference the old shader */ GLboolean deleteFlag = GL_FALSE; struct gl_shader *old = *ptr; ASSERT(old->RefCount > 0); old->RefCount--; /*printf("SHADER DECR %p (%d) to %d\n", (void*) old, old->Name, old->RefCount);*/ deleteFlag = (old->RefCount == 0); if (deleteFlag) { _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); _mesa_free_shader(ctx, old); } *ptr = NULL; } assert(!*ptr); if (sh) { /* reference new */ sh->RefCount++; /*printf("SHADER INCR %p (%d) to %d\n", (void*) sh, sh->Name, sh->RefCount);*/ *ptr = sh; } } /** * Lookup a GLSL shader object. */ struct gl_shader * _mesa_lookup_shader(GLcontext *ctx, GLuint name) { if (name) { struct gl_shader *sh = (struct gl_shader *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); /* Note that both gl_shader and gl_shader_program objects are kept * in the same hash table. Check the object's type to be sure it's * what we're expecting. */ if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) { return NULL; } return sh; } return NULL; } /** * As above, but record an error if shader is not found. */ static struct gl_shader * _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller) { if (!name) { _mesa_error(ctx, GL_INVALID_VALUE, caller); return NULL; } else { struct gl_shader *sh = (struct gl_shader *) _mesa_HashLookup(ctx->Shared->ShaderObjects, name); if (!sh) { _mesa_error(ctx, GL_INVALID_VALUE, caller); return NULL; } if (sh->Type == GL_SHADER_PROGRAM_MESA) { _mesa_error(ctx, GL_INVALID_OPERATION, caller); return NULL; } return sh; } } /** * Return mask of GLSL_x flags by examining the MESA_GLSL env var. */ static GLbitfield get_shader_flags(void) { GLbitfield flags = 0x0; const char *env = _mesa_getenv("MESA_GLSL"); if (env) { if (_mesa_strstr(env, "dump")) flags |= GLSL_DUMP; if (_mesa_strstr(env, "log")) flags |= GLSL_LOG; if (_mesa_strstr(env, "nopt")) flags |= GLSL_NO_OPT; else if (_mesa_strstr(env, "opt")) flags |= GLSL_OPT; if (_mesa_strstr(env, "uniform")) flags |= GLSL_UNIFORMS; } return flags; } /** * Initialize context's shader state. */ void _mesa_init_shader_state(GLcontext * ctx) { /* Device drivers may override these to control what kind of instructions * are generated by the GLSL compiler. */ ctx->Shader.EmitHighLevelInstructions = GL_TRUE; ctx->Shader.EmitContReturn = GL_TRUE; ctx->Shader.EmitCondCodes = GL_FALSE; ctx->Shader.EmitComments = GL_FALSE; ctx->Shader.Flags = get_shader_flags(); /* Default pragma settings */ ctx->Shader.DefaultPragmas.IgnoreOptimize = GL_FALSE; ctx->Shader.DefaultPragmas.IgnoreDebug = GL_FALSE; ctx->Shader.DefaultPragmas.Optimize = GL_TRUE; ctx->Shader.DefaultPragmas.Debug = GL_FALSE; } /** * Free the per-context shader-related state. */ void _mesa_free_shader_state(GLcontext *ctx) { _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL); } /** * Copy string from to , up to maxLength characters, returning * length of in . * \param src the strings source * \param maxLength max chars to copy * \param length returns number of chars copied * \param dst the string destination */ static void copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src) { GLsizei len; for (len = 0; len < maxLength - 1 && src && src[len]; len++) dst[len] = src[len]; if (maxLength > 0) dst[len] = 0; if (length) *length = len; } static GLboolean _mesa_is_program(GLcontext *ctx, GLuint name) { struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name); return shProg ? GL_TRUE : GL_FALSE; } static GLboolean _mesa_is_shader(GLcontext *ctx, GLuint name) { struct gl_shader *shader = _mesa_lookup_shader(ctx, name); return shader ? GL_TRUE : GL_FALSE; } /** * Called via ctx->Driver.AttachShader() */ static void _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader) { struct gl_shader_program *shProg; struct gl_shader *sh; GLuint i, n; shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader"); if (!shProg) return; sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader"); if (!sh) { return; } n = shProg->NumShaders; for (i = 0; i < n; i++) { if (shProg->Shaders[i] == sh) { /* The shader is already attched to this program. The * GL_ARB_shader_objects spec says: * * "The error INVALID_OPERATION is generated by AttachObjectARB * if is already attached to ." */ _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader"); return; } } /* grow list */ shProg->Shaders = (struct gl_shader **) _mesa_realloc(shProg->Shaders, n * sizeof(struct gl_shader *), (n + 1) * sizeof(struct gl_shader *)); if (!shProg->Shaders) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader"); return; } /* append */ shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */ _mesa_reference_shader(ctx, &shProg->Shaders[n], sh); shProg->NumShaders++; } static GLint _mesa_get_attrib_location(GLcontext *ctx, GLuint program, const GLchar *name) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetAttribLocation(program not linked)"); return -1; } if (!name) return -1; if (shProg->VertexProgram) { const struct gl_program_parameter_list *attribs = shProg->VertexProgram->Base.Attributes; if (attribs) { GLint i = _mesa_lookup_parameter_index(attribs, -1, name); if (i >= 0) { return attribs->Parameters[i].StateIndexes[0]; } } } return -1; } static void _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index, const GLchar *name) { struct gl_shader_program *shProg; const GLint size = -1; /* unknown size */ GLint i, oldIndex; GLenum datatype = GL_FLOAT_VEC4; shProg = _mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation"); if (!shProg) { return; } if (!name) return; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindAttribLocation(illegal name)"); return; } if (index >= ctx->Const.VertexProgram.MaxAttribs) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)"); return; } if (shProg->LinkStatus) { /* get current index/location for the attribute */ oldIndex = _mesa_get_attrib_location(ctx, program, name); } else { oldIndex = -1; } /* this will replace the current value if it's already in the list */ i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index); if (i < 0) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation"); return; } /* * Note that this attribute binding won't go into effect until * glLinkProgram is called again. */ } static GLuint _mesa_create_shader(GLcontext *ctx, GLenum type) { struct gl_shader *sh; GLuint name; name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1); switch (type) { case GL_FRAGMENT_SHADER: case GL_VERTEX_SHADER: sh = _mesa_new_shader(ctx, name, type); break; default: _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)"); return 0; } _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh); return name; } static GLuint _mesa_create_program(GLcontext *ctx) { GLuint name; struct gl_shader_program *shProg; name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1); shProg = _mesa_new_shader_program(ctx, name); _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg); assert(shProg->RefCount == 1); return name; } /** * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's * DeleteProgramARB. */ static void _mesa_delete_program2(GLcontext *ctx, GLuint name) { /* * NOTE: deleting shaders/programs works a bit differently than * texture objects (and buffer objects, etc). Shader/program * handles/IDs exist in the hash table until the object is really * deleted (refcount==0). With texture objects, the handle/ID is * removed from the hash table in glDeleteTextures() while the tex * object itself might linger until its refcount goes to zero. */ struct gl_shader_program *shProg; shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram"); if (!shProg) return; shProg->DeletePending = GL_TRUE; /* effectively, decr shProg's refcount */ _mesa_reference_shader_program(ctx, &shProg, NULL); } static void _mesa_delete_shader(GLcontext *ctx, GLuint shader) { struct gl_shader *sh; sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader"); if (!sh) return; sh->DeletePending = GL_TRUE; /* effectively, decr sh's refcount */ _mesa_reference_shader(ctx, &sh, NULL); } static void _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader) { struct gl_shader_program *shProg; GLuint n; GLuint i, j; shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader"); if (!shProg) return; n = shProg->NumShaders; for (i = 0; i < n; i++) { if (shProg->Shaders[i]->Name == shader) { /* found it */ struct gl_shader **newList; /* release */ _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); /* alloc new, smaller array */ newList = (struct gl_shader **) _mesa_malloc((n - 1) * sizeof(struct gl_shader *)); if (!newList) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader"); return; } for (j = 0; j < i; j++) { newList[j] = shProg->Shaders[j]; } while (++i < n) newList[j++] = shProg->Shaders[i]; _mesa_free(shProg->Shaders); shProg->Shaders = newList; shProg->NumShaders = n - 1; #ifdef DEBUG /* sanity check */ { for (j = 0; j < shProg->NumShaders; j++) { assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER || shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER); assert(shProg->Shaders[j]->RefCount > 0); } } #endif return; } } /* not found */ { GLenum err; if (_mesa_is_shader(ctx, shader)) err = GL_INVALID_OPERATION; else if (_mesa_is_program(ctx, shader)) err = GL_INVALID_OPERATION; else err = GL_INVALID_VALUE; _mesa_error(ctx, err, "glDetachProgram(shader)"); return; } } static GLint sizeof_glsl_type(GLenum type) { switch (type) { case GL_FLOAT: case GL_INT: case GL_BOOL: case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_2D_RECT_ARB: case GL_SAMPLER_2D_RECT_SHADOW_ARB: case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: case GL_SAMPLER_CUBE_SHADOW_EXT: return 1; case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_BOOL_VEC2: return 2; case GL_FLOAT_VEC3: case GL_INT_VEC3: case GL_BOOL_VEC3: return 3; case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_BOOL_VEC4: return 4; case GL_FLOAT_MAT2: case GL_FLOAT_MAT2x3: case GL_FLOAT_MAT2x4: return 8; /* two float[4] vectors */ case GL_FLOAT_MAT3: case GL_FLOAT_MAT3x2: case GL_FLOAT_MAT3x4: return 12; /* three float[4] vectors */ case GL_FLOAT_MAT4: case GL_FLOAT_MAT4x2: case GL_FLOAT_MAT4x3: return 16; /* four float[4] vectors */ default: _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()"); return 1; } } static GLboolean is_boolean_type(GLenum type) { switch (type) { case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return GL_TRUE; default: return GL_FALSE; } } static GLboolean is_integer_type(GLenum type) { switch (type) { case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: return GL_TRUE; default: return GL_FALSE; } } static GLboolean is_sampler_type(GLenum type) { switch (type) { case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_2D_RECT_ARB: case GL_SAMPLER_2D_RECT_SHADOW_ARB: case GL_SAMPLER_1D_ARRAY_EXT: case GL_SAMPLER_2D_ARRAY_EXT: return GL_TRUE; default: return GL_FALSE; } } static void _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *nameOut) { const struct gl_program_parameter_list *attribs = NULL; struct gl_shader_program *shProg; shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib"); if (!shProg) return; if (shProg->VertexProgram) attribs = shProg->VertexProgram->Base.Attributes; if (!attribs || index >= attribs->NumParameters) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); return; } copy_string(nameOut, maxLength, length, attribs->Parameters[index].Name); if (size) *size = attribs->Parameters[index].Size / sizeof_glsl_type(attribs->Parameters[index].DataType); if (type) *type = attribs->Parameters[index].DataType; } static struct gl_program_parameter * get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index) { const struct gl_program *prog = NULL; GLint progPos; progPos = shProg->Uniforms->Uniforms[index].VertPos; if (progPos >= 0) { prog = &shProg->VertexProgram->Base; } else { progPos = shProg->Uniforms->Uniforms[index].FragPos; if (progPos >= 0) { prog = &shProg->FragmentProgram->Base; } } if (!prog || progPos < 0) return NULL; /* should never happen */ return &prog->Parameters->Parameters[progPos]; } /** * Called via ctx->Driver.GetActiveUniform(). */ static void _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *nameOut) { const struct gl_shader_program *shProg; const struct gl_program *prog = NULL; const struct gl_program_parameter *param; GLint progPos; shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); if (!shProg) return; if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } progPos = shProg->Uniforms->Uniforms[index].VertPos; if (progPos >= 0) { prog = &shProg->VertexProgram->Base; } else { progPos = shProg->Uniforms->Uniforms[index].FragPos; if (progPos >= 0) { prog = &shProg->FragmentProgram->Base; } } if (!prog || progPos < 0) return; /* should never happen */ ASSERT(progPos < prog->Parameters->NumParameters); param = &prog->Parameters->Parameters[progPos]; if (nameOut) { copy_string(nameOut, maxLength, length, param->Name); } if (size) { GLint typeSize = sizeof_glsl_type(param->DataType); if (param->Size > typeSize) { /* This is an array. * Array elements are placed on vector[4] boundaries so they're * a multiple of four floats. We round typeSize up to next multiple * of four to get the right size below. */ typeSize = (typeSize + 3) & ~3; } /* Note that the returned size is in units of the , not bytes */ *size = param->Size / typeSize; } if (type) { *type = param->DataType; } } /** * Called via ctx->Driver.GetAttachedShaders(). */ static void _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders"); if (shProg) { GLuint i; for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) { obj[i] = shProg->Shaders[i]->Name; } if (count) *count = i; } } static GLuint _mesa_get_handle(GLcontext *ctx, GLenum pname) { GLint handle = 0; if (pname == GL_PROGRAM_OBJECT_ARB) { CALL_GetIntegerv(ctx->Exec, (GL_CURRENT_PROGRAM, &handle)); } else { _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB"); } return handle; } static void _mesa_get_programiv(GLcontext *ctx, GLuint program, GLenum pname, GLint *params) { const struct gl_program_parameter_list *attribs; struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program); if (!shProg) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)"); return; } if (shProg->VertexProgram) attribs = shProg->VertexProgram->Base.Attributes; else attribs = NULL; switch (pname) { case GL_DELETE_STATUS: *params = shProg->DeletePending; break; case GL_LINK_STATUS: *params = shProg->LinkStatus; break; case GL_VALIDATE_STATUS: *params = shProg->Validated; break; case GL_INFO_LOG_LENGTH: *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0; break; case GL_ATTACHED_SHADERS: *params = shProg->NumShaders; break; case GL_ACTIVE_ATTRIBUTES: *params = attribs ? attribs->NumParameters : 0; break; case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1; break; case GL_ACTIVE_UNIFORMS: *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0; break; case GL_ACTIVE_UNIFORM_MAX_LENGTH: *params = _mesa_longest_uniform_name(shProg->Uniforms); if (*params > 0) (*params)++; /* add one for terminating zero */ break; case GL_PROGRAM_BINARY_LENGTH_OES: *params = 0; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)"); return; } } static void _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params) { struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv"); if (!shader) { return; } switch (pname) { case GL_SHADER_TYPE: *params = shader->Type; break; case GL_DELETE_STATUS: *params = shader->DeletePending; break; case GL_COMPILE_STATUS: *params = shader->CompileStatus; break; case GL_INFO_LOG_LENGTH: *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0; break; case GL_SHADER_SOURCE_LENGTH: *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)"); return; } } static void _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program); if (!shProg) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)"); return; } copy_string(infoLog, bufSize, length, shProg->InfoLog); } static void _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { struct gl_shader *sh = _mesa_lookup_shader(ctx, shader); if (!sh) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)"); return; } copy_string(infoLog, bufSize, length, sh->InfoLog); } /** * Called via ctx->Driver.GetShaderSource(). */ static void _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *sourceOut) { struct gl_shader *sh; sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource"); if (!sh) { return; } copy_string(sourceOut, maxLength, length, sh->Source); } static void get_matrix_dims(GLenum type, GLint *rows, GLint *cols) { switch (type) { case GL_FLOAT_MAT2: *rows = *cols = 2; break; case GL_FLOAT_MAT2x3: *rows = 3; *cols = 2; break; case GL_FLOAT_MAT2x4: *rows = 4; *cols = 2; break; case GL_FLOAT_MAT3: *rows = 3; *cols = 3; break; case GL_FLOAT_MAT3x2: *rows = 2; *cols = 3; break; case GL_FLOAT_MAT3x4: *rows = 4; *cols = 3; break; case GL_FLOAT_MAT4: *rows = 4; *cols = 4; break; case GL_FLOAT_MAT4x2: *rows = 2; *cols = 4; break; case GL_FLOAT_MAT4x3: *rows = 3; *cols = 4; break; default: *rows = *cols = 0; } } /** * Determine the number of rows and columns occupied by a uniform * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), * the number of rows = 1 and cols = number of elements in the vector. */ static void get_uniform_rows_cols(const struct gl_program_parameter *p, GLint *rows, GLint *cols) { get_matrix_dims(p->DataType, rows, cols); if (*rows == 0 && *cols == 0) { /* not a matrix type, probably a float or vector */ if (p->Size <= 4) { *rows = 1; *cols = p->Size; } else { *rows = p->Size / 4 + 1; if (p->Size % 4 == 0) *cols = 4; else *cols = p->Size % 4; } } } /** * Helper for get_uniform[fi]v() functions. * Given a shader program name and uniform location, return a pointer * to the shader program and return the program parameter position. */ static void lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location, struct gl_program **progOut, GLint *paramPosOut) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v"); struct gl_program *prog = NULL; GLint progPos = -1; /* if shProg is NULL, we'll have already recorded an error */ if (shProg) { if (!shProg->Uniforms || location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); } else { /* OK, find the gl_program and program parameter location */ progPos = shProg->Uniforms->Uniforms[location].VertPos; if (progPos >= 0) { prog = &shProg->VertexProgram->Base; } else { progPos = shProg->Uniforms->Uniforms[location].FragPos; if (progPos >= 0) { prog = &shProg->FragmentProgram->Base; } } } } *progOut = prog; *paramPosOut = progPos; } /** * Called via ctx->Driver.GetUniformfv(). */ static void _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, GLfloat *params) { struct gl_program *prog; GLint paramPos; lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); if (prog) { const struct gl_program_parameter *p = &prog->Parameters->Parameters[paramPos]; GLint rows, cols, i, j, k; get_uniform_rows_cols(p, &rows, &cols); k = 0; for (i = 0; i < rows; i++) { for (j = 0; j < cols; j++ ) { params[k++] = prog->Parameters->ParameterValues[paramPos+i][j]; } } } } /** * Called via ctx->Driver.GetUniformiv(). * \sa _mesa_get_uniformfv, only difference is a cast. */ static void _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, GLint *params) { struct gl_program *prog; GLint paramPos; lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); if (prog) { const struct gl_program_parameter *p = &prog->Parameters->Parameters[paramPos]; GLint rows, cols, i, j, k; get_uniform_rows_cols(p, &rows, &cols); k = 0; for (i = 0; i < rows; i++) { for (j = 0; j < cols; j++ ) { params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j]; } } } } /** * The value returned by GetUniformLocation actually encodes two things: * 1. the index into the prog->Uniforms[] array for the uniform * 2. an offset in the prog->ParameterValues[] array for specifying array * elements or structure fields. * This function merges those two values. */ static void merge_location_offset(GLint *location, GLint offset) { *location = *location | (offset << 16); } /** * Seperate the uniform location and parameter offset. See above. */ static void split_location_offset(GLint *location, GLint *offset) { *offset = (*location >> 16); *location = *location & 0xffff; } /** * Called via ctx->Driver.GetUniformLocation(). * * The return value will encode two values, the uniform location and an * offset (used for arrays, structs). */ static GLint _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name) { GLint offset = 0, location = -1; struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation"); if (!shProg) return -1; if (shProg->LinkStatus == GL_FALSE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); return -1; } /* XXX we should return -1 if the uniform was declared, but not * actually used. */ /* XXX we need to be able to parse uniform names for structs and arrays * such as: * mymatrix[1] * mystruct.field1 */ { /* handle 1-dimension arrays here... */ char *c = strchr(name, '['); if (c) { /* truncate name at [ */ const GLint len = c - name; GLchar *newName = _mesa_malloc(len + 1); if (!newName) return -1; /* out of mem */ _mesa_memcpy(newName, name, len); newName[len] = 0; location = _mesa_lookup_uniform(shProg->Uniforms, newName); if (location >= 0) { const GLint element = _mesa_atoi(c + 1); if (element > 0) { /* get type of the uniform array element */ struct gl_program_parameter *p; p = get_uniform_parameter(shProg, location); if (p) { GLint rows, cols; get_matrix_dims(p->DataType, &rows, &cols); if (rows < 1) rows = 1; offset = element * rows; } } } _mesa_free(newName); } } if (location < 0) { location = _mesa_lookup_uniform(shProg->Uniforms, name); } if (location >= 0) { merge_location_offset(&location, offset); } return location; } /** * Called via ctx->Driver.ShaderSource() */ static void _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source) { struct gl_shader *sh; sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource"); if (!sh) return; /* free old shader source string and install new one */ if (sh->Source) { _mesa_free((void *) sh->Source); } sh->Source = source; sh->CompileStatus = GL_FALSE; #ifdef DEBUG sh->SourceChecksum = _mesa_str_checksum(sh->Source); #endif } /** * Called via ctx->Driver.CompileShader() */ static void _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj) { struct gl_shader *sh; sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"); if (!sh) return; /* set default pragma state for shader */ sh->Pragmas = ctx->Shader.DefaultPragmas; /* this call will set the sh->CompileStatus field to indicate if * compilation was successful. */ (void) _slang_compile(ctx, sh); } /** * Called via ctx->Driver.LinkProgram() */ static void _mesa_link_program(GLcontext *ctx, GLuint program) { struct gl_shader_program *shProg; shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram"); if (!shProg) return; FLUSH_VERTICES(ctx, _NEW_PROGRAM); _slang_link(ctx, program, shProg); /* debug code */ if (0) { GLuint i; _mesa_printf("Link %u shaders in program %u: %s\n", shProg->NumShaders, shProg->Name, shProg->LinkStatus ? "Success" : "Failed"); for (i = 0; i < shProg->NumShaders; i++) { _mesa_printf(" shader %u, type 0x%x\n", shProg->Shaders[i]->Name, shProg->Shaders[i]->Type); } } } /** * Called via ctx->Driver.UseProgram() */ void _mesa_use_program(GLcontext *ctx, GLuint program) { struct gl_shader_program *shProg; if (ctx->Shader.CurrentProgram && ctx->Shader.CurrentProgram->Name == program) { /* no-op */ return; } FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS); if (program) { shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram"); if (!shProg) { return; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram(program %u not linked)", program); return; } /* debug code */ if (0) { GLuint i; _mesa_printf("Use Shader %u\n", shProg->Name); for (i = 0; i < shProg->NumShaders; i++) { _mesa_printf(" shader %u, type 0x%x, checksum %u\n", shProg->Shaders[i]->Name, shProg->Shaders[i]->Type, shProg->Shaders[i]->SourceChecksum); } if (shProg->VertexProgram) printf(" vert prog %u\n", shProg->VertexProgram->Base.Id); if (shProg->FragmentProgram) printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id); } } else { shProg = NULL; } _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg); } /** * Update the vertex/fragment program's TexturesUsed array. * * This needs to be called after glUniform(set sampler var) is called. * A call to glUniform(samplerVar, value) causes a sampler to point to a * particular texture unit. We know the sampler's texture target * (1D/2D/3D/etc) from compile time but the sampler's texture unit is * set by glUniform() calls. * * So, scan the program->SamplerUnits[] and program->SamplerTargets[] * information to update the prog->TexturesUsed[] values. * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX, * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc. * We'll use that info for state validation before rendering. */ void _mesa_update_shader_textures_used(struct gl_program *prog) { GLuint s; memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); for (s = 0; s < MAX_SAMPLERS; s++) { if (prog->SamplersUsed & (1 << s)) { GLuint unit = prog->SamplerUnits[s]; GLuint tgt = prog->SamplerTargets[s]; assert(unit < MAX_TEXTURE_IMAGE_UNITS); assert(tgt < NUM_TEXTURE_TARGETS); prog->TexturesUsed[unit] |= (1 << tgt); } } } /** * Check if the type given by userType is allowed to set a uniform of the * target type. Generally, equivalence is required, but setting Boolean * uniforms can be done with glUniformiv or glUniformfv. */ static GLboolean compatible_types(GLenum userType, GLenum targetType) { if (userType == targetType) return GL_TRUE; if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT)) return GL_TRUE; if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || userType == GL_INT_VEC2)) return GL_TRUE; if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || userType == GL_INT_VEC3)) return GL_TRUE; if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || userType == GL_INT_VEC4)) return GL_TRUE; if (is_sampler_type(targetType) && userType == GL_INT) return GL_TRUE; return GL_FALSE; } /** * Set the value of a program's uniform variable. * \param program the program whose uniform to update * \param index the index of the program parameter for the uniform * \param offset additional parameter slot offset (for arrays) * \param type the incoming datatype of 'values' * \param count the number of uniforms to set * \param elems number of elements per uniform (1, 2, 3 or 4) * \param values the new values, of datatype 'type' */ static void set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint index, GLint offset, GLenum type, GLsizei count, GLint elems, const void *values) { const struct gl_program_parameter *param = &program->Parameters->Parameters[index]; assert(offset >= 0); assert(elems >= 1); assert(elems <= 4); if (!compatible_types(type, param->DataType)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); return; } if (index + offset > (GLint) program->Parameters->Size) { /* out of bounds! */ return; } if (param->Type == PROGRAM_SAMPLER) { /* This controls which texture unit which is used by a sampler */ GLboolean changed = GL_FALSE; GLint i; /* this should have been caught by the compatible_types() check */ ASSERT(type == GL_INT); /* loop over number of samplers to change */ for (i = 0; i < count; i++) { GLuint sampler = (GLuint) program->Parameters->ParameterValues[index + offset + i][0]; GLuint texUnit = ((GLuint *) values)[i]; /* check that the sampler (tex unit index) is legal */ if (texUnit >= ctx->Const.MaxTextureImageUnits) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform1(invalid sampler/tex unit index)"); return; } /* This maps a sampler to a texture unit: */ if (sampler < MAX_SAMPLERS) { #if 0 _mesa_printf("Set program %p sampler %d '%s' to unit %u\n", program, sampler, param->Name, texUnit); #endif if (program->SamplerUnits[sampler] != texUnit) { program->SamplerUnits[sampler] = texUnit; changed = GL_TRUE; } } } if (changed) { /* When a sampler's value changes it usually requires rewriting * a GPU program's TEX instructions since there may not be a * sampler->texture lookup table. We signal this with the * ProgramStringNotify() callback. */ FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); _mesa_update_shader_textures_used(program); ctx->Driver.ProgramStringNotify(ctx, program->Target, program); } } else { /* ordinary uniform variable */ const GLboolean isUniformBool = is_boolean_type(param->DataType); const GLboolean areIntValues = is_integer_type(type); const GLint slots = (param->Size + 3) / 4; const GLint typeSize = sizeof_glsl_type(param->DataType); GLsizei k, i; if (param->Size > typeSize) { /* an array */ /* we'll ignore extra data below */ } else { /* non-array: count must be one */ if (count != 1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(uniform is not an array)"); return; } } /* loop over number of array elements */ for (k = 0; k < count; k++) { GLfloat *uniformVal; if (offset + k >= slots) { /* Extra array data is ignored */ break; } /* uniformVal (the destination) is always float[4] */ uniformVal = program->Parameters->ParameterValues[index + offset + k]; if (areIntValues) { /* convert user's ints to floats */ const GLint *iValues = ((const GLint *) values) + k * elems; for (i = 0; i < elems; i++) { uniformVal[i] = (GLfloat) iValues[i]; } } else { const GLfloat *fValues = ((const GLfloat *) values) + k * elems; for (i = 0; i < elems; i++) { uniformVal[i] = fValues[i]; } } /* if the uniform is bool-valued, convert to 1.0 or 0.0 */ if (isUniformBool) { for (i = 0; i < elems; i++) { uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; } } } } } /** * Called via ctx->Driver.Uniform(). */ static void _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, const GLvoid *values, GLenum type) { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint elems, offset; GLenum basicType; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); return; } if (location == -1) return; /* The standard specifies this as a no-op */ if (location < -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)"); return; } split_location_offset(&location, &offset); if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)"); return; } if (count < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)"); return; } switch (type) { case GL_FLOAT: basicType = GL_FLOAT; elems = 1; break; case GL_INT: basicType = GL_INT; elems = 1; break; case GL_FLOAT_VEC2: basicType = GL_FLOAT; elems = 2; break; case GL_INT_VEC2: basicType = GL_INT; elems = 2; break; case GL_FLOAT_VEC3: basicType = GL_FLOAT; elems = 3; break; case GL_INT_VEC3: basicType = GL_INT; elems = 3; break; case GL_FLOAT_VEC4: basicType = GL_FLOAT; elems = 4; break; case GL_INT_VEC4: basicType = GL_INT; elems = 4; break; default: _mesa_problem(ctx, "Invalid type in _mesa_uniform"); return; } FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location]; if (ctx->Shader.Flags & GLSL_UNIFORMS) { GLint i; _mesa_printf("Mesa: set program %u uniform %s (loc %d) to: ", shProg->Name, uniform->Name, location); if (basicType == GL_INT) { const GLint *v = (const GLint *) values; for (i = 0; i < count * elems; i++) { _mesa_printf("%d ", v[i]); } } else { const GLfloat *v = (const GLfloat *) values; for (i = 0; i < count * elems; i++) { _mesa_printf("%g ", v[i]); } } _mesa_printf("\n"); } /* A uniform var may be used by both a vertex shader and a fragment * shader. We may need to update one or both shader's uniform here: */ if (shProg->VertexProgram) { /* convert uniform location to program parameter index */ GLint index = uniform->VertPos; if (index >= 0) { set_program_uniform(ctx, &shProg->VertexProgram->Base, index, offset, type, count, elems, values); } } if (shProg->FragmentProgram) { /* convert uniform location to program parameter index */ GLint index = uniform->FragPos; if (index >= 0) { set_program_uniform(ctx, &shProg->FragmentProgram->Base, index, offset, type, count, elems, values); } } uniform->Initialized = GL_TRUE; } /** * Set a matrix-valued program parameter. */ static void set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, GLuint index, GLuint offset, GLuint count, GLuint rows, GLuint cols, GLboolean transpose, const GLfloat *values) { GLuint mat, row, col; GLuint dst = index + offset, src = 0; GLint nr, nc; /* check that the number of rows, columns is correct */ get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc); if (rows != nr || cols != nc) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(matrix size mismatch)"); return; } if (index + offset > program->Parameters->Size) { /* out of bounds! */ return; } /* * Note: the _columns_ of a matrix are stored in program registers, not * the rows. So, the loops below look a little funny. * XXX could optimize this a bit... */ /* loop over matrices */ for (mat = 0; mat < count; mat++) { /* each matrix: */ for (col = 0; col < cols; col++) { GLfloat *v = program->Parameters->ParameterValues[dst]; for (row = 0; row < rows; row++) { if (transpose) { v[row] = values[src + row * cols + col]; } else { v[row] = values[src + col * rows + row]; } } dst++; } src += rows * cols; /* next matrix */ } } /** * Called by ctx->Driver.UniformMatrix(). * Note: cols=2, rows=4 ==> array[2] of vec4 */ static void _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint offset; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(program not linked)"); return; } if (location == -1) return; /* The standard specifies this as a no-op */ if (location < -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)"); return; } split_location_offset(&location, &offset); if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)"); return; } if (values == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); return; } FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location]; if (shProg->VertexProgram) { /* convert uniform location to program parameter index */ GLint index = uniform->VertPos; if (index >= 0) { set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base, index, offset, count, rows, cols, transpose, values); } } if (shProg->FragmentProgram) { /* convert uniform location to program parameter index */ GLint index = uniform->FragPos; if (index >= 0) { set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base, index, offset, count, rows, cols, transpose, values); } } uniform->Initialized = GL_TRUE; } /** * Validate a program's samplers. * Specifically, check that there aren't two samplers of different types * pointing to the same texture unit. * \return GL_TRUE if valid, GL_FALSE if invalid */ static GLboolean validate_samplers(GLcontext *ctx, const struct gl_program *prog, char *errMsg) { static const char *targetName[] = { "TEXTURE_2D_ARRAY", "TEXTURE_1D_ARRAY", "TEXTURE_CUBE", "TEXTURE_3D", "TEXTURE_RECT", "TEXTURE_2D", "TEXTURE_1D", }; GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS]; GLbitfield samplersUsed = prog->SamplersUsed; GLuint i; assert(Elements(targetName) == NUM_TEXTURE_TARGETS); if (samplersUsed == 0x0) return GL_TRUE; for (i = 0; i < Elements(targetUsed); i++) targetUsed[i] = -1; /* walk over bits which are set in 'samplers' */ while (samplersUsed) { GLuint unit; gl_texture_index target; GLint sampler = _mesa_ffs(samplersUsed) - 1; assert(sampler >= 0); assert(sampler < MAX_TEXTURE_IMAGE_UNITS); unit = prog->SamplerUnits[sampler]; target = prog->SamplerTargets[sampler]; if (targetUsed[unit] != -1 && targetUsed[unit] != target) { _mesa_snprintf(errMsg, 100, "Texture unit %d is accessed both as %s and %s", unit, targetName[targetUsed[unit]], targetName[target]); return GL_FALSE; } targetUsed[unit] = target; samplersUsed ^= (1 << sampler); } return GL_TRUE; } /** * Do validation of the given shader program. * \param errMsg returns error message if validation fails. * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg) */ GLboolean _mesa_validate_shader_program(GLcontext *ctx, const struct gl_shader_program *shProg, char *errMsg) { const struct gl_vertex_program *vp = shProg->VertexProgram; const struct gl_fragment_program *fp = shProg->FragmentProgram; if (!shProg->LinkStatus) { return GL_FALSE; } /* From the GL spec, a program is invalid if any of these are true: any two active samplers in the current program object are of different types, but refer to the same texture image unit, any active sampler in the current program object refers to a texture image unit where fixed-function fragment processing accesses a texture target that does not match the sampler type, or the sum of the number of active samplers in the program and the number of texture image units enabled for fixed-function fragment processing exceeds the combined limit on the total number of texture image units allowed. */ /* * Check: any two active samplers in the current program object are of * different types, but refer to the same texture image unit, */ if (vp && !validate_samplers(ctx, &vp->Base, errMsg)) { return GL_FALSE; } if (fp && !validate_samplers(ctx, &fp->Base, errMsg)) { return GL_FALSE; } return GL_TRUE; } /** * Called via glValidateProgram() */ static void _mesa_validate_program(GLcontext *ctx, GLuint program) { struct gl_shader_program *shProg; char errMsg[100]; shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram"); if (!shProg) { return; } shProg->Validated = _mesa_validate_shader_program(ctx, shProg, errMsg); if (!shProg->Validated) { /* update info log */ if (shProg->InfoLog) { _mesa_free(shProg->InfoLog); } shProg->InfoLog = _mesa_strdup(errMsg); } } /** * Plug in Mesa's GLSL functions into the device driver function table. */ void _mesa_init_glsl_driver_functions(struct dd_function_table *driver) { driver->AttachShader = _mesa_attach_shader; driver->BindAttribLocation = _mesa_bind_attrib_location; driver->CompileShader = _mesa_compile_shader; driver->CreateProgram = _mesa_create_program; driver->CreateShader = _mesa_create_shader; driver->DeleteProgram2 = _mesa_delete_program2; driver->DeleteShader = _mesa_delete_shader; driver->DetachShader = _mesa_detach_shader; driver->GetActiveAttrib = _mesa_get_active_attrib; driver->GetActiveUniform = _mesa_get_active_uniform; driver->GetAttachedShaders = _mesa_get_attached_shaders; driver->GetAttribLocation = _mesa_get_attrib_location; driver->GetHandle = _mesa_get_handle; driver->GetProgramiv = _mesa_get_programiv; driver->GetProgramInfoLog = _mesa_get_program_info_log; driver->GetShaderiv = _mesa_get_shaderiv; driver->GetShaderInfoLog = _mesa_get_shader_info_log; driver->GetShaderSource = _mesa_get_shader_source; driver->GetUniformfv = _mesa_get_uniformfv; driver->GetUniformiv = _mesa_get_uniformiv; driver->GetUniformLocation = _mesa_get_uniform_location; driver->IsProgram = _mesa_is_program; driver->IsShader = _mesa_is_shader; driver->LinkProgram = _mesa_link_program; driver->ShaderSource = _mesa_shader_source; driver->Uniform = _mesa_uniform; driver->UniformMatrix = _mesa_uniform_matrix; driver->UseProgram = _mesa_use_program; driver->ValidateProgram = _mesa_validate_program; } a id='n1558' href='#n1558'>1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 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/* DO NOT EDIT - This file generated automatically by gl_apitemp.py (from Mesa) script */

