blob: a6469a09ee7dc5f34afcfcf61223dbdb6311b5fd [file] [log] [blame]
/*
* Copyright (C) 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// This file is imported in the context of a function with FUN nd NO_FUN
// defined. The order and content of this list must match the order and
// content used by dEQP in glw::Functions.
//
// #define FUN(f) printf("function %s", #f);
// #define NO_FUN(f) printf("no function %s", #f);
//
// void example() {
FUN(glActiveShaderProgram);
FUN(glActiveTexture);
FUN(glAttachShader);
NO_FUN(glBeginConditionalRender);
FUN(glBeginQuery);
NO_FUN(glBeginQueryIndexed);
FUN(glBeginTransformFeedback);
FUN(glBindAttribLocation);
FUN(glBindBuffer);
FUN(glBindBufferBase);
FUN(glBindBufferRange);
NO_FUN(glBindBuffersBase);
NO_FUN(glBindBuffersRange);
NO_FUN(glBindFragDataLocation);
NO_FUN(glBindFragDataLocationIndexed);
FUN(glBindFramebuffer);
FUN(glBindImageTexture);
NO_FUN(glBindImageTextures);
FUN(glBindProgramPipeline);
FUN(glBindRenderbuffer);
FUN(glBindSampler);
NO_FUN(glBindSamplers);
FUN(glBindTexture);
NO_FUN(glBindTextureUnit);
NO_FUN(glBindTextures);
FUN(glBindTransformFeedback);
FUN(glBindVertexArray);
FUN(glBindVertexBuffer);
NO_FUN(glBindVertexBuffers);
FUN(glBlendBarrierKHR);
FUN(glBlendColor);
FUN(glBlendEquation);
FUN(glBlendEquationSeparate);
FUN(glBlendEquationSeparatei);
FUN(glBlendEquationi);
FUN(glBlendFunc);
FUN(glBlendFuncSeparate);
FUN(glBlendFuncSeparatei);
FUN(glBlendFunci);
FUN(glBlitFramebuffer);
NO_FUN(glBlitNamedFramebuffer);
FUN(glBufferData);
NO_FUN(glBufferStorage);
FUN(glBufferSubData);
FUN(glCheckFramebufferStatus);
NO_FUN(glCheckNamedFramebufferStatus);
NO_FUN(glClampColor);
FUN(glClear);
NO_FUN(glClearBufferData);
NO_FUN(glClearBufferSubData);
FUN(glClearBufferfi);
FUN(glClearBufferfv);
FUN(glClearBufferiv);
FUN(glClearBufferuiv);
FUN(glClearColor);
NO_FUN(glClearDepth);
FUN(glClearDepthf);
NO_FUN(glClearNamedBufferData);
NO_FUN(glClearNamedBufferSubData);
NO_FUN(glClearNamedFramebufferfi);
NO_FUN(glClearNamedFramebufferfv);
NO_FUN(glClearNamedFramebufferiv);
NO_FUN(glClearNamedFramebufferuiv);
FUN(glClearStencil);
NO_FUN(glClearTexImage);
NO_FUN(glClearTexSubImage);
FUN(glClientWaitSync);
NO_FUN(glClipControl);
FUN(glColorMask);
FUN(glColorMaski);
FUN(glCompileShader);
NO_FUN(glCompressedTexImage1D);
FUN(glCompressedTexImage2D);
FUN(glCompressedTexImage3D);
NO_FUN(glCompressedTexSubImage1D);
FUN(glCompressedTexSubImage2D);
NO_FUN(glCompressedTexSubImage3D);
NO_FUN(glCompressedTextureSubImage1D);
NO_FUN(glCompressedTextureSubImage2D);
NO_FUN(glCompressedTextureSubImage3D);
FUN(glCopyBufferSubData);
FUN(glCopyImageSubData);
NO_FUN(glCopyNamedBufferSubData);
