Added the Slim GL demo programs.
authorStephan Soller <stephan.soller@helionweb.de>
Thu, 9 Feb 2017 23:00:24 +0000 (00:00 +0100)
committerStephan Soller <stephan.soller@helionweb.de>
Thu, 9 Feb 2017 23:00:24 +0000 (00:00 +0100)
28 files changed:
slim_gl_demos/.gitignore [new file with mode: 0755]
slim_gl_demos/Makefile [new file with mode: 0644]
slim_gl_demos/cube.c [new file with mode: 0644]
slim_gl_demos/darwinian.blend [new file with mode: 0644]
slim_gl_demos/darwinian.obj [new file with mode: 0644]
slim_gl_demos/deps/.gitignore [new file with mode: 0755]
slim_gl_demos/framebuffer.c [new file with mode: 0644]
slim_gl_demos/gl_3_1_core.h [new file with mode: 0644]
slim_gl_demos/image.c [new file with mode: 0644]
slim_gl_demos/image_bubble.c [new file with mode: 0644]
slim_gl_demos/index_buffer.c [new file with mode: 0644]
slim_gl_demos/math.c [new file with mode: 0644]
slim_gl_demos/stb_image.h [new file with mode: 0644]
slim_gl_demos/triangle.c [new file with mode: 0644]
slim_gl_demos/triangle_legacygl.c [new file with mode: 0644]
slim_gl_demos/windows/cat.exe [new file with mode: 0755]
slim_gl_demos/windows/gl_3_1_core.c [new file with mode: 0644]
slim_gl_demos/windows/gl_3_1_core.h [new file with mode: 0644]
slim_gl_demos/windows/gzip.exe [new file with mode: 0755]
slim_gl_demos/windows/make.exe [new file with mode: 0755]
slim_gl_demos/windows/mv.exe [new file with mode: 0755]
slim_gl_demos/windows/rm.exe [new file with mode: 0755]
slim_gl_demos/windows/tar.exe [new file with mode: 0755]
slim_gl_demos/windows/touch.exe [new file with mode: 0755]
slim_gl_demos/windows/wget.exe [new file with mode: 0755]
slim_gl_demos/windows/xargs.exe [new file with mode: 0755]
slim_gl_demos/windows/zcat.exe [new file with mode: 0755]
slim_gl_demos/wireframe.c [new file with mode: 0644]

diff --git a/slim_gl_demos/.gitignore b/slim_gl_demos/.gitignore
new file mode 100755 (executable)
index 0000000..ced4720
--- /dev/null
@@ -0,0 +1,12 @@
+windows/*.o
+
+*.exe
+triangle
+triangle_legacygl
+image
+image_bubble
+index_buffer
+math
+wireframe
+framebuffer
+cube
\ No newline at end of file
diff --git a/slim_gl_demos/Makefile b/slim_gl_demos/Makefile
new file mode 100644 (file)
index 0000000..7c93c8a
--- /dev/null
@@ -0,0 +1,95 @@
+# This makefile builds the demo programs and their dependencies.
+# 
+# Condition for Windows taken from http://stackoverflow.com/a/12099167 by Trevor Robinson.
+# make -p lists all defined variables and implicit rules. Useful to see what we start out with.
+# $(warning $(VAR)) is usefull to output the value of a variable for debugging.
+
+
+
+# Setup implicit rule to build object files
+CC  = gcc
+CFLAGS = -std=c99   -Ideps/include   -Werror -Wall -Wextra -Wno-unused-variable -Wno-unused-but-set-variable -Wno-unused-parameter
+
+# Choose between debug and release build. 
+ifdef RELEASE
+       CFLAGS += -O3 -s
+       # Don't open a console window in the background for release builds. This sends all stdout and stderr output to oblivion.
+       ifeq ($(OS),Windows_NT)
+               CFLAGS += -mwindows
+       endif
+else
+       CFLAGS += -g
+endif
+
+
+
+#
+# Demo applications, object files are created by implicit rules
+#
+DEMOS = $(patsubst %.c,%,$(wildcard *.c))
+all: $(DEMOS)
+
+$(DEMOS): deps/libSDL2.a $(PLATFORM_DEPS)
+wireframe framebuffer cube: ../math_3d.h
+
+# Clean all files in the .gitignore list, ensures that the ignore file
+# is properly maintained.
+clean:
+       cat .gitignore | xargs rm -fr
+
+
+
+#
+# Fetch SDL2 library
+#
+ifeq ($(OS),Windows_NT)
+
+# On Windows download the MinGW development files and extract the static libraries and headers
+# from it. The basic utilities in the win directory are taken from http://unxutils.sourceforge.net/.
+# Old but probably sufficient.
+
+# Add the windows directory to the PATH so we can use the basic UNIX utilities there.
+export PATH := .\windows;$(PATH)
+
+# Compiler flags for SDL
+CFLAGS += -Dmain=SDL_main
+LDLIBS += -Ldeps -lmingw32 -lSDL2main -lSDL2 -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -static-libgcc -lopengl32
+PLATFORM_DEPS = windows/gl_3_1_core.o
+
+deps/libSDL2-devel.tar.gz:
+       wget http://libsdl.org/release/SDL2-devel-2.0.3-mingw.tar.gz -O deps/libSDL2-devel.tar.gz
+
+# tar --ungzip doesn't work. The zcat/tar combination by akira is taken from http://superuser.com/a/124728
+# mkdir is an CMD buildin and needs a backslash path without -p to work properly.
+deps/libSDL2.a: deps/libSDL2-devel.tar.gz
+       zcat deps/libSDL2-devel.tar.gz | tar --extract --directory deps
+       mv deps/SDL* deps/SDL2
+       mv deps/SDL2/x86_64-w64-mingw32/lib/libSDL2.a deps/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a deps
+       mkdir deps\include
+       mv deps/SDL2/include deps/include/SDL
+       rm -rf deps/SDL2
+       touch deps/libSDL2.a
+
+else
+
+# On Linux download and build SDL2 as static library.
+
+# Compiler flags for SDL
+CFLAGS += `pkg-config --cflags gl` -pthread
+LDLIBS += `pkg-config --libs gl` -ldl -lrt -lm
+PLATFORM_DEPS = 
+
+deps/libSDL2.tar.gz:
+       wget http://libsdl.org/release/SDL2-2.0.3.tar.gz -O deps/libSDL2.tar.gz
+
+deps/libSDL2.a: deps/libSDL2.tar.gz
+       cd deps;       tar -xaf libSDL2.tar.gz
+       mv deps/SDL*   deps/SDL2
+       cd deps/SDL2;  ./configure --disable-shared
+       cd deps/SDL2;  make -j
+       mv deps/SDL2/build/.libs/libSDL2.a deps/
+       mkdir -p deps/include
+       mv deps/SDL2/include deps/include/SDL
+       rm -rf deps/SDL2
+
+endif
\ No newline at end of file
diff --git a/slim_gl_demos/cube.c b/slim_gl_demos/cube.c
new file mode 100644 (file)
index 0000000..a46525b
--- /dev/null
@@ -0,0 +1,135 @@
+/**
+
+Demonstrates basic Slim GL usage to render a wireframe cube with an orthographic projection.
+
+**/
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+
+
+
+int main(int argc, char** argv) {
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       int ww = 800, wh = 600;
+       SDL_Window* win = SDL_CreateWindow("SlimGL cube", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ww, wh, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(0);
+       
+       // Enable primitive restart (an index of 0xff restarts the primitive, e.g. triangle strip)
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(0xff);
+       
+       // Create the vertex and index buffers for a cube
+       float w = 1.0 / 2, h = 1.0 / 2;
+       struct { float x, y, z; } vertices[] = {
+               // Front
+               {  w, -h,  w },
+               {  w,  h,  w },
+               { -w, -h,  w },
+               { -w,  h,  w },
+               // Left
+               { -w, -h,  w },
+               { -w,  h,  w },
+               { -w, -h, -w },
+               { -w,  h, -w },
+               // Back
+               { -w, -h, -w },
+               { -w,  h, -w },
+               {  w, -h, -w },
+               {  w,  h, -w },
+               // Right
+               {  w,  h,  w },
+               {  w, -h,  w },
+               {  w,  h, -w },
+               {  w, -h, -w },
+               // Top
+               {  w,  h,  w },
+               {  w,  h, -w },
+               { -w,  h,  w },
+               { -w,  h, -w },
+               // Bottom
+               {  w, -h, -w },
+               {  w, -h,  w },
+               { -w, -h, -w },
+               { -w, -h,  w }
+       };
+       GLuint vertex_buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       uint8_t indices[] = {
+                0,  1,  2,  3,  0xff,
+                4,  5,  6,  7,  0xff,
+                8,  9, 10, 11,  0xff,
+               12, 13, 14, 15,  0xff,
+               16, 17, 18, 19,  0xff,
+               20, 21, 22, 23
+       };
+       GLuint index_buffer = sgl_buffer_new(indices, sizeof(indices));
+       
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               uniform mat4 projection;
+               in vec3 pos;
+               
+               void main() {
+                       gl_Position = projection * vec4(pos, 1);
+               }
+       ), SGL_GLSL("#version 140",
+               void main() {
+                       gl_FragColor = vec4(1);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Setup projection, camera, model and model-view matrix
+       mat4_t projection_matrix = m4_ortho(-2, 2, -2, 2, -2, 2);
+       mat4_t model_view_matrix = m4_identity();
+       
+       // Switch to wireframe rendering
+       glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+       
+       // Don't render (cull) backfaces, that are faces the camera can only see from behind.