/*
 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
 * (C) Copyright IBM Corporation 2004
 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sub license,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL, IBM,
 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */


#  if (__GNUC__ > 3 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 3)) && defined(__ELF__)
#    define HIDDEN  __attribute__((visibility("hidden")))
#  else
#    define HIDDEN
#  endif

/*
 * This file is a template which generates the OpenGL API entry point
 * functions.  It should be included by a .c file which first defines
 * the following macros:
 *   KEYWORD1 - usually nothing, but might be __declspec(dllexport) on Win32
 *   KEYWORD2 - usually nothing, but might be __stdcall on Win32
 *   NAME(n)  - builds the final function name (usually add "gl" prefix)
 *   DISPATCH(func, args, msg) - code to do dispatch of named function.
 *                               msg is a printf-style debug message.
 *   RETURN_DISPATCH(func, args, msg) - code to do dispatch with a return value
 *
 * Here is an example which generates the usual OpenGL functions:
 *   #define KEYWORD1
 *   #define KEYWORD2
 *   #define NAME(func)  gl##func
 *   #define DISPATCH(func, args, msg)                           \
 *          struct _glapi_table *dispatch = CurrentDispatch;     \
 *          (*dispatch->func) args
 *   #define RETURN DISPATCH(func, args, msg)                    \
 *          struct _glapi_table *dispatch = CurrentDispatch;     \
 *          return (*dispatch->func) args
 *
 */


#if defined( NAME )
#ifndef KEYWORD1
#define KEYWORD1
#endif

#ifndef KEYWORD1_ALT
#define KEYWORD1_ALT HIDDEN
#endif

#ifndef KEYWORD2
#define KEYWORD2
#endif

#ifndef DISPATCH
#error DISPATCH must be defined
#endif

#ifndef RETURN_DISPATCH
#error RETURN_DISPATCH must be defined
#endif


KEYWORD1 void KEYWORD2 NAME(NewList)(GLuint list, GLenum mode)
{
   DISPATCH(NewList, (list, mode), (F, "glNewList(%d, 0x%x);\n", list, mode));
}

KEYWORD1 void KEYWORD2 NAME(EndList)(void)
{
   DISPATCH(EndList, (), (F, "glEndList();\n"));
}

KEYWORD1 void KEYWORD2 NAME(CallList)(GLuint list)
{
   DISPATCH(CallList, (list), (F, "glCallList(%d);\n", list));
}

KEYWORD1 void KEYWORD2 NAME(CallLists)(GLsizei n, GLenum type, const GLvoid * lists)
{
   DISPATCH(CallLists, (n, type, lists), (F, "glCallLists(%d, 0x%x, %p);\n", n, type, (const void *) lists));
}

KEYWORD1 void KEYWORD2 NAME(DeleteLists)(GLuint list, GLsizei range)
{
   DISPATCH(DeleteLists, (list, range), (F, "glDeleteLists(%d, %d);\n", list, range));
}

KEYWORD1 GLuint KEYWORD2 NAME(GenLists)(GLsizei range)
{
   RETURN_DISPATCH(GenLists, (range), (F, "glGenLists(%d);\n", range));
}

KEYWORD1 void KEYWORD2 NAME(ListBase)(GLuint base)
{
   DISPATCH(ListBase, (base), (F, "glListBase(%d);\n", base));
}

KEYWORD1 void KEYWORD2 NAME(Begin)(GLenum mode)
{
   DISPATCH(Begin, (mode), (F, "glBegin(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(Bitmap)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)
{
   DISPATCH(Bitmap, (width, height, xorig, yorig, xmove, ymove, bitmap), (F, "glBitmap(%d, %d, %f, %f, %f, %f, %p);\n", width, height, xorig, yorig, xmove, ymove, (const void *) bitmap));
}

KEYWORD1 void KEYWORD2 NAME(Color3b)(GLbyte red, GLbyte green, GLbyte blue)
{
   DISPATCH(Color3b, (red, green, blue), (F, "glColor3b(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3bv)(const GLbyte * v)
{
   DISPATCH(Color3bv, (v), (F, "glColor3bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3d)(GLdouble red, GLdouble green, GLdouble blue)
{
   DISPATCH(Color3d, (red, green, blue), (F, "glColor3d(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3dv)(const GLdouble * v)
{
   DISPATCH(Color3dv, (v), (F, "glColor3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3f)(GLfloat red, GLfloat green, GLfloat blue)
{
   DISPATCH(Color3f, (red, green, blue), (F, "glColor3f(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3fv)(const GLfloat * v)
{
   DISPATCH(Color3fv, (v), (F, "glColor3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3i)(GLint red, GLint green, GLint blue)
{
   DISPATCH(Color3i, (red, green, blue), (F, "glColor3i(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3iv)(const GLint * v)
{
   DISPATCH(Color3iv, (v), (F, "glColor3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3s)(GLshort red, GLshort green, GLshort blue)
{
   DISPATCH(Color3s, (red, green, blue), (F, "glColor3s(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3sv)(const GLshort * v)
{
   DISPATCH(Color3sv, (v), (F, "glColor3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3ub)(GLubyte red, GLubyte green, GLubyte blue)
{
   DISPATCH(Color3ub, (red, green, blue), (F, "glColor3ub(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3ubv)(const GLubyte * v)
{
   DISPATCH(Color3ubv, (v), (F, "glColor3ubv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3ui)(GLuint red, GLuint green, GLuint blue)
{
   DISPATCH(Color3ui, (red, green, blue), (F, "glColor3ui(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3uiv)(const GLuint * v)
{
   DISPATCH(Color3uiv, (v), (F, "glColor3uiv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3us)(GLushort red, GLushort green, GLushort blue)
{
   DISPATCH(Color3us, (red, green, blue), (F, "glColor3us(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3usv)(const GLushort * v)
{
   DISPATCH(Color3usv, (v), (F, "glColor3usv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4b)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
   DISPATCH(Color4b, (red, green, blue, alpha), (F, "glColor4b(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4bv)(const GLbyte * v)
{
   DISPATCH(Color4bv, (v), (F, "glColor4bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4d)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
   DISPATCH(Color4d, (red, green, blue, alpha), (F, "glColor4d(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4dv)(const GLdouble * v)
{
   DISPATCH(Color4dv, (v), (F, "glColor4dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
   DISPATCH(Color4f, (red, green, blue, alpha), (F, "glColor4f(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4fv)(const GLfloat * v)
{
   DISPATCH(Color4fv, (v), (F, "glColor4fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4i)(GLint red, GLint green, GLint blue, GLint alpha)
{
   DISPATCH(Color4i, (red, green, blue, alpha), (F, "glColor4i(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4iv)(const GLint * v)
{
   DISPATCH(Color4iv, (v), (F, "glColor4iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4s)(GLshort red, GLshort green, GLshort blue, GLshort alpha)
{
   DISPATCH(Color4s, (red, green, blue, alpha), (F, "glColor4s(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4sv)(const GLshort * v)
{
   DISPATCH(Color4sv, (v), (F, "glColor4sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
   DISPATCH(Color4ub, (red, green, blue, alpha), (F, "glColor4ub(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4ubv)(const GLubyte * v)
{
   DISPATCH(Color4ubv, (v), (F, "glColor4ubv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4ui)(GLuint red, GLuint green, GLuint blue, GLuint alpha)
{
   DISPATCH(Color4ui, (red, green, blue, alpha), (F, "glColor4ui(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4uiv)(const GLuint * v)
{
   DISPATCH(Color4uiv, (v), (F, "glColor4uiv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4us)(GLushort red, GLushort green, GLushort blue, GLushort alpha)
{
   DISPATCH(Color4us, (red, green, blue, alpha), (F, "glColor4us(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4usv)(const GLushort * v)
{
   DISPATCH(Color4usv, (v), (F, "glColor4usv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(EdgeFlag)(GLboolean flag)
{
   DISPATCH(EdgeFlag, (flag), (F, "glEdgeFlag(%d);\n", flag));
}

KEYWORD1 void KEYWORD2 NAME(EdgeFlagv)(const GLboolean * flag)
{
   DISPATCH(EdgeFlagv, (flag), (F, "glEdgeFlagv(%p);\n", (const void *) flag));
}

KEYWORD1 void KEYWORD2 NAME(End)(void)
{
   DISPATCH(End, (), (F, "glEnd();\n"));
}

KEYWORD1 void KEYWORD2 NAME(Indexd)(GLdouble c)
{
   DISPATCH(Indexd, (c), (F, "glIndexd(%f);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexdv)(const GLdouble * c)
{
   DISPATCH(Indexdv, (c), (F, "glIndexdv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Indexf)(GLfloat c)
{
   DISPATCH(Indexf, (c), (F, "glIndexf(%f);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexfv)(const GLfloat * c)
{
   DISPATCH(Indexfv, (c), (F, "glIndexfv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Indexi)(GLint c)
{
   DISPATCH(Indexi, (c), (F, "glIndexi(%d);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexiv)(const GLint * c)
{
   DISPATCH(Indexiv, (c), (F, "glIndexiv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Indexs)(GLshort c)
{
   DISPATCH(Indexs, (c), (F, "glIndexs(%d);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexsv)(const GLshort * c)
{
   DISPATCH(Indexsv, (c), (F, "glIndexsv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Normal3b)(GLbyte nx, GLbyte ny, GLbyte nz)
{
   DISPATCH(Normal3b, (nx, ny, nz), (F, "glNormal3b(%d, %d, %d);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3bv)(const GLbyte * v)
{
   DISPATCH(Normal3bv, (v), (F, "glNormal3bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Normal3d)(GLdouble nx, GLdouble ny, GLdouble nz)
{
   DISPATCH(Normal3d, (nx, ny, nz), (F, "glNormal3d(%f, %f, %f);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3dv)(const GLdouble * v)
{
   DISPATCH(Normal3dv, (v), (F, "glNormal3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Normal3f)(GLfloat nx, GLfloat ny, GLfloat nz)
{
   DISPATCH(Normal3f, (nx, ny, nz), (F, "glNormal3f(%f, %f, %f);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3fv)(const GLfloat * v)
{
   DISPATCH(Normal3fv, (v), (F, "glNormal3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Normal3i)(GLint nx, GLint ny, GLint nz)
{
   DISPATCH(Normal3i, (nx, ny, nz), (F, "glNormal3i(%d, %d, %d);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3iv)(const GLint * v)
{
   DISPATCH(Normal3iv, (v), (F, "glNormal3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Normal3s)(GLshort nx, GLshort ny, GLshort nz)
{
   DISPATCH(Normal3s, (nx, ny, nz), (F, "glNormal3s(%d, %d, %d);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3sv)(const GLshort * v)
{
   DISPATCH(Normal3sv, (v), (F, "glNormal3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2d)(GLdouble x, GLdouble y)
{
   DISPATCH(RasterPos2d, (x, y), (F, "glRasterPos2d(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2dv)(const GLdouble * v)
{
   DISPATCH(RasterPos2dv, (v), (F, "glRasterPos2dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2f)(GLfloat x, GLfloat y)
{
   DISPATCH(RasterPos2f, (x, y), (F, "glRasterPos2f(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2fv)(const GLfloat * v)
{
   DISPATCH(RasterPos2fv, (v), (F, "glRasterPos2fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2i)(GLint x, GLint y)
{
   DISPATCH(RasterPos2i, (x, y), (F, "glRasterPos2i(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2iv)(const GLint * v)
{
   DISPATCH(RasterPos2iv, (v), (F, "glRasterPos2iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2s)(GLshort x, GLshort y)
{
   DISPATCH(RasterPos2s, (x, y), (F, "glRasterPos2s(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos2sv)(const GLshort * v)
{
   DISPATCH(RasterPos2sv, (v), (F, "glRasterPos2sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3d)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(RasterPos3d, (x, y, z), (F, "glRasterPos3d(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3dv)(const GLdouble * v)
{
   DISPATCH(RasterPos3dv, (v), (F, "glRasterPos3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3f)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(RasterPos3f, (x, y, z), (F, "glRasterPos3f(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3fv)(const GLfloat * v)
{
   DISPATCH(RasterPos3fv, (v), (F, "glRasterPos3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3i)(GLint x, GLint y, GLint z)
{
   DISPATCH(RasterPos3i, (x, y, z), (F, "glRasterPos3i(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3iv)(const GLint * v)
{
   DISPATCH(RasterPos3iv, (v), (F, "glRasterPos3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3s)(GLshort x, GLshort y, GLshort z)
{
   DISPATCH(RasterPos3s, (x, y, z), (F, "glRasterPos3s(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos3sv)(const GLshort * v)
{
   DISPATCH(RasterPos3sv, (v), (F, "glRasterPos3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(RasterPos4d, (x, y, z, w), (F, "glRasterPos4d(%f, %f, %f, %f);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4dv)(const GLdouble * v)
{
   DISPATCH(RasterPos4dv, (v), (F, "glRasterPos4dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(RasterPos4f, (x, y, z, w), (F, "glRasterPos4f(%f, %f, %f, %f);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4fv)(const GLfloat * v)
{
   DISPATCH(RasterPos4fv, (v), (F, "glRasterPos4fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4i)(GLint x, GLint y, GLint z, GLint w)
{
   DISPATCH(RasterPos4i, (x, y, z, w), (F, "glRasterPos4i(%d, %d, %d, %d);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4iv)(const GLint * v)
{
   DISPATCH(RasterPos4iv, (v), (F, "glRasterPos4iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4s)(GLshort x, GLshort y, GLshort z, GLshort w)
{
   DISPATCH(RasterPos4s, (x, y, z, w), (F, "glRasterPos4s(%d, %d, %d, %d);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(RasterPos4sv)(const GLshort * v)
{
   DISPATCH(RasterPos4sv, (v), (F, "glRasterPos4sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Rectd)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
{
   DISPATCH(Rectd, (x1, y1, x2, y2), (F, "glRectd(%f, %f, %f, %f);\n", x1, y1, x2, y2));
}

KEYWORD1 void KEYWORD2 NAME(Rectdv)(const GLdouble * v1, const GLdouble * v2)
{
   DISPATCH(Rectdv, (v1, v2), (F, "glRectdv(%p, %p);\n", (const void *) v1, (const void *) v2));
}

KEYWORD1 void KEYWORD2 NAME(Rectf)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
   DISPATCH(Rectf, (x1, y1, x2, y2), (F, "glRectf(%f, %f, %f, %f);\n", x1, y1, x2, y2));
}

KEYWORD1 void KEYWORD2 NAME(Rectfv)(const GLfloat * v1, const GLfloat * v2)
{
   DISPATCH(Rectfv, (v1, v2), (F, "glRectfv(%p, %p);\n", (const void *) v1, (const void *) v2));
}

KEYWORD1 void KEYWORD2 NAME(Recti)(GLint x1, GLint y1, GLint x2, GLint y2)
{
   DISPATCH(Recti, (x1, y1, x2, y2), (F, "glRecti(%d, %d, %d, %d);\n", x1, y1, x2, y2));
}

KEYWORD1 void KEYWORD2 NAME(Rectiv)(const GLint * v1, const GLint * v2)
{
   DISPATCH(Rectiv, (v1, v2), (F, "glRectiv(%p, %p);\n", (const void *) v1, (const void *) v2));
}

KEYWORD1 void KEYWORD2 NAME(Rects)(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
{
   DISPATCH(Rects, (x1, y1, x2, y2), (F, "glRects(%d, %d, %d, %d);\n", x1, y1, x2, y2));
}

KEYWORD1 void KEYWORD2 NAME(Rectsv)(const GLshort * v1, const GLshort * v2)
{
   DISPATCH(Rectsv, (v1, v2), (F, "glRectsv(%p, %p);\n", (const void *) v1, (const void *) v2));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1d)(GLdouble s)
{
   DISPATCH(TexCoord1d, (s), (F, "glTexCoord1d(%f);\n", s));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1dv)(const GLdouble * v)
{
   DISPATCH(TexCoord1dv, (v), (F, "glTexCoord1dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1f)(GLfloat s)
{
   DISPATCH(TexCoord1f, (s), (F, "glTexCoord1f(%f);\n", s));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1fv)(const GLfloat * v)
{
   DISPATCH(TexCoord1fv, (v), (F, "glTexCoord1fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1i)(GLint s)
{
   DISPATCH(TexCoord1i, (s), (F, "glTexCoord1i(%d);\n", s));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1iv)(const GLint * v)
{
   DISPATCH(TexCoord1iv, (v), (F, "glTexCoord1iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1s)(GLshort s)
{
   DISPATCH(TexCoord1s, (s), (F, "glTexCoord1s(%d);\n", s));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord1sv)(const GLshort * v)
{
   DISPATCH(TexCoord1sv, (v), (F, "glTexCoord1sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2d)(GLdouble s, GLdouble t)
{
   DISPATCH(TexCoord2d, (s, t), (F, "glTexCoord2d(%f, %f);\n", s, t));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2dv)(const GLdouble * v)
{
   DISPATCH(TexCoord2dv, (v), (F, "glTexCoord2dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2f)(GLfloat s, GLfloat t)
{
   DISPATCH(TexCoord2f, (s, t), (F, "glTexCoord2f(%f, %f);\n", s, t));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2fv)(const GLfloat * v)
{
   DISPATCH(TexCoord2fv, (v), (F, "glTexCoord2fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2i)(GLint s, GLint t)
{
   DISPATCH(TexCoord2i, (s, t), (F, "glTexCoord2i(%d, %d);\n", s, t));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2iv)(const GLint * v)
{
   DISPATCH(TexCoord2iv, (v), (F, "glTexCoord2iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2s)(GLshort s, GLshort t)
{
   DISPATCH(TexCoord2s, (s, t), (F, "glTexCoord2s(%d, %d);\n", s, t));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord2sv)(const GLshort * v)
{
   DISPATCH(TexCoord2sv, (v), (F, "glTexCoord2sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3d)(GLdouble s, GLdouble t, GLdouble r)
{
   DISPATCH(TexCoord3d, (s, t, r), (F, "glTexCoord3d(%f, %f, %f);\n", s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3dv)(const GLdouble * v)
{
   DISPATCH(TexCoord3dv, (v), (F, "glTexCoord3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3f)(GLfloat s, GLfloat t, GLfloat r)
{
   DISPATCH(TexCoord3f, (s, t, r), (F, "glTexCoord3f(%f, %f, %f);\n", s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3fv)(const GLfloat * v)
{
   DISPATCH(TexCoord3fv, (v), (F, "glTexCoord3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3i)(GLint s, GLint t, GLint r)
{
   DISPATCH(TexCoord3i, (s, t, r), (F, "glTexCoord3i(%d, %d, %d);\n", s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3iv)(const GLint * v)
{
   DISPATCH(TexCoord3iv, (v), (F, "glTexCoord3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3s)(GLshort s, GLshort t, GLshort r)
{
   DISPATCH(TexCoord3s, (s, t, r), (F, "glTexCoord3s(%d, %d, %d);\n", s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord3sv)(const GLshort * v)
{
   DISPATCH(TexCoord3sv, (v), (F, "glTexCoord3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4d)(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
   DISPATCH(TexCoord4d, (s, t, r, q), (F, "glTexCoord4d(%f, %f, %f, %f);\n", s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4dv)(const GLdouble * v)
{
   DISPATCH(TexCoord4dv, (v), (F, "glTexCoord4dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
   DISPATCH(TexCoord4f, (s, t, r, q), (F, "glTexCoord4f(%f, %f, %f, %f);\n", s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4fv)(const GLfloat * v)
{
   DISPATCH(TexCoord4fv, (v), (F, "glTexCoord4fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4i)(GLint s, GLint t, GLint r, GLint q)
{
   DISPATCH(TexCoord4i, (s, t, r, q), (F, "glTexCoord4i(%d, %d, %d, %d);\n", s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4iv)(const GLint * v)
{
   DISPATCH(TexCoord4iv, (v), (F, "glTexCoord4iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4s)(GLshort s, GLshort t, GLshort r, GLshort q)
{
   DISPATCH(TexCoord4s, (s, t, r, q), (F, "glTexCoord4s(%d, %d, %d, %d);\n", s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(TexCoord4sv)(const GLshort * v)
{
   DISPATCH(TexCoord4sv, (v), (F, "glTexCoord4sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2d)(GLdouble x, GLdouble y)
{
   DISPATCH(Vertex2d, (x, y), (F, "glVertex2d(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2dv)(const GLdouble * v)
{
   DISPATCH(Vertex2dv, (v), (F, "glVertex2dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2f)(GLfloat x, GLfloat y)
{
   DISPATCH(Vertex2f, (x, y), (F, "glVertex2f(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2fv)(const GLfloat * v)
{
   DISPATCH(Vertex2fv, (v), (F, "glVertex2fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2i)(GLint x, GLint y)
{
   DISPATCH(Vertex2i, (x, y), (F, "glVertex2i(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2iv)(const GLint * v)
{
   DISPATCH(Vertex2iv, (v), (F, "glVertex2iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2s)(GLshort x, GLshort y)
{
   DISPATCH(Vertex2s, (x, y), (F, "glVertex2s(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(Vertex2sv)(const GLshort * v)
{
   DISPATCH(Vertex2sv, (v), (F, "glVertex2sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3d)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(Vertex3d, (x, y, z), (F, "glVertex3d(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3dv)(const GLdouble * v)
{
   DISPATCH(Vertex3dv, (v), (F, "glVertex3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3f)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(Vertex3f, (x, y, z), (F, "glVertex3f(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3fv)(const GLfloat * v)
{
   DISPATCH(Vertex3fv, (v), (F, "glVertex3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3i)(GLint x, GLint y, GLint z)
{
   DISPATCH(Vertex3i, (x, y, z), (F, "glVertex3i(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3iv)(const GLint * v)
{
   DISPATCH(Vertex3iv, (v), (F, "glVertex3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3s)(GLshort x, GLshort y, GLshort z)
{
   DISPATCH(Vertex3s, (x, y, z), (F, "glVertex3s(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Vertex3sv)(const GLshort * v)
{
   DISPATCH(Vertex3sv, (v), (F, "glVertex3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(Vertex4d, (x, y, z, w), (F, "glVertex4d(%f, %f, %f, %f);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4dv)(const GLdouble * v)
{
   DISPATCH(Vertex4dv, (v), (F, "glVertex4dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(Vertex4f, (x, y, z, w), (F, "glVertex4f(%f, %f, %f, %f);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4fv)(const GLfloat * v)
{
   DISPATCH(Vertex4fv, (v), (F, "glVertex4fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4i)(GLint x, GLint y, GLint z, GLint w)
{
   DISPATCH(Vertex4i, (x, y, z, w), (F, "glVertex4i(%d, %d, %d, %d);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4iv)(const GLint * v)
{
   DISPATCH(Vertex4iv, (v), (F, "glVertex4iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4s)(GLshort x, GLshort y, GLshort z, GLshort w)
{
   DISPATCH(Vertex4s, (x, y, z, w), (F, "glVertex4s(%d, %d, %d, %d);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(Vertex4sv)(const GLshort * v)
{
   DISPATCH(Vertex4sv, (v), (F, "glVertex4sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(ClipPlane)(GLenum plane, const GLdouble * equation)
{
   DISPATCH(ClipPlane, (plane, equation), (F, "glClipPlane(0x%x, %p);\n", plane, (const void *) equation));
}

KEYWORD1 void KEYWORD2 NAME(ColorMaterial)(GLenum face, GLenum mode)
{
   DISPATCH(ColorMaterial, (face, mode), (F, "glColorMaterial(0x%x, 0x%x);\n", face, mode));
}

KEYWORD1 void KEYWORD2 NAME(CullFace)(GLenum mode)
{
   DISPATCH(CullFace, (mode), (F, "glCullFace(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(Fogf)(GLenum pname, GLfloat param)
{
   DISPATCH(Fogf, (pname, param), (F, "glFogf(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(Fogfv)(GLenum pname, const GLfloat * params)
{
   DISPATCH(Fogfv, (pname, params), (F, "glFogfv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(Fogi)(GLenum pname, GLint param)
{
   DISPATCH(Fogi, (pname, param), (F, "glFogi(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(Fogiv)(GLenum pname, const GLint * params)
{
   DISPATCH(Fogiv, (pname, params), (F, "glFogiv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(FrontFace)(GLenum mode)
{
   DISPATCH(FrontFace, (mode), (F, "glFrontFace(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(Hint)(GLenum target, GLenum mode)
{
   DISPATCH(Hint, (target, mode), (F, "glHint(0x%x, 0x%x);\n", target, mode));
}