NO_FUN(glCopyTexImage1D);
FUN(glCopyTexImage2D);
NO_FUN(glCopyTexSubImage1D);
FUN(glCopyTexSubImage2D);
FUN(glCopyTexSubImage3D);
NO_FUN(glCopyTextureSubImage1D);
NO_FUN(glCopyTextureSubImage2D);
NO_FUN(glCopyTextureSubImage3D);
NO_FUN(glCreateBuffers);
NO_FUN(glCreateFramebuffers);
FUN(glCreateProgram);
NO_FUN(glCreateProgramPipelines);
NO_FUN(glCreateQueries);
NO_FUN(glCreateRenderbuffers);
NO_FUN(glCreateSamplers);
FUN(glCreateShader);
FUN(glCreateShaderProgramv);
NO_FUN(glCreateTextures);
NO_FUN(glCreateTransformFeedbacks);
NO_FUN(glCreateVertexArrays);
FUN(glCullFace);
FUN(glDebugMessageCallback);
FUN(glDebugMessageControl);
FUN(glDebugMessageInsert);
FUN(glDeleteBuffers);
FUN(glDeleteFramebuffers);
FUN(glDeleteProgram);
FUN(glDeleteProgramPipelines);
FUN(glDeleteQueries);
FUN(glDeleteRenderbuffers);
FUN(glDeleteSamplers);
FUN(glDeleteShader);
FUN(glDeleteSync);
FUN(glDeleteTextures);
FUN(glDeleteTransformFeedbacks);
FUN(glDeleteVertexArrays);
FUN(glDepthFunc);
FUN(glDepthMask);
NO_FUN(glDepthRange);
NO_FUN(glDepthRangeArrayv);
NO_FUN(glDepthRangeIndexed);
FUN(glDepthRangef);
FUN(glDetachShader);
FUN(glDisable);
NO_FUN(glDisableVertexArrayAttrib);
FUN(glDisableVertexAttribArray);
FUN(glDisablei);
FUN(glDispatchCompute);
FUN(glDispatchComputeIndirect);
FUN(glDrawArrays);
FUN(glDrawArraysIndirect);
FUN(glDrawArraysInstanced);
NO_FUN(glDrawArraysInstancedBaseInstance);
NO_FUN(glDrawBuffer);
FUN(glDrawBuffers);
FUN(glDrawElements);
FUN(glDrawElementsBaseVertex);
FUN(glDrawElementsIndirect);
FUN(glDrawElementsInstanced);
NO_FUN(glDrawElementsInstancedBaseInstance);
FUN(glDrawElementsInstancedBaseVertex);
NO_FUN(glDrawElementsInstancedBaseVertexBaseInstance);
FUN(glDrawRangeElements);
FUN(glDrawRangeElementsBaseVertex);
NO_FUN(glDrawTransformFeedback);
NO_FUN(glDrawTransformFeedbackInstanced);
NO_FUN(glDrawTransformFeedbackStream);
NO_FUN(glDrawTransformFeedbackStreamInstanced);
FUN(glEGLImageTargetRenderbufferStorageOES);
FUN(glEGLImageTargetTexture2DOES);
FUN(glEnable);
NO_FUN(glEnableVertexArrayAttrib);
FUN(glEnableVertexAttribArray);
FUN(glEnablei);
NO_FUN(glEndConditionalRender);
FUN(glEndQuery);
NO_FUN(glEndQueryIndexed);
FUN(glEndTransformFeedback);
FUN(glFenceSync);
FUN(glFinish);
FUN(glFlush);
FUN(glFlushMappedBufferRange);
NO_FUN(glFlushMappedNamedBufferRange);
FUN(glFramebufferParameteri);
FUN(glFramebufferRenderbuffer);
FUN(glFramebufferTexture);
NO_FUN(glFramebufferTexture1D);
FUN(glFramebufferTexture2D);
NO_FUN(glFramebufferTexture3D);
FUN(glFramebufferTextureLayer);
FUN(glFrontFace);
FUN(glGenBuffers);
FUN(glGenFramebuffers);
FUN(glGenProgramPipelines);
FUN(glGenQueries);