+       glEnable(GL_CULL_FACE);
+       
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLE_STRIP, program, "$bI projection %4M pos %3f", index_buffer, &projection_matrix, vertex_buffer);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(vertex_buffer);
+       sgl_buffer_destroy(index_buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/darwinian.blend b/slim_gl_demos/darwinian.blend
new file mode 100644 (file)
index 0000000..6b1b10d
Binary files /dev/null and b/slim_gl_demos/darwinian.blend differ
diff --git a/slim_gl_demos/darwinian.obj b/slim_gl_demos/darwinian.obj
new file mode 100644 (file)
index 0000000..ba2afa6
--- /dev/null
@@ -0,0 +1,144 @@
+# Blender v2.66 (sub 1) OBJ File: 'darwinian.blend'
+# www.blender.org
+o Cube_Cube.001
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 -1.000000
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+v -3.000000 -7.000000 -1.000000
+v 3.000000 -7.000000 -1.000000
+v 3.000000 -7.000000 1.000000
+s off
+f 5 6 1
+f 6 7 2
+f 7 8 4
+f 8 5 1
+f 1 2 34
+f 5 8 12
+f 11 10 15
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diff --git a/slim_gl_demos/deps/.gitignore b/slim_gl_demos/deps/.gitignore
new file mode 100755 (executable)
index 0000000..6c37ef5
--- /dev/null
@@ -0,0 +1,4 @@
+*.tar.gz
+*.a
+include
+SDL2
\ No newline at end of file
diff --git a/slim_gl_demos/framebuffer.c b/slim_gl_demos/framebuffer.c
new file mode 100644 (file)
index 0000000..a3c8d37
--- /dev/null
@@ -0,0 +1,285 @@
+/**
+
+Renders a rotating cube with an image on it into a framebuffer.
+The framebuffer content is then drawn onto the screen with a zoom bubble effect that magnifies the pixels under the
+mouse cursor.
+
+You can use the mouse and WASD keys to navigate.
+
+**/
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+
+int main(int argc, char** argv) {
+       if (argc != 2) {
+               fprintf(stderr, "Usage: %s image-file\n", argv[0]);
+               return 1;
+       }
+       
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       int ww = 800, wh = 600;
+       SDL_Window* win = SDL_CreateWindow("SlimGL framebuffer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ww, wh, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(1);
+       
+       // Enable primitive restart
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(0xff);
+       
+       // Create the color buffer texture and framebuffer object
+       GLuint color_buffer = sgl_texture_new(ww, wh, 4, NULL, 0, SGL_RECT);
+       GLuint framebuffer = sgl_framebuffer_new(color_buffer, SGL_RECT);
+       
+       // Compile vertex and fragment shaders to draw the color buffer with a zoom bubble
+       GLuint screen_rect_program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               in  vec2 pos;
+               
+               void main() {
+                       gl_Position = vec4(pos, 0, 1);
+               }
+       ), SGL_GLSL("#version 140",
+               uniform sampler2DRect tex;
+               uniform vec2 mouse_pos;
+               
+               // Zoom level inside the bubble (2 = double magnification, 4 = four times the size, etc.)
+               float zoom_level = 2.0;
+               // The distance from the mouse cursor the bubble starts to zoom slightly
+               float bubble_outer_radius = 200;
+               // The distance from the mouse cursor where the bubble arrives at full zoom. Everything
+               // inside is zoomed with `zoom_level`.
+               float bubble_inner_radius = 100;
+               
+               void main() {
+                       vec2 to_mouse = mouse_pos - gl_FragCoord.xy;
+                       float distance = length(to_mouse);
+                       
+                       // 0 where no zoom is applied (outside of bubble), 1 where full zoom (inside bubble), blended on the edge
+                       float zoom_mask = 1 - smoothstep(bubble_inner_radius, bubble_outer_radius, distance);
+                       vec2 offset = to_mouse * mix(0, 1.0 - 1.0 / zoom_level, zoom_mask);
+                       gl_FragColor = texture2DRect(tex, gl_FragCoord.xy + offset);
+               }
+       ), NULL);
+       if (!screen_rect_program)
+               return 1;
+       
+       // Create a vertex buffer with one quad that fills the entire screen.
+       struct { float x, y; } screen_rect_vertices[] = {
+               {  1, -1 },  // left bottom
+               {  1,  1 },  // left top
+               { -1, -1 },  // right bottom
+               { -1,  1 }   // right top
+       };
+       GLuint screen_rect_buffer = sgl_buffer_new(screen_rect_vertices, sizeof(screen_rect_vertices));
+       
+       
+       // Load image and create a texture with it
+       int img_w = 0, img_h = 0;
+       uint8_t* img = stbi_load(argv[1], &img_w, &img_h, NULL, 4);
+               GLuint texture = sgl_texture_new(img_w, img_h, 4, img, 0, 0);
+       free(img);
+       float img_aspect_ratio = (float)img_w / img_h;
+       
+       // Create the vertex and index buffers for a cube
+       float w = 1.0 / 2, h = (1.0 / img_aspect_ratio) / 2;
+       struct { float x, y, z,   u, v; } vertices[] = {
+               // Front
+               {  w, -h,  w,   1, 1 },
+               {  w,  h,  w,   1, 0 },
+               { -w, -h,  w,   0, 1 },
+               { -w,  h,  w,   0, 0 },
+               // Left
+               { -w, -h,  w,   1, 1 },
+               { -w,  h,  w,   1, 0 },
+               { -w, -h, -w,   0, 1 },
+               { -w,  h, -w,   0, 0 },
+               // Back
+               { -w, -h, -w,   1, 1 },
+               { -w,  h, -w,   1, 0 },
+               {  w, -h, -w,   0, 1 },
+               {  w,  h, -w,   0, 0 },
+               // Right
+               {  w,  h,  w,   0, 0 },
+               {  w, -h,  w,   0, 1 },
+               {  w,  h, -w,   1, 0 },
+               {  w, -h, -w,   1, 1 },
+               // Top
+               {  w,  h,  w,   0, 0 },
+               {  w,  h, -w,   0, 0 },
+               { -w,  h,  w,   0, 0 },
+               { -w,  h, -w,   0, 0 },
+               // Bottom
+               {  w, -h, -w,   0, 0 },
+               {  w, -h,  w,   0, 0 },
+               { -w, -h, -w,   0, 0 },
+               { -w, -h,  w,   0, 0 }
+       };
+       GLuint vertex_buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       uint8_t indices[] = {
+                0,  1,  2,  3,  0xff,
+                4,  5,  6,  7,  0xff,
+                8,  9, 10, 11,  0xff,
+               12, 13, 14, 15,  0xff,
+               16, 17, 18, 19,  0xff,
+               20, 21, 22, 23
+       };
+       GLuint index_buffer = sgl_buffer_new(indices, sizeof(indices));
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               uniform mat4 model_view;
+               uniform mat4 projection;
+               
+               in  vec3 pos;
+               in  vec2 tex_coords;
+               out vec2 interpolated_tex_coords;
+               
+               void main() {
+                       vec4 camera_space = model_view * vec4(pos, 1);
+                       gl_Position = projection * camera_space;
+                       interpolated_tex_coords = tex_coords;
+               }
+       ), SGL_GLSL("#version 140",
+               uniform sampler2D tex;
+               
+               in vec2 interpolated_tex_coords;
+               
+               void main(){
+                       gl_FragColor = texture2D(tex, interpolated_tex_coords);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Setup projection, camera, model and model-view matrix
+       mat4_t projection_matrix = m4_perspective(60, (float)ww / wh, 0.1f, 100);
+       vec3_t camera_pos = {-1, 0.5, 2}, camera_dir = {1, -0.5, -2}, camera_up = {0, 1, 0};
+       mat4_t model_matrix = m4_identity();
+       
+       // Don't render (cull) backfaces, that are faces the camera can only see from behind.