KEYWORD1 void KEYWORD2 NAME(Lightf)(GLenum light, GLenum pname, GLfloat param)
{
   DISPATCH(Lightf, (light, pname, param), (F, "glLightf(0x%x, 0x%x, %f);\n", light, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(Lightfv)(GLenum light, GLenum pname, const GLfloat * params)
{
   DISPATCH(Lightfv, (light, pname, params), (F, "glLightfv(0x%x, 0x%x, %p);\n", light, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(Lighti)(GLenum light, GLenum pname, GLint param)
{
   DISPATCH(Lighti, (light, pname, param), (F, "glLighti(0x%x, 0x%x, %d);\n", light, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(Lightiv)(GLenum light, GLenum pname, const GLint * params)
{
   DISPATCH(Lightiv, (light, pname, params), (F, "glLightiv(0x%x, 0x%x, %p);\n", light, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(LightModelf)(GLenum pname, GLfloat param)
{
   DISPATCH(LightModelf, (pname, param), (F, "glLightModelf(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(LightModelfv)(GLenum pname, const GLfloat * params)
{
   DISPATCH(LightModelfv, (pname, params), (F, "glLightModelfv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(LightModeli)(GLenum pname, GLint param)
{
   DISPATCH(LightModeli, (pname, param), (F, "glLightModeli(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(LightModeliv)(GLenum pname, const GLint * params)
{
   DISPATCH(LightModeliv, (pname, params), (F, "glLightModeliv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(LineStipple)(GLint factor, GLushort pattern)
{
   DISPATCH(LineStipple, (factor, pattern), (F, "glLineStipple(%d, %d);\n", factor, pattern));
}

KEYWORD1 void KEYWORD2 NAME(LineWidth)(GLfloat width)
{
   DISPATCH(LineWidth, (width), (F, "glLineWidth(%f);\n", width));
}

KEYWORD1 void KEYWORD2 NAME(Materialf)(GLenum face, GLenum pname, GLfloat param)
{
   DISPATCH(Materialf, (face, pname, param), (F, "glMaterialf(0x%x, 0x%x, %f);\n", face, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(Materialfv)(GLenum face, GLenum pname, const GLfloat * params)
{
   DISPATCH(Materialfv, (face, pname, params), (F, "glMaterialfv(0x%x, 0x%x, %p);\n", face, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(Materiali)(GLenum face, GLenum pname, GLint param)
{
   DISPATCH(Materiali, (face, pname, param), (F, "glMateriali(0x%x, 0x%x, %d);\n", face, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(Materialiv)(GLenum face, GLenum pname, const GLint * params)
{
   DISPATCH(Materialiv, (face, pname, params), (F, "glMaterialiv(0x%x, 0x%x, %p);\n", face, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(PointSize)(GLfloat size)
{
   DISPATCH(PointSize, (size), (F, "glPointSize(%f);\n", size));
}

KEYWORD1 void KEYWORD2 NAME(PolygonMode)(GLenum face, GLenum mode)
{
   DISPATCH(PolygonMode, (face, mode), (F, "glPolygonMode(0x%x, 0x%x);\n", face, mode));
}

KEYWORD1 void KEYWORD2 NAME(PolygonStipple)(const GLubyte * mask)
{
   DISPATCH(PolygonStipple, (mask), (F, "glPolygonStipple(%p);\n", (const void *) mask));
}

KEYWORD1 void KEYWORD2 NAME(Scissor)(GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(Scissor, (x, y, width, height), (F, "glScissor(%d, %d, %d, %d);\n", x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(ShadeModel)(GLenum mode)
{
   DISPATCH(ShadeModel, (mode), (F, "glShadeModel(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(TexParameterf)(GLenum target, GLenum pname, GLfloat param)
{
   DISPATCH(TexParameterf, (target, pname, param), (F, "glTexParameterf(0x%x, 0x%x, %f);\n", target, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexParameterfv)(GLenum target, GLenum pname, const GLfloat * params)
{
   DISPATCH(TexParameterfv, (target, pname, params), (F, "glTexParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(TexParameteri)(GLenum target, GLenum pname, GLint param)
{
   DISPATCH(TexParameteri, (target, pname, param), (F, "glTexParameteri(0x%x, 0x%x, %d);\n", target, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexParameteriv)(GLenum target, GLenum pname, const GLint * params)
{
   DISPATCH(TexParameteriv, (target, pname, params), (F, "glTexParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(TexImage1D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexImage1D, (target, level, internalformat, width, border, format, type, pixels), (F, "glTexImage1D(0x%x, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, internalformat, width, border, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexImage2D, (target, level, internalformat, width, height, border, format, type, pixels), (F, "glTexImage2D(0x%x, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, internalformat, width, height, border, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexEnvf)(GLenum target, GLenum pname, GLfloat param)
{
   DISPATCH(TexEnvf, (target, pname, param), (F, "glTexEnvf(0x%x, 0x%x, %f);\n", target, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexEnvfv)(GLenum target, GLenum pname, const GLfloat * params)
{
   DISPATCH(TexEnvfv, (target, pname, params), (F, "glTexEnvfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(TexEnvi)(GLenum target, GLenum pname, GLint param)
{
   DISPATCH(TexEnvi, (target, pname, param), (F, "glTexEnvi(0x%x, 0x%x, %d);\n", target, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexEnviv)(GLenum target, GLenum pname, const GLint * params)
{
   DISPATCH(TexEnviv, (target, pname, params), (F, "glTexEnviv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(TexGend)(GLenum coord, GLenum pname, GLdouble param)
{
   DISPATCH(TexGend, (coord, pname, param), (F, "glTexGend(0x%x, 0x%x, %f);\n", coord, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexGendv)(GLenum coord, GLenum pname, const GLdouble * params)
{
   DISPATCH(TexGendv, (coord, pname, params), (F, "glTexGendv(0x%x, 0x%x, %p);\n", coord, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(TexGenf)(GLenum coord, GLenum pname, GLfloat param)
{
   DISPATCH(TexGenf, (coord, pname, param), (F, "glTexGenf(0x%x, 0x%x, %f);\n", coord, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexGenfv)(GLenum coord, GLenum pname, const GLfloat * params)
{
   DISPATCH(TexGenfv, (coord, pname, params), (F, "glTexGenfv(0x%x, 0x%x, %p);\n", coord, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(TexGeni)(GLenum coord, GLenum pname, GLint param)
{
   DISPATCH(TexGeni, (coord, pname, param), (F, "glTexGeni(0x%x, 0x%x, %d);\n", coord, pname, param));
}

KEYWORD1 void KEYWORD2 NAME(TexGeniv)(GLenum coord, GLenum pname, const GLint * params)
{
   DISPATCH(TexGeniv, (coord, pname, params), (F, "glTexGeniv(0x%x, 0x%x, %p);\n", coord, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(FeedbackBuffer)(GLsizei size, GLenum type, GLfloat * buffer)
{
   DISPATCH(FeedbackBuffer, (size, type, buffer), (F, "glFeedbackBuffer(%d, 0x%x, %p);\n", size, type, (const void *) buffer));
}

KEYWORD1 void KEYWORD2 NAME(SelectBuffer)(GLsizei size, GLuint * buffer)
{
   DISPATCH(SelectBuffer, (size, buffer), (F, "glSelectBuffer(%d, %p);\n", size, (const void *) buffer));
}

KEYWORD1 GLint KEYWORD2 NAME(RenderMode)(GLenum mode)
{
   RETURN_DISPATCH(RenderMode, (mode), (F, "glRenderMode(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(InitNames)(void)
{
   DISPATCH(InitNames, (), (F, "glInitNames();\n"));
}

KEYWORD1 void KEYWORD2 NAME(LoadName)(GLuint name)
{
   DISPATCH(LoadName, (name), (F, "glLoadName(%d);\n", name));
}

KEYWORD1 void KEYWORD2 NAME(PassThrough)(GLfloat token)
{
   DISPATCH(PassThrough, (token), (F, "glPassThrough(%f);\n", token));
}

KEYWORD1 void KEYWORD2 NAME(PopName)(void)
{
   DISPATCH(PopName, (), (F, "glPopName();\n"));
}

KEYWORD1 void KEYWORD2 NAME(PushName)(GLuint name)
{
   DISPATCH(PushName, (name), (F, "glPushName(%d);\n", name));
}

KEYWORD1 void KEYWORD2 NAME(DrawBuffer)(GLenum mode)
{
   DISPATCH(DrawBuffer, (mode), (F, "glDrawBuffer(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(Clear)(GLbitfield mask)
{
   DISPATCH(Clear, (mask), (F, "glClear(%d);\n", mask));
}

KEYWORD1 void KEYWORD2 NAME(ClearAccum)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
   DISPATCH(ClearAccum, (red, green, blue, alpha), (F, "glClearAccum(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(ClearIndex)(GLfloat c)
{
   DISPATCH(ClearIndex, (c), (F, "glClearIndex(%f);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(ClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
   DISPATCH(ClearColor, (red, green, blue, alpha), (F, "glClearColor(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(ClearStencil)(GLint s)
{
   DISPATCH(ClearStencil, (s), (F, "glClearStencil(%d);\n", s));
}

KEYWORD1 void KEYWORD2 NAME(ClearDepth)(GLclampd depth)
{
   DISPATCH(ClearDepth, (depth), (F, "glClearDepth(%f);\n", depth));
}

KEYWORD1 void KEYWORD2 NAME(StencilMask)(GLuint mask)
{
   DISPATCH(StencilMask, (mask), (F, "glStencilMask(%d);\n", mask));
}

KEYWORD1 void KEYWORD2 NAME(ColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
   DISPATCH(ColorMask, (red, green, blue, alpha), (F, "glColorMask(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(DepthMask)(GLboolean flag)
{
   DISPATCH(DepthMask, (flag), (F, "glDepthMask(%d);\n", flag));
}

KEYWORD1 void KEYWORD2 NAME(IndexMask)(GLuint mask)
{
   DISPATCH(IndexMask, (mask), (F, "glIndexMask(%d);\n", mask));
}

KEYWORD1 void KEYWORD2 NAME(Accum)(GLenum op, GLfloat value)
{
   DISPATCH(Accum, (op, value), (F, "glAccum(0x%x, %f);\n", op, value));
}

KEYWORD1 void KEYWORD2 NAME(Disable)(GLenum cap)
{
   DISPATCH(Disable, (cap), (F, "glDisable(0x%x);\n", cap));
}

KEYWORD1 void KEYWORD2 NAME(Enable)(GLenum cap)
{
   DISPATCH(Enable, (cap), (F, "glEnable(0x%x);\n", cap));
}

KEYWORD1 void KEYWORD2 NAME(Finish)(void)
{
   DISPATCH(Finish, (), (F, "glFinish();\n"));
}

KEYWORD1 void KEYWORD2 NAME(Flush)(void)
{
   DISPATCH(Flush, (), (F, "glFlush();\n"));
}

KEYWORD1 void KEYWORD2 NAME(PopAttrib)(void)
{
   DISPATCH(PopAttrib, (), (F, "glPopAttrib();\n"));
}

KEYWORD1 void KEYWORD2 NAME(PushAttrib)(GLbitfield mask)
{
   DISPATCH(PushAttrib, (mask), (F, "glPushAttrib(%d);\n", mask));
}

KEYWORD1 void KEYWORD2 NAME(Map1d)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points)
{
   DISPATCH(Map1d, (target, u1, u2, stride, order, points), (F, "glMap1d(0x%x, %f, %f, %d, %d, %p);\n", target, u1, u2, stride, order, (const void *) points));
}

KEYWORD1 void KEYWORD2 NAME(Map1f)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points)
{
   DISPATCH(Map1f, (target, u1, u2, stride, order, points), (F, "glMap1f(0x%x, %f, %f, %d, %d, %p);\n", target, u1, u2, stride, order, (const void *) points));
}

KEYWORD1 void KEYWORD2 NAME(Map2d)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points)
{
   DISPATCH(Map2d, (target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points), (F, "glMap2d(0x%x, %f, %f, %d, %d, %f, %f, %d, %d, %p);\n", target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, (const void *) points));
}

KEYWORD1 void KEYWORD2 NAME(Map2f)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points)
{
   DISPATCH(Map2f, (target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points), (F, "glMap2f(0x%x, %f, %f, %d, %d, %f, %f, %d, %d, %p);\n", target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, (const void *) points));
}

KEYWORD1 void KEYWORD2 NAME(MapGrid1d)(GLint un, GLdouble u1, GLdouble u2)
{
   DISPATCH(MapGrid1d, (un, u1, u2), (F, "glMapGrid1d(%d, %f, %f);\n", un, u1, u2));
}

KEYWORD1 void KEYWORD2 NAME(MapGrid1f)(GLint un, GLfloat u1, GLfloat u2)
{
   DISPATCH(MapGrid1f, (un, u1, u2), (F, "glMapGrid1f(%d, %f, %f);\n", un, u1, u2));
}

KEYWORD1 void KEYWORD2 NAME(MapGrid2d)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
{
   DISPATCH(MapGrid2d, (un, u1, u2, vn, v1, v2), (F, "glMapGrid2d(%d, %f, %f, %d, %f, %f);\n", un, u1, u2, vn, v1, v2));
}

KEYWORD1 void KEYWORD2 NAME(MapGrid2f)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
{
   DISPATCH(MapGrid2f, (un, u1, u2, vn, v1, v2), (F, "glMapGrid2f(%d, %f, %f, %d, %f, %f);\n", un, u1, u2, vn, v1, v2));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord1d)(GLdouble u)
{
   DISPATCH(EvalCoord1d, (u), (F, "glEvalCoord1d(%f);\n", u));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord1dv)(const GLdouble * u)
{
   DISPATCH(EvalCoord1dv, (u), (F, "glEvalCoord1dv(%p);\n", (const void *) u));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord1f)(GLfloat u)
{
   DISPATCH(EvalCoord1f, (u), (F, "glEvalCoord1f(%f);\n", u));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord1fv)(const GLfloat * u)
{
   DISPATCH(EvalCoord1fv, (u), (F, "glEvalCoord1fv(%p);\n", (const void *) u));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord2d)(GLdouble u, GLdouble v)
{
   DISPATCH(EvalCoord2d, (u, v), (F, "glEvalCoord2d(%f, %f);\n", u, v));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord2dv)(const GLdouble * u)
{
   DISPATCH(EvalCoord2dv, (u), (F, "glEvalCoord2dv(%p);\n", (const void *) u));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord2f)(GLfloat u, GLfloat v)
{
   DISPATCH(EvalCoord2f, (u, v), (F, "glEvalCoord2f(%f, %f);\n", u, v));
}

KEYWORD1 void KEYWORD2 NAME(EvalCoord2fv)(const GLfloat * u)
{
   DISPATCH(EvalCoord2fv, (u), (F, "glEvalCoord2fv(%p);\n", (const void *) u));
}

KEYWORD1 void KEYWORD2 NAME(EvalMesh1)(GLenum mode, GLint i1, GLint i2)
{
   DISPATCH(EvalMesh1, (mode, i1, i2), (F, "glEvalMesh1(0x%x, %d, %d);\n", mode, i1, i2));
}

KEYWORD1 void KEYWORD2 NAME(EvalPoint1)(GLint i)
{
   DISPATCH(EvalPoint1, (i), (F, "glEvalPoint1(%d);\n", i));
}

KEYWORD1 void KEYWORD2 NAME(EvalMesh2)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
{
   DISPATCH(EvalMesh2, (mode, i1, i2, j1, j2), (F, "glEvalMesh2(0x%x, %d, %d, %d, %d);\n", mode, i1, i2, j1, j2));
}

KEYWORD1 void KEYWORD2 NAME(EvalPoint2)(GLint i, GLint j)
{
   DISPATCH(EvalPoint2, (i, j), (F, "glEvalPoint2(%d, %d);\n", i, j));
}

KEYWORD1 void KEYWORD2 NAME(AlphaFunc)(GLenum func, GLclampf ref)
{
   DISPATCH(AlphaFunc, (func, ref), (F, "glAlphaFunc(0x%x, %f);\n", func, ref));
}

KEYWORD1 void KEYWORD2 NAME(BlendFunc)(GLenum sfactor, GLenum dfactor)
{
   DISPATCH(BlendFunc, (sfactor, dfactor), (F, "glBlendFunc(0x%x, 0x%x);\n", sfactor, dfactor));
}

KEYWORD1 void KEYWORD2 NAME(LogicOp)(GLenum opcode)
{
   DISPATCH(LogicOp, (opcode), (F, "glLogicOp(0x%x);\n", opcode));
}

KEYWORD1 void KEYWORD2 NAME(StencilFunc)(GLenum func, GLint ref, GLuint mask)
{
   DISPATCH(StencilFunc, (func, ref, mask), (F, "glStencilFunc(0x%x, %d, %d);\n", func, ref, mask));
}

KEYWORD1 void KEYWORD2 NAME(StencilOp)(GLenum fail, GLenum zfail, GLenum zpass)
{
   DISPATCH(StencilOp, (fail, zfail, zpass), (F, "glStencilOp(0x%x, 0x%x, 0x%x);\n", fail, zfail, zpass));
}

KEYWORD1 void KEYWORD2 NAME(DepthFunc)(GLenum func)
{
   DISPATCH(DepthFunc, (func), (F, "glDepthFunc(0x%x);\n", func));
}

KEYWORD1 void KEYWORD2 NAME(PixelZoom)(GLfloat xfactor, GLfloat yfactor)
{
   DISPATCH(PixelZoom, (xfactor, yfactor), (F, "glPixelZoom(%f, %f);\n", xfactor, yfactor));
}

KEYWORD1 void KEYWORD2 NAME(PixelTransferf)(GLenum pname, GLfloat param)
{
   DISPATCH(PixelTransferf, (pname, param), (F, "glPixelTransferf(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PixelTransferi)(GLenum pname, GLint param)
{
   DISPATCH(PixelTransferi, (pname, param), (F, "glPixelTransferi(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PixelStoref)(GLenum pname, GLfloat param)
{
   DISPATCH(PixelStoref, (pname, param), (F, "glPixelStoref(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PixelStorei)(GLenum pname, GLint param)
{
   DISPATCH(PixelStorei, (pname, param), (F, "glPixelStorei(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PixelMapfv)(GLenum map, GLsizei mapsize, const GLfloat * values)
{
   DISPATCH(PixelMapfv, (map, mapsize, values), (F, "glPixelMapfv(0x%x, %d, %p);\n", map, mapsize, (const void *) values));
}

KEYWORD1 void KEYWORD2 NAME(PixelMapuiv)(GLenum map, GLsizei mapsize, const GLuint * values)
{
   DISPATCH(PixelMapuiv, (map, mapsize, values), (F, "glPixelMapuiv(0x%x, %d, %p);\n", map, mapsize, (const void *) values));
}

KEYWORD1 void KEYWORD2 NAME(PixelMapusv)(GLenum map, GLsizei mapsize, const GLushort * values)
{
   DISPATCH(PixelMapusv, (map, mapsize, values), (F, "glPixelMapusv(0x%x, %d, %p);\n", map, mapsize, (const void *) values));
}

KEYWORD1 void KEYWORD2 NAME(ReadBuffer)(GLenum mode)
{
   DISPATCH(ReadBuffer, (mode), (F, "glReadBuffer(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(CopyPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
{
   DISPATCH(CopyPixels, (x, y, width, height, type), (F, "glCopyPixels(%d, %d, %d, %d, 0x%x);\n", x, y, width, height, type));
}

KEYWORD1 void KEYWORD2 NAME(ReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels)
{
   DISPATCH(ReadPixels, (x, y, width, height, format, type, pixels), (F, "glReadPixels(%d, %d, %d, %d, 0x%x, 0x%x, %p);\n", x, y, width, height, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(DrawPixels)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(DrawPixels, (width, height, format, type, pixels), (F, "glDrawPixels(%d, %d, 0x%x, 0x%x, %p);\n", width, height, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(GetBooleanv)(GLenum pname, GLboolean * params)
{
   DISPATCH(GetBooleanv, (pname, params), (F, "glGetBooleanv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetClipPlane)(GLenum plane, GLdouble * equation)
{
   DISPATCH(GetClipPlane, (plane, equation), (F, "glGetClipPlane(0x%x, %p);\n", plane, (const void *) equation));
}

KEYWORD1 void KEYWORD2 NAME(GetDoublev)(GLenum pname, GLdouble * params)
{
   DISPATCH(GetDoublev, (pname, params), (F, "glGetDoublev(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 GLenum KEYWORD2 NAME(GetError)(void)
{
   RETURN_DISPATCH(GetError, (), (F, "glGetError();\n"));
}

KEYWORD1 void KEYWORD2 NAME(GetFloatv)(GLenum pname, GLfloat * params)
{
   DISPATCH(GetFloatv, (pname, params), (F, "glGetFloatv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetIntegerv)(GLenum pname, GLint * params)
{
   DISPATCH(GetIntegerv, (pname, params), (F, "glGetIntegerv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetLightfv)(GLenum light, GLenum pname, GLfloat * params)
{
   DISPATCH(GetLightfv, (light, pname, params), (F, "glGetLightfv(0x%x, 0x%x, %p);\n", light, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetLightiv)(GLenum light, GLenum pname, GLint * params)
{
   DISPATCH(GetLightiv, (light, pname, params), (F, "glGetLightiv(0x%x, 0x%x, %p);\n", light, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetMapdv)(GLenum target, GLenum query, GLdouble * v)
{
   DISPATCH(GetMapdv, (target, query, v), (F, "glGetMapdv(0x%x, 0x%x, %p);\n", target, query, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(GetMapfv)(GLenum target, GLenum query, GLfloat * v)
{
   DISPATCH(GetMapfv, (target, query, v), (F, "glGetMapfv(0x%x, 0x%x, %p);\n", target, query, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(GetMapiv)(GLenum target, GLenum query, GLint * v)
{
   DISPATCH(GetMapiv, (target, query, v), (F, "glGetMapiv(0x%x, 0x%x, %p);\n", target, query, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(GetMaterialfv)(GLenum face, GLenum pname, GLfloat * params)
{
   DISPATCH(GetMaterialfv, (face, pname, params), (F, "glGetMaterialfv(0x%x, 0x%x, %p);\n", face, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetMaterialiv)(GLenum face, GLenum pname, GLint * params)
{
   DISPATCH(GetMaterialiv, (face, pname, params), (F, "glGetMaterialiv(0x%x, 0x%x, %p);\n", face, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetPixelMapfv)(GLenum map, GLfloat * values)
{
   DISPATCH(GetPixelMapfv, (map, values), (F, "glGetPixelMapfv(0x%x, %p);\n", map, (const void *) values));
}

KEYWORD1 void KEYWORD2 NAME(GetPixelMapuiv)(GLenum map, GLuint * values)
{
   DISPATCH(GetPixelMapuiv, (map, values), (F, "glGetPixelMapuiv(0x%x, %p);\n", map, (const void *) values));
}

KEYWORD1 void KEYWORD2 NAME(GetPixelMapusv)(GLenum map, GLushort * values)
{
   DISPATCH(GetPixelMapusv, (map, values), (F, "glGetPixelMapusv(0x%x, %p);\n", map, (const void *) values));
}

KEYWORD1 void KEYWORD2 NAME(GetPolygonStipple)(GLubyte * mask)
{
   DISPATCH(GetPolygonStipple, (mask), (F, "glGetPolygonStipple(%p);\n", (const void *) mask));
}

KEYWORD1 const GLubyte * KEYWORD2 NAME(GetString)(GLenum name)
{
   RETURN_DISPATCH(GetString, (name), (F, "glGetString(0x%x);\n", name));
}

KEYWORD1 void KEYWORD2 NAME(GetTexEnvfv)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetTexEnvfv, (target, pname, params), (F, "glGetTexEnvfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexEnviv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetTexEnviv, (target, pname, params), (F, "glGetTexEnviv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexGendv)(GLenum coord, GLenum pname, GLdouble * params)
{
   DISPATCH(GetTexGendv, (coord, pname, params), (F, "glGetTexGendv(0x%x, 0x%x, %p);\n", coord, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexGenfv)(GLenum coord, GLenum pname, GLfloat * params)
{
   DISPATCH(GetTexGenfv, (coord, pname, params), (F, "glGetTexGenfv(0x%x, 0x%x, %p);\n", coord, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexGeniv)(GLenum coord, GLenum pname, GLint * params)
{
   DISPATCH(GetTexGeniv, (coord, pname, params), (F, "glGetTexGeniv(0x%x, 0x%x, %p);\n", coord, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels)
{
   DISPATCH(GetTexImage, (target, level, format, type, pixels), (F, "glGetTexImage(0x%x, %d, 0x%x, 0x%x, %p);\n", target, level, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(GetTexParameterfv)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetTexParameterfv, (target, pname, params), (F, "glGetTexParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetTexParameteriv, (target, pname, params), (F, "glGetTexParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat * params)
{
   DISPATCH(GetTexLevelParameterfv, (target, level, pname, params), (F, "glGetTexLevelParameterfv(0x%x, %d, 0x%x, %p);\n", target, level, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint * params)
{
   DISPATCH(GetTexLevelParameteriv, (target, level, pname, params), (F, "glGetTexLevelParameteriv(0x%x, %d, 0x%x, %p);\n", target, level, pname, (const void *) params));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsEnabled)(GLenum cap)
{
   RETURN_DISPATCH(IsEnabled, (cap), (F, "glIsEnabled(0x%x);\n", cap));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsList)(GLuint list)
{
   RETURN_DISPATCH(IsList, (list), (F, "glIsList(%d);\n", list));
}

KEYWORD1 void KEYWORD2 NAME(DepthRange)(GLclampd zNear, GLclampd zFar)
{
   DISPATCH(DepthRange, (zNear, zFar), (F, "glDepthRange(%f, %f);\n", zNear, zFar));
}

KEYWORD1 void KEYWORD2 NAME(Frustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
   DISPATCH(Frustum, (left, right, bottom, top, zNear, zFar), (F, "glFrustum(%f, %f, %f, %f, %f, %f);\n", left, right, bottom, top, zNear, zFar));
}

KEYWORD1 void KEYWORD2 NAME(LoadIdentity)(void)
{
   DISPATCH(LoadIdentity, (), (F, "glLoadIdentity();\n"));
}

KEYWORD1 void KEYWORD2 NAME(LoadMatrixf)(const GLfloat * m)
{
   DISPATCH(LoadMatrixf, (m), (F, "glLoadMatrixf(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(LoadMatrixd)(const GLdouble * m)
{
   DISPATCH(LoadMatrixd, (m), (F, "glLoadMatrixd(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(MatrixMode)(GLenum mode)
{
   DISPATCH(MatrixMode, (mode), (F, "glMatrixMode(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(MultMatrixf)(const GLfloat * m)
{
   DISPATCH(MultMatrixf, (m), (F, "glMultMatrixf(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(MultMatrixd)(const GLdouble * m)
{
   DISPATCH(MultMatrixd, (m), (F, "glMultMatrixd(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(Ortho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
   DISPATCH(Ortho, (left, right, bottom, top, zNear, zFar), (F, "glOrtho(%f, %f, %f, %f, %f, %f);\n", left, right, bottom, top, zNear, zFar));
}

KEYWORD1 void KEYWORD2 NAME(PopMatrix)(void)
{
   DISPATCH(PopMatrix, (), (F, "glPopMatrix();\n"));
}

KEYWORD1 void KEYWORD2 NAME(PushMatrix)(void)
{
   DISPATCH(PushMatrix, (), (F, "glPushMatrix();\n"));
}

KEYWORD1 void KEYWORD2 NAME(Rotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(Rotated, (angle, x, y, z), (F, "glRotated(%f, %f, %f, %f);\n", angle, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Rotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(Rotatef, (angle, x, y, z), (F, "glRotatef(%f, %f, %f, %f);\n", angle, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Scaled)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(Scaled, (x, y, z), (F, "glScaled(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Scalef)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(Scalef, (x, y, z), (F, "glScalef(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Translated)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(Translated, (x, y, z), (F, "glTranslated(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Translatef)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(Translatef, (x, y, z), (F, "glTranslatef(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(Viewport)(GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(Viewport, (x, y, width, height), (F, "glViewport(%d, %d, %d, %d);\n", x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(ArrayElement)(GLint i)
{
   DISPATCH(ArrayElement, (i), (F, "glArrayElement(%d);\n", i));
}

KEYWORD1 void KEYWORD2 NAME(ArrayElementEXT)(GLint i)
{
   DISPATCH(ArrayElement, (i), (F, "glArrayElementEXT(%d);\n", i));
}

KEYWORD1 void KEYWORD2 NAME(BindTexture)(GLenum target, GLuint texture)
{
   DISPATCH(BindTexture, (target, texture), (F, "glBindTexture(0x%x, %d);\n", target, texture));
}

KEYWORD1 void KEYWORD2 NAME(BindTextureEXT)(GLenum target, GLuint texture)
{
   DISPATCH(BindTexture, (target, texture), (F, "glBindTextureEXT(0x%x, %d);\n", target, texture));
}

KEYWORD1 void KEYWORD2 NAME(ColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(ColorPointer, (size, type, stride, pointer), (F, "glColorPointer(%d, 0x%x, %d, %p);\n", size, type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(DisableClientState)(GLenum array)
{
   DISPATCH(DisableClientState, (array), (F, "glDisableClientState(0x%x);\n", array));
}

KEYWORD1 void KEYWORD2 NAME(DrawArrays)(GLenum mode, GLint first, GLsizei count)
{
   DISPATCH(DrawArrays, (mode, first, count), (F, "glDrawArrays(0x%x, %d, %d);\n", mode, first, count));
}

KEYWORD1 void KEYWORD2 NAME(DrawArraysEXT)(GLenum mode, GLint first, GLsizei count)
{
   DISPATCH(DrawArrays, (mode, first, count), (F, "glDrawArraysEXT(0x%x, %d, %d);\n", mode, first, count));
}

KEYWORD1 void KEYWORD2 NAME(DrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices)
{
   DISPATCH(DrawElements, (mode, count, type, indices), (F, "glDrawElements(0x%x, %d, 0x%x, %p);\n", mode, count, type, (const void *) indices));
}

KEYWORD1 void KEYWORD2 NAME(EdgeFlagPointer)(GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(EdgeFlagPointer, (stride, pointer), (F, "glEdgeFlagPointer(%d, %p);\n", stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(EnableClientState)(GLenum array)
{
   DISPATCH(EnableClientState, (array), (F, "glEnableClientState(0x%x);\n", array));
}

KEYWORD1 void KEYWORD2 NAME(IndexPointer)(GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(IndexPointer, (type, stride, pointer), (F, "glIndexPointer(0x%x, %d, %p);\n", type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(Indexub)(GLubyte c)
{
   DISPATCH(Indexub, (c), (F, "glIndexub(%d);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexubv)(const GLubyte * c)
{
   DISPATCH(Indexubv, (c), (F, "glIndexubv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(InterleavedArrays)(GLenum format, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(InterleavedArrays, (format, stride, pointer), (F, "glInterleavedArrays(0x%x, %d, %p);\n", format, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(NormalPointer)(GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(NormalPointer, (type, stride, pointer), (F, "glNormalPointer(0x%x, %d, %p);\n", type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(PolygonOffset)(GLfloat factor, GLfloat units)
{
   DISPATCH(PolygonOffset, (factor, units), (F, "glPolygonOffset(%f, %f);\n", factor, units));
}