FUN(glGenRenderbuffers);
FUN(glGenSamplers);
FUN(glGenTextures);
FUN(glGenTransformFeedbacks);
FUN(glGenVertexArrays);
FUN(glGenerateMipmap);
NO_FUN(glGenerateTextureMipmap);
NO_FUN(glGetActiveAtomicCounterBufferiv);
FUN(glGetActiveAttrib);
NO_FUN(glGetActiveSubroutineName);
NO_FUN(glGetActiveSubroutineUniformName);
NO_FUN(glGetActiveSubroutineUniformiv);
FUN(glGetActiveUniform);
FUN(glGetActiveUniformBlockName);
FUN(glGetActiveUniformBlockiv);
NO_FUN(glGetActiveUniformName);
FUN(glGetActiveUniformsiv);
FUN(glGetAttachedShaders);
FUN(glGetAttribLocation);
FUN(glGetBooleani_v);
FUN(glGetBooleanv);
FUN(glGetBufferParameteri64v);
FUN(glGetBufferParameteriv);
FUN(glGetBufferPointerv);
NO_FUN(glGetBufferSubData);
NO_FUN(glGetCompressedTexImage);
NO_FUN(glGetCompressedTextureImage);
NO_FUN(glGetCompressedTextureSubImage);
FUN(glGetDebugMessageLog);
NO_FUN(glGetDoublei_v);
NO_FUN(glGetDoublev);
FUN(glGetError);
NO_FUN(glGetFloati_v);
FUN(glGetFloatv);
NO_FUN(glGetFragDataIndex);
FUN(glGetFragDataLocation);
FUN(glGetFramebufferAttachmentParameteriv);
FUN(glGetFramebufferParameteriv);
FUN(glGetGraphicsResetStatus);
FUN(glGetInteger64i_v);
FUN(glGetInteger64v);
FUN(glGetIntegeri_v);
FUN(glGetIntegerv);
NO_FUN(glGetInternalformati64v);
FUN(glGetInternalformativ);
FUN(glGetMultisamplefv);
NO_FUN(glGetNamedBufferParameteri64v);
NO_FUN(glGetNamedBufferParameteriv);
NO_FUN(glGetNamedBufferPointerv);
NO_FUN(glGetNamedBufferSubData);
NO_FUN(glGetNamedFramebufferAttachmentParameteriv);
NO_FUN(glGetNamedFramebufferParameteriv);
NO_FUN(glGetNamedRenderbufferParameteriv);
FUN(glGetObjectLabel);
FUN(glGetObjectPtrLabel);
FUN(glGetPointerv);
FUN(glGetProgramBinary);
FUN(glGetProgramInfoLog);
FUN(glGetProgramInterfaceiv);
FUN(glGetProgramPipelineInfoLog);
FUN(glGetProgramPipelineiv);
FUN(glGetProgramResourceIndex);
FUN(glGetProgramResourceLocation);
NO_FUN(glGetProgramResourceLocationIndex);
FUN(glGetProgramResourceName);
FUN(glGetProgramResourceiv);
NO_FUN(glGetProgramStageiv);
FUN(glGetProgramiv);
NO_FUN(glGetQueryBufferObjecti64v);
NO_FUN(glGetQueryBufferObjectiv);
NO_FUN(glGetQueryBufferObjectui64v);
NO_FUN(glGetQueryBufferObjectuiv);
NO_FUN(glGetQueryIndexediv);
FUN(glGetQueryObjecti64v);
NO_FUN(glGetQueryObjectiv);
FUN(glGetQueryObjectui64v);
FUN(glGetQueryObjectuiv);
FUN(glGetQueryiv);
FUN(glGetRenderbufferParameteriv);
FUN(glGetSamplerParameterIiv);
FUN(glGetSamplerParameterIuiv);
FUN(glGetSamplerParameterfv);
FUN(glGetSamplerParameteriv);
FUN(glGetShaderInfoLog);
FUN(glGetShaderPrecisionFormat);
FUN(glGetShaderSource);
FUN(glGetShaderiv);
FUN(glGetString);
FUN(glGetStringi);
NO_FUN(glGetSubroutineIndex);
NO_FUN(glGetSubroutineUniformLocation);