+       glEnable(GL_CULL_FACE);
+       
+       bool quit = false;
+       float mouse_pos[2];
+       uint32_t ticks_last_frame = SDL_GetTicks(), ticks_this_frame = 0;
+       while(!quit) {
+               // Calculate how much time has passed since the last frame (dt in seconds)
+               ticks_this_frame = SDL_GetTicks();
+               float dt = (ticks_this_frame - ticks_last_frame) / 1000.0f;
+               ticks_last_frame = ticks_this_frame;
+               
+               // React to user input
+               SDL_Event event;
+               while( SDL_PollEvent(&event) ) {
+                       if (event.type == SDL_QUIT) {
+                               quit = true;
+                               break;
+                       }
+                       
+                       switch(event.type) {
+                       case SDL_KEYDOWN:
+                               switch (event.key.keysym.sym) {
+                               case SDLK_LEFT:
+                                       model_matrix = m4_mul( m4_rotation_y(-0.1 * M_PI), model_matrix );
+                                       break;
+                               case SDLK_RIGHT:
+                                       model_matrix = m4_mul( m4_rotation_y( 0.1 * M_PI), model_matrix );
+                                       break;
+                               case SDLK_UP:
+                                       model_matrix = m4_mul( m4_rotation_x(-0.1 * M_PI), model_matrix );
+                                       break;
+                               case SDLK_DOWN:
+                                       model_matrix = m4_mul( m4_rotation_x( 0.1 * M_PI), model_matrix );
+                                       break;
+                               case SDLK_w:
+                                       camera_pos = v3_add(camera_pos, v3_muls(camera_dir, 0.5));
+                                       break;
+                               case SDLK_s:
+                                       camera_pos = v3_add(camera_pos, v3_muls(camera_dir, -0.5));
+                                       break;
+                               case SDLK_a:
+                                       camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), -0.5));
+                                       break;
+                               case SDLK_d:
+                                       camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), 0.5));
+                                       break;
+                               }
+                               break;
+                               
+                       case SDL_MOUSEBUTTONDOWN:
+                               SDL_SetRelativeMouseMode(true);
+                               break;
+                       case SDL_MOUSEBUTTONUP:
+                               SDL_SetRelativeMouseMode(false);
+                               break;
+                       case SDL_MOUSEMOTION:
+                               // Store mouse pos in OpenGL window space (origin in bottom left corner)
+                               mouse_pos[0] = event.motion.x;
+                               mouse_pos[1] = wh - event.motion.y;
+                               
+                               if ( SDL_GetRelativeMouseMode() ) {
+                                       if (event.motion.xrel != 0)
+                                               camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.xrel, camera_up), camera_dir );
+                                       if (event.motion.yrel != 0)
+                                               camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.yrel, v3_cross(camera_dir, camera_up)), camera_dir );
+                                       camera_dir = v3_norm(camera_dir);
+                               }
+                               break;
+                       }
+               }
+               
+               // Simulate
+               float angular_velocity = 0.25 * M_PI;
+               model_matrix = m4_mul( m4_rotation_y(angular_velocity * dt), model_matrix );
+               
+               // Refresh camera and model-view matrix
+               mat4_t camera_matrix = m4_look_at(camera_pos, v3_add(camera_pos, camera_dir), camera_up);
+               mat4_t model_view_matrix = m4_mul(camera_matrix, model_matrix);
+               
+               // Draw
+               sgl_framebuffer_bind(framebuffer, ww, wh);
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLE_STRIP, program, "$bI model_view %4M projection %4M tex %T pos %3f tex_coords %2f", index_buffer, &model_view_matrix, &projection_matrix, texture, vertex_buffer);
+               sgl_framebuffer_bind(0, ww, wh);
+               
+               sgl_draw(GL_TRIANGLE_STRIP, screen_rect_program, "mouse_pos %2F tex %rT pos %2f", mouse_pos, color_buffer, screen_rect_buffer);
+               SDL_GL_SwapWindow(win);
+       }
+       
+       // Cleanup
+       sgl_framebuffer_destroy(framebuffer);
+       sgl_texture_destroy(color_buffer);
+       
+       sgl_texture_destroy(texture);
+       sgl_buffer_destroy(vertex_buffer);
+       sgl_buffer_destroy(index_buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/gl_3_1_core.h b/slim_gl_demos/gl_3_1_core.h
new file mode 100644 (file)
index 0000000..be54220
--- /dev/null
@@ -0,0 +1,2008 @@
+#ifndef OPENGL_NOLOAD_STYLE_H\r
+#define OPENGL_NOLOAD_STYLE_H\r
+\r
+/**\r
+ * This header only contains the OpenGL 3.1 core profile definitions. It's meant\r
+ * to be used on Linux where you can directly link against libGL.so and the operating\r
+ * system loader loads all the OpenGL function pointers. On Windows you need to\r
+ * use the header in the win directory since extra code is necessary to load the\r
+ * function pointers.\r
+ * \r
+ * The header file was generated with glLoadGen in the noload_c style. The actual\r
+ * loading code was removed by hand so only the definitions remained.\r
+ */\r
+\r
+#if defined(__glew_h__) || defined(__GLEW_H__)\r
+#error Attempt to include auto-generated header after including glew.h\r
+#endif\r
+#if defined(__gl_h_) || defined(__GL_H__)\r
+#error Attempt to include auto-generated header after including gl.h\r
+#endif\r
+#if defined(__glext_h_) || defined(__GLEXT_H_)\r
+#error Attempt to include auto-generated header after including glext.h\r
+#endif\r
+#if defined(__gltypes_h_)\r
+#error Attempt to include auto-generated header after gltypes.h\r
+#endif\r
+#if defined(__gl_ATI_h_)\r
+#error Attempt to include auto-generated header after including glATI.h\r
+#endif\r
+\r
+#define __glew_h__\r
+#define __GLEW_H__\r
+#define __gl_h_\r
+#define __GL_H__\r
+#define __glext_h_\r
+#define __GLEXT_H_\r
+#define __gltypes_h_\r
+#define __gl_ATI_h_\r
+\r
+#ifndef APIENTRY\r
+       #if defined(__MINGW32__)\r
+               #ifndef WIN32_LEAN_AND_MEAN\r
+                       #define WIN32_LEAN_AND_MEAN 1\r
+               #endif\r
+               #ifndef NOMINMAX\r
+                       #define NOMINMAX\r
+               #endif\r
+               #include <windows.h>\r
+       #elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)\r
+               #ifndef WIN32_LEAN_AND_MEAN\r
+                       #define WIN32_LEAN_AND_MEAN 1\r
+               #endif\r
+               #ifndef NOMINMAX\r
+                       #define NOMINMAX\r
+               #endif\r
+               #include <windows.h>\r
+       #else\r
+               #define APIENTRY\r
+       #endif\r
+#endif /*APIENTRY*/\r
+\r
+#ifndef CODEGEN_FUNCPTR\r
+       #define CODEGEN_REMOVE_FUNCPTR\r
+       #if defined(_WIN32)\r
+               #define CODEGEN_FUNCPTR APIENTRY\r
+       #else\r
+               #define CODEGEN_FUNCPTR\r
+       #endif\r
+#endif /*CODEGEN_FUNCPTR*/\r
+\r
+#ifndef GLAPI\r
+       #define GLAPI extern\r
+#endif\r
+\r
+\r
+#ifndef GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+#define GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+\r
+\r
+#endif /*GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS*/\r
+\r
+#include <stddef.h>\r
+#ifndef GLEXT_64_TYPES_DEFINED\r
+/* This code block is duplicated in glxext.h, so must be protected */\r
+#define GLEXT_64_TYPES_DEFINED\r
+/* Define int32_t, int64_t, and uint64_t types for UST/MSC */\r
+/* (as used in the GL_EXT_timer_query extension). */\r
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L\r
+#include <inttypes.h>\r
+#elif defined(__sun__) || defined(__digital__)\r
+#include <inttypes.h>\r
+#if defined(__STDC__)\r
+#if defined(__arch64__) || defined(_LP64)\r
+typedef long int int64_t;\r
+typedef unsigned long int uint64_t;\r
+#else\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#endif /* __arch64__ */\r
+#endif /* __STDC__ */\r
+#elif defined( __VMS ) || defined(__sgi)\r
+#include <inttypes.h>\r
+#elif defined(__SCO__) || defined(__USLC__)\r
+#include <stdint.h>\r
+#elif defined(__UNIXOS2__) || defined(__SOL64__)\r
+typedef long int int32_t;\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#elif defined(_WIN32) && defined(__GNUC__)\r
+#include <stdint.h>\r
+#elif defined(_WIN32)\r
+typedef __int32 int32_t;\r
+typedef __int64 int64_t;\r
+typedef unsigned __int64 uint64_t;\r
+#else\r
+/* Fallback if nothing above works */\r
+#include <inttypes.h>\r
+#endif\r
+#endif\r
+       typedef unsigned int GLenum;\r
+       typedef unsigned char GLboolean;\r
+       typedef unsigned int GLbitfield;\r
+       typedef void GLvoid;\r
+       typedef signed char GLbyte;\r
+       typedef short GLshort;\r
+       typedef int GLint;\r
+       typedef unsigned char GLubyte;\r
+       typedef unsigned short GLushort;\r
+       typedef unsigned int GLuint;\r
+       typedef int GLsizei;\r
+       typedef float GLfloat;\r
+       typedef float GLclampf;\r
+       typedef double GLdouble;\r
+       typedef double GLclampd;\r
+       typedef char GLchar;\r
+       typedef char GLcharARB;\r
+       #ifdef __APPLE__\r
+typedef void *GLhandleARB;\r
+#else\r
+typedef unsigned int GLhandleARB;\r
+#endif\r
+               typedef unsigned short GLhalfARB;\r
+               typedef unsigned short GLhalf;\r
+               typedef GLint GLfixed;\r
+               typedef ptrdiff_t GLintptr;\r
+               typedef ptrdiff_t GLsizeiptr;\r
+               typedef int64_t GLint64;\r
+               typedef uint64_t GLuint64;\r
+               typedef ptrdiff_t GLintptrARB;\r
+               typedef ptrdiff_t GLsizeiptrARB;\r
+               typedef int64_t GLint64EXT;\r
+               typedef uint64_t GLuint64EXT;\r
+               typedef struct __GLsync *GLsync;\r
+               struct _cl_context;\r
+               struct _cl_event;\r