KEYWORD1 void KEYWORD2 NAME(TexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(TexCoordPointer, (size, type, stride, pointer), (F, "glTexCoordPointer(%d, 0x%x, %d, %p);\n", size, type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(VertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(VertexPointer, (size, type, stride, pointer), (F, "glVertexPointer(%d, 0x%x, %d, %p);\n", size, type, stride, (const void *) pointer));
}

KEYWORD1 GLboolean KEYWORD2 NAME(AreTexturesResident)(GLsizei n, const GLuint * textures, GLboolean * residences)
{
   RETURN_DISPATCH(AreTexturesResident, (n, textures, residences), (F, "glAreTexturesResident(%d, %p, %p);\n", n, (const void *) textures, (const void *) residences));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 GLboolean KEYWORD2 NAME(AreTexturesResidentEXT)(GLsizei n, const GLuint * textures, GLboolean * residences)
{
   RETURN_DISPATCH(AreTexturesResident, (n, textures, residences), (F, "glAreTexturesResidentEXT(%d, %p, %p);\n", n, (const void *) textures, (const void *) residences));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(CopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
{
   DISPATCH(CopyTexImage1D, (target, level, internalformat, x, y, width, border), (F, "glCopyTexImage1D(0x%x, %d, 0x%x, %d, %d, %d, %d);\n", target, level, internalformat, x, y, width, border));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexImage1DEXT)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
{
   DISPATCH(CopyTexImage1D, (target, level, internalformat, x, y, width, border), (F, "glCopyTexImage1DEXT(0x%x, %d, 0x%x, %d, %d, %d, %d);\n", target, level, internalformat, x, y, width, border));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
   DISPATCH(CopyTexImage2D, (target, level, internalformat, x, y, width, height, border), (F, "glCopyTexImage2D(0x%x, %d, 0x%x, %d, %d, %d, %d, %d);\n", target, level, internalformat, x, y, width, height, border));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexImage2DEXT)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
   DISPATCH(CopyTexImage2D, (target, level, internalformat, x, y, width, height, border), (F, "glCopyTexImage2DEXT(0x%x, %d, 0x%x, %d, %d, %d, %d, %d);\n", target, level, internalformat, x, y, width, height, border));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyTexSubImage1D, (target, level, xoffset, x, y, width), (F, "glCopyTexSubImage1D(0x%x, %d, %d, %d, %d, %d);\n", target, level, xoffset, x, y, width));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexSubImage1DEXT)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyTexSubImage1D, (target, level, xoffset, x, y, width), (F, "glCopyTexSubImage1DEXT(0x%x, %d, %d, %d, %d, %d);\n", target, level, xoffset, x, y, width));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(CopyTexSubImage2D, (target, level, xoffset, yoffset, x, y, width, height), (F, "glCopyTexSubImage2D(0x%x, %d, %d, %d, %d, %d, %d, %d);\n", target, level, xoffset, yoffset, x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexSubImage2DEXT)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(CopyTexSubImage2D, (target, level, xoffset, yoffset, x, y, width, height), (F, "glCopyTexSubImage2DEXT(0x%x, %d, %d, %d, %d, %d, %d, %d);\n", target, level, xoffset, yoffset, x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(DeleteTextures)(GLsizei n, const GLuint * textures)
{
   DISPATCH(DeleteTextures, (n, textures), (F, "glDeleteTextures(%d, %p);\n", n, (const void *) textures));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 void KEYWORD2 NAME(DeleteTexturesEXT)(GLsizei n, const GLuint * textures)
{
   DISPATCH(DeleteTextures, (n, textures), (F, "glDeleteTexturesEXT(%d, %p);\n", n, (const void *) textures));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GenTextures)(GLsizei n, GLuint * textures)
{
   DISPATCH(GenTextures, (n, textures), (F, "glGenTextures(%d, %p);\n", n, (const void *) textures));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 void KEYWORD2 NAME(GenTexturesEXT)(GLsizei n, GLuint * textures)
{
   DISPATCH(GenTextures, (n, textures), (F, "glGenTexturesEXT(%d, %p);\n", n, (const void *) textures));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetPointerv)(GLenum pname, GLvoid ** params)
{
   DISPATCH(GetPointerv, (pname, params), (F, "glGetPointerv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetPointervEXT)(GLenum pname, GLvoid ** params)
{
   DISPATCH(GetPointerv, (pname, params), (F, "glGetPointervEXT(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsTexture)(GLuint texture)
{
   RETURN_DISPATCH(IsTexture, (texture), (F, "glIsTexture(%d);\n", texture));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 GLboolean KEYWORD2 NAME(IsTextureEXT)(GLuint texture)
{
   RETURN_DISPATCH(IsTexture, (texture), (F, "glIsTextureEXT(%d);\n", texture));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(PrioritizeTextures)(GLsizei n, const GLuint * textures, const GLclampf * priorities)
{
   DISPATCH(PrioritizeTextures, (n, textures, priorities), (F, "glPrioritizeTextures(%d, %p, %p);\n", n, (const void *) textures, (const void *) priorities));
}

KEYWORD1 void KEYWORD2 NAME(PrioritizeTexturesEXT)(GLsizei n, const GLuint * textures, const GLclampf * priorities)
{
   DISPATCH(PrioritizeTextures, (n, textures, priorities), (F, "glPrioritizeTexturesEXT(%d, %p, %p);\n", n, (const void *) textures, (const void *) priorities));
}

KEYWORD1 void KEYWORD2 NAME(TexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexSubImage1D, (target, level, xoffset, width, format, type, pixels), (F, "glTexSubImage1D(0x%x, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, xoffset, width, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexSubImage1DEXT)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexSubImage1D, (target, level, xoffset, width, format, type, pixels), (F, "glTexSubImage1DEXT(0x%x, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, xoffset, width, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexSubImage2D, (target, level, xoffset, yoffset, width, height, format, type, pixels), (F, "glTexSubImage2D(0x%x, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, xoffset, yoffset, width, height, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexSubImage2DEXT)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexSubImage2D, (target, level, xoffset, yoffset, width, height, format, type, pixels), (F, "glTexSubImage2DEXT(0x%x, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, xoffset, yoffset, width, height, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(PopClientAttrib)(void)
{
   DISPATCH(PopClientAttrib, (), (F, "glPopClientAttrib();\n"));
}

KEYWORD1 void KEYWORD2 NAME(PushClientAttrib)(GLbitfield mask)
{
   DISPATCH(PushClientAttrib, (mask), (F, "glPushClientAttrib(%d);\n", mask));
}

KEYWORD1 void KEYWORD2 NAME(BlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
   DISPATCH(BlendColor, (red, green, blue, alpha), (F, "glBlendColor(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(BlendColorEXT)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
{
   DISPATCH(BlendColor, (red, green, blue, alpha), (F, "glBlendColorEXT(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(BlendEquation)(GLenum mode)
{
   DISPATCH(BlendEquation, (mode), (F, "glBlendEquation(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(BlendEquationEXT)(GLenum mode)
{
   DISPATCH(BlendEquation, (mode), (F, "glBlendEquationEXT(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(DrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices)
{
   DISPATCH(DrawRangeElements, (mode, start, end, count, type, indices), (F, "glDrawRangeElements(0x%x, %d, %d, %d, 0x%x, %p);\n", mode, start, end, count, type, (const void *) indices));
}

KEYWORD1 void KEYWORD2 NAME(DrawRangeElementsEXT)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices)
{
   DISPATCH(DrawRangeElements, (mode, start, end, count, type, indices), (F, "glDrawRangeElementsEXT(0x%x, %d, %d, %d, 0x%x, %p);\n", mode, start, end, count, type, (const void *) indices));
}

KEYWORD1 void KEYWORD2 NAME(ColorTable)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table)
{
   DISPATCH(ColorTable, (target, internalformat, width, format, type, table), (F, "glColorTable(0x%x, 0x%x, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, format, type, (const void *) table));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_339)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_339)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table)
{
   DISPATCH(ColorTable, (target, internalformat, width, format, type, table), (F, "glColorTableSGI(0x%x, 0x%x, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, format, type, (const void *) table));
}

KEYWORD1 void KEYWORD2 NAME(ColorTableEXT)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table)
{
   DISPATCH(ColorTable, (target, internalformat, width, format, type, table), (F, "glColorTableEXT(0x%x, 0x%x, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, format, type, (const void *) table));
}

KEYWORD1 void KEYWORD2 NAME(ColorTableParameterfv)(GLenum target, GLenum pname, const GLfloat * params)
{
   DISPATCH(ColorTableParameterfv, (target, pname, params), (F, "glColorTableParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_340)(GLenum target, GLenum pname, const GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_340)(GLenum target, GLenum pname, const GLfloat * params)
{
   DISPATCH(ColorTableParameterfv, (target, pname, params), (F, "glColorTableParameterfvSGI(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ColorTableParameteriv)(GLenum target, GLenum pname, const GLint * params)
{
   DISPATCH(ColorTableParameteriv, (target, pname, params), (F, "glColorTableParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_341)(GLenum target, GLenum pname, const GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_341)(GLenum target, GLenum pname, const GLint * params)
{
   DISPATCH(ColorTableParameteriv, (target, pname, params), (F, "glColorTableParameterivSGI(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(CopyColorTable)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyColorTable, (target, internalformat, x, y, width), (F, "glCopyColorTable(0x%x, 0x%x, %d, %d, %d);\n", target, internalformat, x, y, width));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_342)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_342)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyColorTable, (target, internalformat, x, y, width), (F, "glCopyColorTableSGI(0x%x, 0x%x, %d, %d, %d);\n", target, internalformat, x, y, width));
}

KEYWORD1 void KEYWORD2 NAME(GetColorTable)(GLenum target, GLenum format, GLenum type, GLvoid * table)
{
   DISPATCH(GetColorTable, (target, format, type, table), (F, "glGetColorTable(0x%x, 0x%x, 0x%x, %p);\n", target, format, type, (const void *) table));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_343)(GLenum target, GLenum format, GLenum type, GLvoid * table);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_343)(GLenum target, GLenum format, GLenum type, GLvoid * table)
{
   DISPATCH(GetColorTable, (target, format, type, table), (F, "glGetColorTableSGI(0x%x, 0x%x, 0x%x, %p);\n", target, format, type, (const void *) table));
}
#endif /* GLX_INDIRECT_RENDERING */

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 void KEYWORD2 NAME(GetColorTableEXT)(GLenum target, GLenum format, GLenum type, GLvoid * table)
{
   DISPATCH(GetColorTable, (target, format, type, table), (F, "glGetColorTableEXT(0x%x, 0x%x, 0x%x, %p);\n", target, format, type, (const void *) table));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetColorTableParameterfv)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetColorTableParameterfv, (target, pname, params), (F, "glGetColorTableParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_344)(GLenum target, GLenum pname, GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_344)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetColorTableParameterfv, (target, pname, params), (F, "glGetColorTableParameterfvSGI(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 void KEYWORD2 NAME(GetColorTableParameterfvEXT)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetColorTableParameterfv, (target, pname, params), (F, "glGetColorTableParameterfvEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetColorTableParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetColorTableParameteriv, (target, pname, params), (F, "glGetColorTableParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_345)(GLenum target, GLenum pname, GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_345)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetColorTableParameteriv, (target, pname, params), (F, "glGetColorTableParameterivSGI(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1 void KEYWORD2 NAME(GetColorTableParameterivEXT)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetColorTableParameteriv, (target, pname, params), (F, "glGetColorTableParameterivEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(ColorSubTable)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data)
{
   DISPATCH(ColorSubTable, (target, start, count, format, type, data), (F, "glColorSubTable(0x%x, %d, %d, 0x%x, 0x%x, %p);\n", target, start, count, format, type, (const void *) data));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_346)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_346)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data)
{
   DISPATCH(ColorSubTable, (target, start, count, format, type, data), (F, "glColorSubTableEXT(0x%x, %d, %d, 0x%x, 0x%x, %p);\n", target, start, count, format, type, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CopyColorSubTable)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyColorSubTable, (target, start, x, y, width), (F, "glCopyColorSubTable(0x%x, %d, %d, %d, %d);\n", target, start, x, y, width));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_347)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_347)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyColorSubTable, (target, start, x, y, width), (F, "glCopyColorSubTableEXT(0x%x, %d, %d, %d, %d);\n", target, start, x, y, width));
}

KEYWORD1 void KEYWORD2 NAME(ConvolutionFilter1D)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * image)
{
   DISPATCH(ConvolutionFilter1D, (target, internalformat, width, format, type, image), (F, "glConvolutionFilter1D(0x%x, 0x%x, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, format, type, (const void *) image));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_348)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * image);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_348)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * image)
{
   DISPATCH(ConvolutionFilter1D, (target, internalformat, width, format, type, image), (F, "glConvolutionFilter1DEXT(0x%x, 0x%x, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, format, type, (const void *) image));
}

KEYWORD1 void KEYWORD2 NAME(ConvolutionFilter2D)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image)
{
   DISPATCH(ConvolutionFilter2D, (target, internalformat, width, height, format, type, image), (F, "glConvolutionFilter2D(0x%x, 0x%x, %d, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, height, format, type, (const void *) image));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_349)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_349)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image)
{
   DISPATCH(ConvolutionFilter2D, (target, internalformat, width, height, format, type, image), (F, "glConvolutionFilter2DEXT(0x%x, 0x%x, %d, %d, 0x%x, 0x%x, %p);\n", target, internalformat, width, height, format, type, (const void *) image));
}

KEYWORD1 void KEYWORD2 NAME(ConvolutionParameterf)(GLenum target, GLenum pname, GLfloat params)
{
   DISPATCH(ConvolutionParameterf, (target, pname, params), (F, "glConvolutionParameterf(0x%x, 0x%x, %f);\n", target, pname, params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_350)(GLenum target, GLenum pname, GLfloat params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_350)(GLenum target, GLenum pname, GLfloat params)
{
   DISPATCH(ConvolutionParameterf, (target, pname, params), (F, "glConvolutionParameterfEXT(0x%x, 0x%x, %f);\n", target, pname, params));
}

KEYWORD1 void KEYWORD2 NAME(ConvolutionParameterfv)(GLenum target, GLenum pname, const GLfloat * params)
{
   DISPATCH(ConvolutionParameterfv, (target, pname, params), (F, "glConvolutionParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_351)(GLenum target, GLenum pname, const GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_351)(GLenum target, GLenum pname, const GLfloat * params)
{
   DISPATCH(ConvolutionParameterfv, (target, pname, params), (F, "glConvolutionParameterfvEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ConvolutionParameteri)(GLenum target, GLenum pname, GLint params)
{
   DISPATCH(ConvolutionParameteri, (target, pname, params), (F, "glConvolutionParameteri(0x%x, 0x%x, %d);\n", target, pname, params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_352)(GLenum target, GLenum pname, GLint params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_352)(GLenum target, GLenum pname, GLint params)
{
   DISPATCH(ConvolutionParameteri, (target, pname, params), (F, "glConvolutionParameteriEXT(0x%x, 0x%x, %d);\n", target, pname, params));
}

KEYWORD1 void KEYWORD2 NAME(ConvolutionParameteriv)(GLenum target, GLenum pname, const GLint * params)
{
   DISPATCH(ConvolutionParameteriv, (target, pname, params), (F, "glConvolutionParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_353)(GLenum target, GLenum pname, const GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_353)(GLenum target, GLenum pname, const GLint * params)
{
   DISPATCH(ConvolutionParameteriv, (target, pname, params), (F, "glConvolutionParameterivEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(CopyConvolutionFilter1D)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyConvolutionFilter1D, (target, internalformat, x, y, width), (F, "glCopyConvolutionFilter1D(0x%x, 0x%x, %d, %d, %d);\n", target, internalformat, x, y, width));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_354)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_354)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
{
   DISPATCH(CopyConvolutionFilter1D, (target, internalformat, x, y, width), (F, "glCopyConvolutionFilter1DEXT(0x%x, 0x%x, %d, %d, %d);\n", target, internalformat, x, y, width));
}

KEYWORD1 void KEYWORD2 NAME(CopyConvolutionFilter2D)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(CopyConvolutionFilter2D, (target, internalformat, x, y, width, height), (F, "glCopyConvolutionFilter2D(0x%x, 0x%x, %d, %d, %d, %d);\n", target, internalformat, x, y, width, height));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_355)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_355)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(CopyConvolutionFilter2D, (target, internalformat, x, y, width, height), (F, "glCopyConvolutionFilter2DEXT(0x%x, 0x%x, %d, %d, %d, %d);\n", target, internalformat, x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(GetConvolutionFilter)(GLenum target, GLenum format, GLenum type, GLvoid * image)
{
   DISPATCH(GetConvolutionFilter, (target, format, type, image), (F, "glGetConvolutionFilter(0x%x, 0x%x, 0x%x, %p);\n", target, format, type, (const void *) image));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_356)(GLenum target, GLenum format, GLenum type, GLvoid * image);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_356)(GLenum target, GLenum format, GLenum type, GLvoid * image)
{
   DISPATCH(GetConvolutionFilter, (target, format, type, image), (F, "glGetConvolutionFilterEXT(0x%x, 0x%x, 0x%x, %p);\n", target, format, type, (const void *) image));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetConvolutionParameterfv)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetConvolutionParameterfv, (target, pname, params), (F, "glGetConvolutionParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_357)(GLenum target, GLenum pname, GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_357)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetConvolutionParameterfv, (target, pname, params), (F, "glGetConvolutionParameterfvEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetConvolutionParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetConvolutionParameteriv, (target, pname, params), (F, "glGetConvolutionParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_358)(GLenum target, GLenum pname, GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_358)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetConvolutionParameteriv, (target, pname, params), (F, "glGetConvolutionParameterivEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetSeparableFilter)(GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span)
{
   DISPATCH(GetSeparableFilter, (target, format, type, row, column, span), (F, "glGetSeparableFilter(0x%x, 0x%x, 0x%x, %p, %p, %p);\n", target, format, type, (const void *) row, (const void *) column, (const void *) span));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_359)(GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_359)(GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span)
{
   DISPATCH(GetSeparableFilter, (target, format, type, row, column, span), (F, "glGetSeparableFilterEXT(0x%x, 0x%x, 0x%x, %p, %p, %p);\n", target, format, type, (const void *) row, (const void *) column, (const void *) span));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(SeparableFilter2D)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column)
{
   DISPATCH(SeparableFilter2D, (target, internalformat, width, height, format, type, row, column), (F, "glSeparableFilter2D(0x%x, 0x%x, %d, %d, 0x%x, 0x%x, %p, %p);\n", target, internalformat, width, height, format, type, (const void *) row, (const void *) column));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_360)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_360)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column)
{
   DISPATCH(SeparableFilter2D, (target, internalformat, width, height, format, type, row, column), (F, "glSeparableFilter2DEXT(0x%x, 0x%x, %d, %d, 0x%x, 0x%x, %p, %p);\n", target, internalformat, width, height, format, type, (const void *) row, (const void *) column));
}

KEYWORD1 void KEYWORD2 NAME(GetHistogram)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values)
{
   DISPATCH(GetHistogram, (target, reset, format, type, values), (F, "glGetHistogram(0x%x, %d, 0x%x, 0x%x, %p);\n", target, reset, format, type, (const void *) values));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_361)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_361)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values)
{
   DISPATCH(GetHistogram, (target, reset, format, type, values), (F, "glGetHistogramEXT(0x%x, %d, 0x%x, 0x%x, %p);\n", target, reset, format, type, (const void *) values));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetHistogramParameterfv)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetHistogramParameterfv, (target, pname, params), (F, "glGetHistogramParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_362)(GLenum target, GLenum pname, GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_362)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetHistogramParameterfv, (target, pname, params), (F, "glGetHistogramParameterfvEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetHistogramParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetHistogramParameteriv, (target, pname, params), (F, "glGetHistogramParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_363)(GLenum target, GLenum pname, GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_363)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetHistogramParameteriv, (target, pname, params), (F, "glGetHistogramParameterivEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetMinmax)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values)
{
   DISPATCH(GetMinmax, (target, reset, format, type, values), (F, "glGetMinmax(0x%x, %d, 0x%x, 0x%x, %p);\n", target, reset, format, type, (const void *) values));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_364)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_364)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values)
{
   DISPATCH(GetMinmax, (target, reset, format, type, values), (F, "glGetMinmaxEXT(0x%x, %d, 0x%x, 0x%x, %p);\n", target, reset, format, type, (const void *) values));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetMinmaxParameterfv)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetMinmaxParameterfv, (target, pname, params), (F, "glGetMinmaxParameterfv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_365)(GLenum target, GLenum pname, GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_365)(GLenum target, GLenum pname, GLfloat * params)
{
   DISPATCH(GetMinmaxParameterfv, (target, pname, params), (F, "glGetMinmaxParameterfvEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(GetMinmaxParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetMinmaxParameteriv, (target, pname, params), (F, "glGetMinmaxParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

#ifndef GLX_INDIRECT_RENDERING
KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_366)(GLenum target, GLenum pname, GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_366)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetMinmaxParameteriv, (target, pname, params), (F, "glGetMinmaxParameterivEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}
#endif /* GLX_INDIRECT_RENDERING */

KEYWORD1 void KEYWORD2 NAME(Histogram)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
{
   DISPATCH(Histogram, (target, width, internalformat, sink), (F, "glHistogram(0x%x, %d, 0x%x, %d);\n", target, width, internalformat, sink));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_367)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_367)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
{
   DISPATCH(Histogram, (target, width, internalformat, sink), (F, "glHistogramEXT(0x%x, %d, 0x%x, %d);\n", target, width, internalformat, sink));
}

KEYWORD1 void KEYWORD2 NAME(Minmax)(GLenum target, GLenum internalformat, GLboolean sink)
{
   DISPATCH(Minmax, (target, internalformat, sink), (F, "glMinmax(0x%x, 0x%x, %d);\n", target, internalformat, sink));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_368)(GLenum target, GLenum internalformat, GLboolean sink);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_368)(GLenum target, GLenum internalformat, GLboolean sink)
{
   DISPATCH(Minmax, (target, internalformat, sink), (F, "glMinmaxEXT(0x%x, 0x%x, %d);\n", target, internalformat, sink));
}

KEYWORD1 void KEYWORD2 NAME(ResetHistogram)(GLenum target)
{
   DISPATCH(ResetHistogram, (target), (F, "glResetHistogram(0x%x);\n", target));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_369)(GLenum target);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_369)(GLenum target)
{
   DISPATCH(ResetHistogram, (target), (F, "glResetHistogramEXT(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(ResetMinmax)(GLenum target)
{
   DISPATCH(ResetMinmax, (target), (F, "glResetMinmax(0x%x);\n", target));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_370)(GLenum target);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_370)(GLenum target)
{
   DISPATCH(ResetMinmax, (target), (F, "glResetMinmaxEXT(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(TexImage3D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexImage3D, (target, level, internalformat, width, height, depth, border, format, type, pixels), (F, "glTexImage3D(0x%x, %d, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, internalformat, width, height, depth, border, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexImage3DEXT)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexImage3D, (target, level, internalformat, width, height, depth, border, format, type, pixels), (F, "glTexImage3DEXT(0x%x, %d, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, internalformat, width, height, depth, border, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexSubImage3D, (target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels), (F, "glTexSubImage3D(0x%x, %d, %d, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(TexSubImage3DEXT)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels)
{
   DISPATCH(TexSubImage3D, (target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels), (F, "glTexSubImage3DEXT(0x%x, %d, %d, %d, %d, %d, %d, %d, 0x%x, 0x%x, %p);\n", target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, (const void *) pixels));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(CopyTexSubImage3D, (target, level, xoffset, yoffset, zoffset, x, y, width, height), (F, "glCopyTexSubImage3D(0x%x, %d, %d, %d, %d, %d, %d, %d, %d);\n", target, level, xoffset, yoffset, zoffset, x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(CopyTexSubImage3DEXT)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
   DISPATCH(CopyTexSubImage3D, (target, level, xoffset, yoffset, zoffset, x, y, width, height), (F, "glCopyTexSubImage3DEXT(0x%x, %d, %d, %d, %d, %d, %d, %d, %d);\n", target, level, xoffset, yoffset, zoffset, x, y, width, height));
}

KEYWORD1 void KEYWORD2 NAME(ActiveTexture)(GLenum texture)
{
   DISPATCH(ActiveTextureARB, (texture), (F, "glActiveTexture(0x%x);\n", texture));
}

KEYWORD1 void KEYWORD2 NAME(ActiveTextureARB)(GLenum texture)
{
   DISPATCH(ActiveTextureARB, (texture), (F, "glActiveTextureARB(0x%x);\n", texture));
}

KEYWORD1 void KEYWORD2 NAME(ClientActiveTexture)(GLenum texture)
{
   DISPATCH(ClientActiveTextureARB, (texture), (F, "glClientActiveTexture(0x%x);\n", texture));
}

KEYWORD1 void KEYWORD2 NAME(ClientActiveTextureARB)(GLenum texture)
{
   DISPATCH(ClientActiveTextureARB, (texture), (F, "glClientActiveTextureARB(0x%x);\n", texture));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1d)(GLenum target, GLdouble s)
{
   DISPATCH(MultiTexCoord1dARB, (target, s), (F, "glMultiTexCoord1d(0x%x, %f);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1dARB)(GLenum target, GLdouble s)
{
   DISPATCH(MultiTexCoord1dARB, (target, s), (F, "glMultiTexCoord1dARB(0x%x, %f);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1dv)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord1dvARB, (target, v), (F, "glMultiTexCoord1dv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1dvARB)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord1dvARB, (target, v), (F, "glMultiTexCoord1dvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1f)(GLenum target, GLfloat s)
{
   DISPATCH(MultiTexCoord1fARB, (target, s), (F, "glMultiTexCoord1f(0x%x, %f);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1fARB)(GLenum target, GLfloat s)
{
   DISPATCH(MultiTexCoord1fARB, (target, s), (F, "glMultiTexCoord1fARB(0x%x, %f);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1fv)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord1fvARB, (target, v), (F, "glMultiTexCoord1fv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1fvARB)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord1fvARB, (target, v), (F, "glMultiTexCoord1fvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1i)(GLenum target, GLint s)
{
   DISPATCH(MultiTexCoord1iARB, (target, s), (F, "glMultiTexCoord1i(0x%x, %d);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1iARB)(GLenum target, GLint s)
{
   DISPATCH(MultiTexCoord1iARB, (target, s), (F, "glMultiTexCoord1iARB(0x%x, %d);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1iv)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord1ivARB, (target, v), (F, "glMultiTexCoord1iv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1ivARB)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord1ivARB, (target, v), (F, "glMultiTexCoord1ivARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1s)(GLenum target, GLshort s)
{
   DISPATCH(MultiTexCoord1sARB, (target, s), (F, "glMultiTexCoord1s(0x%x, %d);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1sARB)(GLenum target, GLshort s)
{
   DISPATCH(MultiTexCoord1sARB, (target, s), (F, "glMultiTexCoord1sARB(0x%x, %d);\n", target, s));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1sv)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord1svARB, (target, v), (F, "glMultiTexCoord1sv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord1svARB)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord1svARB, (target, v), (F, "glMultiTexCoord1svARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2d)(GLenum target, GLdouble s, GLdouble t)
{
   DISPATCH(MultiTexCoord2dARB, (target, s, t), (F, "glMultiTexCoord2d(0x%x, %f, %f);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2dARB)(GLenum target, GLdouble s, GLdouble t)
{
   DISPATCH(MultiTexCoord2dARB, (target, s, t), (F, "glMultiTexCoord2dARB(0x%x, %f, %f);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2dv)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord2dvARB, (target, v), (F, "glMultiTexCoord2dv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2dvARB)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord2dvARB, (target, v), (F, "glMultiTexCoord2dvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2f)(GLenum target, GLfloat s, GLfloat t)
{
   DISPATCH(MultiTexCoord2fARB, (target, s, t), (F, "glMultiTexCoord2f(0x%x, %f, %f);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2fARB)(GLenum target, GLfloat s, GLfloat t)
{
   DISPATCH(MultiTexCoord2fARB, (target, s, t), (F, "glMultiTexCoord2fARB(0x%x, %f, %f);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2fv)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord2fvARB, (target, v), (F, "glMultiTexCoord2fv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2fvARB)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord2fvARB, (target, v), (F, "glMultiTexCoord2fvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2i)(GLenum target, GLint s, GLint t)
{
   DISPATCH(MultiTexCoord2iARB, (target, s, t), (F, "glMultiTexCoord2i(0x%x, %d, %d);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2iARB)(GLenum target, GLint s, GLint t)
{
   DISPATCH(MultiTexCoord2iARB, (target, s, t), (F, "glMultiTexCoord2iARB(0x%x, %d, %d);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2iv)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord2ivARB, (target, v), (F, "glMultiTexCoord2iv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2ivARB)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord2ivARB, (target, v), (F, "glMultiTexCoord2ivARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2s)(GLenum target, GLshort s, GLshort t)
{
   DISPATCH(MultiTexCoord2sARB, (target, s, t), (F, "glMultiTexCoord2s(0x%x, %d, %d);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2sARB)(GLenum target, GLshort s, GLshort t)
{
   DISPATCH(MultiTexCoord2sARB, (target, s, t), (F, "glMultiTexCoord2sARB(0x%x, %d, %d);\n", target, s, t));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2sv)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord2svARB, (target, v), (F, "glMultiTexCoord2sv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord2svARB)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord2svARB, (target, v), (F, "glMultiTexCoord2svARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3d)(GLenum target, GLdouble s, GLdouble t, GLdouble r)
{
   DISPATCH(MultiTexCoord3dARB, (target, s, t, r), (F, "glMultiTexCoord3d(0x%x, %f, %f, %f);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3dARB)(GLenum target, GLdouble s, GLdouble t, GLdouble r)
{
   DISPATCH(MultiTexCoord3dARB, (target, s, t, r), (F, "glMultiTexCoord3dARB(0x%x, %f, %f, %f);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3dv)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord3dvARB, (target, v), (F, "glMultiTexCoord3dv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3dvARB)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord3dvARB, (target, v), (F, "glMultiTexCoord3dvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3f)(GLenum target, GLfloat s, GLfloat t, GLfloat r)
{
   DISPATCH(MultiTexCoord3fARB, (target, s, t, r), (F, "glMultiTexCoord3f(0x%x, %f, %f, %f);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3fARB)(GLenum target, GLfloat s, GLfloat t, GLfloat r)
{
   DISPATCH(MultiTexCoord3fARB, (target, s, t, r), (F, "glMultiTexCoord3fARB(0x%x, %f, %f, %f);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3fv)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord3fvARB, (target, v), (F, "glMultiTexCoord3fv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3fvARB)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord3fvARB, (target, v), (F, "glMultiTexCoord3fvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3i)(GLenum target, GLint s, GLint t, GLint r)
{
   DISPATCH(MultiTexCoord3iARB, (target, s, t, r), (F, "glMultiTexCoord3i(0x%x, %d, %d, %d);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3iARB)(GLenum target, GLint s, GLint t, GLint r)
{
   DISPATCH(MultiTexCoord3iARB, (target, s, t, r), (F, "glMultiTexCoord3iARB(0x%x, %d, %d, %d);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3iv)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord3ivARB, (target, v), (F, "glMultiTexCoord3iv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3ivARB)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord3ivARB, (target, v), (F, "glMultiTexCoord3ivARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3s)(GLenum target, GLshort s, GLshort t, GLshort r)
{
   DISPATCH(MultiTexCoord3sARB, (target, s, t, r), (F, "glMultiTexCoord3s(0x%x, %d, %d, %d);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3sARB)(GLenum target, GLshort s, GLshort t, GLshort r)
{
   DISPATCH(MultiTexCoord3sARB, (target, s, t, r), (F, "glMultiTexCoord3sARB(0x%x, %d, %d, %d);\n", target, s, t, r));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3sv)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord3svARB, (target, v), (F, "glMultiTexCoord3sv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord3svARB)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord3svARB, (target, v), (F, "glMultiTexCoord3svARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4d)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
   DISPATCH(MultiTexCoord4dARB, (target, s, t, r, q), (F, "glMultiTexCoord4d(0x%x, %f, %f, %f, %f);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4dARB)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
   DISPATCH(MultiTexCoord4dARB, (target, s, t, r, q), (F, "glMultiTexCoord4dARB(0x%x, %f, %f, %f, %f);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4dv)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord4dvARB, (target, v), (F, "glMultiTexCoord4dv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4dvARB)(GLenum target, const GLdouble * v)
{
   DISPATCH(MultiTexCoord4dvARB, (target, v), (F, "glMultiTexCoord4dvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4f)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
   DISPATCH(MultiTexCoord4fARB, (target, s, t, r, q), (F, "glMultiTexCoord4f(0x%x, %f, %f, %f, %f);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4fARB)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
   DISPATCH(MultiTexCoord4fARB, (target, s, t, r, q), (F, "glMultiTexCoord4fARB(0x%x, %f, %f, %f, %f);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4fv)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord4fvARB, (target, v), (F, "glMultiTexCoord4fv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4fvARB)(GLenum target, const GLfloat * v)
{
   DISPATCH(MultiTexCoord4fvARB, (target, v), (F, "glMultiTexCoord4fvARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4i)(GLenum target, GLint s, GLint t, GLint r, GLint q)
{
   DISPATCH(MultiTexCoord4iARB, (target, s, t, r, q), (F, "glMultiTexCoord4i(0x%x, %d, %d, %d, %d);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4iARB)(GLenum target, GLint s, GLint t, GLint r, GLint q)
{
   DISPATCH(MultiTexCoord4iARB, (target, s, t, r, q), (F, "glMultiTexCoord4iARB(0x%x, %d, %d, %d, %d);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4iv)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord4ivARB, (target, v), (F, "glMultiTexCoord4iv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4ivARB)(GLenum target, const GLint * v)
{
   DISPATCH(MultiTexCoord4ivARB, (target, v), (F, "glMultiTexCoord4ivARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4s)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
{
   DISPATCH(MultiTexCoord4sARB, (target, s, t, r, q), (F, "glMultiTexCoord4s(0x%x, %d, %d, %d, %d);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4sARB)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
{
   DISPATCH(MultiTexCoord4sARB, (target, s, t, r, q), (F, "glMultiTexCoord4sARB(0x%x, %d, %d, %d, %d);\n", target, s, t, r, q));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4sv)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord4svARB, (target, v), (F, "glMultiTexCoord4sv(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(MultiTexCoord4svARB)(GLenum target, const GLshort * v)
{
   DISPATCH(MultiTexCoord4svARB, (target, v), (F, "glMultiTexCoord4svARB(0x%x, %p);\n", target, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(AttachShader)(GLuint program, GLuint shader)
{
   DISPATCH(AttachShader, (program, shader), (F, "glAttachShader(%d, %d);\n", program, shader));
}