FUN(glGetSynciv);
NO_FUN(glGetTexImage);
FUN(glGetTexLevelParameterfv);
FUN(glGetTexLevelParameteriv);
FUN(glGetTexParameterIiv);
FUN(glGetTexParameterIuiv);
FUN(glGetTexParameterfv);
FUN(glGetTexParameteriv);
NO_FUN(glGetTextureImage);
NO_FUN(glGetTextureLevelParameterfv);
NO_FUN(glGetTextureLevelParameteriv);
NO_FUN(glGetTextureParameterIiv);
NO_FUN(glGetTextureParameterIuiv);
NO_FUN(glGetTextureParameterfv);
NO_FUN(glGetTextureParameteriv);
NO_FUN(glGetTextureSubImage);
FUN(glGetTransformFeedbackVarying);
NO_FUN(glGetTransformFeedbacki64_v);
NO_FUN(glGetTransformFeedbacki_v);
NO_FUN(glGetTransformFeedbackiv);
FUN(glGetUniformBlockIndex);
FUN(glGetUniformIndices);
FUN(glGetUniformLocation);
NO_FUN(glGetUniformSubroutineuiv);
NO_FUN(glGetUniformdv);
FUN(glGetUniformfv);
FUN(glGetUniformiv);
FUN(glGetUniformuiv);
NO_FUN(glGetVertexArrayIndexed64iv);
NO_FUN(glGetVertexArrayIndexediv);
NO_FUN(glGetVertexArrayiv);
FUN(glGetVertexAttribIiv);
FUN(glGetVertexAttribIuiv);
NO_FUN(glGetVertexAttribLdv);
FUN(glGetVertexAttribPointerv);
NO_FUN(glGetVertexAttribdv);
FUN(glGetVertexAttribfv);
FUN(glGetVertexAttribiv);
NO_FUN(glGetnCompressedTexImage);
NO_FUN(glGetnTexImage);
NO_FUN(glGetnUniformdv);
FUN(glGetnUniformfv);
FUN(glGetnUniformiv);
FUN(glGetnUniformuiv);
FUN(glHint);
FUN(glInsertEventMarkerEXT);
NO_FUN(glInvalidateBufferData);
NO_FUN(glInvalidateBufferSubData);
FUN(glInvalidateFramebuffer);
NO_FUN(glInvalidateNamedFramebufferData);
NO_FUN(glInvalidateNamedFramebufferSubData);
FUN(glInvalidateSubFramebuffer);
NO_FUN(glInvalidateTexImage);
NO_FUN(glInvalidateTexSubImage);
FUN(glIsBuffer);
FUN(glIsEnabled);
FUN(glIsEnabledi);
FUN(glIsFramebuffer);
FUN(glIsProgram);
FUN(glIsProgramPipeline);
FUN(glIsQuery);
FUN(glIsRenderbuffer);
FUN(glIsSampler);
FUN(glIsShader);
FUN(glIsSync);
FUN(glIsTexture);
FUN(glIsTransformFeedback);
FUN(glIsVertexArray);
FUN(glLineWidth);
FUN(glLinkProgram);
FUN(glLogicOp);
NO_FUN(glMapBuffer);
FUN(glMapBufferRange);
NO_FUN(glMapNamedBuffer);
NO_FUN(glMapNamedBufferRange);
FUN(glMemoryBarrier);
FUN(glMemoryBarrierByRegion);
FUN(glMinSampleShading);
NO_FUN(glMultiDrawArrays);
NO_FUN(glMultiDrawArraysIndirect);
NO_FUN(glMultiDrawElements);
NO_FUN(glMultiDrawElementsBaseVertex);
NO_FUN(glMultiDrawElementsIndirect);
NO_FUN(glNamedBufferData);
NO_FUN(glNamedBufferStorage);
NO_FUN(glNamedBufferSubData);
NO_FUN(glNamedFramebufferDrawBuffer);
NO_FUN(glNamedFramebufferDrawBuffers);
NO_FUN(glNamedFramebufferParameteri);
NO_FUN(glNamedFramebufferReadBuffer);
NO_FUN(glNamedFramebufferRenderbuffer);
NO_FUN(glNamedFramebufferTexture);
NO_FUN(glNamedFramebufferTextureLayer);