+               typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+               typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+               typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);\r
+               typedef unsigned short GLhalfNV;\r
+               typedef GLintptr GLvdpauSurfaceNV;\r
+               \r
+               #ifdef __cplusplus\r
+               extern "C" {\r
+               #endif /*__cplusplus*/\r
+               \r
+               /////////////////////////\r
+               // Extension Variables\r
+               \r
+               \r
+               // Version: 1.1\r
+               #define GL_2D                            0x0600\r
+               #define GL_2_BYTES                       0x1407\r
+               #define GL_3D                            0x0601\r
+               #define GL_3D_COLOR                      0x0602\r
+               #define GL_3D_COLOR_TEXTURE              0x0603\r
+               #define GL_3_BYTES                       0x1408\r
+               #define GL_4D_COLOR_TEXTURE              0x0604\r
+               #define GL_4_BYTES                       0x1409\r
+               #define GL_ACCUM                         0x0100\r
+               #define GL_ACCUM_ALPHA_BITS              0x0D5B\r
+               #define GL_ACCUM_BLUE_BITS               0x0D5A\r
+               #define GL_ACCUM_BUFFER_BIT              0x00000200\r
+               #define GL_ACCUM_CLEAR_VALUE             0x0B80\r
+               #define GL_ACCUM_GREEN_BITS              0x0D59\r
+               #define GL_ACCUM_RED_BITS                0x0D58\r
+               #define GL_ADD                           0x0104\r
+               #define GL_ALL_ATTRIB_BITS               0xFFFFFFFF\r
+               #define GL_ALPHA                         0x1906\r
+               #define GL_ALPHA12                       0x803D\r
+               #define GL_ALPHA16                       0x803E\r
+               #define GL_ALPHA4                        0x803B\r
+               #define GL_ALPHA8                        0x803C\r
+               #define GL_ALPHA_BIAS                    0x0D1D\r
+               #define GL_ALPHA_BITS                    0x0D55\r
+               #define GL_ALPHA_SCALE                   0x0D1C\r
+               #define GL_ALPHA_TEST                    0x0BC0\r
+               #define GL_ALPHA_TEST_FUNC               0x0BC1\r
+               #define GL_ALPHA_TEST_REF                0x0BC2\r
+               #define GL_ALWAYS                        0x0207\r
+               #define GL_AMBIENT                       0x1200\r
+               #define GL_AMBIENT_AND_DIFFUSE           0x1602\r
+               #define GL_AND                           0x1501\r
+               #define GL_AND_INVERTED                  0x1504\r
+               #define GL_AND_REVERSE                   0x1502\r
+               #define GL_ATTRIB_STACK_DEPTH            0x0BB0\r
+               #define GL_AUTO_NORMAL                   0x0D80\r
+               #define GL_AUX0                          0x0409\r
+               #define GL_AUX1                          0x040A\r
+               #define GL_AUX2                          0x040B\r
+               #define GL_AUX3                          0x040C\r
+               #define GL_AUX_BUFFERS                   0x0C00\r
+               #define GL_BACK                          0x0405\r
+               #define GL_BACK_LEFT                     0x0402\r
+               #define GL_BACK_RIGHT                    0x0403\r
+               #define GL_BITMAP                        0x1A00\r
+               #define GL_BITMAP_TOKEN                  0x0704\r
+               #define GL_BLEND                         0x0BE2\r
+               #define GL_BLEND_DST                     0x0BE0\r
+               #define GL_BLEND_SRC                     0x0BE1\r
+               #define GL_BLUE                          0x1905\r
+               #define GL_BLUE_BIAS                     0x0D1B\r
+               #define GL_BLUE_BITS                     0x0D54\r
+               #define GL_BLUE_SCALE                    0x0D1A\r
+               #define GL_BYTE                          0x1400\r
+               #define GL_C3F_V3F                       0x2A24\r
+               #define GL_C4F_N3F_V3F                   0x2A26\r
+               #define GL_C4UB_V2F                      0x2A22\r
+               #define GL_C4UB_V3F                      0x2A23\r
+               #define GL_CCW                           0x0901\r
+               #define GL_CLAMP                         0x2900\r
+               #define GL_CLEAR                         0x1500\r
+               #define GL_CLIENT_ALL_ATTRIB_BITS        0xFFFFFFFF\r
+               #define GL_CLIENT_ATTRIB_STACK_DEPTH     0x0BB1\r
+               #define GL_CLIENT_PIXEL_STORE_BIT        0x00000001\r
+               #define GL_CLIENT_VERTEX_ARRAY_BIT       0x00000002\r
+               #define GL_CLIP_PLANE0                   0x3000\r
+               #define GL_CLIP_PLANE1                   0x3001\r
+               #define GL_CLIP_PLANE2                   0x3002\r
+               #define GL_CLIP_PLANE3                   0x3003\r
+               #define GL_CLIP_PLANE4                   0x3004\r
+               #define GL_CLIP_PLANE5                   0x3005\r
+               #define GL_COEFF                         0x0A00\r
+               #define GL_COLOR                         0x1800\r
+               #define GL_COLOR_ARRAY                   0x8076\r
+               #define GL_COLOR_ARRAY_POINTER           0x8090\r
+               #define GL_COLOR_ARRAY_SIZE              0x8081\r
+               #define GL_COLOR_ARRAY_STRIDE            0x8083\r
+               #define GL_COLOR_ARRAY_TYPE              0x8082\r
+               #define GL_COLOR_BUFFER_BIT              0x00004000\r
+               #define GL_COLOR_CLEAR_VALUE             0x0C22\r
+               #define GL_COLOR_INDEX                   0x1900\r
+               #define GL_COLOR_INDEXES                 0x1603\r
+               #define GL_COLOR_LOGIC_OP                0x0BF2\r
+               #define GL_COLOR_MATERIAL                0x0B57\r
+               #define GL_COLOR_MATERIAL_FACE           0x0B55\r
+               #define GL_COLOR_MATERIAL_PARAMETER      0x0B56\r
+               #define GL_COLOR_WRITEMASK               0x0C23\r
+               #define GL_COMPILE                       0x1300\r
+               #define GL_COMPILE_AND_EXECUTE           0x1301\r
+               #define GL_CONSTANT_ATTENUATION          0x1207\r
+               #define GL_COPY                          0x1503\r
+               #define GL_COPY_INVERTED                 0x150C\r
+               #define GL_COPY_PIXEL_TOKEN              0x0706\r
+               #define GL_CULL_FACE                     0x0B44\r
+               #define GL_CULL_FACE_MODE                0x0B45\r
+               #define GL_CURRENT_BIT                   0x00000001\r
+               #define GL_CURRENT_COLOR                 0x0B00\r
+               #define GL_CURRENT_INDEX                 0x0B01\r
+               #define GL_CURRENT_NORMAL                0x0B02\r
+               #define GL_CURRENT_RASTER_COLOR          0x0B04\r
+               #define GL_CURRENT_RASTER_DISTANCE       0x0B09\r
+               #define GL_CURRENT_RASTER_INDEX          0x0B05\r
+               #define GL_CURRENT_RASTER_POSITION       0x0B07\r
+               #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08\r
+               #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06\r
+               #define GL_CURRENT_TEXTURE_COORDS        0x0B03\r
+               #define GL_CW                            0x0900\r
+               #define GL_DECAL                         0x2101\r
+               #define GL_DECR                          0x1E03\r
+               #define GL_DEPTH                         0x1801\r
+               #define GL_DEPTH_BIAS                    0x0D1F\r
+               #define GL_DEPTH_BITS                    0x0D56\r
+               #define GL_DEPTH_BUFFER_BIT              0x00000100\r
+               #define GL_DEPTH_CLEAR_VALUE             0x0B73\r
+               #define GL_DEPTH_COMPONENT               0x1902\r
+               #define GL_DEPTH_FUNC                    0x0B74\r
+               #define GL_DEPTH_RANGE                   0x0B70\r
+               #define GL_DEPTH_SCALE                   0x0D1E\r
+               #define GL_DEPTH_TEST                    0x0B71\r
+               #define GL_DEPTH_WRITEMASK               0x0B72\r
+               #define GL_DIFFUSE                       0x1201\r
+               #define GL_DITHER                        0x0BD0\r
+               #define GL_DOMAIN                        0x0A02\r
+               #define GL_DONT_CARE                     0x1100\r
+               #define GL_DOUBLE                        0x140A\r
+               #define GL_DOUBLEBUFFER                  0x0C32\r
+               #define GL_DRAW_BUFFER                   0x0C01\r
+               #define GL_DRAW_PIXEL_TOKEN              0x0705\r
+               #define GL_DST_ALPHA                     0x0304\r
+               #define GL_DST_COLOR                     0x0306\r
+               #define GL_EDGE_FLAG                     0x0B43\r
+               #define GL_EDGE_FLAG_ARRAY               0x8079\r
+               #define GL_EDGE_FLAG_ARRAY_POINTER       0x8093\r
+               #define GL_EDGE_FLAG_ARRAY_STRIDE        0x808C\r
+               #define GL_EMISSION                      0x1600\r
+               #define GL_ENABLE_BIT                    0x00002000\r
+               #define GL_EQUAL                         0x0202\r
+               #define GL_EQUIV                         0x1509\r
+               #define GL_EVAL_BIT                      0x00010000\r
+               #define GL_EXP                           0x0800\r
+               #define GL_EXP2                          0x0801\r
+               #define GL_EXTENSIONS                    0x1F03\r
+               #define GL_EYE_LINEAR                    0x2400\r
+               #define GL_EYE_PLANE                     0x2502\r
+               #define GL_FALSE                         0\r
+               #define GL_FASTEST                       0x1101\r
+               #define GL_FEEDBACK                      0x1C01\r
+               #define GL_FEEDBACK_BUFFER_POINTER       0x0DF0\r
+               #define GL_FEEDBACK_BUFFER_SIZE          0x0DF1\r
+               #define GL_FEEDBACK_BUFFER_TYPE          0x0DF2\r
+               #define GL_FILL                          0x1B02\r
+               #define GL_FLAT                          0x1D00\r
+               #define GL_FLOAT                         0x1406\r