KEYWORD1 GLuint KEYWORD2 NAME(CreateProgram)(void)
{
   RETURN_DISPATCH(CreateProgram, (), (F, "glCreateProgram();\n"));
}

KEYWORD1 GLuint KEYWORD2 NAME(CreateShader)(GLenum type)
{
   RETURN_DISPATCH(CreateShader, (type), (F, "glCreateShader(0x%x);\n", type));
}

KEYWORD1 void KEYWORD2 NAME(DeleteProgram)(GLuint program)
{
   DISPATCH(DeleteProgram, (program), (F, "glDeleteProgram(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(DeleteShader)(GLuint program)
{
   DISPATCH(DeleteShader, (program), (F, "glDeleteShader(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(DetachShader)(GLuint program, GLuint shader)
{
   DISPATCH(DetachShader, (program, shader), (F, "glDetachShader(%d, %d);\n", program, shader));
}

KEYWORD1 void KEYWORD2 NAME(GetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * obj)
{
   DISPATCH(GetAttachedShaders, (program, maxCount, count, obj), (F, "glGetAttachedShaders(%d, %d, %p, %p);\n", program, maxCount, (const void *) count, (const void *) obj));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog)
{
   DISPATCH(GetProgramInfoLog, (program, bufSize, length, infoLog), (F, "glGetProgramInfoLog(%d, %d, %p, %p);\n", program, bufSize, (const void *) length, (const void *) infoLog));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramiv)(GLuint program, GLenum pname, GLint * params)
{
   DISPATCH(GetProgramiv, (program, pname, params), (F, "glGetProgramiv(%d, 0x%x, %p);\n", program, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog)
{
   DISPATCH(GetShaderInfoLog, (shader, bufSize, length, infoLog), (F, "glGetShaderInfoLog(%d, %d, %p, %p);\n", shader, bufSize, (const void *) length, (const void *) infoLog));
}

KEYWORD1 void KEYWORD2 NAME(GetShaderiv)(GLuint shader, GLenum pname, GLint * params)
{
   DISPATCH(GetShaderiv, (shader, pname, params), (F, "glGetShaderiv(%d, 0x%x, %p);\n", shader, pname, (const void *) params));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsProgram)(GLuint program)
{
   RETURN_DISPATCH(IsProgram, (program), (F, "glIsProgram(%d);\n", program));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsShader)(GLuint shader)
{
   RETURN_DISPATCH(IsShader, (shader), (F, "glIsShader(%d);\n", shader));
}

KEYWORD1 void KEYWORD2 NAME(StencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask)
{
   DISPATCH(StencilFuncSeparate, (face, func, ref, mask), (F, "glStencilFuncSeparate(0x%x, 0x%x, %d, %d);\n", face, func, ref, mask));
}

KEYWORD1 void KEYWORD2 NAME(StencilMaskSeparate)(GLenum face, GLuint mask)
{
   DISPATCH(StencilMaskSeparate, (face, mask), (F, "glStencilMaskSeparate(0x%x, %d);\n", face, mask));
}

KEYWORD1 void KEYWORD2 NAME(StencilOpSeparate)(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass)
{
   DISPATCH(StencilOpSeparate, (face, sfail, zfail, zpass), (F, "glStencilOpSeparate(0x%x, 0x%x, 0x%x, 0x%x);\n", face, sfail, zfail, zpass));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_423)(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_423)(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass)
{
   DISPATCH(StencilOpSeparate, (face, sfail, zfail, zpass), (F, "glStencilOpSeparateATI(0x%x, 0x%x, 0x%x, 0x%x);\n", face, sfail, zfail, zpass));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix2x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix2x3fv, (location, count, transpose, value), (F, "glUniformMatrix2x3fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix2x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix2x4fv, (location, count, transpose, value), (F, "glUniformMatrix2x4fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix3x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix3x2fv, (location, count, transpose, value), (F, "glUniformMatrix3x2fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix3x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix3x4fv, (location, count, transpose, value), (F, "glUniformMatrix3x4fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix4x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix4x2fv, (location, count, transpose, value), (F, "glUniformMatrix4x2fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix4x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix4x3fv, (location, count, transpose, value), (F, "glUniformMatrix4x3fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(LoadTransposeMatrixd)(const GLdouble * m)
{
   DISPATCH(LoadTransposeMatrixdARB, (m), (F, "glLoadTransposeMatrixd(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(LoadTransposeMatrixdARB)(const GLdouble * m)
{
   DISPATCH(LoadTransposeMatrixdARB, (m), (F, "glLoadTransposeMatrixdARB(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(LoadTransposeMatrixf)(const GLfloat * m)
{
   DISPATCH(LoadTransposeMatrixfARB, (m), (F, "glLoadTransposeMatrixf(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(LoadTransposeMatrixfARB)(const GLfloat * m)
{
   DISPATCH(LoadTransposeMatrixfARB, (m), (F, "glLoadTransposeMatrixfARB(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(MultTransposeMatrixd)(const GLdouble * m)
{
   DISPATCH(MultTransposeMatrixdARB, (m), (F, "glMultTransposeMatrixd(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(MultTransposeMatrixdARB)(const GLdouble * m)
{
   DISPATCH(MultTransposeMatrixdARB, (m), (F, "glMultTransposeMatrixdARB(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(MultTransposeMatrixf)(const GLfloat * m)
{
   DISPATCH(MultTransposeMatrixfARB, (m), (F, "glMultTransposeMatrixf(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(MultTransposeMatrixfARB)(const GLfloat * m)
{
   DISPATCH(MultTransposeMatrixfARB, (m), (F, "glMultTransposeMatrixfARB(%p);\n", (const void *) m));
}

KEYWORD1 void KEYWORD2 NAME(SampleCoverage)(GLclampf value, GLboolean invert)
{
   DISPATCH(SampleCoverageARB, (value, invert), (F, "glSampleCoverage(%f, %d);\n", value, invert));
}

KEYWORD1 void KEYWORD2 NAME(SampleCoverageARB)(GLclampf value, GLboolean invert)
{
   DISPATCH(SampleCoverageARB, (value, invert), (F, "glSampleCoverageARB(%f, %d);\n", value, invert));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexImage1DARB, (target, level, internalformat, width, border, imageSize, data), (F, "glCompressedTexImage1D(0x%x, %d, 0x%x, %d, %d, %d, %p);\n", target, level, internalformat, width, border, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexImage1DARB, (target, level, internalformat, width, border, imageSize, data), (F, "glCompressedTexImage1DARB(0x%x, %d, 0x%x, %d, %d, %d, %p);\n", target, level, internalformat, width, border, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexImage2DARB, (target, level, internalformat, width, height, border, imageSize, data), (F, "glCompressedTexImage2D(0x%x, %d, 0x%x, %d, %d, %d, %d, %p);\n", target, level, internalformat, width, height, border, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexImage2DARB, (target, level, internalformat, width, height, border, imageSize, data), (F, "glCompressedTexImage2DARB(0x%x, %d, 0x%x, %d, %d, %d, %d, %p);\n", target, level, internalformat, width, height, border, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexImage3DARB, (target, level, internalformat, width, height, depth, border, imageSize, data), (F, "glCompressedTexImage3D(0x%x, %d, 0x%x, %d, %d, %d, %d, %d, %p);\n", target, level, internalformat, width, height, depth, border, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexImage3DARB, (target, level, internalformat, width, height, depth, border, imageSize, data), (F, "glCompressedTexImage3DARB(0x%x, %d, 0x%x, %d, %d, %d, %d, %d, %p);\n", target, level, internalformat, width, height, depth, border, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexSubImage1DARB, (target, level, xoffset, width, format, imageSize, data), (F, "glCompressedTexSubImage1D(0x%x, %d, %d, %d, 0x%x, %d, %p);\n", target, level, xoffset, width, format, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexSubImage1DARB)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexSubImage1DARB, (target, level, xoffset, width, format, imageSize, data), (F, "glCompressedTexSubImage1DARB(0x%x, %d, %d, %d, 0x%x, %d, %p);\n", target, level, xoffset, width, format, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexSubImage2DARB, (target, level, xoffset, yoffset, width, height, format, imageSize, data), (F, "glCompressedTexSubImage2D(0x%x, %d, %d, %d, %d, %d, 0x%x, %d, %p);\n", target, level, xoffset, yoffset, width, height, format, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexSubImage2DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexSubImage2DARB, (target, level, xoffset, yoffset, width, height, format, imageSize, data), (F, "glCompressedTexSubImage2DARB(0x%x, %d, %d, %d, %d, %d, 0x%x, %d, %p);\n", target, level, xoffset, yoffset, width, height, format, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexSubImage3DARB, (target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data), (F, "glCompressedTexSubImage3D(0x%x, %d, %d, %d, %d, %d, %d, %d, 0x%x, %d, %p);\n", target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(CompressedTexSubImage3DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data)
{
   DISPATCH(CompressedTexSubImage3DARB, (target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data), (F, "glCompressedTexSubImage3DARB(0x%x, %d, %d, %d, %d, %d, %d, %d, 0x%x, %d, %p);\n", target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(GetCompressedTexImage)(GLenum target, GLint level, GLvoid * img)
{
   DISPATCH(GetCompressedTexImageARB, (target, level, img), (F, "glGetCompressedTexImage(0x%x, %d, %p);\n", target, level, (const void *) img));
}

KEYWORD1 void KEYWORD2 NAME(GetCompressedTexImageARB)(GLenum target, GLint level, GLvoid * img)
{
   DISPATCH(GetCompressedTexImageARB, (target, level, img), (F, "glGetCompressedTexImageARB(0x%x, %d, %p);\n", target, level, (const void *) img));
}

KEYWORD1 void KEYWORD2 NAME(DisableVertexAttribArray)(GLuint index)
{
   DISPATCH(DisableVertexAttribArrayARB, (index), (F, "glDisableVertexAttribArray(%d);\n", index));
}

KEYWORD1 void KEYWORD2 NAME(DisableVertexAttribArrayARB)(GLuint index)
{
   DISPATCH(DisableVertexAttribArrayARB, (index), (F, "glDisableVertexAttribArrayARB(%d);\n", index));
}

KEYWORD1 void KEYWORD2 NAME(EnableVertexAttribArray)(GLuint index)
{
   DISPATCH(EnableVertexAttribArrayARB, (index), (F, "glEnableVertexAttribArray(%d);\n", index));
}

KEYWORD1 void KEYWORD2 NAME(EnableVertexAttribArrayARB)(GLuint index)
{
   DISPATCH(EnableVertexAttribArrayARB, (index), (F, "glEnableVertexAttribArrayARB(%d);\n", index));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramEnvParameterdvARB)(GLenum target, GLuint index, GLdouble * params)
{
   DISPATCH(GetProgramEnvParameterdvARB, (target, index, params), (F, "glGetProgramEnvParameterdvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramEnvParameterfvARB)(GLenum target, GLuint index, GLfloat * params)
{
   DISPATCH(GetProgramEnvParameterfvARB, (target, index, params), (F, "glGetProgramEnvParameterfvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramLocalParameterdvARB)(GLenum target, GLuint index, GLdouble * params)
{
   DISPATCH(GetProgramLocalParameterdvARB, (target, index, params), (F, "glGetProgramLocalParameterdvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramLocalParameterfvARB)(GLenum target, GLuint index, GLfloat * params)
{
   DISPATCH(GetProgramLocalParameterfvARB, (target, index, params), (F, "glGetProgramLocalParameterfvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramStringARB)(GLenum target, GLenum pname, GLvoid * string)
{
   DISPATCH(GetProgramStringARB, (target, pname, string), (F, "glGetProgramStringARB(0x%x, 0x%x, %p);\n", target, pname, (const void *) string));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramivARB)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetProgramivARB, (target, pname, params), (F, "glGetProgramivARB(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribdv)(GLuint index, GLenum pname, GLdouble * params)
{
   DISPATCH(GetVertexAttribdvARB, (index, pname, params), (F, "glGetVertexAttribdv(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribdvARB)(GLuint index, GLenum pname, GLdouble * params)
{
   DISPATCH(GetVertexAttribdvARB, (index, pname, params), (F, "glGetVertexAttribdvARB(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribfv)(GLuint index, GLenum pname, GLfloat * params)
{
   DISPATCH(GetVertexAttribfvARB, (index, pname, params), (F, "glGetVertexAttribfv(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribfvARB)(GLuint index, GLenum pname, GLfloat * params)
{
   DISPATCH(GetVertexAttribfvARB, (index, pname, params), (F, "glGetVertexAttribfvARB(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribiv)(GLuint index, GLenum pname, GLint * params)
{
   DISPATCH(GetVertexAttribivARB, (index, pname, params), (F, "glGetVertexAttribiv(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribivARB)(GLuint index, GLenum pname, GLint * params)
{
   DISPATCH(GetVertexAttribivARB, (index, pname, params), (F, "glGetVertexAttribivARB(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramEnvParameter4dARB)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(ProgramEnvParameter4dARB, (target, index, x, y, z, w), (F, "glProgramEnvParameter4dARB(0x%x, %d, %f, %f, %f, %f);\n", target, index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramParameter4dNV)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(ProgramEnvParameter4dARB, (target, index, x, y, z, w), (F, "glProgramParameter4dNV(0x%x, %d, %f, %f, %f, %f);\n", target, index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramEnvParameter4dvARB)(GLenum target, GLuint index, const GLdouble * params)
{
   DISPATCH(ProgramEnvParameter4dvARB, (target, index, params), (F, "glProgramEnvParameter4dvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramParameter4dvNV)(GLenum target, GLuint index, const GLdouble * params)
{
   DISPATCH(ProgramEnvParameter4dvARB, (target, index, params), (F, "glProgramParameter4dvNV(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramEnvParameter4fARB)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(ProgramEnvParameter4fARB, (target, index, x, y, z, w), (F, "glProgramEnvParameter4fARB(0x%x, %d, %f, %f, %f, %f);\n", target, index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramParameter4fNV)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(ProgramEnvParameter4fARB, (target, index, x, y, z, w), (F, "glProgramParameter4fNV(0x%x, %d, %f, %f, %f, %f);\n", target, index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramEnvParameter4fvARB)(GLenum target, GLuint index, const GLfloat * params)
{
   DISPATCH(ProgramEnvParameter4fvARB, (target, index, params), (F, "glProgramEnvParameter4fvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramParameter4fvNV)(GLenum target, GLuint index, const GLfloat * params)
{
   DISPATCH(ProgramEnvParameter4fvARB, (target, index, params), (F, "glProgramParameter4fvNV(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramLocalParameter4dARB)(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(ProgramLocalParameter4dARB, (target, index, x, y, z, w), (F, "glProgramLocalParameter4dARB(0x%x, %d, %f, %f, %f, %f);\n", target, index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramLocalParameter4dvARB)(GLenum target, GLuint index, const GLdouble * params)
{
   DISPATCH(ProgramLocalParameter4dvARB, (target, index, params), (F, "glProgramLocalParameter4dvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramLocalParameter4fARB)(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(ProgramLocalParameter4fARB, (target, index, x, y, z, w), (F, "glProgramLocalParameter4fARB(0x%x, %d, %f, %f, %f, %f);\n", target, index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramLocalParameter4fvARB)(GLenum target, GLuint index, const GLfloat * params)
{
   DISPATCH(ProgramLocalParameter4fvARB, (target, index, params), (F, "glProgramLocalParameter4fvARB(0x%x, %d, %p);\n", target, index, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramStringARB)(GLenum target, GLenum format, GLsizei len, const GLvoid * string)
{
   DISPATCH(ProgramStringARB, (target, format, len, string), (F, "glProgramStringARB(0x%x, 0x%x, %d, %p);\n", target, format, len, (const void *) string));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1d)(GLuint index, GLdouble x)
{
   DISPATCH(VertexAttrib1dARB, (index, x), (F, "glVertexAttrib1d(%d, %f);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1dARB)(GLuint index, GLdouble x)
{
   DISPATCH(VertexAttrib1dARB, (index, x), (F, "glVertexAttrib1dARB(%d, %f);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1dv)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib1dvARB, (index, v), (F, "glVertexAttrib1dv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1dvARB)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib1dvARB, (index, v), (F, "glVertexAttrib1dvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1f)(GLuint index, GLfloat x)
{
   DISPATCH(VertexAttrib1fARB, (index, x), (F, "glVertexAttrib1f(%d, %f);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1fARB)(GLuint index, GLfloat x)
{
   DISPATCH(VertexAttrib1fARB, (index, x), (F, "glVertexAttrib1fARB(%d, %f);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1fv)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib1fvARB, (index, v), (F, "glVertexAttrib1fv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1fvARB)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib1fvARB, (index, v), (F, "glVertexAttrib1fvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1s)(GLuint index, GLshort x)
{
   DISPATCH(VertexAttrib1sARB, (index, x), (F, "glVertexAttrib1s(%d, %d);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1sARB)(GLuint index, GLshort x)
{
   DISPATCH(VertexAttrib1sARB, (index, x), (F, "glVertexAttrib1sARB(%d, %d);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1sv)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib1svARB, (index, v), (F, "glVertexAttrib1sv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1svARB)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib1svARB, (index, v), (F, "glVertexAttrib1svARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2d)(GLuint index, GLdouble x, GLdouble y)
{
   DISPATCH(VertexAttrib2dARB, (index, x, y), (F, "glVertexAttrib2d(%d, %f, %f);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2dARB)(GLuint index, GLdouble x, GLdouble y)
{
   DISPATCH(VertexAttrib2dARB, (index, x, y), (F, "glVertexAttrib2dARB(%d, %f, %f);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2dv)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib2dvARB, (index, v), (F, "glVertexAttrib2dv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2dvARB)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib2dvARB, (index, v), (F, "glVertexAttrib2dvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2f)(GLuint index, GLfloat x, GLfloat y)
{
   DISPATCH(VertexAttrib2fARB, (index, x, y), (F, "glVertexAttrib2f(%d, %f, %f);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2fARB)(GLuint index, GLfloat x, GLfloat y)
{
   DISPATCH(VertexAttrib2fARB, (index, x, y), (F, "glVertexAttrib2fARB(%d, %f, %f);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2fv)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib2fvARB, (index, v), (F, "glVertexAttrib2fv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2fvARB)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib2fvARB, (index, v), (F, "glVertexAttrib2fvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2s)(GLuint index, GLshort x, GLshort y)
{
   DISPATCH(VertexAttrib2sARB, (index, x, y), (F, "glVertexAttrib2s(%d, %d, %d);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2sARB)(GLuint index, GLshort x, GLshort y)
{
   DISPATCH(VertexAttrib2sARB, (index, x, y), (F, "glVertexAttrib2sARB(%d, %d, %d);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2sv)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib2svARB, (index, v), (F, "glVertexAttrib2sv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2svARB)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib2svARB, (index, v), (F, "glVertexAttrib2svARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(VertexAttrib3dARB, (index, x, y, z), (F, "glVertexAttrib3d(%d, %f, %f, %f);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3dARB)(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(VertexAttrib3dARB, (index, x, y, z), (F, "glVertexAttrib3dARB(%d, %f, %f, %f);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3dv)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib3dvARB, (index, v), (F, "glVertexAttrib3dv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3dvARB)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib3dvARB, (index, v), (F, "glVertexAttrib3dvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(VertexAttrib3fARB, (index, x, y, z), (F, "glVertexAttrib3f(%d, %f, %f, %f);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3fARB)(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(VertexAttrib3fARB, (index, x, y, z), (F, "glVertexAttrib3fARB(%d, %f, %f, %f);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3fv)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib3fvARB, (index, v), (F, "glVertexAttrib3fv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3fvARB)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib3fvARB, (index, v), (F, "glVertexAttrib3fvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3s)(GLuint index, GLshort x, GLshort y, GLshort z)
{
   DISPATCH(VertexAttrib3sARB, (index, x, y, z), (F, "glVertexAttrib3s(%d, %d, %d, %d);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3sARB)(GLuint index, GLshort x, GLshort y, GLshort z)
{
   DISPATCH(VertexAttrib3sARB, (index, x, y, z), (F, "glVertexAttrib3sARB(%d, %d, %d, %d);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3sv)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib3svARB, (index, v), (F, "glVertexAttrib3sv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3svARB)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib3svARB, (index, v), (F, "glVertexAttrib3svARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Nbv)(GLuint index, const GLbyte * v)
{
   DISPATCH(VertexAttrib4NbvARB, (index, v), (F, "glVertexAttrib4Nbv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NbvARB)(GLuint index, const GLbyte * v)
{
   DISPATCH(VertexAttrib4NbvARB, (index, v), (F, "glVertexAttrib4NbvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Niv)(GLuint index, const GLint * v)
{
   DISPATCH(VertexAttrib4NivARB, (index, v), (F, "glVertexAttrib4Niv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NivARB)(GLuint index, const GLint * v)
{
   DISPATCH(VertexAttrib4NivARB, (index, v), (F, "glVertexAttrib4NivARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Nsv)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib4NsvARB, (index, v), (F, "glVertexAttrib4Nsv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NsvARB)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib4NsvARB, (index, v), (F, "glVertexAttrib4NsvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
{
   DISPATCH(VertexAttrib4NubARB, (index, x, y, z, w), (F, "glVertexAttrib4Nub(%d, %d, %d, %d, %d);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NubARB)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
{
   DISPATCH(VertexAttrib4NubARB, (index, x, y, z, w), (F, "glVertexAttrib4NubARB(%d, %d, %d, %d, %d);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Nubv)(GLuint index, const GLubyte * v)
{
   DISPATCH(VertexAttrib4NubvARB, (index, v), (F, "glVertexAttrib4Nubv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NubvARB)(GLuint index, const GLubyte * v)
{
   DISPATCH(VertexAttrib4NubvARB, (index, v), (F, "glVertexAttrib4NubvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Nuiv)(GLuint index, const GLuint * v)
{
   DISPATCH(VertexAttrib4NuivARB, (index, v), (F, "glVertexAttrib4Nuiv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NuivARB)(GLuint index, const GLuint * v)
{
   DISPATCH(VertexAttrib4NuivARB, (index, v), (F, "glVertexAttrib4NuivARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4Nusv)(GLuint index, const GLushort * v)
{
   DISPATCH(VertexAttrib4NusvARB, (index, v), (F, "glVertexAttrib4Nusv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4NusvARB)(GLuint index, const GLushort * v)
{
   DISPATCH(VertexAttrib4NusvARB, (index, v), (F, "glVertexAttrib4NusvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4bv)(GLuint index, const GLbyte * v)
{
   DISPATCH(VertexAttrib4bvARB, (index, v), (F, "glVertexAttrib4bv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4bvARB)(GLuint index, const GLbyte * v)
{
   DISPATCH(VertexAttrib4bvARB, (index, v), (F, "glVertexAttrib4bvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(VertexAttrib4dARB, (index, x, y, z, w), (F, "glVertexAttrib4d(%d, %f, %f, %f, %f);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4dARB)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(VertexAttrib4dARB, (index, x, y, z, w), (F, "glVertexAttrib4dARB(%d, %f, %f, %f, %f);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4dv)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib4dvARB, (index, v), (F, "glVertexAttrib4dv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4dvARB)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib4dvARB, (index, v), (F, "glVertexAttrib4dvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(VertexAttrib4fARB, (index, x, y, z, w), (F, "glVertexAttrib4f(%d, %f, %f, %f, %f);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4fARB)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(VertexAttrib4fARB, (index, x, y, z, w), (F, "glVertexAttrib4fARB(%d, %f, %f, %f, %f);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4fv)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib4fvARB, (index, v), (F, "glVertexAttrib4fv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4fvARB)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib4fvARB, (index, v), (F, "glVertexAttrib4fvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4iv)(GLuint index, const GLint * v)
{
   DISPATCH(VertexAttrib4ivARB, (index, v), (F, "glVertexAttrib4iv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4ivARB)(GLuint index, const GLint * v)
{
   DISPATCH(VertexAttrib4ivARB, (index, v), (F, "glVertexAttrib4ivARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4s)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
{
   DISPATCH(VertexAttrib4sARB, (index, x, y, z, w), (F, "glVertexAttrib4s(%d, %d, %d, %d, %d);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4sARB)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
{
   DISPATCH(VertexAttrib4sARB, (index, x, y, z, w), (F, "glVertexAttrib4sARB(%d, %d, %d, %d, %d);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4sv)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib4svARB, (index, v), (F, "glVertexAttrib4sv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4svARB)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib4svARB, (index, v), (F, "glVertexAttrib4svARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4ubv)(GLuint index, const GLubyte * v)
{
   DISPATCH(VertexAttrib4ubvARB, (index, v), (F, "glVertexAttrib4ubv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4ubvARB)(GLuint index, const GLubyte * v)
{
   DISPATCH(VertexAttrib4ubvARB, (index, v), (F, "glVertexAttrib4ubvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4uiv)(GLuint index, const GLuint * v)
{
   DISPATCH(VertexAttrib4uivARB, (index, v), (F, "glVertexAttrib4uiv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4uivARB)(GLuint index, const GLuint * v)
{
   DISPATCH(VertexAttrib4uivARB, (index, v), (F, "glVertexAttrib4uivARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4usv)(GLuint index, const GLushort * v)
{
   DISPATCH(VertexAttrib4usvARB, (index, v), (F, "glVertexAttrib4usv(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4usvARB)(GLuint index, const GLushort * v)
{
   DISPATCH(VertexAttrib4usvARB, (index, v), (F, "glVertexAttrib4usvARB(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(VertexAttribPointerARB, (index, size, type, normalized, stride, pointer), (F, "glVertexAttribPointer(%d, %d, 0x%x, %d, %d, %p);\n", index, size, type, normalized, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribPointerARB)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(VertexAttribPointerARB, (index, size, type, normalized, stride, pointer), (F, "glVertexAttribPointerARB(%d, %d, 0x%x, %d, %d, %p);\n", index, size, type, normalized, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(BindBuffer)(GLenum target, GLuint buffer)
{
   DISPATCH(BindBufferARB, (target, buffer), (F, "glBindBuffer(0x%x, %d);\n", target, buffer));
}

KEYWORD1 void KEYWORD2 NAME(BindBufferARB)(GLenum target, GLuint buffer)
{
   DISPATCH(BindBufferARB, (target, buffer), (F, "glBindBufferARB(0x%x, %d);\n", target, buffer));
}