NO_FUN(glNamedRenderbufferStorage);
NO_FUN(glNamedRenderbufferStorageMultisample);
FUN(glObjectLabel);
FUN(glObjectPtrLabel);
NO_FUN(glPatchParameterfv);
FUN(glPatchParameteri);
FUN(glPauseTransformFeedback);
NO_FUN(glPixelStoref);
FUN(glPixelStorei);
FUN(glPointParameterf);
FUN(glPointParameterfv);
NO_FUN(glPointParameteri);
NO_FUN(glPointParameteriv);
FUN(glPointSize);
NO_FUN(glPolygonMode);
FUN(glPolygonOffset);
FUN(glPopDebugGroup);
FUN(glPopGroupMarkerEXT);
FUN(glPrimitiveBoundingBoxEXT);
NO_FUN(glPrimitiveRestartIndex);
FUN(glProgramBinary);
FUN(glProgramParameteri);
NO_FUN(glProgramUniform1d);
NO_FUN(glProgramUniform1dv);
FUN(glProgramUniform1f);
FUN(glProgramUniform1fv);
FUN(glProgramUniform1i);
FUN(glProgramUniform1iv);
FUN(glProgramUniform1ui);
FUN(glProgramUniform1uiv);
NO_FUN(glProgramUniform2d);
NO_FUN(glProgramUniform2dv);
FUN(glProgramUniform2f);
FUN(glProgramUniform2fv);
FUN(glProgramUniform2i);
FUN(glProgramUniform2iv);
FUN(glProgramUniform2ui);
FUN(glProgramUniform2uiv);
NO_FUN(glProgramUniform3d);
NO_FUN(glProgramUniform3dv);
FUN(glProgramUniform3f);
FUN(glProgramUniform3fv);
FUN(glProgramUniform3i);
FUN(glProgramUniform3iv);
FUN(glProgramUniform3ui);
FUN(glProgramUniform3uiv);
NO_FUN(glProgramUniform4d);
NO_FUN(glProgramUniform4dv);
FUN(glProgramUniform4f);
FUN(glProgramUniform4fv);
FUN(glProgramUniform4i);
FUN(glProgramUniform4iv);
FUN(glProgramUniform4ui);
FUN(glProgramUniform4uiv);
NO_FUN(glProgramUniformMatrix2dv);
FUN(glProgramUniformMatrix2fv);
NO_FUN(glProgramUniformMatrix2x3dv);
NO_FUN(glProgramUniformMatrix2x3fv);
NO_FUN(glProgramUniformMatrix2x4dv);
NO_FUN(glProgramUniformMatrix2x4fv);
NO_FUN(glProgramUniformMatrix3dv);
FUN(glProgramUniformMatrix3fv);
NO_FUN(glProgramUniformMatrix3x2dv);
FUN(glProgramUniformMatrix3x2fv);
NO_FUN(glProgramUniformMatrix3x4dv);
FUN(glProgramUniformMatrix3x4fv);
NO_FUN(glProgramUniformMatrix4dv);
FUN(glProgramUniformMatrix4fv);
NO_FUN(glProgramUniformMatrix4x2dv);
NO_FUN(glProgramUniformMatrix4x2fv);
NO_FUN(glProgramUniformMatrix4x3dv);
FUN(glProgramUniformMatrix4x3fv);
NO_FUN(glProvokingVertex);
FUN(glPushDebugGroup);
FUN(glPushGroupMarkerEXT);
NO_FUN(glQueryCounter);
FUN(glReadBuffer);
FUN(glReadPixels);
FUN(glReadnPixels);
FUN(glReleaseShaderCompiler);
FUN(glRenderbufferStorage);
FUN(glRenderbufferStorageMultisample);
FUN(glResumeTransformFeedback);
FUN(glSampleCoverage);
FUN(glSampleMaski);
FUN(glSamplerParameterIiv);
FUN(glSamplerParameterIuiv);
FUN(glSamplerParameterf);
FUN(glSamplerParameterfv);
FUN(glSamplerParameteri);
FUN(glSamplerParameteriv);
FUN(glScissor);
NO_FUN(glScissorArrayv);
NO_FUN(glScissorIndexed);
NO_FUN(glScissorIndexedv);
FUN(glShaderBinary);