+               #define GL_FOG                           0x0B60\r
+               #define GL_FOG_BIT                       0x00000080\r
+               #define GL_FOG_COLOR                     0x0B66\r
+               #define GL_FOG_DENSITY                   0x0B62\r
+               #define GL_FOG_END                       0x0B64\r
+               #define GL_FOG_HINT                      0x0C54\r
+               #define GL_FOG_INDEX                     0x0B61\r
+               #define GL_FOG_MODE                      0x0B65\r
+               #define GL_FOG_START                     0x0B63\r
+               #define GL_FRONT                         0x0404\r
+               #define GL_FRONT_AND_BACK                0x0408\r
+               #define GL_FRONT_FACE                    0x0B46\r
+               #define GL_FRONT_LEFT                    0x0400\r
+               #define GL_FRONT_RIGHT                   0x0401\r
+               #define GL_GEQUAL                        0x0206\r
+               #define GL_GREATER                       0x0204\r
+               #define GL_GREEN                         0x1904\r
+               #define GL_GREEN_BIAS                    0x0D19\r
+               #define GL_GREEN_BITS                    0x0D53\r
+               #define GL_GREEN_SCALE                   0x0D18\r
+               #define GL_HINT_BIT                      0x00008000\r
+               #define GL_INCR                          0x1E02\r
+               #define GL_INDEX_ARRAY                   0x8077\r
+               #define GL_INDEX_ARRAY_POINTER           0x8091\r
+               #define GL_INDEX_ARRAY_STRIDE            0x8086\r
+               #define GL_INDEX_ARRAY_TYPE              0x8085\r
+               #define GL_INDEX_BITS                    0x0D51\r
+               #define GL_INDEX_CLEAR_VALUE             0x0C20\r
+               #define GL_INDEX_LOGIC_OP                0x0BF1\r
+               #define GL_INDEX_MODE                    0x0C30\r
+               #define GL_INDEX_OFFSET                  0x0D13\r
+               #define GL_INDEX_SHIFT                   0x0D12\r
+               #define GL_INDEX_WRITEMASK               0x0C21\r
+               #define GL_INT                           0x1404\r
+               #define GL_INTENSITY                     0x8049\r
+               #define GL_INTENSITY12                   0x804C\r
+               #define GL_INTENSITY16                   0x804D\r
+               #define GL_INTENSITY4                    0x804A\r
+               #define GL_INTENSITY8                    0x804B\r
+               #define GL_INVALID_ENUM                  0x0500\r
+               #define GL_INVALID_OPERATION             0x0502\r
+               #define GL_INVALID_VALUE                 0x0501\r
+               #define GL_INVERT                        0x150A\r
+               #define GL_KEEP                          0x1E00\r
+               #define GL_LEFT                          0x0406\r
+               #define GL_LEQUAL                        0x0203\r
+               #define GL_LESS                          0x0201\r
+               #define GL_LIGHT0                        0x4000\r
+               #define GL_LIGHT1                        0x4001\r
+               #define GL_LIGHT2                        0x4002\r
+               #define GL_LIGHT3                        0x4003\r
+               #define GL_LIGHT4                        0x4004\r
+               #define GL_LIGHT5                        0x4005\r
+               #define GL_LIGHT6                        0x4006\r
+               #define GL_LIGHT7                        0x4007\r
+               #define GL_LIGHTING                      0x0B50\r
+               #define GL_LIGHTING_BIT                  0x00000040\r
+               #define GL_LIGHT_MODEL_AMBIENT           0x0B53\r
+               #define GL_LIGHT_MODEL_LOCAL_VIEWER      0x0B51\r
+               #define GL_LIGHT_MODEL_TWO_SIDE          0x0B52\r
+               #define GL_LINE                          0x1B01\r
+               #define GL_LINEAR                        0x2601\r
+               #define GL_LINEAR_ATTENUATION            0x1208\r
+               #define GL_LINEAR_MIPMAP_LINEAR          0x2703\r
+               #define GL_LINEAR_MIPMAP_NEAREST         0x2701\r
+               #define GL_LINES                         0x0001\r
+               #define GL_LINE_BIT                      0x00000004\r
+               #define GL_LINE_LOOP                     0x0002\r
+               #define GL_LINE_RESET_TOKEN              0x0707\r
+               #define GL_LINE_SMOOTH                   0x0B20\r
+               #define GL_LINE_SMOOTH_HINT              0x0C52\r
+               #define GL_LINE_STIPPLE                  0x0B24\r
+               #define GL_LINE_STIPPLE_PATTERN          0x0B25\r
+               #define GL_LINE_STIPPLE_REPEAT           0x0B26\r
+               #define GL_LINE_STRIP                    0x0003\r
+               #define GL_LINE_TOKEN                    0x0702\r
+               #define GL_LINE_WIDTH                    0x0B21\r
+               #define GL_LINE_WIDTH_GRANULARITY        0x0B23\r
+               #define GL_LINE_WIDTH_RANGE              0x0B22\r
+               #define GL_LIST_BASE                     0x0B32\r
+               #define GL_LIST_BIT                      0x00020000\r
+               #define GL_LIST_INDEX                    0x0B33\r
+               #define GL_LIST_MODE                     0x0B30\r
+               #define GL_LOAD                          0x0101\r
+               #define GL_LOGIC_OP                      0x0BF1\r
+               #define GL_LOGIC_OP_MODE                 0x0BF0\r
+               #define GL_LUMINANCE                     0x1909\r
+               #define GL_LUMINANCE12                   0x8041\r
+               #define GL_LUMINANCE12_ALPHA12           0x8047\r
+               #define GL_LUMINANCE12_ALPHA4            0x8046\r
+               #define GL_LUMINANCE16                   0x8042\r
+               #define GL_LUMINANCE16_ALPHA16           0x8048\r
+               #define GL_LUMINANCE4                    0x803F\r
+               #define GL_LUMINANCE4_ALPHA4             0x8043\r
+               #define GL_LUMINANCE6_ALPHA2             0x8044\r
+               #define GL_LUMINANCE8                    0x8040\r
+               #define GL_LUMINANCE8_ALPHA8             0x8045\r
+               #define GL_LUMINANCE_ALPHA               0x190A\r
+               #define GL_MAP1_COLOR_4                  0x0D90\r
+               #define GL_MAP1_GRID_DOMAIN              0x0DD0\r
+               #define GL_MAP1_GRID_SEGMENTS            0x0DD1\r
+               #define GL_MAP1_INDEX                    0x0D91\r
+               #define GL_MAP1_NORMAL                   0x0D92\r
+               #define GL_MAP1_TEXTURE_COORD_1          0x0D93\r
+               #define GL_MAP1_TEXTURE_COORD_2          0x0D94\r
+               #define GL_MAP1_TEXTURE_COORD_3          0x0D95\r
+               #define GL_MAP1_TEXTURE_COORD_4          0x0D96\r
+               #define GL_MAP1_VERTEX_3                 0x0D97\r
+               #define GL_MAP1_VERTEX_4                 0x0D98\r
+               #define GL_MAP2_COLOR_4                  0x0DB0\r
+               #define GL_MAP2_GRID_DOMAIN              0x0DD2\r
+               #define GL_MAP2_GRID_SEGMENTS            0x0DD3\r
+               #define GL_MAP2_INDEX                    0x0DB1\r
+               #define GL_MAP2_NORMAL                   0x0DB2\r
+               #define GL_MAP2_TEXTURE_COORD_1          0x0DB3\r
+               #define GL_MAP2_TEXTURE_COORD_2          0x0DB4\r
+               #define GL_MAP2_TEXTURE_COORD_3          0x0DB5\r
+               #define GL_MAP2_TEXTURE_COORD_4          0x0DB6\r
+               #define GL_MAP2_VERTEX_3                 0x0DB7\r
+               #define GL_MAP2_VERTEX_4                 0x0DB8\r
+               #define GL_MAP_COLOR                     0x0D10\r
+               #define GL_MAP_STENCIL                   0x0D11\r
+               #define GL_MATRIX_MODE                   0x0BA0\r
+               #define GL_MAX_ATTRIB_STACK_DEPTH        0x0D35\r
+               #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B\r
+               #define GL_MAX_CLIP_PLANES               0x0D32\r
+               #define GL_MAX_EVAL_ORDER                0x0D30\r
+               #define GL_MAX_LIGHTS                    0x0D31\r
+               #define GL_MAX_LIST_NESTING              0x0B31\r
+               #define GL_MAX_MODELVIEW_STACK_DEPTH     0x0D36\r
+               #define GL_MAX_NAME_STACK_DEPTH          0x0D37\r
+               #define GL_MAX_PIXEL_MAP_TABLE           0x0D34\r
+               #define GL_MAX_PROJECTION_STACK_DEPTH    0x0D38\r
+               #define GL_MAX_TEXTURE_SIZE              0x0D33\r
+               #define GL_MAX_TEXTURE_STACK_DEPTH       0x0D39\r
+               #define GL_MAX_VIEWPORT_DIMS             0x0D3A\r
+               #define GL_MODELVIEW                     0x1700\r
+               #define GL_MODELVIEW_MATRIX              0x0BA6\r
+               #define GL_MODELVIEW_STACK_DEPTH         0x0BA3\r
+               #define GL_MODULATE                      0x2100\r
+               #define GL_MULT                          0x0103\r
+               #define GL_N3F_V3F                       0x2A25\r
+               #define GL_NAME_STACK_DEPTH              0x0D70\r
+               #define GL_NAND                          0x150E\r
+               #define GL_NEAREST                       0x2600\r
+               #define GL_NEAREST_MIPMAP_LINEAR         0x2702\r
+               #define GL_NEAREST_MIPMAP_NEAREST        0x2700\r
+               #define GL_NEVER                         0x0200\r
+               #define GL_NICEST                        0x1102\r
+               #define GL_NONE                          0\r
+               #define GL_NOOP                          0x1505\r
+               #define GL_NOR                           0x1508\r
+               #define GL_NORMALIZE                     0x0BA1\r
+               #define GL_NORMAL_ARRAY                  0x8075\r
+               #define GL_NORMAL_ARRAY_POINTER          0x808F\r
+               #define GL_NORMAL_ARRAY_STRIDE           0x807F\r
+               #define GL_NORMAL_ARRAY_TYPE             0x807E\r
+               #define GL_NOTEQUAL                      0x0205\r
+               #define GL_NO_ERROR                      0\r
+               #define GL_OBJECT_LINEAR                 0x2401\r
+               #define GL_OBJECT_PLANE                  0x2501\r
+               #define GL_ONE                           1\r
+               #define GL_ONE_MINUS_DST_ALPHA           0x0305\r