KEYWORD1 void KEYWORD2 NAME(BufferData)(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)
{
   DISPATCH(BufferDataARB, (target, size, data, usage), (F, "glBufferData(0x%x, %d, %p, 0x%x);\n", target, size, (const void *) data, usage));
}

KEYWORD1 void KEYWORD2 NAME(BufferDataARB)(GLenum target, GLsizeiptrARB size, const GLvoid * data, GLenum usage)
{
   DISPATCH(BufferDataARB, (target, size, data, usage), (F, "glBufferDataARB(0x%x, %d, %p, 0x%x);\n", target, size, (const void *) data, usage));
}

KEYWORD1 void KEYWORD2 NAME(BufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)
{
   DISPATCH(BufferSubDataARB, (target, offset, size, data), (F, "glBufferSubData(0x%x, %d, %d, %p);\n", target, offset, size, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(BufferSubDataARB)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid * data)
{
   DISPATCH(BufferSubDataARB, (target, offset, size, data), (F, "glBufferSubDataARB(0x%x, %d, %d, %p);\n", target, offset, size, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(DeleteBuffers)(GLsizei n, const GLuint * buffer)
{
   DISPATCH(DeleteBuffersARB, (n, buffer), (F, "glDeleteBuffers(%d, %p);\n", n, (const void *) buffer));
}

KEYWORD1 void KEYWORD2 NAME(DeleteBuffersARB)(GLsizei n, const GLuint * buffer)
{
   DISPATCH(DeleteBuffersARB, (n, buffer), (F, "glDeleteBuffersARB(%d, %p);\n", n, (const void *) buffer));
}

KEYWORD1 void KEYWORD2 NAME(GenBuffers)(GLsizei n, GLuint * buffer)
{
   DISPATCH(GenBuffersARB, (n, buffer), (F, "glGenBuffers(%d, %p);\n", n, (const void *) buffer));
}

KEYWORD1 void KEYWORD2 NAME(GenBuffersARB)(GLsizei n, GLuint * buffer)
{
   DISPATCH(GenBuffersARB, (n, buffer), (F, "glGenBuffersARB(%d, %p);\n", n, (const void *) buffer));
}

KEYWORD1 void KEYWORD2 NAME(GetBufferParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetBufferParameterivARB, (target, pname, params), (F, "glGetBufferParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetBufferParameterivARB)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetBufferParameterivARB, (target, pname, params), (F, "glGetBufferParameterivARB(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetBufferPointerv)(GLenum target, GLenum pname, GLvoid ** params)
{
   DISPATCH(GetBufferPointervARB, (target, pname, params), (F, "glGetBufferPointerv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetBufferPointervARB)(GLenum target, GLenum pname, GLvoid ** params)
{
   DISPATCH(GetBufferPointervARB, (target, pname, params), (F, "glGetBufferPointervARB(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data)
{
   DISPATCH(GetBufferSubDataARB, (target, offset, size, data), (F, "glGetBufferSubData(0x%x, %d, %d, %p);\n", target, offset, size, (const void *) data));
}

KEYWORD1 void KEYWORD2 NAME(GetBufferSubDataARB)(GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid * data)
{
   DISPATCH(GetBufferSubDataARB, (target, offset, size, data), (F, "glGetBufferSubDataARB(0x%x, %d, %d, %p);\n", target, offset, size, (const void *) data));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsBuffer)(GLuint buffer)
{
   RETURN_DISPATCH(IsBufferARB, (buffer), (F, "glIsBuffer(%d);\n", buffer));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsBufferARB)(GLuint buffer)
{
   RETURN_DISPATCH(IsBufferARB, (buffer), (F, "glIsBufferARB(%d);\n", buffer));
}

KEYWORD1 GLvoid * KEYWORD2 NAME(MapBuffer)(GLenum target, GLenum access)
{
   RETURN_DISPATCH(MapBufferARB, (target, access), (F, "glMapBuffer(0x%x, 0x%x);\n", target, access));
}

KEYWORD1 GLvoid * KEYWORD2 NAME(MapBufferARB)(GLenum target, GLenum access)
{
   RETURN_DISPATCH(MapBufferARB, (target, access), (F, "glMapBufferARB(0x%x, 0x%x);\n", target, access));
}

KEYWORD1 GLboolean KEYWORD2 NAME(UnmapBuffer)(GLenum target)
{
   RETURN_DISPATCH(UnmapBufferARB, (target), (F, "glUnmapBuffer(0x%x);\n", target));
}

KEYWORD1 GLboolean KEYWORD2 NAME(UnmapBufferARB)(GLenum target)
{
   RETURN_DISPATCH(UnmapBufferARB, (target), (F, "glUnmapBufferARB(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(BeginQuery)(GLenum target, GLuint id)
{
   DISPATCH(BeginQueryARB, (target, id), (F, "glBeginQuery(0x%x, %d);\n", target, id));
}

KEYWORD1 void KEYWORD2 NAME(BeginQueryARB)(GLenum target, GLuint id)
{
   DISPATCH(BeginQueryARB, (target, id), (F, "glBeginQueryARB(0x%x, %d);\n", target, id));
}

KEYWORD1 void KEYWORD2 NAME(DeleteQueries)(GLsizei n, const GLuint * ids)
{
   DISPATCH(DeleteQueriesARB, (n, ids), (F, "glDeleteQueries(%d, %p);\n", n, (const void *) ids));
}

KEYWORD1 void KEYWORD2 NAME(DeleteQueriesARB)(GLsizei n, const GLuint * ids)
{
   DISPATCH(DeleteQueriesARB, (n, ids), (F, "glDeleteQueriesARB(%d, %p);\n", n, (const void *) ids));
}

KEYWORD1 void KEYWORD2 NAME(EndQuery)(GLenum target)
{
   DISPATCH(EndQueryARB, (target), (F, "glEndQuery(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(EndQueryARB)(GLenum target)
{
   DISPATCH(EndQueryARB, (target), (F, "glEndQueryARB(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(GenQueries)(GLsizei n, GLuint * ids)
{
   DISPATCH(GenQueriesARB, (n, ids), (F, "glGenQueries(%d, %p);\n", n, (const void *) ids));
}

KEYWORD1 void KEYWORD2 NAME(GenQueriesARB)(GLsizei n, GLuint * ids)
{
   DISPATCH(GenQueriesARB, (n, ids), (F, "glGenQueriesARB(%d, %p);\n", n, (const void *) ids));
}

KEYWORD1 void KEYWORD2 NAME(GetQueryObjectiv)(GLuint id, GLenum pname, GLint * params)
{
   DISPATCH(GetQueryObjectivARB, (id, pname, params), (F, "glGetQueryObjectiv(%d, 0x%x, %p);\n", id, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetQueryObjectivARB)(GLuint id, GLenum pname, GLint * params)
{
   DISPATCH(GetQueryObjectivARB, (id, pname, params), (F, "glGetQueryObjectivARB(%d, 0x%x, %p);\n", id, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetQueryObjectuiv)(GLuint id, GLenum pname, GLuint * params)
{
   DISPATCH(GetQueryObjectuivARB, (id, pname, params), (F, "glGetQueryObjectuiv(%d, 0x%x, %p);\n", id, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetQueryObjectuivARB)(GLuint id, GLenum pname, GLuint * params)
{
   DISPATCH(GetQueryObjectuivARB, (id, pname, params), (F, "glGetQueryObjectuivARB(%d, 0x%x, %p);\n", id, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetQueryiv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetQueryivARB, (target, pname, params), (F, "glGetQueryiv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetQueryivARB)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetQueryivARB, (target, pname, params), (F, "glGetQueryivARB(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsQuery)(GLuint id)
{
   RETURN_DISPATCH(IsQueryARB, (id), (F, "glIsQuery(%d);\n", id));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsQueryARB)(GLuint id)
{
   RETURN_DISPATCH(IsQueryARB, (id), (F, "glIsQueryARB(%d);\n", id));
}

KEYWORD1 void KEYWORD2 NAME(AttachObjectARB)(GLhandleARB containerObj, GLhandleARB obj)
{
   DISPATCH(AttachObjectARB, (containerObj, obj), (F, "glAttachObjectARB(%d, %d);\n", containerObj, obj));
}

KEYWORD1 void KEYWORD2 NAME(CompileShader)(GLuint shader)
{
   DISPATCH(CompileShaderARB, (shader), (F, "glCompileShader(%d);\n", shader));
}

KEYWORD1 void KEYWORD2 NAME(CompileShaderARB)(GLhandleARB shader)
{
   DISPATCH(CompileShaderARB, (shader), (F, "glCompileShaderARB(%d);\n", shader));
}

KEYWORD1 GLhandleARB KEYWORD2 NAME(CreateProgramObjectARB)(void)
{
   RETURN_DISPATCH(CreateProgramObjectARB, (), (F, "glCreateProgramObjectARB();\n"));
}

KEYWORD1 GLhandleARB KEYWORD2 NAME(CreateShaderObjectARB)(GLenum shaderType)
{
   RETURN_DISPATCH(CreateShaderObjectARB, (shaderType), (F, "glCreateShaderObjectARB(0x%x);\n", shaderType));
}

KEYWORD1 void KEYWORD2 NAME(DeleteObjectARB)(GLhandleARB obj)
{
   DISPATCH(DeleteObjectARB, (obj), (F, "glDeleteObjectARB(%d);\n", obj));
}

KEYWORD1 void KEYWORD2 NAME(DetachObjectARB)(GLhandleARB containerObj, GLhandleARB attachedObj)
{
   DISPATCH(DetachObjectARB, (containerObj, attachedObj), (F, "glDetachObjectARB(%d, %d);\n", containerObj, attachedObj));
}

KEYWORD1 void KEYWORD2 NAME(GetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)
{
   DISPATCH(GetActiveUniformARB, (program, index, bufSize, length, size, type, name), (F, "glGetActiveUniform(%d, %d, %d, %p, %p, %p, %p);\n", program, index, bufSize, (const void *) length, (const void *) size, (const void *) type, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(GetActiveUniformARB)(GLhandleARB program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name)
{
   DISPATCH(GetActiveUniformARB, (program, index, bufSize, length, size, type, name), (F, "glGetActiveUniformARB(%d, %d, %d, %p, %p, %p, %p);\n", program, index, bufSize, (const void *) length, (const void *) size, (const void *) type, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(GetAttachedObjectsARB)(GLhandleARB containerObj, GLsizei maxLength, GLsizei * length, GLhandleARB * infoLog)
{
   DISPATCH(GetAttachedObjectsARB, (containerObj, maxLength, length, infoLog), (F, "glGetAttachedObjectsARB(%d, %d, %p, %p);\n", containerObj, maxLength, (const void *) length, (const void *) infoLog));
}

KEYWORD1 GLhandleARB KEYWORD2 NAME(GetHandleARB)(GLenum pname)
{
   RETURN_DISPATCH(GetHandleARB, (pname), (F, "glGetHandleARB(0x%x);\n", pname));
}

KEYWORD1 void KEYWORD2 NAME(GetInfoLogARB)(GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * infoLog)
{
   DISPATCH(GetInfoLogARB, (obj, maxLength, length, infoLog), (F, "glGetInfoLogARB(%d, %d, %p, %p);\n", obj, maxLength, (const void *) length, (const void *) infoLog));
}

KEYWORD1 void KEYWORD2 NAME(GetObjectParameterfvARB)(GLhandleARB obj, GLenum pname, GLfloat * params)
{
   DISPATCH(GetObjectParameterfvARB, (obj, pname, params), (F, "glGetObjectParameterfvARB(%d, 0x%x, %p);\n", obj, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetObjectParameterivARB)(GLhandleARB obj, GLenum pname, GLint * params)
{
   DISPATCH(GetObjectParameterivARB, (obj, pname, params), (F, "glGetObjectParameterivARB(%d, 0x%x, %p);\n", obj, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source)
{
   DISPATCH(GetShaderSourceARB, (shader, bufSize, length, source), (F, "glGetShaderSource(%d, %d, %p, %p);\n", shader, bufSize, (const void *) length, (const void *) source));
}

KEYWORD1 void KEYWORD2 NAME(GetShaderSourceARB)(GLhandleARB shader, GLsizei bufSize, GLsizei * length, GLcharARB * source)
{
   DISPATCH(GetShaderSourceARB, (shader, bufSize, length, source), (F, "glGetShaderSourceARB(%d, %d, %p, %p);\n", shader, bufSize, (const void *) length, (const void *) source));
}

KEYWORD1 GLint KEYWORD2 NAME(GetUniformLocation)(GLuint program, const GLchar * name)
{
   RETURN_DISPATCH(GetUniformLocationARB, (program, name), (F, "glGetUniformLocation(%d, %p);\n", program, (const void *) name));
}

KEYWORD1 GLint KEYWORD2 NAME(GetUniformLocationARB)(GLhandleARB program, const GLcharARB * name)
{
   RETURN_DISPATCH(GetUniformLocationARB, (program, name), (F, "glGetUniformLocationARB(%d, %p);\n", program, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(GetUniformfv)(GLuint program, GLint location, GLfloat * params)
{
   DISPATCH(GetUniformfvARB, (program, location, params), (F, "glGetUniformfv(%d, %d, %p);\n", program, location, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetUniformfvARB)(GLhandleARB program, GLint location, GLfloat * params)
{
   DISPATCH(GetUniformfvARB, (program, location, params), (F, "glGetUniformfvARB(%d, %d, %p);\n", program, location, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetUniformiv)(GLuint program, GLint location, GLint * params)
{
   DISPATCH(GetUniformivARB, (program, location, params), (F, "glGetUniformiv(%d, %d, %p);\n", program, location, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetUniformivARB)(GLhandleARB program, GLint location, GLint * params)
{
   DISPATCH(GetUniformivARB, (program, location, params), (F, "glGetUniformivARB(%d, %d, %p);\n", program, location, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(LinkProgram)(GLuint program)
{
   DISPATCH(LinkProgramARB, (program), (F, "glLinkProgram(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(LinkProgramARB)(GLhandleARB program)
{
   DISPATCH(LinkProgramARB, (program), (F, "glLinkProgramARB(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(ShaderSource)(GLuint shader, GLsizei count, const GLchar ** string, const GLint * length)
{
   DISPATCH(ShaderSourceARB, (shader, count, string, length), (F, "glShaderSource(%d, %d, %p, %p);\n", shader, count, (const void *) string, (const void *) length));
}

KEYWORD1 void KEYWORD2 NAME(ShaderSourceARB)(GLhandleARB shader, GLsizei count, const GLcharARB ** string, const GLint * length)
{
   DISPATCH(ShaderSourceARB, (shader, count, string, length), (F, "glShaderSourceARB(%d, %d, %p, %p);\n", shader, count, (const void *) string, (const void *) length));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1f)(GLint location, GLfloat v0)
{
   DISPATCH(Uniform1fARB, (location, v0), (F, "glUniform1f(%d, %f);\n", location, v0));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1fARB)(GLint location, GLfloat v0)
{
   DISPATCH(Uniform1fARB, (location, v0), (F, "glUniform1fARB(%d, %f);\n", location, v0));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1fv)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform1fvARB, (location, count, value), (F, "glUniform1fv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1fvARB)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform1fvARB, (location, count, value), (F, "glUniform1fvARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1i)(GLint location, GLint v0)
{
   DISPATCH(Uniform1iARB, (location, v0), (F, "glUniform1i(%d, %d);\n", location, v0));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1iARB)(GLint location, GLint v0)
{
   DISPATCH(Uniform1iARB, (location, v0), (F, "glUniform1iARB(%d, %d);\n", location, v0));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1iv)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform1ivARB, (location, count, value), (F, "glUniform1iv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform1ivARB)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform1ivARB, (location, count, value), (F, "glUniform1ivARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2f)(GLint location, GLfloat v0, GLfloat v1)
{
   DISPATCH(Uniform2fARB, (location, v0, v1), (F, "glUniform2f(%d, %f, %f);\n", location, v0, v1));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2fARB)(GLint location, GLfloat v0, GLfloat v1)
{
   DISPATCH(Uniform2fARB, (location, v0, v1), (F, "glUniform2fARB(%d, %f, %f);\n", location, v0, v1));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2fv)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform2fvARB, (location, count, value), (F, "glUniform2fv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2fvARB)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform2fvARB, (location, count, value), (F, "glUniform2fvARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2i)(GLint location, GLint v0, GLint v1)
{
   DISPATCH(Uniform2iARB, (location, v0, v1), (F, "glUniform2i(%d, %d, %d);\n", location, v0, v1));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2iARB)(GLint location, GLint v0, GLint v1)
{
   DISPATCH(Uniform2iARB, (location, v0, v1), (F, "glUniform2iARB(%d, %d, %d);\n", location, v0, v1));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2iv)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform2ivARB, (location, count, value), (F, "glUniform2iv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform2ivARB)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform2ivARB, (location, count, value), (F, "glUniform2ivARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
   DISPATCH(Uniform3fARB, (location, v0, v1, v2), (F, "glUniform3f(%d, %f, %f, %f);\n", location, v0, v1, v2));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3fARB)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
   DISPATCH(Uniform3fARB, (location, v0, v1, v2), (F, "glUniform3fARB(%d, %f, %f, %f);\n", location, v0, v1, v2));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3fv)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform3fvARB, (location, count, value), (F, "glUniform3fv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3fvARB)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform3fvARB, (location, count, value), (F, "glUniform3fvARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3i)(GLint location, GLint v0, GLint v1, GLint v2)
{
   DISPATCH(Uniform3iARB, (location, v0, v1, v2), (F, "glUniform3i(%d, %d, %d, %d);\n", location, v0, v1, v2));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3iARB)(GLint location, GLint v0, GLint v1, GLint v2)
{
   DISPATCH(Uniform3iARB, (location, v0, v1, v2), (F, "glUniform3iARB(%d, %d, %d, %d);\n", location, v0, v1, v2));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3iv)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform3ivARB, (location, count, value), (F, "glUniform3iv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform3ivARB)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform3ivARB, (location, count, value), (F, "glUniform3ivARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
   DISPATCH(Uniform4fARB, (location, v0, v1, v2, v3), (F, "glUniform4f(%d, %f, %f, %f, %f);\n", location, v0, v1, v2, v3));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4fARB)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
   DISPATCH(Uniform4fARB, (location, v0, v1, v2, v3), (F, "glUniform4fARB(%d, %f, %f, %f, %f);\n", location, v0, v1, v2, v3));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4fv)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform4fvARB, (location, count, value), (F, "glUniform4fv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4fvARB)(GLint location, GLsizei count, const GLfloat * value)
{
   DISPATCH(Uniform4fvARB, (location, count, value), (F, "glUniform4fvARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
   DISPATCH(Uniform4iARB, (location, v0, v1, v2, v3), (F, "glUniform4i(%d, %d, %d, %d, %d);\n", location, v0, v1, v2, v3));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4iARB)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
   DISPATCH(Uniform4iARB, (location, v0, v1, v2, v3), (F, "glUniform4iARB(%d, %d, %d, %d, %d);\n", location, v0, v1, v2, v3));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4iv)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform4ivARB, (location, count, value), (F, "glUniform4iv(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(Uniform4ivARB)(GLint location, GLsizei count, const GLint * value)
{
   DISPATCH(Uniform4ivARB, (location, count, value), (F, "glUniform4ivARB(%d, %d, %p);\n", location, count, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix2fvARB, (location, count, transpose, value), (F, "glUniformMatrix2fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix2fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix2fvARB, (location, count, transpose, value), (F, "glUniformMatrix2fvARB(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix3fvARB, (location, count, transpose, value), (F, "glUniformMatrix3fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix3fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix3fvARB, (location, count, transpose, value), (F, "glUniformMatrix3fvARB(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix4fvARB, (location, count, transpose, value), (F, "glUniformMatrix4fv(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UniformMatrix4fvARB)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
{
   DISPATCH(UniformMatrix4fvARB, (location, count, transpose, value), (F, "glUniformMatrix4fvARB(%d, %d, %d, %p);\n", location, count, transpose, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(UseProgram)(GLuint program)
{
   DISPATCH(UseProgramObjectARB, (program), (F, "glUseProgram(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(UseProgramObjectARB)(GLhandleARB program)
{
   DISPATCH(UseProgramObjectARB, (program), (F, "glUseProgramObjectARB(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(ValidateProgram)(GLuint program)
{
   DISPATCH(ValidateProgramARB, (program), (F, "glValidateProgram(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(ValidateProgramARB)(GLhandleARB program)
{
   DISPATCH(ValidateProgramARB, (program), (F, "glValidateProgramARB(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(BindAttribLocation)(GLuint program, GLuint index, const GLchar * name)
{
   DISPATCH(BindAttribLocationARB, (program, index, name), (F, "glBindAttribLocation(%d, %d, %p);\n", program, index, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(BindAttribLocationARB)(GLhandleARB program, GLuint index, const GLcharARB * name)
{
   DISPATCH(BindAttribLocationARB, (program, index, name), (F, "glBindAttribLocationARB(%d, %d, %p);\n", program, index, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(GetActiveAttrib)(GLuint program, GLuint index, GLsizei  bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)
{
   DISPATCH(GetActiveAttribARB, (program, index, bufSize, length, size, type, name), (F, "glGetActiveAttrib(%d, %d, %d, %p, %p, %p, %p);\n", program, index, bufSize, (const void *) length, (const void *) size, (const void *) type, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(GetActiveAttribARB)(GLhandleARB program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name)
{
   DISPATCH(GetActiveAttribARB, (program, index, bufSize, length, size, type, name), (F, "glGetActiveAttribARB(%d, %d, %d, %p, %p, %p, %p);\n", program, index, bufSize, (const void *) length, (const void *) size, (const void *) type, (const void *) name));
}

KEYWORD1 GLint KEYWORD2 NAME(GetAttribLocation)(GLuint program, const GLchar * name)
{
   RETURN_DISPATCH(GetAttribLocationARB, (program, name), (F, "glGetAttribLocation(%d, %p);\n", program, (const void *) name));
}

KEYWORD1 GLint KEYWORD2 NAME(GetAttribLocationARB)(GLhandleARB program, const GLcharARB * name)
{
   RETURN_DISPATCH(GetAttribLocationARB, (program, name), (F, "glGetAttribLocationARB(%d, %p);\n", program, (const void *) name));
}

KEYWORD1 void KEYWORD2 NAME(DrawBuffers)(GLsizei n, const GLenum * bufs)
{
   DISPATCH(DrawBuffersARB, (n, bufs), (F, "glDrawBuffers(%d, %p);\n", n, (const void *) bufs));
}

KEYWORD1 void KEYWORD2 NAME(DrawBuffersARB)(GLsizei n, const GLenum * bufs)
{
   DISPATCH(DrawBuffersARB, (n, bufs), (F, "glDrawBuffersARB(%d, %p);\n", n, (const void *) bufs));
}

KEYWORD1 void KEYWORD2 NAME(DrawBuffersATI)(GLsizei n, const GLenum * bufs)
{
   DISPATCH(DrawBuffersARB, (n, bufs), (F, "glDrawBuffersATI(%d, %p);\n", n, (const void *) bufs));
}

KEYWORD1 void KEYWORD2 NAME(RenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
   DISPATCH(RenderbufferStorageMultisample, (target, samples, internalformat, width, height), (F, "glRenderbufferStorageMultisample(0x%x, %d, 0x%x, %d, %d);\n", target, samples, internalformat, width, height));
}

KEYWORD1 void KEYWORD2 NAME(FlushMappedBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length)
{
   DISPATCH(FlushMappedBufferRange, (target, offset, length), (F, "glFlushMappedBufferRange(0x%x, %d, %d);\n", target, offset, length));
}

KEYWORD1 GLvoid * KEYWORD2 NAME(MapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
   RETURN_DISPATCH(MapBufferRange, (target, offset, length, access), (F, "glMapBufferRange(0x%x, %d, %d, %d);\n", target, offset, length, access));
}

KEYWORD1 void KEYWORD2 NAME(BindVertexArray)(GLuint array)
{
   DISPATCH(BindVertexArray, (array), (F, "glBindVertexArray(%d);\n", array));
}

KEYWORD1 void KEYWORD2 NAME(GenVertexArrays)(GLsizei n, GLuint * arrays)
{
   DISPATCH(GenVertexArrays, (n, arrays), (F, "glGenVertexArrays(%d, %p);\n", n, (const void *) arrays));
}

KEYWORD1 void KEYWORD2 NAME(CopyBufferSubData)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
   DISPATCH(CopyBufferSubData, (readTarget, writeTarget, readOffset, writeOffset, size), (F, "glCopyBufferSubData(0x%x, 0x%x, %d, %d, %d);\n", readTarget, writeTarget, readOffset, writeOffset, size));
}

KEYWORD1 GLenum KEYWORD2 NAME(ClientWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
   RETURN_DISPATCH(ClientWaitSync, (sync, flags, timeout), (F, "glClientWaitSync(%d, %d, %d);\n", sync, flags, timeout));
}

KEYWORD1 void KEYWORD2 NAME(DeleteSync)(GLsync sync)
{
   DISPATCH(DeleteSync, (sync), (F, "glDeleteSync(%d);\n", sync));
}

KEYWORD1 GLsync KEYWORD2 NAME(FenceSync)(GLenum condition, GLbitfield flags)
{
   RETURN_DISPATCH(FenceSync, (condition, flags), (F, "glFenceSync(0x%x, %d);\n", condition, flags));
}

KEYWORD1 void KEYWORD2 NAME(GetInteger64v)(GLenum pname, GLint64 * params)
{
   DISPATCH(GetInteger64v, (pname, params), (F, "glGetInteger64v(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetSynciv)(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values)
{
   DISPATCH(GetSynciv, (sync, pname, bufSize, length, values), (F, "glGetSynciv(%d, 0x%x, %d, %p, %p);\n", sync, pname, bufSize, (const void *) length, (const void *) values));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsSync)(GLsync sync)
{
   RETURN_DISPATCH(IsSync, (sync), (F, "glIsSync(%d);\n", sync));
}

KEYWORD1 void KEYWORD2 NAME(WaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
   DISPATCH(WaitSync, (sync, flags, timeout), (F, "glWaitSync(%d, %d, %d);\n", sync, flags, timeout));
}

KEYWORD1 void KEYWORD2 NAME(DrawElementsBaseVertex)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLint basevertex)
{
   DISPATCH(DrawElementsBaseVertex, (mode, count, type, indices, basevertex), (F, "glDrawElementsBaseVertex(0x%x, %d, 0x%x, %p, %d);\n", mode, count, type, (const void *) indices, basevertex));
}

KEYWORD1 void KEYWORD2 NAME(DrawRangeElementsBaseVertex)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices, GLint basevertex)
{
   DISPATCH(DrawRangeElementsBaseVertex, (mode, start, end, count, type, indices, basevertex), (F, "glDrawRangeElementsBaseVertex(0x%x, %d, %d, %d, 0x%x, %p, %d);\n", mode, start, end, count, type, (const void *) indices, basevertex));
}

KEYWORD1 void KEYWORD2 NAME(MultiDrawElementsBaseVertex)(GLenum mode, const GLsizei * count, GLenum type, const GLvoid ** indices, GLsizei primcount, const GLint * basevertex)
{
   DISPATCH(MultiDrawElementsBaseVertex, (mode, count, type, indices, primcount, basevertex), (F, "glMultiDrawElementsBaseVertex(0x%x, %p, 0x%x, %p, %d, %p);\n", mode, (const void *) count, type, (const void *) indices, primcount, (const void *) basevertex));
}

KEYWORD1 void KEYWORD2 NAME(PolygonOffsetEXT)(GLfloat factor, GLfloat bias)
{
   DISPATCH(PolygonOffsetEXT, (factor, bias), (F, "glPolygonOffsetEXT(%f, %f);\n", factor, bias));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_578)(GLenum pname, GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_578)(GLenum pname, GLfloat * params)
{
   DISPATCH(GetPixelTexGenParameterfvSGIS, (pname, params), (F, "glGetPixelTexGenParameterfvSGIS(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_579)(GLenum pname, GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_579)(GLenum pname, GLint * params)
{
   DISPATCH(GetPixelTexGenParameterivSGIS, (pname, params), (F, "glGetPixelTexGenParameterivSGIS(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_580)(GLenum pname, GLfloat param);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_580)(GLenum pname, GLfloat param)
{
   DISPATCH(PixelTexGenParameterfSGIS, (pname, param), (F, "glPixelTexGenParameterfSGIS(0x%x, %f);\n", pname, param));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_581)(GLenum pname, const GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_581)(GLenum pname, const GLfloat * params)
{
   DISPATCH(PixelTexGenParameterfvSGIS, (pname, params), (F, "glPixelTexGenParameterfvSGIS(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_582)(GLenum pname, GLint param);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_582)(GLenum pname, GLint param)
{
   DISPATCH(PixelTexGenParameteriSGIS, (pname, param), (F, "glPixelTexGenParameteriSGIS(0x%x, %d);\n", pname, param));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_583)(GLenum pname, const GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_583)(GLenum pname, const GLint * params)
{
   DISPATCH(PixelTexGenParameterivSGIS, (pname, params), (F, "glPixelTexGenParameterivSGIS(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_584)(GLclampf value, GLboolean invert);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_584)(GLclampf value, GLboolean invert)
{
   DISPATCH(SampleMaskSGIS, (value, invert), (F, "glSampleMaskSGIS(%f, %d);\n", value, invert));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_585)(GLenum pattern);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_585)(GLenum pattern)
{
   DISPATCH(SamplePatternSGIS, (pattern), (F, "glSamplePatternSGIS(0x%x);\n", pattern));
}