FUN(glShaderSource);
NO_FUN(glShaderStorageBlockBinding);
FUN(glStencilFunc);
FUN(glStencilFuncSeparate);
FUN(glStencilMask);
FUN(glStencilMaskSeparate);
FUN(glStencilOp);
FUN(glStencilOpSeparate);
FUN(glTexBuffer);
FUN(glTexBufferRange);
NO_FUN(glTexImage1D);
FUN(glTexImage2D);
NO_FUN(glTexImage2DMultisample);
FUN(glTexImage3D);
NO_FUN(glTexImage3DMultisample);
FUN(glTexParameterIiv);
FUN(glTexParameterIuiv);
FUN(glTexParameterf);
FUN(glTexParameterfv);
FUN(glTexParameteri);
FUN(glTexParameteriv);
NO_FUN(glTexStorage1D);
FUN(glTexStorage2D);
FUN(glTexStorage2DMultisample);
FUN(glTexStorage3D);
FUN(glTexStorage3DMultisample);
NO_FUN(glTexSubImage1D);
FUN(glTexSubImage2D);
FUN(glTexSubImage3D);
NO_FUN(glTextureBarrier);
NO_FUN(glTextureBuffer);
NO_FUN(glTextureBufferRange);
NO_FUN(glTextureParameterIiv);
NO_FUN(glTextureParameterIuiv);
NO_FUN(glTextureParameterf);
NO_FUN(glTextureParameterfv);
NO_FUN(glTextureParameteri);
NO_FUN(glTextureParameteriv);
NO_FUN(glTextureStorage1D);
NO_FUN(glTextureStorage2D);
NO_FUN(glTextureStorage2DMultisample);
NO_FUN(glTextureStorage3D);
NO_FUN(glTextureStorage3DMultisample);
NO_FUN(glTextureSubImage1D);
NO_FUN(glTextureSubImage2D);
NO_FUN(glTextureSubImage3D);
NO_FUN(glTextureView);
NO_FUN(glTransformFeedbackBufferBase);
NO_FUN(glTransformFeedbackBufferRange);
FUN(glTransformFeedbackVaryings);
NO_FUN(glUniform1d);
NO_FUN(glUniform1dv);
FUN(glUniform1f);
FUN(glUniform1fv);
FUN(glUniform1i);
FUN(glUniform1iv);
FUN(glUniform1ui);
FUN(glUniform1uiv);
NO_FUN(glUniform2d);
NO_FUN(glUniform2dv);
FUN(glUniform2f);
FUN(glUniform2fv);
FUN(glUniform2i);
FUN(glUniform2iv);
FUN(glUniform2ui);
FUN(glUniform2uiv);
NO_FUN(glUniform3d);
NO_FUN(glUniform3dv);
FUN(glUniform3f);
FUN(glUniform3fv);
FUN(glUniform3i);
FUN(glUniform3iv);
FUN(glUniform3ui);
FUN(glUniform3uiv);
NO_FUN(glUniform4d);
NO_FUN(glUniform4dv);
FUN(glUniform4f);
FUN(glUniform4fv);
FUN(glUniform4i);
FUN(glUniform4iv);
FUN(glUniform4ui);
FUN(glUniform4uiv);
FUN(glUniformBlockBinding);
NO_FUN(glUniformMatrix2dv);
FUN(glUniformMatrix2fv);
NO_FUN(glUniformMatrix2x3dv);
FUN(glUniformMatrix2x3fv);
NO_FUN(glUniformMatrix2x4dv);
NO_FUN(glUniformMatrix2x4fv);
NO_FUN(glUniformMatrix3dv);
FUN(glUniformMatrix3fv);
NO_FUN(glUniformMatrix3x2dv);
FUN(glUniformMatrix3x2fv);
NO_FUN(glUniformMatrix3x4dv);
FUN(glUniformMatrix3x4fv);
NO_FUN(glUniformMatrix4dv);
FUN(glUniformMatrix4fv);
NO_FUN(glUniformMatrix4x2dv);
FUN(glUniformMatrix4x2fv);
NO_FUN(glUniformMatrix4x3dv);
FUN(glUniformMatrix4x3fv);
NO_FUN(glUniformSubroutinesuiv);
FUN(glUnmapBuffer);
NO_FUN(glUnmapNamedBuffer);
FUN(glUseProgram);
FUN(glUseProgramStages);
FUN(glValidateProgram);