+               #define GL_ONE_MINUS_DST_COLOR           0x0307\r
+               #define GL_ONE_MINUS_SRC_ALPHA           0x0303\r
+               #define GL_ONE_MINUS_SRC_COLOR           0x0301\r
+               #define GL_OR                            0x1507\r
+               #define GL_ORDER                         0x0A01\r
+               #define GL_OR_INVERTED                   0x150D\r
+               #define GL_OR_REVERSE                    0x150B\r
+               #define GL_OUT_OF_MEMORY                 0x0505\r
+               #define GL_PACK_ALIGNMENT                0x0D05\r
+               #define GL_PACK_LSB_FIRST                0x0D01\r
+               #define GL_PACK_ROW_LENGTH               0x0D02\r
+               #define GL_PACK_SKIP_PIXELS              0x0D04\r
+               #define GL_PACK_SKIP_ROWS                0x0D03\r
+               #define GL_PACK_SWAP_BYTES               0x0D00\r
+               #define GL_PASS_THROUGH_TOKEN            0x0700\r
+               #define GL_PERSPECTIVE_CORRECTION_HINT   0x0C50\r
+               #define GL_PIXEL_MAP_A_TO_A              0x0C79\r
+               #define GL_PIXEL_MAP_A_TO_A_SIZE         0x0CB9\r
+               #define GL_PIXEL_MAP_B_TO_B              0x0C78\r
+               #define GL_PIXEL_MAP_B_TO_B_SIZE         0x0CB8\r
+               #define GL_PIXEL_MAP_G_TO_G              0x0C77\r
+               #define GL_PIXEL_MAP_G_TO_G_SIZE         0x0CB7\r
+               #define GL_PIXEL_MAP_I_TO_A              0x0C75\r
+               #define GL_PIXEL_MAP_I_TO_A_SIZE         0x0CB5\r
+               #define GL_PIXEL_MAP_I_TO_B              0x0C74\r
+               #define GL_PIXEL_MAP_I_TO_B_SIZE         0x0CB4\r
+               #define GL_PIXEL_MAP_I_TO_G              0x0C73\r
+               #define GL_PIXEL_MAP_I_TO_G_SIZE         0x0CB3\r
+               #define GL_PIXEL_MAP_I_TO_I              0x0C70\r
+               #define GL_PIXEL_MAP_I_TO_I_SIZE         0x0CB0\r
+               #define GL_PIXEL_MAP_I_TO_R              0x0C72\r
+               #define GL_PIXEL_MAP_I_TO_R_SIZE         0x0CB2\r
+               #define GL_PIXEL_MAP_R_TO_R              0x0C76\r
+               #define GL_PIXEL_MAP_R_TO_R_SIZE         0x0CB6\r
+               #define GL_PIXEL_MAP_S_TO_S              0x0C71\r
+               #define GL_PIXEL_MAP_S_TO_S_SIZE         0x0CB1\r
+               #define GL_PIXEL_MODE_BIT                0x00000020\r
+               #define GL_POINT                         0x1B00\r
+               #define GL_POINTS                        0x0000\r
+               #define GL_POINT_BIT                     0x00000002\r
+               #define GL_POINT_SIZE                    0x0B11\r
+               #define GL_POINT_SIZE_GRANULARITY        0x0B13\r
+               #define GL_POINT_SIZE_RANGE              0x0B12\r
+               #define GL_POINT_SMOOTH                  0x0B10\r
+               #define GL_POINT_SMOOTH_HINT             0x0C51\r
+               #define GL_POINT_TOKEN                   0x0701\r
+               #define GL_POLYGON                       0x0009\r
+               #define GL_POLYGON_BIT                   0x00000008\r
+               #define GL_POLYGON_MODE                  0x0B40\r
+               #define GL_POLYGON_OFFSET_FACTOR         0x8038\r
+               #define GL_POLYGON_OFFSET_FILL           0x8037\r
+               #define GL_POLYGON_OFFSET_LINE           0x2A02\r
+               #define GL_POLYGON_OFFSET_POINT          0x2A01\r
+               #define GL_POLYGON_OFFSET_UNITS          0x2A00\r
+               #define GL_POLYGON_SMOOTH                0x0B41\r
+               #define GL_POLYGON_SMOOTH_HINT           0x0C53\r
+               #define GL_POLYGON_STIPPLE               0x0B42\r
+               #define GL_POLYGON_STIPPLE_BIT           0x00000010\r
+               #define GL_POLYGON_TOKEN                 0x0703\r
+               #define GL_POSITION                      0x1203\r
+               #define GL_PROJECTION                    0x1701\r
+               #define GL_PROJECTION_MATRIX             0x0BA7\r
+               #define GL_PROJECTION_STACK_DEPTH        0x0BA4\r
+               #define GL_PROXY_TEXTURE_1D              0x8063\r
+               #define GL_PROXY_TEXTURE_2D              0x8064\r
+               #define GL_Q                             0x2003\r
+               #define GL_QUADRATIC_ATTENUATION         0x1209\r
+               #define GL_QUADS                         0x0007\r
+               #define GL_QUAD_STRIP                    0x0008\r
+               #define GL_R                             0x2002\r
+               #define GL_R3_G3_B2                      0x2A10\r
+               #define GL_READ_BUFFER                   0x0C02\r
+               #define GL_RED                           0x1903\r
+               #define GL_RED_BIAS                      0x0D15\r
+               #define GL_RED_BITS                      0x0D52\r
+               #define GL_RED_SCALE                     0x0D14\r
+               #define GL_RENDER                        0x1C00\r
+               #define GL_RENDERER                      0x1F01\r
+               #define GL_RENDER_MODE                   0x0C40\r
+               #define GL_REPEAT                        0x2901\r
+               #define GL_REPLACE                       0x1E01\r
+               #define GL_RETURN                        0x0102\r
+               #define GL_RGB                           0x1907\r
+               #define GL_RGB10                         0x8052\r
+               #define GL_RGB10_A2                      0x8059\r
+               #define GL_RGB12                         0x8053\r
+               #define GL_RGB16                         0x8054\r
+               #define GL_RGB4                          0x804F\r
+               #define GL_RGB5                          0x8050\r
+               #define GL_RGB5_A1                       0x8057\r
+               #define GL_RGB8                          0x8051\r
+               #define GL_RGBA                          0x1908\r
+               #define GL_RGBA12                        0x805A\r
+               #define GL_RGBA16                        0x805B\r
+               #define GL_RGBA2                         0x8055\r
+               #define GL_RGBA4                         0x8056\r
+               #define GL_RGBA8                         0x8058\r
+               #define GL_RGBA_MODE                     0x0C31\r
+               #define GL_RIGHT                         0x0407\r
+               #define GL_S                             0x2000\r
+               #define GL_SCISSOR_BIT                   0x00080000\r
+               #define GL_SCISSOR_BOX                   0x0C10\r
+               #define GL_SCISSOR_TEST                  0x0C11\r
+               #define GL_SELECT                        0x1C02\r
+               #define GL_SELECTION_BUFFER_POINTER      0x0DF3\r
+               #define GL_SELECTION_BUFFER_SIZE         0x0DF4\r
+               #define GL_SET                           0x150F\r
+               #define GL_SHADE_MODEL                   0x0B54\r
+               #define GL_SHININESS                     0x1601\r
+               #define GL_SHORT                         0x1402\r
+               #define GL_SMOOTH                        0x1D01\r
+               #define GL_SPECULAR                      0x1202\r
+               #define GL_SPHERE_MAP                    0x2402\r
+               #define GL_SPOT_CUTOFF                   0x1206\r
+               #define GL_SPOT_DIRECTION                0x1204\r
+               #define GL_SPOT_EXPONENT                 0x1205\r
+               #define GL_SRC_ALPHA                     0x0302\r
+               #define GL_SRC_ALPHA_SATURATE            0x0308\r
+               #define GL_SRC_COLOR                     0x0300\r
+               #define GL_STACK_OVERFLOW                0x0503\r
+               #define GL_STACK_UNDERFLOW               0x0504\r
+               #define GL_STENCIL                       0x1802\r
+               #define GL_STENCIL_BITS                  0x0D57\r
+               #define GL_STENCIL_BUFFER_BIT            0x00000400\r
+               #define GL_STENCIL_CLEAR_VALUE           0x0B91\r
+               #define GL_STENCIL_FAIL                  0x0B94\r
+               #define GL_STENCIL_FUNC                  0x0B92\r
+               #define GL_STENCIL_INDEX                 0x1901\r
+               #define GL_STENCIL_PASS_DEPTH_FAIL       0x0B95\r
+               #define GL_STENCIL_PASS_DEPTH_PASS       0x0B96\r
+               #define GL_STENCIL_REF                   0x0B97\r
+               #define GL_STENCIL_TEST                  0x0B90\r
+               #define GL_STENCIL_VALUE_MASK            0x0B93\r
+               #define GL_STENCIL_WRITEMASK             0x0B98\r
+               #define GL_STEREO                        0x0C33\r
+               #define GL_SUBPIXEL_BITS                 0x0D50\r
+               #define GL_T                             0x2001\r
+               #define GL_T2F_C3F_V3F                   0x2A2A\r
+               #define GL_T2F_C4F_N3F_V3F               0x2A2C\r
+               #define GL_T2F_C4UB_V3F                  0x2A29\r
+               #define GL_T2F_N3F_V3F                   0x2A2B\r
+               #define GL_T2F_V3F                       0x2A27\r
+               #define GL_T4F_C4F_N3F_V4F               0x2A2D\r
+               #define GL_T4F_V4F                       0x2A28\r
+               #define GL_TEXTURE                       0x1702\r
+               #define GL_TEXTURE_1D                    0x0DE0\r
+               #define GL_TEXTURE_2D                    0x0DE1\r
+               #define GL_TEXTURE_ALPHA_SIZE            0x805F\r
+               #define GL_TEXTURE_BINDING_1D            0x8068\r
+               #define GL_TEXTURE_BINDING_2D            0x8069\r
+               #define GL_TEXTURE_BIT                   0x00040000\r
+               #define GL_TEXTURE_BLUE_SIZE             0x805E\r
+               #define GL_TEXTURE_BORDER                0x1005\r
+               #define GL_TEXTURE_BORDER_COLOR          0x1004\r
+               #define GL_TEXTURE_COMPONENTS            0x1003\r
+               #define GL_TEXTURE_COORD_ARRAY           0x8078\r
+               #define GL_TEXTURE_COORD_ARRAY_POINTER   0x8092\r
+               #define GL_TEXTURE_COORD_ARRAY_SIZE      0x8088\r
+               #define GL_TEXTURE_COORD_ARRAY_STRIDE    0x808A\r
+               #define GL_TEXTURE_COORD_ARRAY_TYPE      0x8089\r
+               #define GL_TEXTURE_ENV                   0x2300\r
+               #define GL_TEXTURE_ENV_COLOR             0x2201\r
+               #define GL_TEXTURE_ENV_MODE              0x2200\r