KEYWORD1 void KEYWORD2 NAME(ColorPointerEXT)(GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid * pointer)
{
   DISPATCH(ColorPointerEXT, (size, type, stride, count, pointer), (F, "glColorPointerEXT(%d, 0x%x, %d, %d, %p);\n", size, type, stride, count, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(EdgeFlagPointerEXT)(GLsizei stride, GLsizei count, const GLboolean * pointer)
{
   DISPATCH(EdgeFlagPointerEXT, (stride, count, pointer), (F, "glEdgeFlagPointerEXT(%d, %d, %p);\n", stride, count, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(IndexPointerEXT)(GLenum type, GLsizei stride, GLsizei count, const GLvoid * pointer)
{
   DISPATCH(IndexPointerEXT, (type, stride, count, pointer), (F, "glIndexPointerEXT(0x%x, %d, %d, %p);\n", type, stride, count, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(NormalPointerEXT)(GLenum type, GLsizei stride, GLsizei count, const GLvoid * pointer)
{
   DISPATCH(NormalPointerEXT, (type, stride, count, pointer), (F, "glNormalPointerEXT(0x%x, %d, %d, %p);\n", type, stride, count, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(TexCoordPointerEXT)(GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid * pointer)
{
   DISPATCH(TexCoordPointerEXT, (size, type, stride, count, pointer), (F, "glTexCoordPointerEXT(%d, 0x%x, %d, %d, %p);\n", size, type, stride, count, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(VertexPointerEXT)(GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid * pointer)
{
   DISPATCH(VertexPointerEXT, (size, type, stride, count, pointer), (F, "glVertexPointerEXT(%d, 0x%x, %d, %d, %p);\n", size, type, stride, count, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterf)(GLenum pname, GLfloat param)
{
   DISPATCH(PointParameterfEXT, (pname, param), (F, "glPointParameterf(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterfARB)(GLenum pname, GLfloat param)
{
   DISPATCH(PointParameterfEXT, (pname, param), (F, "glPointParameterfARB(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterfEXT)(GLenum pname, GLfloat param)
{
   DISPATCH(PointParameterfEXT, (pname, param), (F, "glPointParameterfEXT(0x%x, %f);\n", pname, param));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_592)(GLenum pname, GLfloat param);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_592)(GLenum pname, GLfloat param)
{
   DISPATCH(PointParameterfEXT, (pname, param), (F, "glPointParameterfSGIS(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterfv)(GLenum pname, const GLfloat * params)
{
   DISPATCH(PointParameterfvEXT, (pname, params), (F, "glPointParameterfv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterfvARB)(GLenum pname, const GLfloat * params)
{
   DISPATCH(PointParameterfvEXT, (pname, params), (F, "glPointParameterfvARB(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterfvEXT)(GLenum pname, const GLfloat * params)
{
   DISPATCH(PointParameterfvEXT, (pname, params), (F, "glPointParameterfvEXT(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_593)(GLenum pname, const GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_593)(GLenum pname, const GLfloat * params)
{
   DISPATCH(PointParameterfvEXT, (pname, params), (F, "glPointParameterfvSGIS(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(LockArraysEXT)(GLint first, GLsizei count)
{
   DISPATCH(LockArraysEXT, (first, count), (F, "glLockArraysEXT(%d, %d);\n", first, count));
}

KEYWORD1 void KEYWORD2 NAME(UnlockArraysEXT)(void)
{
   DISPATCH(UnlockArraysEXT, (), (F, "glUnlockArraysEXT();\n"));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_596)(GLenum pname, GLdouble * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_596)(GLenum pname, GLdouble * params)
{
   DISPATCH(CullParameterdvEXT, (pname, params), (F, "glCullParameterdvEXT(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_597)(GLenum pname, GLfloat * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_597)(GLenum pname, GLfloat * params)
{
   DISPATCH(CullParameterfvEXT, (pname, params), (F, "glCullParameterfvEXT(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3b)(GLbyte red, GLbyte green, GLbyte blue)
{
   DISPATCH(SecondaryColor3bEXT, (red, green, blue), (F, "glSecondaryColor3b(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3bEXT)(GLbyte red, GLbyte green, GLbyte blue)
{
   DISPATCH(SecondaryColor3bEXT, (red, green, blue), (F, "glSecondaryColor3bEXT(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3bv)(const GLbyte * v)
{
   DISPATCH(SecondaryColor3bvEXT, (v), (F, "glSecondaryColor3bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3bvEXT)(const GLbyte * v)
{
   DISPATCH(SecondaryColor3bvEXT, (v), (F, "glSecondaryColor3bvEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3d)(GLdouble red, GLdouble green, GLdouble blue)
{
   DISPATCH(SecondaryColor3dEXT, (red, green, blue), (F, "glSecondaryColor3d(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3dEXT)(GLdouble red, GLdouble green, GLdouble blue)
{
   DISPATCH(SecondaryColor3dEXT, (red, green, blue), (F, "glSecondaryColor3dEXT(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3dv)(const GLdouble * v)
{
   DISPATCH(SecondaryColor3dvEXT, (v), (F, "glSecondaryColor3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3dvEXT)(const GLdouble * v)
{
   DISPATCH(SecondaryColor3dvEXT, (v), (F, "glSecondaryColor3dvEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3f)(GLfloat red, GLfloat green, GLfloat blue)
{
   DISPATCH(SecondaryColor3fEXT, (red, green, blue), (F, "glSecondaryColor3f(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3fEXT)(GLfloat red, GLfloat green, GLfloat blue)
{
   DISPATCH(SecondaryColor3fEXT, (red, green, blue), (F, "glSecondaryColor3fEXT(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3fv)(const GLfloat * v)
{
   DISPATCH(SecondaryColor3fvEXT, (v), (F, "glSecondaryColor3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3fvEXT)(const GLfloat * v)
{
   DISPATCH(SecondaryColor3fvEXT, (v), (F, "glSecondaryColor3fvEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3i)(GLint red, GLint green, GLint blue)
{
   DISPATCH(SecondaryColor3iEXT, (red, green, blue), (F, "glSecondaryColor3i(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3iEXT)(GLint red, GLint green, GLint blue)
{
   DISPATCH(SecondaryColor3iEXT, (red, green, blue), (F, "glSecondaryColor3iEXT(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3iv)(const GLint * v)
{
   DISPATCH(SecondaryColor3ivEXT, (v), (F, "glSecondaryColor3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3ivEXT)(const GLint * v)
{
   DISPATCH(SecondaryColor3ivEXT, (v), (F, "glSecondaryColor3ivEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3s)(GLshort red, GLshort green, GLshort blue)
{
   DISPATCH(SecondaryColor3sEXT, (red, green, blue), (F, "glSecondaryColor3s(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3sEXT)(GLshort red, GLshort green, GLshort blue)
{
   DISPATCH(SecondaryColor3sEXT, (red, green, blue), (F, "glSecondaryColor3sEXT(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3sv)(const GLshort * v)
{
   DISPATCH(SecondaryColor3svEXT, (v), (F, "glSecondaryColor3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3svEXT)(const GLshort * v)
{
   DISPATCH(SecondaryColor3svEXT, (v), (F, "glSecondaryColor3svEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3ub)(GLubyte red, GLubyte green, GLubyte blue)
{
   DISPATCH(SecondaryColor3ubEXT, (red, green, blue), (F, "glSecondaryColor3ub(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3ubEXT)(GLubyte red, GLubyte green, GLubyte blue)
{
   DISPATCH(SecondaryColor3ubEXT, (red, green, blue), (F, "glSecondaryColor3ubEXT(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3ubv)(const GLubyte * v)
{
   DISPATCH(SecondaryColor3ubvEXT, (v), (F, "glSecondaryColor3ubv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3ubvEXT)(const GLubyte * v)
{
   DISPATCH(SecondaryColor3ubvEXT, (v), (F, "glSecondaryColor3ubvEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3ui)(GLuint red, GLuint green, GLuint blue)
{
   DISPATCH(SecondaryColor3uiEXT, (red, green, blue), (F, "glSecondaryColor3ui(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3uiEXT)(GLuint red, GLuint green, GLuint blue)
{
   DISPATCH(SecondaryColor3uiEXT, (red, green, blue), (F, "glSecondaryColor3uiEXT(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3uiv)(const GLuint * v)
{
   DISPATCH(SecondaryColor3uivEXT, (v), (F, "glSecondaryColor3uiv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3uivEXT)(const GLuint * v)
{
   DISPATCH(SecondaryColor3uivEXT, (v), (F, "glSecondaryColor3uivEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3us)(GLushort red, GLushort green, GLushort blue)
{
   DISPATCH(SecondaryColor3usEXT, (red, green, blue), (F, "glSecondaryColor3us(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3usEXT)(GLushort red, GLushort green, GLushort blue)
{
   DISPATCH(SecondaryColor3usEXT, (red, green, blue), (F, "glSecondaryColor3usEXT(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3usv)(const GLushort * v)
{
   DISPATCH(SecondaryColor3usvEXT, (v), (F, "glSecondaryColor3usv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColor3usvEXT)(const GLushort * v)
{
   DISPATCH(SecondaryColor3usvEXT, (v), (F, "glSecondaryColor3usvEXT(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(SecondaryColorPointerEXT, (size, type, stride, pointer), (F, "glSecondaryColorPointer(%d, 0x%x, %d, %p);\n", size, type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(SecondaryColorPointerEXT)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(SecondaryColorPointerEXT, (size, type, stride, pointer), (F, "glSecondaryColorPointerEXT(%d, 0x%x, %d, %p);\n", size, type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(MultiDrawArrays)(GLenum mode, GLint * first, GLsizei * count, GLsizei primcount)
{
   DISPATCH(MultiDrawArraysEXT, (mode, first, count, primcount), (F, "glMultiDrawArrays(0x%x, %p, %p, %d);\n", mode, (const void *) first, (const void *) count, primcount));
}

KEYWORD1 void KEYWORD2 NAME(MultiDrawArraysEXT)(GLenum mode, GLint * first, GLsizei * count, GLsizei primcount)
{
   DISPATCH(MultiDrawArraysEXT, (mode, first, count, primcount), (F, "glMultiDrawArraysEXT(0x%x, %p, %p, %d);\n", mode, (const void *) first, (const void *) count, primcount));
}

KEYWORD1 void KEYWORD2 NAME(MultiDrawElements)(GLenum mode, const GLsizei * count, GLenum type, const GLvoid ** indices, GLsizei primcount)
{
   DISPATCH(MultiDrawElementsEXT, (mode, count, type, indices, primcount), (F, "glMultiDrawElements(0x%x, %p, 0x%x, %p, %d);\n", mode, (const void *) count, type, (const void *) indices, primcount));
}

KEYWORD1 void KEYWORD2 NAME(MultiDrawElementsEXT)(GLenum mode, const GLsizei * count, GLenum type, const GLvoid ** indices, GLsizei primcount)
{
   DISPATCH(MultiDrawElementsEXT, (mode, count, type, indices, primcount), (F, "glMultiDrawElementsEXT(0x%x, %p, 0x%x, %p, %d);\n", mode, (const void *) count, type, (const void *) indices, primcount));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordPointer)(GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(FogCoordPointerEXT, (type, stride, pointer), (F, "glFogCoordPointer(0x%x, %d, %p);\n", type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordPointerEXT)(GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(FogCoordPointerEXT, (type, stride, pointer), (F, "glFogCoordPointerEXT(0x%x, %d, %p);\n", type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordd)(GLdouble coord)
{
   DISPATCH(FogCoorddEXT, (coord), (F, "glFogCoordd(%f);\n", coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoorddEXT)(GLdouble coord)
{
   DISPATCH(FogCoorddEXT, (coord), (F, "glFogCoorddEXT(%f);\n", coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoorddv)(const GLdouble * coord)
{
   DISPATCH(FogCoorddvEXT, (coord), (F, "glFogCoorddv(%p);\n", (const void *) coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoorddvEXT)(const GLdouble * coord)
{
   DISPATCH(FogCoorddvEXT, (coord), (F, "glFogCoorddvEXT(%p);\n", (const void *) coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordf)(GLfloat coord)
{
   DISPATCH(FogCoordfEXT, (coord), (F, "glFogCoordf(%f);\n", coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordfEXT)(GLfloat coord)
{
   DISPATCH(FogCoordfEXT, (coord), (F, "glFogCoordfEXT(%f);\n", coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordfv)(const GLfloat * coord)
{
   DISPATCH(FogCoordfvEXT, (coord), (F, "glFogCoordfv(%p);\n", (const void *) coord));
}

KEYWORD1 void KEYWORD2 NAME(FogCoordfvEXT)(const GLfloat * coord)
{
   DISPATCH(FogCoordfvEXT, (coord), (F, "glFogCoordfvEXT(%p);\n", (const void *) coord));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_622)(GLenum mode);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_622)(GLenum mode)
{
   DISPATCH(PixelTexGenSGIX, (mode), (F, "glPixelTexGenSGIX(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(BlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
   DISPATCH(BlendFuncSeparateEXT, (sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha), (F, "glBlendFuncSeparate(0x%x, 0x%x, 0x%x, 0x%x);\n", sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha));
}

KEYWORD1 void KEYWORD2 NAME(BlendFuncSeparateEXT)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
   DISPATCH(BlendFuncSeparateEXT, (sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha), (F, "glBlendFuncSeparateEXT(0x%x, 0x%x, 0x%x, 0x%x);\n", sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_623)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_623)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
   DISPATCH(BlendFuncSeparateEXT, (sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha), (F, "glBlendFuncSeparateINGR(0x%x, 0x%x, 0x%x, 0x%x);\n", sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha));
}

KEYWORD1 void KEYWORD2 NAME(FlushVertexArrayRangeNV)(void)
{
   DISPATCH(FlushVertexArrayRangeNV, (), (F, "glFlushVertexArrayRangeNV();\n"));
}

KEYWORD1 void KEYWORD2 NAME(VertexArrayRangeNV)(GLsizei length, const GLvoid * pointer)
{
   DISPATCH(VertexArrayRangeNV, (length, pointer), (F, "glVertexArrayRangeNV(%d, %p);\n", length, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(CombinerInputNV)(GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage)
{
   DISPATCH(CombinerInputNV, (stage, portion, variable, input, mapping, componentUsage), (F, "glCombinerInputNV(0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x);\n", stage, portion, variable, input, mapping, componentUsage));
}

KEYWORD1 void KEYWORD2 NAME(CombinerOutputNV)(GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum)
{
   DISPATCH(CombinerOutputNV, (stage, portion, abOutput, cdOutput, sumOutput, scale, bias, abDotProduct, cdDotProduct, muxSum), (F, "glCombinerOutputNV(0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, %d, %d, %d);\n", stage, portion, abOutput, cdOutput, sumOutput, scale, bias, abDotProduct, cdDotProduct, muxSum));
}

KEYWORD1 void KEYWORD2 NAME(CombinerParameterfNV)(GLenum pname, GLfloat param)
{
   DISPATCH(CombinerParameterfNV, (pname, param), (F, "glCombinerParameterfNV(0x%x, %f);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(CombinerParameterfvNV)(GLenum pname, const GLfloat * params)
{
   DISPATCH(CombinerParameterfvNV, (pname, params), (F, "glCombinerParameterfvNV(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(CombinerParameteriNV)(GLenum pname, GLint param)
{
   DISPATCH(CombinerParameteriNV, (pname, param), (F, "glCombinerParameteriNV(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(CombinerParameterivNV)(GLenum pname, const GLint * params)
{
   DISPATCH(CombinerParameterivNV, (pname, params), (F, "glCombinerParameterivNV(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(FinalCombinerInputNV)(GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage)
{
   DISPATCH(FinalCombinerInputNV, (variable, input, mapping, componentUsage), (F, "glFinalCombinerInputNV(0x%x, 0x%x, 0x%x, 0x%x);\n", variable, input, mapping, componentUsage));
}

KEYWORD1 void KEYWORD2 NAME(GetCombinerInputParameterfvNV)(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat * params)
{
   DISPATCH(GetCombinerInputParameterfvNV, (stage, portion, variable, pname, params), (F, "glGetCombinerInputParameterfvNV(0x%x, 0x%x, 0x%x, 0x%x, %p);\n", stage, portion, variable, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetCombinerInputParameterivNV)(GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint * params)
{
   DISPATCH(GetCombinerInputParameterivNV, (stage, portion, variable, pname, params), (F, "glGetCombinerInputParameterivNV(0x%x, 0x%x, 0x%x, 0x%x, %p);\n", stage, portion, variable, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetCombinerOutputParameterfvNV)(GLenum stage, GLenum portion, GLenum pname, GLfloat * params)
{
   DISPATCH(GetCombinerOutputParameterfvNV, (stage, portion, pname, params), (F, "glGetCombinerOutputParameterfvNV(0x%x, 0x%x, 0x%x, %p);\n", stage, portion, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetCombinerOutputParameterivNV)(GLenum stage, GLenum portion, GLenum pname, GLint * params)
{
   DISPATCH(GetCombinerOutputParameterivNV, (stage, portion, pname, params), (F, "glGetCombinerOutputParameterivNV(0x%x, 0x%x, 0x%x, %p);\n", stage, portion, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetFinalCombinerInputParameterfvNV)(GLenum variable, GLenum pname, GLfloat * params)
{
   DISPATCH(GetFinalCombinerInputParameterfvNV, (variable, pname, params), (F, "glGetFinalCombinerInputParameterfvNV(0x%x, 0x%x, %p);\n", variable, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetFinalCombinerInputParameterivNV)(GLenum variable, GLenum pname, GLint * params)
{
   DISPATCH(GetFinalCombinerInputParameterivNV, (variable, pname, params), (F, "glGetFinalCombinerInputParameterivNV(0x%x, 0x%x, %p);\n", variable, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ResizeBuffersMESA)(void)
{
   DISPATCH(ResizeBuffersMESA, (), (F, "glResizeBuffersMESA();\n"));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2d)(GLdouble x, GLdouble y)
{
   DISPATCH(WindowPos2dMESA, (x, y), (F, "glWindowPos2d(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2dARB)(GLdouble x, GLdouble y)
{
   DISPATCH(WindowPos2dMESA, (x, y), (F, "glWindowPos2dARB(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2dMESA)(GLdouble x, GLdouble y)
{
   DISPATCH(WindowPos2dMESA, (x, y), (F, "glWindowPos2dMESA(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2dv)(const GLdouble * v)
{
   DISPATCH(WindowPos2dvMESA, (v), (F, "glWindowPos2dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2dvARB)(const GLdouble * v)
{
   DISPATCH(WindowPos2dvMESA, (v), (F, "glWindowPos2dvARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2dvMESA)(const GLdouble * v)
{
   DISPATCH(WindowPos2dvMESA, (v), (F, "glWindowPos2dvMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2f)(GLfloat x, GLfloat y)
{
   DISPATCH(WindowPos2fMESA, (x, y), (F, "glWindowPos2f(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2fARB)(GLfloat x, GLfloat y)
{
   DISPATCH(WindowPos2fMESA, (x, y), (F, "glWindowPos2fARB(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2fMESA)(GLfloat x, GLfloat y)
{
   DISPATCH(WindowPos2fMESA, (x, y), (F, "glWindowPos2fMESA(%f, %f);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2fv)(const GLfloat * v)
{
   DISPATCH(WindowPos2fvMESA, (v), (F, "glWindowPos2fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2fvARB)(const GLfloat * v)
{
   DISPATCH(WindowPos2fvMESA, (v), (F, "glWindowPos2fvARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2fvMESA)(const GLfloat * v)
{
   DISPATCH(WindowPos2fvMESA, (v), (F, "glWindowPos2fvMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2i)(GLint x, GLint y)
{
   DISPATCH(WindowPos2iMESA, (x, y), (F, "glWindowPos2i(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2iARB)(GLint x, GLint y)
{
   DISPATCH(WindowPos2iMESA, (x, y), (F, "glWindowPos2iARB(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2iMESA)(GLint x, GLint y)
{
   DISPATCH(WindowPos2iMESA, (x, y), (F, "glWindowPos2iMESA(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2iv)(const GLint * v)
{
   DISPATCH(WindowPos2ivMESA, (v), (F, "glWindowPos2iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2ivARB)(const GLint * v)
{
   DISPATCH(WindowPos2ivMESA, (v), (F, "glWindowPos2ivARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2ivMESA)(const GLint * v)
{
   DISPATCH(WindowPos2ivMESA, (v), (F, "glWindowPos2ivMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2s)(GLshort x, GLshort y)
{
   DISPATCH(WindowPos2sMESA, (x, y), (F, "glWindowPos2s(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2sARB)(GLshort x, GLshort y)
{
   DISPATCH(WindowPos2sMESA, (x, y), (F, "glWindowPos2sARB(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2sMESA)(GLshort x, GLshort y)
{
   DISPATCH(WindowPos2sMESA, (x, y), (F, "glWindowPos2sMESA(%d, %d);\n", x, y));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2sv)(const GLshort * v)
{
   DISPATCH(WindowPos2svMESA, (v), (F, "glWindowPos2sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2svARB)(const GLshort * v)
{
   DISPATCH(WindowPos2svMESA, (v), (F, "glWindowPos2svARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos2svMESA)(const GLshort * v)
{
   DISPATCH(WindowPos2svMESA, (v), (F, "glWindowPos2svMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3d)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(WindowPos3dMESA, (x, y, z), (F, "glWindowPos3d(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3dARB)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(WindowPos3dMESA, (x, y, z), (F, "glWindowPos3dARB(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3dMESA)(GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(WindowPos3dMESA, (x, y, z), (F, "glWindowPos3dMESA(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3dv)(const GLdouble * v)
{
   DISPATCH(WindowPos3dvMESA, (v), (F, "glWindowPos3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3dvARB)(const GLdouble * v)
{
   DISPATCH(WindowPos3dvMESA, (v), (F, "glWindowPos3dvARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3dvMESA)(const GLdouble * v)
{
   DISPATCH(WindowPos3dvMESA, (v), (F, "glWindowPos3dvMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3f)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(WindowPos3fMESA, (x, y, z), (F, "glWindowPos3f(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3fARB)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(WindowPos3fMESA, (x, y, z), (F, "glWindowPos3fARB(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3fMESA)(GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(WindowPos3fMESA, (x, y, z), (F, "glWindowPos3fMESA(%f, %f, %f);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3fv)(const GLfloat * v)
{
   DISPATCH(WindowPos3fvMESA, (v), (F, "glWindowPos3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3fvARB)(const GLfloat * v)
{
   DISPATCH(WindowPos3fvMESA, (v), (F, "glWindowPos3fvARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3fvMESA)(const GLfloat * v)
{
   DISPATCH(WindowPos3fvMESA, (v), (F, "glWindowPos3fvMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3i)(GLint x, GLint y, GLint z)
{
   DISPATCH(WindowPos3iMESA, (x, y, z), (F, "glWindowPos3i(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3iARB)(GLint x, GLint y, GLint z)
{
   DISPATCH(WindowPos3iMESA, (x, y, z), (F, "glWindowPos3iARB(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3iMESA)(GLint x, GLint y, GLint z)
{
   DISPATCH(WindowPos3iMESA, (x, y, z), (F, "glWindowPos3iMESA(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3iv)(const GLint * v)
{
   DISPATCH(WindowPos3ivMESA, (v), (F, "glWindowPos3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3ivARB)(const GLint * v)
{
   DISPATCH(WindowPos3ivMESA, (v), (F, "glWindowPos3ivARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3ivMESA)(const GLint * v)
{
   DISPATCH(WindowPos3ivMESA, (v), (F, "glWindowPos3ivMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3s)(GLshort x, GLshort y, GLshort z)
{
   DISPATCH(WindowPos3sMESA, (x, y, z), (F, "glWindowPos3s(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3sARB)(GLshort x, GLshort y, GLshort z)
{
   DISPATCH(WindowPos3sMESA, (x, y, z), (F, "glWindowPos3sARB(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3sMESA)(GLshort x, GLshort y, GLshort z)
{
   DISPATCH(WindowPos3sMESA, (x, y, z), (F, "glWindowPos3sMESA(%d, %d, %d);\n", x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3sv)(const GLshort * v)
{
   DISPATCH(WindowPos3svMESA, (v), (F, "glWindowPos3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3svARB)(const GLshort * v)
{
   DISPATCH(WindowPos3svMESA, (v), (F, "glWindowPos3svARB(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos3svMESA)(const GLshort * v)
{
   DISPATCH(WindowPos3svMESA, (v), (F, "glWindowPos3svMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4dMESA)(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(WindowPos4dMESA, (x, y, z, w), (F, "glWindowPos4dMESA(%f, %f, %f, %f);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4dvMESA)(const GLdouble * v)
{
   DISPATCH(WindowPos4dvMESA, (v), (F, "glWindowPos4dvMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4fMESA)(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(WindowPos4fMESA, (x, y, z, w), (F, "glWindowPos4fMESA(%f, %f, %f, %f);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4fvMESA)(const GLfloat * v)
{
   DISPATCH(WindowPos4fvMESA, (v), (F, "glWindowPos4fvMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4iMESA)(GLint x, GLint y, GLint z, GLint w)
{
   DISPATCH(WindowPos4iMESA, (x, y, z, w), (F, "glWindowPos4iMESA(%d, %d, %d, %d);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4ivMESA)(const GLint * v)
{
   DISPATCH(WindowPos4ivMESA, (v), (F, "glWindowPos4ivMESA(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4sMESA)(GLshort x, GLshort y, GLshort z, GLshort w)
{
   DISPATCH(WindowPos4sMESA, (x, y, z, w), (F, "glWindowPos4sMESA(%d, %d, %d, %d);\n", x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(WindowPos4svMESA)(const GLshort * v)
{
   DISPATCH(WindowPos4svMESA, (v), (F, "glWindowPos4svMESA(%p);\n", (const void *) v));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_664)(const GLenum * mode, const GLint * first, const GLsizei * count, GLsizei primcount, GLint modestride);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_664)(const GLenum * mode, const GLint * first, const GLsizei * count, GLsizei primcount, GLint modestride)
{
   DISPATCH(MultiModeDrawArraysIBM, (mode, first, count, primcount, modestride), (F, "glMultiModeDrawArraysIBM(%p, %p, %p, %d, %d);\n", (const void *) mode, (const void *) first, (const void *) count, primcount, modestride));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_665)(const GLenum * mode, const GLsizei * count, GLenum type, const GLvoid * const * indices, GLsizei primcount, GLint modestride);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_665)(const GLenum * mode, const GLsizei * count, GLenum type, const GLvoid * const * indices, GLsizei primcount, GLint modestride)
{
   DISPATCH(MultiModeDrawElementsIBM, (mode, count, type, indices, primcount, modestride), (F, "glMultiModeDrawElementsIBM(%p, %p, 0x%x, %p, %d, %d);\n", (const void *) mode, (const void *) count, type, (const void *) indices, primcount, modestride));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_666)(GLsizei n, const GLuint * fences);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_666)(GLsizei n, const GLuint * fences)
{
   DISPATCH(DeleteFencesNV, (n, fences), (F, "glDeleteFencesNV(%d, %p);\n", n, (const void *) fences));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_667)(GLuint fence);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_667)(GLuint fence)
{
   DISPATCH(FinishFenceNV, (fence), (F, "glFinishFenceNV(%d);\n", fence));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_668)(GLsizei n, GLuint * fences);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_668)(GLsizei n, GLuint * fences)
{
   DISPATCH(GenFencesNV, (n, fences), (F, "glGenFencesNV(%d, %p);\n", n, (const void *) fences));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_669)(GLuint fence, GLenum pname, GLint * params);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_669)(GLuint fence, GLenum pname, GLint * params)
{
   DISPATCH(GetFenceivNV, (fence, pname, params), (F, "glGetFenceivNV(%d, 0x%x, %p);\n", fence, pname, (const void *) params));
}

KEYWORD1_ALT GLboolean KEYWORD2 NAME(_dispatch_stub_670)(GLuint fence);

KEYWORD1_ALT GLboolean KEYWORD2 NAME(_dispatch_stub_670)(GLuint fence)
{
   RETURN_DISPATCH(IsFenceNV, (fence), (F, "glIsFenceNV(%d);\n", fence));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_671)(GLuint fence, GLenum condition);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_671)(GLuint fence, GLenum condition)
{
   DISPATCH(SetFenceNV, (fence, condition), (F, "glSetFenceNV(%d, 0x%x);\n", fence, condition));
}

KEYWORD1_ALT GLboolean KEYWORD2 NAME(_dispatch_stub_672)(GLuint fence);

KEYWORD1_ALT GLboolean KEYWORD2 NAME(_dispatch_stub_672)(GLuint fence)
{
   RETURN_DISPATCH(TestFenceNV, (fence), (F, "glTestFenceNV(%d);\n", fence));
}

KEYWORD1 GLboolean KEYWORD2 NAME(AreProgramsResidentNV)(GLsizei n, const GLuint * ids, GLboolean * residences)
{
   RETURN_DISPATCH(AreProgramsResidentNV, (n, ids, residences), (F, "glAreProgramsResidentNV(%d, %p, %p);\n", n, (const void *) ids, (const void *) residences));
}

KEYWORD1 void KEYWORD2 NAME(BindProgramARB)(GLenum target, GLuint program)
{
   DISPATCH(BindProgramNV, (target, program), (F, "glBindProgramARB(0x%x, %d);\n", target, program));
}

KEYWORD1 void KEYWORD2 NAME(BindProgramNV)(GLenum target, GLuint program)
{
   DISPATCH(BindProgramNV, (target, program), (F, "glBindProgramNV(0x%x, %d);\n", target, program));
}

KEYWORD1 void KEYWORD2 NAME(DeleteProgramsARB)(GLsizei n, const GLuint * programs)
{
   DISPATCH(DeleteProgramsNV, (n, programs), (F, "glDeleteProgramsARB(%d, %p);\n", n, (const void *) programs));
}

KEYWORD1 void KEYWORD2 NAME(DeleteProgramsNV)(GLsizei n, const GLuint * programs)
{
   DISPATCH(DeleteProgramsNV, (n, programs), (F, "glDeleteProgramsNV(%d, %p);\n", n, (const void *) programs));
}

KEYWORD1 void KEYWORD2 NAME(ExecuteProgramNV)(GLenum target, GLuint id, const GLfloat * params)
{
   DISPATCH(ExecuteProgramNV, (target, id, params), (F, "glExecuteProgramNV(0x%x, %d, %p);\n", target, id, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GenProgramsARB)(GLsizei n, GLuint * programs)
{
   DISPATCH(GenProgramsNV, (n, programs), (F, "glGenProgramsARB(%d, %p);\n", n, (const void *) programs));
}