FUN(glValidateProgramPipeline);
NO_FUN(glVertexArrayAttribBinding);
NO_FUN(glVertexArrayAttribFormat);
NO_FUN(glVertexArrayAttribIFormat);
NO_FUN(glVertexArrayAttribLFormat);
NO_FUN(glVertexArrayBindingDivisor);
NO_FUN(glVertexArrayElementBuffer);
NO_FUN(glVertexArrayVertexBuffer);
NO_FUN(glVertexArrayVertexBuffers);
NO_FUN(glVertexAttrib1d);
NO_FUN(glVertexAttrib1dv);
FUN(glVertexAttrib1f);
FUN(glVertexAttrib1fv);
NO_FUN(glVertexAttrib1s);
NO_FUN(glVertexAttrib1sv);
NO_FUN(glVertexAttrib2d);
NO_FUN(glVertexAttrib2dv);
FUN(glVertexAttrib2f);
FUN(glVertexAttrib2fv);
NO_FUN(glVertexAttrib2s);
NO_FUN(glVertexAttrib2sv);
NO_FUN(glVertexAttrib3d);
NO_FUN(glVertexAttrib3dv);
FUN(glVertexAttrib3f);
FUN(glVertexAttrib3fv);
NO_FUN(glVertexAttrib3s);
NO_FUN(glVertexAttrib3sv);
NO_FUN(glVertexAttrib4Nbv);
NO_FUN(glVertexAttrib4Niv);
NO_FUN(glVertexAttrib4Nsv);
NO_FUN(glVertexAttrib4Nub);
NO_FUN(glVertexAttrib4Nubv);
NO_FUN(glVertexAttrib4Nuiv);
NO_FUN(glVertexAttrib4Nusv);
NO_FUN(glVertexAttrib4bv);
NO_FUN(glVertexAttrib4d);
NO_FUN(glVertexAttrib4dv);
FUN(glVertexAttrib4f);
FUN(glVertexAttrib4fv);
NO_FUN(glVertexAttrib4iv);
NO_FUN(glVertexAttrib4s);
NO_FUN(glVertexAttrib4sv);
NO_FUN(glVertexAttrib4ubv);
NO_FUN(glVertexAttrib4uiv);
NO_FUN(glVertexAttrib4usv);
FUN(glVertexAttribBinding);
FUN(glVertexAttribDivisor);
FUN(glVertexAttribFormat);
NO_FUN(glVertexAttribI1i);
NO_FUN(glVertexAttribI1iv);
NO_FUN(glVertexAttribI1ui);
NO_FUN(glVertexAttribI1uiv);
NO_FUN(glVertexAttribI2i);
NO_FUN(glVertexAttribI2iv);
NO_FUN(glVertexAttribI2ui);
NO_FUN(glVertexAttribI2uiv);
NO_FUN(glVertexAttribI3i);
NO_FUN(glVertexAttribI3iv);
NO_FUN(glVertexAttribI3ui);
NO_FUN(glVertexAttribI3uiv);
NO_FUN(glVertexAttribI4bv);
FUN(glVertexAttribI4i);
FUN(glVertexAttribI4iv);
NO_FUN(glVertexAttribI4sv);
NO_FUN(glVertexAttribI4ubv);
FUN(glVertexAttribI4ui);
FUN(glVertexAttribI4uiv);
NO_FUN(glVertexAttribI4usv);
FUN(glVertexAttribIFormat);
FUN(glVertexAttribIPointer);
NO_FUN(glVertexAttribL1d);
NO_FUN(glVertexAttribL1dv);
NO_FUN(glVertexAttribL2d);
NO_FUN(glVertexAttribL2dv);
NO_FUN(glVertexAttribL3d);
NO_FUN(glVertexAttribL3dv);
NO_FUN(glVertexAttribL4d);
NO_FUN(glVertexAttribL4dv);
NO_FUN(glVertexAttribLFormat);
NO_FUN(glVertexAttribLPointer);
NO_FUN(glVertexAttribP1ui);
NO_FUN(glVertexAttribP1uiv);
NO_FUN(glVertexAttribP2ui);
NO_FUN(glVertexAttribP2uiv);
NO_FUN(glVertexAttribP3ui);
NO_FUN(glVertexAttribP3uiv);
NO_FUN(glVertexAttribP4ui);
NO_FUN(glVertexAttribP4uiv);
FUN(glVertexAttribPointer);
FUN(glVertexBindingDivisor);
FUN(glViewport);
NO_FUN(glViewportArrayv);
NO_FUN(glViewportIndexedf);
NO_FUN(glViewportIndexedfv);
FUN(glWaitSync);
// }