+               #define GL_TEXTURE_GEN_MODE              0x2500\r
+               #define GL_TEXTURE_GEN_Q                 0x0C63\r
+               #define GL_TEXTURE_GEN_R                 0x0C62\r
+               #define GL_TEXTURE_GEN_S                 0x0C60\r
+               #define GL_TEXTURE_GEN_T                 0x0C61\r
+               #define GL_TEXTURE_GREEN_SIZE            0x805D\r
+               #define GL_TEXTURE_HEIGHT                0x1001\r
+               #define GL_TEXTURE_INTENSITY_SIZE        0x8061\r
+               #define GL_TEXTURE_INTERNAL_FORMAT       0x1003\r
+               #define GL_TEXTURE_LUMINANCE_SIZE        0x8060\r
+               #define GL_TEXTURE_MAG_FILTER            0x2800\r
+               #define GL_TEXTURE_MATRIX                0x0BA8\r
+               #define GL_TEXTURE_MIN_FILTER            0x2801\r
+               #define GL_TEXTURE_PRIORITY              0x8066\r
+               #define GL_TEXTURE_RED_SIZE              0x805C\r
+               #define GL_TEXTURE_RESIDENT              0x8067\r
+               #define GL_TEXTURE_STACK_DEPTH           0x0BA5\r
+               #define GL_TEXTURE_WIDTH                 0x1000\r
+               #define GL_TEXTURE_WRAP_S                0x2802\r
+               #define GL_TEXTURE_WRAP_T                0x2803\r
+               #define GL_TRANSFORM_BIT                 0x00001000\r
+               #define GL_TRIANGLES                     0x0004\r
+               #define GL_TRIANGLE_FAN                  0x0006\r
+               #define GL_TRIANGLE_STRIP                0x0005\r
+               #define GL_TRUE                          1\r
+               #define GL_UNPACK_ALIGNMENT              0x0CF5\r
+               #define GL_UNPACK_LSB_FIRST              0x0CF1\r
+               #define GL_UNPACK_ROW_LENGTH             0x0CF2\r
+               #define GL_UNPACK_SKIP_PIXELS            0x0CF4\r
+               #define GL_UNPACK_SKIP_ROWS              0x0CF3\r
+               #define GL_UNPACK_SWAP_BYTES             0x0CF0\r
+               #define GL_UNSIGNED_BYTE                 0x1401\r
+               #define GL_UNSIGNED_INT                  0x1405\r
+               #define GL_UNSIGNED_SHORT                0x1403\r
+               #define GL_V2F                           0x2A20\r
+               #define GL_V3F                           0x2A21\r
+               #define GL_VENDOR                        0x1F00\r
+               #define GL_VERSION                       0x1F02\r
+               #define GL_VERTEX_ARRAY                  0x8074\r
+               #define GL_VERTEX_ARRAY_POINTER          0x808E\r
+               #define GL_VERTEX_ARRAY_SIZE             0x807A\r
+               #define GL_VERTEX_ARRAY_STRIDE           0x807C\r
+               #define GL_VERTEX_ARRAY_TYPE             0x807B\r
+               #define GL_VIEWPORT                      0x0BA2\r
+               #define GL_VIEWPORT_BIT                  0x00000800\r
+               #define GL_XOR                           0x1506\r
+               #define GL_ZERO                          0\r
+               #define GL_ZOOM_X                        0x0D16\r
+               #define GL_ZOOM_Y                        0x0D17\r
+               \r
+               // Version: 1.2\r
+               #define GL_ALIASED_LINE_WIDTH_RANGE      0x846E\r
+               #define GL_ALIASED_POINT_SIZE_RANGE      0x846D\r
+               #define GL_BGR                           0x80E0\r
+               #define GL_BGRA                          0x80E1\r
+               #define GL_CLAMP_TO_EDGE                 0x812F\r
+               #define GL_LIGHT_MODEL_COLOR_CONTROL     0x81F8\r
+               #define GL_MAX_3D_TEXTURE_SIZE           0x8073\r
+               #define GL_MAX_ELEMENTS_INDICES          0x80E9\r
+               #define GL_MAX_ELEMENTS_VERTICES         0x80E8\r
+               #define GL_PACK_IMAGE_HEIGHT             0x806C\r
+               #define GL_PACK_SKIP_IMAGES              0x806B\r
+               #define GL_PROXY_TEXTURE_3D              0x8070\r
+               #define GL_RESCALE_NORMAL                0x803A\r
+               #define GL_SEPARATE_SPECULAR_COLOR       0x81FA\r
+               #define GL_SINGLE_COLOR                  0x81F9\r
+               #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23\r
+               #define GL_SMOOTH_LINE_WIDTH_RANGE       0x0B22\r
+               #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13\r
+               #define GL_SMOOTH_POINT_SIZE_RANGE       0x0B12\r
+               #define GL_TEXTURE_3D                    0x806F\r
+               #define GL_TEXTURE_BASE_LEVEL            0x813C\r
+               #define GL_TEXTURE_BINDING_3D            0x806A\r
+               #define GL_TEXTURE_DEPTH                 0x8071\r
+               #define GL_TEXTURE_MAX_LEVEL             0x813D\r
+               #define GL_TEXTURE_MAX_LOD               0x813B\r
+               #define GL_TEXTURE_MIN_LOD               0x813A\r
+               #define GL_TEXTURE_WRAP_R                0x8072\r
+               #define GL_UNPACK_IMAGE_HEIGHT           0x806E\r
+               #define GL_UNPACK_SKIP_IMAGES            0x806D\r
+               #define GL_UNSIGNED_BYTE_2_3_3_REV       0x8362\r
+               #define GL_UNSIGNED_BYTE_3_3_2           0x8032\r
+               #define GL_UNSIGNED_INT_10_10_10_2       0x8036\r
+               #define GL_UNSIGNED_INT_2_10_10_10_REV   0x8368\r
+               #define GL_UNSIGNED_INT_8_8_8_8          0x8035\r
+               #define GL_UNSIGNED_INT_8_8_8_8_REV      0x8367\r
+               #define GL_UNSIGNED_SHORT_1_5_5_5_REV    0x8366\r
+               #define GL_UNSIGNED_SHORT_4_4_4_4        0x8033\r
+               #define GL_UNSIGNED_SHORT_4_4_4_4_REV    0x8365\r
+               #define GL_UNSIGNED_SHORT_5_5_5_1        0x8034\r
+               #define GL_UNSIGNED_SHORT_5_6_5          0x8363\r
+               #define GL_UNSIGNED_SHORT_5_6_5_REV      0x8364\r
+               \r
+               // Version: 1.3\r
+               #define GL_ACTIVE_TEXTURE                0x84E0\r
+               #define GL_ADD_SIGNED                    0x8574\r
+               #define GL_CLAMP_TO_BORDER               0x812D\r
+               #define GL_CLIENT_ACTIVE_TEXTURE         0x84E1\r
+               #define GL_COMBINE                       0x8570\r
+               #define GL_COMBINE_ALPHA                 0x8572\r
+               #define GL_COMBINE_RGB                   0x8571\r
+               #define GL_COMPRESSED_ALPHA              0x84E9\r
+               #define GL_COMPRESSED_INTENSITY          0x84EC\r
+               #define GL_COMPRESSED_LUMINANCE          0x84EA\r
+               #define GL_COMPRESSED_LUMINANCE_ALPHA    0x84EB\r
+               #define GL_COMPRESSED_RGB                0x84ED\r
+               #define GL_COMPRESSED_RGBA               0x84EE\r
+               #define GL_COMPRESSED_TEXTURE_FORMATS    0x86A3\r
+               #define GL_CONSTANT                      0x8576\r
+               #define GL_DOT3_RGB                      0x86AE\r
+               #define GL_DOT3_RGBA                     0x86AF\r
+               #define GL_INTERPOLATE                   0x8575\r
+               #define GL_MAX_CUBE_MAP_TEXTURE_SIZE     0x851C\r
+               #define GL_MAX_TEXTURE_UNITS             0x84E2\r
+               #define GL_MULTISAMPLE                   0x809D\r
+               #define GL_MULTISAMPLE_BIT               0x20000000\r
+               #define GL_NORMAL_MAP                    0x8511\r
+               #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2\r
+               #define GL_OPERAND0_ALPHA                0x8598\r
+               #define GL_OPERAND0_RGB                  0x8590\r
+               #define GL_OPERAND1_ALPHA                0x8599\r
+               #define GL_OPERAND1_RGB                  0x8591\r
+               #define GL_OPERAND2_ALPHA                0x859A\r
+               #define GL_OPERAND2_RGB                  0x8592\r
+               #define GL_PREVIOUS                      0x8578\r
+               #define GL_PRIMARY_COLOR                 0x8577\r
+               #define GL_PROXY_TEXTURE_CUBE_MAP        0x851B\r
+               #define GL_REFLECTION_MAP                0x8512\r
+               #define GL_RGB_SCALE                     0x8573\r
+               #define GL_SAMPLES                       0x80A9\r
+               #define GL_SAMPLE_ALPHA_TO_COVERAGE      0x809E\r
+               #define GL_SAMPLE_ALPHA_TO_ONE           0x809F\r
+               #define GL_SAMPLE_BUFFERS                0x80A8\r
+               #define GL_SAMPLE_COVERAGE               0x80A0\r
+               #define GL_SAMPLE_COVERAGE_INVERT        0x80AB\r
+               #define GL_SAMPLE_COVERAGE_VALUE         0x80AA\r
+               #define GL_SOURCE0_ALPHA                 0x8588\r
+               #define GL_SOURCE0_RGB                   0x8580\r
+               #define GL_SOURCE1_ALPHA                 0x8589\r
+               #define GL_SOURCE1_RGB                   0x8581\r
+               #define GL_SOURCE2_ALPHA                 0x858A\r
+               #define GL_SOURCE2_RGB                   0x8582\r
+               #define GL_SUBTRACT                      0x84E7\r
+               #define GL_TEXTURE0                      0x84C0\r
+               #define GL_TEXTURE1                      0x84C1\r
+               #define GL_TEXTURE10                     0x84CA\r
+               #define GL_TEXTURE11                     0x84CB\r
+               #define GL_TEXTURE12                     0x84CC\r
+               #define GL_TEXTURE13                     0x84CD\r
+               #define GL_TEXTURE14                     0x84CE\r
+               #define GL_TEXTURE15                     0x84CF\r
+               #define GL_TEXTURE16                     0x84D0\r
+               #define GL_TEXTURE17                     0x84D1\r
+               #define GL_TEXTURE18                     0x84D2\r
+               #define GL_TEXTURE19                     0x84D3\r
+               #define GL_TEXTURE2                      0x84C2\r
+               #define GL_TEXTURE20                     0x84D4\r
+               #define GL_TEXTURE21                     0x84D5\r
+               #define GL_TEXTURE22                     0x84D6\r
+               #define GL_TEXTURE23                     0x84D7\r
+               #define GL_TEXTURE24                     0x84D8\r
+               #define GL_TEXTURE25                     0x84D9\r
+               #define GL_TEXTURE26                     0x84DA\r
+               #define GL_TEXTURE27                     0x84DB\r
+               #define GL_TEXTURE28                     0x84DC\r