KEYWORD1 void KEYWORD2 NAME(GenProgramsNV)(GLsizei n, GLuint * programs)
{
   DISPATCH(GenProgramsNV, (n, programs), (F, "glGenProgramsNV(%d, %p);\n", n, (const void *) programs));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramParameterdvNV)(GLenum target, GLuint index, GLenum pname, GLdouble * params)
{
   DISPATCH(GetProgramParameterdvNV, (target, index, pname, params), (F, "glGetProgramParameterdvNV(0x%x, %d, 0x%x, %p);\n", target, index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramParameterfvNV)(GLenum target, GLuint index, GLenum pname, GLfloat * params)
{
   DISPATCH(GetProgramParameterfvNV, (target, index, pname, params), (F, "glGetProgramParameterfvNV(0x%x, %d, 0x%x, %p);\n", target, index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramStringNV)(GLuint id, GLenum pname, GLubyte * program)
{
   DISPATCH(GetProgramStringNV, (id, pname, program), (F, "glGetProgramStringNV(%d, 0x%x, %p);\n", id, pname, (const void *) program));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramivNV)(GLuint id, GLenum pname, GLint * params)
{
   DISPATCH(GetProgramivNV, (id, pname, params), (F, "glGetProgramivNV(%d, 0x%x, %p);\n", id, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetTrackMatrixivNV)(GLenum target, GLuint address, GLenum pname, GLint * params)
{
   DISPATCH(GetTrackMatrixivNV, (target, address, pname, params), (F, "glGetTrackMatrixivNV(0x%x, %d, 0x%x, %p);\n", target, address, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid ** pointer)
{
   DISPATCH(GetVertexAttribPointervNV, (index, pname, pointer), (F, "glGetVertexAttribPointerv(%d, 0x%x, %p);\n", index, pname, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribPointervARB)(GLuint index, GLenum pname, GLvoid ** pointer)
{
   DISPATCH(GetVertexAttribPointervNV, (index, pname, pointer), (F, "glGetVertexAttribPointervARB(%d, 0x%x, %p);\n", index, pname, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribPointervNV)(GLuint index, GLenum pname, GLvoid ** pointer)
{
   DISPATCH(GetVertexAttribPointervNV, (index, pname, pointer), (F, "glGetVertexAttribPointervNV(%d, 0x%x, %p);\n", index, pname, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribdvNV)(GLuint index, GLenum pname, GLdouble * params)
{
   DISPATCH(GetVertexAttribdvNV, (index, pname, params), (F, "glGetVertexAttribdvNV(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribfvNV)(GLuint index, GLenum pname, GLfloat * params)
{
   DISPATCH(GetVertexAttribfvNV, (index, pname, params), (F, "glGetVertexAttribfvNV(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetVertexAttribivNV)(GLuint index, GLenum pname, GLint * params)
{
   DISPATCH(GetVertexAttribivNV, (index, pname, params), (F, "glGetVertexAttribivNV(%d, 0x%x, %p);\n", index, pname, (const void *) params));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsProgramARB)(GLuint program)
{
   RETURN_DISPATCH(IsProgramNV, (program), (F, "glIsProgramARB(%d);\n", program));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsProgramNV)(GLuint program)
{
   RETURN_DISPATCH(IsProgramNV, (program), (F, "glIsProgramNV(%d);\n", program));
}

KEYWORD1 void KEYWORD2 NAME(LoadProgramNV)(GLenum target, GLuint id, GLsizei len, const GLubyte * program)
{
   DISPATCH(LoadProgramNV, (target, id, len, program), (F, "glLoadProgramNV(0x%x, %d, %d, %p);\n", target, id, len, (const void *) program));
}

KEYWORD1 void KEYWORD2 NAME(ProgramParameters4dvNV)(GLenum target, GLuint index, GLuint num, const GLdouble * params)
{
   DISPATCH(ProgramParameters4dvNV, (target, index, num, params), (F, "glProgramParameters4dvNV(0x%x, %d, %d, %p);\n", target, index, num, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramParameters4fvNV)(GLenum target, GLuint index, GLuint num, const GLfloat * params)
{
   DISPATCH(ProgramParameters4fvNV, (target, index, num, params), (F, "glProgramParameters4fvNV(0x%x, %d, %d, %p);\n", target, index, num, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(RequestResidentProgramsNV)(GLsizei n, const GLuint * ids)
{
   DISPATCH(RequestResidentProgramsNV, (n, ids), (F, "glRequestResidentProgramsNV(%d, %p);\n", n, (const void *) ids));
}

KEYWORD1 void KEYWORD2 NAME(TrackMatrixNV)(GLenum target, GLuint address, GLenum matrix, GLenum transform)
{
   DISPATCH(TrackMatrixNV, (target, address, matrix, transform), (F, "glTrackMatrixNV(0x%x, %d, 0x%x, 0x%x);\n", target, address, matrix, transform));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1dNV)(GLuint index, GLdouble x)
{
   DISPATCH(VertexAttrib1dNV, (index, x), (F, "glVertexAttrib1dNV(%d, %f);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1dvNV)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib1dvNV, (index, v), (F, "glVertexAttrib1dvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1fNV)(GLuint index, GLfloat x)
{
   DISPATCH(VertexAttrib1fNV, (index, x), (F, "glVertexAttrib1fNV(%d, %f);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1fvNV)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib1fvNV, (index, v), (F, "glVertexAttrib1fvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1sNV)(GLuint index, GLshort x)
{
   DISPATCH(VertexAttrib1sNV, (index, x), (F, "glVertexAttrib1sNV(%d, %d);\n", index, x));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib1svNV)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib1svNV, (index, v), (F, "glVertexAttrib1svNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2dNV)(GLuint index, GLdouble x, GLdouble y)
{
   DISPATCH(VertexAttrib2dNV, (index, x, y), (F, "glVertexAttrib2dNV(%d, %f, %f);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2dvNV)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib2dvNV, (index, v), (F, "glVertexAttrib2dvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2fNV)(GLuint index, GLfloat x, GLfloat y)
{
   DISPATCH(VertexAttrib2fNV, (index, x, y), (F, "glVertexAttrib2fNV(%d, %f, %f);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2fvNV)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib2fvNV, (index, v), (F, "glVertexAttrib2fvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2sNV)(GLuint index, GLshort x, GLshort y)
{
   DISPATCH(VertexAttrib2sNV, (index, x, y), (F, "glVertexAttrib2sNV(%d, %d, %d);\n", index, x, y));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib2svNV)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib2svNV, (index, v), (F, "glVertexAttrib2svNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3dNV)(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
   DISPATCH(VertexAttrib3dNV, (index, x, y, z), (F, "glVertexAttrib3dNV(%d, %f, %f, %f);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3dvNV)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib3dvNV, (index, v), (F, "glVertexAttrib3dvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3fNV)(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
   DISPATCH(VertexAttrib3fNV, (index, x, y, z), (F, "glVertexAttrib3fNV(%d, %f, %f, %f);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3fvNV)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib3fvNV, (index, v), (F, "glVertexAttrib3fvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3sNV)(GLuint index, GLshort x, GLshort y, GLshort z)
{
   DISPATCH(VertexAttrib3sNV, (index, x, y, z), (F, "glVertexAttrib3sNV(%d, %d, %d, %d);\n", index, x, y, z));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib3svNV)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib3svNV, (index, v), (F, "glVertexAttrib3svNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4dNV)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(VertexAttrib4dNV, (index, x, y, z, w), (F, "glVertexAttrib4dNV(%d, %f, %f, %f, %f);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4dvNV)(GLuint index, const GLdouble * v)
{
   DISPATCH(VertexAttrib4dvNV, (index, v), (F, "glVertexAttrib4dvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4fNV)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(VertexAttrib4fNV, (index, x, y, z, w), (F, "glVertexAttrib4fNV(%d, %f, %f, %f, %f);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4fvNV)(GLuint index, const GLfloat * v)
{
   DISPATCH(VertexAttrib4fvNV, (index, v), (F, "glVertexAttrib4fvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4sNV)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
{
   DISPATCH(VertexAttrib4sNV, (index, x, y, z, w), (F, "glVertexAttrib4sNV(%d, %d, %d, %d, %d);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4svNV)(GLuint index, const GLshort * v)
{
   DISPATCH(VertexAttrib4svNV, (index, v), (F, "glVertexAttrib4svNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4ubNV)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
{
   DISPATCH(VertexAttrib4ubNV, (index, x, y, z, w), (F, "glVertexAttrib4ubNV(%d, %d, %d, %d, %d);\n", index, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttrib4ubvNV)(GLuint index, const GLubyte * v)
{
   DISPATCH(VertexAttrib4ubvNV, (index, v), (F, "glVertexAttrib4ubvNV(%d, %p);\n", index, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribPointerNV)(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)
{
   DISPATCH(VertexAttribPointerNV, (index, size, type, stride, pointer), (F, "glVertexAttribPointerNV(%d, %d, 0x%x, %d, %p);\n", index, size, type, stride, (const void *) pointer));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs1dvNV)(GLuint index, GLsizei n, const GLdouble * v)
{
   DISPATCH(VertexAttribs1dvNV, (index, n, v), (F, "glVertexAttribs1dvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs1fvNV)(GLuint index, GLsizei n, const GLfloat * v)
{
   DISPATCH(VertexAttribs1fvNV, (index, n, v), (F, "glVertexAttribs1fvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs1svNV)(GLuint index, GLsizei n, const GLshort * v)
{
   DISPATCH(VertexAttribs1svNV, (index, n, v), (F, "glVertexAttribs1svNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs2dvNV)(GLuint index, GLsizei n, const GLdouble * v)
{
   DISPATCH(VertexAttribs2dvNV, (index, n, v), (F, "glVertexAttribs2dvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs2fvNV)(GLuint index, GLsizei n, const GLfloat * v)
{
   DISPATCH(VertexAttribs2fvNV, (index, n, v), (F, "glVertexAttribs2fvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs2svNV)(GLuint index, GLsizei n, const GLshort * v)
{
   DISPATCH(VertexAttribs2svNV, (index, n, v), (F, "glVertexAttribs2svNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs3dvNV)(GLuint index, GLsizei n, const GLdouble * v)
{
   DISPATCH(VertexAttribs3dvNV, (index, n, v), (F, "glVertexAttribs3dvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs3fvNV)(GLuint index, GLsizei n, const GLfloat * v)
{
   DISPATCH(VertexAttribs3fvNV, (index, n, v), (F, "glVertexAttribs3fvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs3svNV)(GLuint index, GLsizei n, const GLshort * v)
{
   DISPATCH(VertexAttribs3svNV, (index, n, v), (F, "glVertexAttribs3svNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs4dvNV)(GLuint index, GLsizei n, const GLdouble * v)
{
   DISPATCH(VertexAttribs4dvNV, (index, n, v), (F, "glVertexAttribs4dvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs4fvNV)(GLuint index, GLsizei n, const GLfloat * v)
{
   DISPATCH(VertexAttribs4fvNV, (index, n, v), (F, "glVertexAttribs4fvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs4svNV)(GLuint index, GLsizei n, const GLshort * v)
{
   DISPATCH(VertexAttribs4svNV, (index, n, v), (F, "glVertexAttribs4svNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(VertexAttribs4ubvNV)(GLuint index, GLsizei n, const GLubyte * v)
{
   DISPATCH(VertexAttribs4ubvNV, (index, n, v), (F, "glVertexAttribs4ubvNV(%d, %d, %p);\n", index, n, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(GetTexBumpParameterfvATI)(GLenum pname, GLfloat * param)
{
   DISPATCH(GetTexBumpParameterfvATI, (pname, param), (F, "glGetTexBumpParameterfvATI(0x%x, %p);\n", pname, (const void *) param));
}

KEYWORD1 void KEYWORD2 NAME(GetTexBumpParameterivATI)(GLenum pname, GLint * param)
{
   DISPATCH(GetTexBumpParameterivATI, (pname, param), (F, "glGetTexBumpParameterivATI(0x%x, %p);\n", pname, (const void *) param));
}

KEYWORD1 void KEYWORD2 NAME(TexBumpParameterfvATI)(GLenum pname, const GLfloat * param)
{
   DISPATCH(TexBumpParameterfvATI, (pname, param), (F, "glTexBumpParameterfvATI(0x%x, %p);\n", pname, (const void *) param));
}

KEYWORD1 void KEYWORD2 NAME(TexBumpParameterivATI)(GLenum pname, const GLint * param)
{
   DISPATCH(TexBumpParameterivATI, (pname, param), (F, "glTexBumpParameterivATI(0x%x, %p);\n", pname, (const void *) param));
}

KEYWORD1 void KEYWORD2 NAME(AlphaFragmentOp1ATI)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
{
   DISPATCH(AlphaFragmentOp1ATI, (op, dst, dstMod, arg1, arg1Rep, arg1Mod), (F, "glAlphaFragmentOp1ATI(0x%x, %d, %d, %d, %d, %d);\n", op, dst, dstMod, arg1, arg1Rep, arg1Mod));
}

KEYWORD1 void KEYWORD2 NAME(AlphaFragmentOp2ATI)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
{
   DISPATCH(AlphaFragmentOp2ATI, (op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod), (F, "glAlphaFragmentOp2ATI(0x%x, %d, %d, %d, %d, %d, %d, %d, %d);\n", op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
}

KEYWORD1 void KEYWORD2 NAME(AlphaFragmentOp3ATI)(GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
{
   DISPATCH(AlphaFragmentOp3ATI, (op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod, arg3, arg3Rep, arg3Mod), (F, "glAlphaFragmentOp3ATI(0x%x, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d);\n", op, dst, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod, arg3, arg3Rep, arg3Mod));
}

KEYWORD1 void KEYWORD2 NAME(BeginFragmentShaderATI)(void)
{
   DISPATCH(BeginFragmentShaderATI, (), (F, "glBeginFragmentShaderATI();\n"));
}

KEYWORD1 void KEYWORD2 NAME(BindFragmentShaderATI)(GLuint id)
{
   DISPATCH(BindFragmentShaderATI, (id), (F, "glBindFragmentShaderATI(%d);\n", id));
}

KEYWORD1 void KEYWORD2 NAME(ColorFragmentOp1ATI)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod)
{
   DISPATCH(ColorFragmentOp1ATI, (op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod), (F, "glColorFragmentOp1ATI(0x%x, %d, %d, %d, %d, %d, %d);\n", op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod));
}

KEYWORD1 void KEYWORD2 NAME(ColorFragmentOp2ATI)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod)
{
   DISPATCH(ColorFragmentOp2ATI, (op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod), (F, "glColorFragmentOp2ATI(0x%x, %d, %d, %d, %d, %d, %d, %d, %d, %d);\n", op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod));
}

KEYWORD1 void KEYWORD2 NAME(ColorFragmentOp3ATI)(GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod)
{
   DISPATCH(ColorFragmentOp3ATI, (op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod, arg3, arg3Rep, arg3Mod), (F, "glColorFragmentOp3ATI(0x%x, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d);\n", op, dst, dstMask, dstMod, arg1, arg1Rep, arg1Mod, arg2, arg2Rep, arg2Mod, arg3, arg3Rep, arg3Mod));
}

KEYWORD1 void KEYWORD2 NAME(DeleteFragmentShaderATI)(GLuint id)
{
   DISPATCH(DeleteFragmentShaderATI, (id), (F, "glDeleteFragmentShaderATI(%d);\n", id));
}

KEYWORD1 void KEYWORD2 NAME(EndFragmentShaderATI)(void)
{
   DISPATCH(EndFragmentShaderATI, (), (F, "glEndFragmentShaderATI();\n"));
}

KEYWORD1 GLuint KEYWORD2 NAME(GenFragmentShadersATI)(GLuint range)
{
   RETURN_DISPATCH(GenFragmentShadersATI, (range), (F, "glGenFragmentShadersATI(%d);\n", range));
}

KEYWORD1 void KEYWORD2 NAME(PassTexCoordATI)(GLuint dst, GLuint coord, GLenum swizzle)
{
   DISPATCH(PassTexCoordATI, (dst, coord, swizzle), (F, "glPassTexCoordATI(%d, %d, 0x%x);\n", dst, coord, swizzle));
}

KEYWORD1 void KEYWORD2 NAME(SampleMapATI)(GLuint dst, GLuint interp, GLenum swizzle)
{
   DISPATCH(SampleMapATI, (dst, interp, swizzle), (F, "glSampleMapATI(%d, %d, 0x%x);\n", dst, interp, swizzle));
}

KEYWORD1 void KEYWORD2 NAME(SetFragmentShaderConstantATI)(GLuint dst, const GLfloat * value)
{
   DISPATCH(SetFragmentShaderConstantATI, (dst, value), (F, "glSetFragmentShaderConstantATI(%d, %p);\n", dst, (const void *) value));
}

KEYWORD1 void KEYWORD2 NAME(PointParameteri)(GLenum pname, GLint param)
{
   DISPATCH(PointParameteriNV, (pname, param), (F, "glPointParameteri(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PointParameteriNV)(GLenum pname, GLint param)
{
   DISPATCH(PointParameteriNV, (pname, param), (F, "glPointParameteriNV(0x%x, %d);\n", pname, param));
}

KEYWORD1 void KEYWORD2 NAME(PointParameteriv)(GLenum pname, const GLint * params)
{
   DISPATCH(PointParameterivNV, (pname, params), (F, "glPointParameteriv(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(PointParameterivNV)(GLenum pname, const GLint * params)
{
   DISPATCH(PointParameterivNV, (pname, params), (F, "glPointParameterivNV(0x%x, %p);\n", pname, (const void *) params));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_753)(GLenum face);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_753)(GLenum face)
{
   DISPATCH(ActiveStencilFaceEXT, (face), (F, "glActiveStencilFaceEXT(0x%x);\n", face));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_754)(GLuint array);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_754)(GLuint array)
{
   DISPATCH(BindVertexArrayAPPLE, (array), (F, "glBindVertexArrayAPPLE(%d);\n", array));
}

KEYWORD1 void KEYWORD2 NAME(DeleteVertexArrays)(GLsizei n, const GLuint * arrays)
{
   DISPATCH(DeleteVertexArraysAPPLE, (n, arrays), (F, "glDeleteVertexArrays(%d, %p);\n", n, (const void *) arrays));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_755)(GLsizei n, const GLuint * arrays);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_755)(GLsizei n, const GLuint * arrays)
{
   DISPATCH(DeleteVertexArraysAPPLE, (n, arrays), (F, "glDeleteVertexArraysAPPLE(%d, %p);\n", n, (const void *) arrays));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_756)(GLsizei n, GLuint * arrays);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_756)(GLsizei n, GLuint * arrays)
{
   DISPATCH(GenVertexArraysAPPLE, (n, arrays), (F, "glGenVertexArraysAPPLE(%d, %p);\n", n, (const void *) arrays));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsVertexArray)(GLuint array)
{
   RETURN_DISPATCH(IsVertexArrayAPPLE, (array), (F, "glIsVertexArray(%d);\n", array));
}

KEYWORD1_ALT GLboolean KEYWORD2 NAME(_dispatch_stub_757)(GLuint array);

KEYWORD1_ALT GLboolean KEYWORD2 NAME(_dispatch_stub_757)(GLuint array)
{
   RETURN_DISPATCH(IsVertexArrayAPPLE, (array), (F, "glIsVertexArrayAPPLE(%d);\n", array));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramNamedParameterdvNV)(GLuint id, GLsizei len, const GLubyte * name, GLdouble * params)
{
   DISPATCH(GetProgramNamedParameterdvNV, (id, len, name, params), (F, "glGetProgramNamedParameterdvNV(%d, %d, %p, %p);\n", id, len, (const void *) name, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetProgramNamedParameterfvNV)(GLuint id, GLsizei len, const GLubyte * name, GLfloat * params)
{
   DISPATCH(GetProgramNamedParameterfvNV, (id, len, name, params), (F, "glGetProgramNamedParameterfvNV(%d, %d, %p, %p);\n", id, len, (const void *) name, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(ProgramNamedParameter4dNV)(GLuint id, GLsizei len, const GLubyte * name, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
   DISPATCH(ProgramNamedParameter4dNV, (id, len, name, x, y, z, w), (F, "glProgramNamedParameter4dNV(%d, %d, %p, %f, %f, %f, %f);\n", id, len, (const void *) name, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramNamedParameter4dvNV)(GLuint id, GLsizei len, const GLubyte * name, const GLdouble * v)
{
   DISPATCH(ProgramNamedParameter4dvNV, (id, len, name, v), (F, "glProgramNamedParameter4dvNV(%d, %d, %p, %p);\n", id, len, (const void *) name, (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(ProgramNamedParameter4fNV)(GLuint id, GLsizei len, const GLubyte * name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
   DISPATCH(ProgramNamedParameter4fNV, (id, len, name, x, y, z, w), (F, "glProgramNamedParameter4fNV(%d, %d, %p, %f, %f, %f, %f);\n", id, len, (const void *) name, x, y, z, w));
}

KEYWORD1 void KEYWORD2 NAME(ProgramNamedParameter4fvNV)(GLuint id, GLsizei len, const GLubyte * name, const GLfloat * v)
{
   DISPATCH(ProgramNamedParameter4fvNV, (id, len, name, v), (F, "glProgramNamedParameter4fvNV(%d, %d, %p, %p);\n", id, len, (const void *) name, (const void *) v));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_764)(GLclampd zmin, GLclampd zmax);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_764)(GLclampd zmin, GLclampd zmax)
{
   DISPATCH(DepthBoundsEXT, (zmin, zmax), (F, "glDepthBoundsEXT(%f, %f);\n", zmin, zmax));
}

KEYWORD1 void KEYWORD2 NAME(BlendEquationSeparate)(GLenum modeRGB, GLenum modeA)
{
   DISPATCH(BlendEquationSeparateEXT, (modeRGB, modeA), (F, "glBlendEquationSeparate(0x%x, 0x%x);\n", modeRGB, modeA));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_765)(GLenum modeRGB, GLenum modeA);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_765)(GLenum modeRGB, GLenum modeA)
{
   DISPATCH(BlendEquationSeparateEXT, (modeRGB, modeA), (F, "glBlendEquationSeparateEXT(0x%x, 0x%x);\n", modeRGB, modeA));
}

KEYWORD1 void KEYWORD2 NAME(BindFramebuffer)(GLenum target, GLuint framebuffer)
{
   DISPATCH(BindFramebufferEXT, (target, framebuffer), (F, "glBindFramebuffer(0x%x, %d);\n", target, framebuffer));
}

KEYWORD1 void KEYWORD2 NAME(BindFramebufferEXT)(GLenum target, GLuint framebuffer)
{
   DISPATCH(BindFramebufferEXT, (target, framebuffer), (F, "glBindFramebufferEXT(0x%x, %d);\n", target, framebuffer));
}

KEYWORD1 void KEYWORD2 NAME(BindRenderbuffer)(GLenum target, GLuint renderbuffer)
{
   DISPATCH(BindRenderbufferEXT, (target, renderbuffer), (F, "glBindRenderbuffer(0x%x, %d);\n", target, renderbuffer));
}

KEYWORD1 void KEYWORD2 NAME(BindRenderbufferEXT)(GLenum target, GLuint renderbuffer)
{
   DISPATCH(BindRenderbufferEXT, (target, renderbuffer), (F, "glBindRenderbufferEXT(0x%x, %d);\n", target, renderbuffer));
}

KEYWORD1 GLenum KEYWORD2 NAME(CheckFramebufferStatus)(GLenum target)
{
   RETURN_DISPATCH(CheckFramebufferStatusEXT, (target), (F, "glCheckFramebufferStatus(0x%x);\n", target));
}

KEYWORD1 GLenum KEYWORD2 NAME(CheckFramebufferStatusEXT)(GLenum target)
{
   RETURN_DISPATCH(CheckFramebufferStatusEXT, (target), (F, "glCheckFramebufferStatusEXT(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(DeleteFramebuffers)(GLsizei n, const GLuint * framebuffers)
{
   DISPATCH(DeleteFramebuffersEXT, (n, framebuffers), (F, "glDeleteFramebuffers(%d, %p);\n", n, (const void *) framebuffers));
}

KEYWORD1 void KEYWORD2 NAME(DeleteFramebuffersEXT)(GLsizei n, const GLuint * framebuffers)
{
   DISPATCH(DeleteFramebuffersEXT, (n, framebuffers), (F, "glDeleteFramebuffersEXT(%d, %p);\n", n, (const void *) framebuffers));
}

KEYWORD1 void KEYWORD2 NAME(DeleteRenderbuffers)(GLsizei n, const GLuint * renderbuffers)
{
   DISPATCH(DeleteRenderbuffersEXT, (n, renderbuffers), (F, "glDeleteRenderbuffers(%d, %p);\n", n, (const void *) renderbuffers));
}

KEYWORD1 void KEYWORD2 NAME(DeleteRenderbuffersEXT)(GLsizei n, const GLuint * renderbuffers)
{
   DISPATCH(DeleteRenderbuffersEXT, (n, renderbuffers), (F, "glDeleteRenderbuffersEXT(%d, %p);\n", n, (const void *) renderbuffers));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
   DISPATCH(FramebufferRenderbufferEXT, (target, attachment, renderbuffertarget, renderbuffer), (F, "glFramebufferRenderbuffer(0x%x, 0x%x, 0x%x, %d);\n", target, attachment, renderbuffertarget, renderbuffer));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferRenderbufferEXT)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
   DISPATCH(FramebufferRenderbufferEXT, (target, attachment, renderbuffertarget, renderbuffer), (F, "glFramebufferRenderbufferEXT(0x%x, 0x%x, 0x%x, %d);\n", target, attachment, renderbuffertarget, renderbuffer));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
   DISPATCH(FramebufferTexture1DEXT, (target, attachment, textarget, texture, level), (F, "glFramebufferTexture1D(0x%x, 0x%x, 0x%x, %d, %d);\n", target, attachment, textarget, texture, level));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferTexture1DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
   DISPATCH(FramebufferTexture1DEXT, (target, attachment, textarget, texture, level), (F, "glFramebufferTexture1DEXT(0x%x, 0x%x, 0x%x, %d, %d);\n", target, attachment, textarget, texture, level));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
   DISPATCH(FramebufferTexture2DEXT, (target, attachment, textarget, texture, level), (F, "glFramebufferTexture2D(0x%x, 0x%x, 0x%x, %d, %d);\n", target, attachment, textarget, texture, level));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferTexture2DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
   DISPATCH(FramebufferTexture2DEXT, (target, attachment, textarget, texture, level), (F, "glFramebufferTexture2DEXT(0x%x, 0x%x, 0x%x, %d, %d);\n", target, attachment, textarget, texture, level));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
   DISPATCH(FramebufferTexture3DEXT, (target, attachment, textarget, texture, level, zoffset), (F, "glFramebufferTexture3D(0x%x, 0x%x, 0x%x, %d, %d, %d);\n", target, attachment, textarget, texture, level, zoffset));
}

KEYWORD1 void KEYWORD2 NAME(FramebufferTexture3DEXT)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
   DISPATCH(FramebufferTexture3DEXT, (target, attachment, textarget, texture, level, zoffset), (F, "glFramebufferTexture3DEXT(0x%x, 0x%x, 0x%x, %d, %d, %d);\n", target, attachment, textarget, texture, level, zoffset));
}

KEYWORD1 void KEYWORD2 NAME(GenFramebuffers)(GLsizei n, GLuint * framebuffers)
{
   DISPATCH(GenFramebuffersEXT, (n, framebuffers), (F, "glGenFramebuffers(%d, %p);\n", n, (const void *) framebuffers));
}

KEYWORD1 void KEYWORD2 NAME(GenFramebuffersEXT)(GLsizei n, GLuint * framebuffers)
{
   DISPATCH(GenFramebuffersEXT, (n, framebuffers), (F, "glGenFramebuffersEXT(%d, %p);\n", n, (const void *) framebuffers));
}

KEYWORD1 void KEYWORD2 NAME(GenRenderbuffers)(GLsizei n, GLuint * renderbuffers)
{
   DISPATCH(GenRenderbuffersEXT, (n, renderbuffers), (F, "glGenRenderbuffers(%d, %p);\n", n, (const void *) renderbuffers));
}

KEYWORD1 void KEYWORD2 NAME(GenRenderbuffersEXT)(GLsizei n, GLuint * renderbuffers)
{
   DISPATCH(GenRenderbuffersEXT, (n, renderbuffers), (F, "glGenRenderbuffersEXT(%d, %p);\n", n, (const void *) renderbuffers));
}

KEYWORD1 void KEYWORD2 NAME(GenerateMipmap)(GLenum target)
{
   DISPATCH(GenerateMipmapEXT, (target), (F, "glGenerateMipmap(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(GenerateMipmapEXT)(GLenum target)
{
   DISPATCH(GenerateMipmapEXT, (target), (F, "glGenerateMipmapEXT(0x%x);\n", target));
}

KEYWORD1 void KEYWORD2 NAME(GetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params)
{
   DISPATCH(GetFramebufferAttachmentParameterivEXT, (target, attachment, pname, params), (F, "glGetFramebufferAttachmentParameteriv(0x%x, 0x%x, 0x%x, %p);\n", target, attachment, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetFramebufferAttachmentParameterivEXT)(GLenum target, GLenum attachment, GLenum pname, GLint * params)
{
   DISPATCH(GetFramebufferAttachmentParameterivEXT, (target, attachment, pname, params), (F, "glGetFramebufferAttachmentParameterivEXT(0x%x, 0x%x, 0x%x, %p);\n", target, attachment, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetRenderbufferParameterivEXT, (target, pname, params), (F, "glGetRenderbufferParameteriv(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 void KEYWORD2 NAME(GetRenderbufferParameterivEXT)(GLenum target, GLenum pname, GLint * params)
{
   DISPATCH(GetRenderbufferParameterivEXT, (target, pname, params), (F, "glGetRenderbufferParameterivEXT(0x%x, 0x%x, %p);\n", target, pname, (const void *) params));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsFramebuffer)(GLuint framebuffer)
{
   RETURN_DISPATCH(IsFramebufferEXT, (framebuffer), (F, "glIsFramebuffer(%d);\n", framebuffer));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsFramebufferEXT)(GLuint framebuffer)
{
   RETURN_DISPATCH(IsFramebufferEXT, (framebuffer), (F, "glIsFramebufferEXT(%d);\n", framebuffer));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsRenderbuffer)(GLuint renderbuffer)
{
   RETURN_DISPATCH(IsRenderbufferEXT, (renderbuffer), (F, "glIsRenderbuffer(%d);\n", renderbuffer));
}

KEYWORD1 GLboolean KEYWORD2 NAME(IsRenderbufferEXT)(GLuint renderbuffer)
{
   RETURN_DISPATCH(IsRenderbufferEXT, (renderbuffer), (F, "glIsRenderbufferEXT(%d);\n", renderbuffer));
}

KEYWORD1 void KEYWORD2 NAME(RenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
   DISPATCH(RenderbufferStorageEXT, (target, internalformat, width, height), (F, "glRenderbufferStorage(0x%x, 0x%x, %d, %d);\n", target, internalformat, width, height));
}

KEYWORD1 void KEYWORD2 NAME(RenderbufferStorageEXT)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
   DISPATCH(RenderbufferStorageEXT, (target, internalformat, width, height), (F, "glRenderbufferStorageEXT(0x%x, 0x%x, %d, %d);\n", target, internalformat, width, height));
}

KEYWORD1 void KEYWORD2 NAME(BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
   DISPATCH(BlitFramebufferEXT, (srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter), (F, "glBlitFramebuffer(%d, %d, %d, %d, %d, %d, %d, %d, %d, 0x%x);\n", srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter));
}

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_783)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);

KEYWORD1_ALT void KEYWORD2 NAME(_dispatch_stub_783)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{