+               #define GL_TEXTURE29                     0x84DD\r
+               #define GL_TEXTURE3                      0x84C3\r
+               #define GL_TEXTURE30                     0x84DE\r
+               #define GL_TEXTURE31                     0x84DF\r
+               #define GL_TEXTURE4                      0x84C4\r
+               #define GL_TEXTURE5                      0x84C5\r
+               #define GL_TEXTURE6                      0x84C6\r
+               #define GL_TEXTURE7                      0x84C7\r
+               #define GL_TEXTURE8                      0x84C8\r
+               #define GL_TEXTURE9                      0x84C9\r
+               #define GL_TEXTURE_BINDING_CUBE_MAP      0x8514\r
+               #define GL_TEXTURE_COMPRESSED            0x86A1\r
+               #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0\r
+               #define GL_TEXTURE_COMPRESSION_HINT      0x84EF\r
+               #define GL_TEXTURE_CUBE_MAP              0x8513\r
+               #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X   0x8516\r
+               #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y   0x8518\r
+               #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z   0x851A\r
+               #define GL_TEXTURE_CUBE_MAP_POSITIVE_X   0x8515\r
+               #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y   0x8517\r
+               #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z   0x8519\r
+               #define GL_TRANSPOSE_COLOR_MATRIX        0x84E6\r
+               #define GL_TRANSPOSE_MODELVIEW_MATRIX    0x84E3\r
+               #define GL_TRANSPOSE_PROJECTION_MATRIX   0x84E4\r
+               #define GL_TRANSPOSE_TEXTURE_MATRIX      0x84E5\r
+               \r
+               // Version: 1.4\r
+               #define GL_BLEND_COLOR                   0x8005\r
+               #define GL_BLEND_DST_ALPHA               0x80CA\r
+               #define GL_BLEND_DST_RGB                 0x80C8\r
+               #define GL_BLEND_EQUATION                0x8009\r
+               #define GL_BLEND_SRC_ALPHA               0x80CB\r
+               #define GL_BLEND_SRC_RGB                 0x80C9\r
+               #define GL_COLOR_SUM                     0x8458\r
+               #define GL_COMPARE_R_TO_TEXTURE          0x884E\r
+               #define GL_CONSTANT_ALPHA                0x8003\r
+               #define GL_CONSTANT_COLOR                0x8001\r
+               #define GL_CURRENT_FOG_COORDINATE        0x8453\r
+               #define GL_CURRENT_SECONDARY_COLOR       0x8459\r
+               #define GL_DECR_WRAP                     0x8508\r
+               #define GL_DEPTH_COMPONENT16             0x81A5\r
+               #define GL_DEPTH_COMPONENT24             0x81A6\r
+               #define GL_DEPTH_COMPONENT32             0x81A7\r
+               #define GL_DEPTH_TEXTURE_MODE            0x884B\r
+               #define GL_FOG_COORDINATE                0x8451\r
+               #define GL_FOG_COORDINATE_ARRAY          0x8457\r
+               #define GL_FOG_COORDINATE_ARRAY_POINTER  0x8456\r
+               #define GL_FOG_COORDINATE_ARRAY_STRIDE   0x8455\r
+               #define GL_FOG_COORDINATE_ARRAY_TYPE     0x8454\r
+               #define GL_FOG_COORDINATE_SOURCE         0x8450\r
+               #define GL_FRAGMENT_DEPTH                0x8452\r
+               #define GL_FUNC_ADD                      0x8006\r
+               #define GL_FUNC_REVERSE_SUBTRACT         0x800B\r
+               #define GL_FUNC_SUBTRACT                 0x800A\r
+               #define GL_GENERATE_MIPMAP               0x8191\r
+               #define GL_GENERATE_MIPMAP_HINT          0x8192\r
+               #define GL_INCR_WRAP                     0x8507\r
+               #define GL_MAX                           0x8008\r
+               #define GL_MAX_TEXTURE_LOD_BIAS          0x84FD\r
+               #define GL_MIN                           0x8007\r
+               #define GL_MIRRORED_REPEAT               0x8370\r
+               #define GL_ONE_MINUS_CONSTANT_ALPHA      0x8004\r
+               #define GL_ONE_MINUS_CONSTANT_COLOR      0x8002\r
+               #define GL_POINT_DISTANCE_ATTENUATION    0x8129\r
+               #define GL_POINT_FADE_THRESHOLD_SIZE     0x8128\r
+               #define GL_POINT_SIZE_MAX                0x8127\r
+               #define GL_POINT_SIZE_MIN                0x8126\r
+               #define GL_SECONDARY_COLOR_ARRAY         0x845E\r
+               #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D\r
+               #define GL_SECONDARY_COLOR_ARRAY_SIZE    0x845A\r
+               #define GL_SECONDARY_COLOR_ARRAY_STRIDE  0x845C\r
+               #define GL_SECONDARY_COLOR_ARRAY_TYPE    0x845B\r
+               #define GL_TEXTURE_COMPARE_FUNC          0x884D\r
+               #define GL_TEXTURE_COMPARE_MODE          0x884C\r
+               #define GL_TEXTURE_DEPTH_SIZE            0x884A\r
+               #define GL_TEXTURE_FILTER_CONTROL        0x8500\r
+               #define GL_TEXTURE_LOD_BIAS              0x8501\r
+               \r
+               // Version: 1.5\r
+               #define GL_ARRAY_BUFFER                  0x8892\r
+               #define GL_ARRAY_BUFFER_BINDING          0x8894\r
+               #define GL_BUFFER_ACCESS                 0x88BB\r
+               #define GL_BUFFER_MAPPED                 0x88BC\r
+               #define GL_BUFFER_MAP_POINTER            0x88BD\r
+               #define GL_BUFFER_SIZE                   0x8764\r
+               #define GL_BUFFER_USAGE                  0x8765\r
+               #define GL_COLOR_ARRAY_BUFFER_BINDING    0x8898\r
+               #define GL_CURRENT_FOG_COORD             0x8453\r
+               #define GL_CURRENT_QUERY                 0x8865\r
+               #define GL_DYNAMIC_COPY                  0x88EA\r
+               #define GL_DYNAMIC_DRAW                  0x88E8\r
+               #define GL_DYNAMIC_READ                  0x88E9\r
+               #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B\r
+               #define GL_ELEMENT_ARRAY_BUFFER          0x8893\r
+               #define GL_ELEMENT_ARRAY_BUFFER_BINDING  0x8895\r
+               #define GL_FOG_COORD                     0x8451\r
+               #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D\r
+               #define GL_FOG_COORD_ARRAY               0x8457\r
+               #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D\r
+               #define GL_FOG_COORD_ARRAY_POINTER       0x8456\r
+               #define GL_FOG_COORD_ARRAY_STRIDE        0x8455\r
+               #define GL_FOG_COORD_ARRAY_TYPE          0x8454\r
+               #define GL_FOG_COORD_SRC                 0x8450\r
+               #define GL_INDEX_ARRAY_BUFFER_BINDING    0x8899\r
+               #define GL_NORMAL_ARRAY_BUFFER_BINDING   0x8897\r
+               #define GL_QUERY_COUNTER_BITS            0x8864\r
+               #define GL_QUERY_RESULT                  0x8866\r
+               #define GL_QUERY_RESULT_AVAILABLE        0x8867\r
+               #define GL_READ_ONLY                     0x88B8\r
+               #define GL_READ_WRITE                    0x88BA\r
+               #define GL_SAMPLES_PASSED                0x8914\r
+               #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C\r
+               #define GL_SRC0_ALPHA                    0x8588\r
+               #define GL_SRC0_RGB                      0x8580\r
+               #define GL_SRC1_ALPHA                    0x8589\r
+               #define GL_SRC1_RGB                      0x8581\r
+               #define GL_SRC2_ALPHA                    0x858A\r
+               #define GL_SRC2_RGB                      0x8582\r
+               #define GL_STATIC_COPY                   0x88E6\r
+               #define GL_STATIC_DRAW                   0x88E4\r
+               #define GL_STATIC_READ                   0x88E5\r
+               #define GL_STREAM_COPY                   0x88E2\r
+               #define GL_STREAM_DRAW                   0x88E0\r
+               #define GL_STREAM_READ                   0x88E1\r
+               #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A\r
+               #define GL_VERTEX_ARRAY_BUFFER_BINDING   0x8896\r
+               #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F\r
+               #define GL_WEIGHT_ARRAY_BUFFER_BINDING   0x889E\r
+               #define GL_WRITE_ONLY                    0x88B9\r
+               \r
+               // Version: 2.0\r
+               #define GL_ACTIVE_ATTRIBUTES             0x8B89\r
+               #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH   0x8B8A\r
+               #define GL_ACTIVE_UNIFORMS               0x8B86\r
+               #define GL_ACTIVE_UNIFORM_MAX_LENGTH     0x8B87\r
+               #define GL_ATTACHED_SHADERS              0x8B85\r
+               #define GL_BLEND_EQUATION_ALPHA          0x883D\r
+               #define GL_BLEND_EQUATION_RGB            0x8009\r
+               #define GL_BOOL                          0x8B56\r
+               #define GL_BOOL_VEC2                     0x8B57\r
+               #define GL_BOOL_VEC3                     0x8B58\r
+               #define GL_BOOL_VEC4                     0x8B59\r
+               #define GL_COMPILE_STATUS                0x8B81\r
+               #define GL_COORD_REPLACE                 0x8862\r
+               #define GL_CURRENT_PROGRAM               0x8B8D\r
+               #define GL_CURRENT_VERTEX_ATTRIB         0x8626\r
+               #define GL_DELETE_STATUS                 0x8B80\r
+               #define GL_DRAW_BUFFER0                  0x8825\r
+               #define GL_DRAW_BUFFER1                  0x8826\r
+               #define GL_DRAW_BUFFER10                 0x882F\r
+               #define GL_DRAW_BUFFER11                 0x8830\r
+               #define GL_DRAW_BUFFER12                 0x8831\r
+               #define GL_DRAW_BUFFER13                 0x8832\r
+               #define GL_DRAW_BUFFER14                 0x8833\r
+               #define GL_DRAW_BUFFER15                 0x8834\r
+               #define GL_DRAW_BUFFER2                  0x8827\r
+               #define GL_DRAW_BUFFER3                  0x8828\r
+               #define GL_DRAW_BUFFER4                  0x8829\r
+               #define GL_DRAW_BUFFER5                  0x882A\r
+               #define GL_DRAW_BUFFER6                  0x882B\r
+               #define GL_DRAW_BUFFER7                  0x882C\r
+               #define GL_DRAW_BUFFER8                  0x882D\r
+               #define GL_DRAW_BUFFER9                  0x882E\r
+               #define GL_FLOAT_MAT2                    0x8B5A\r
+               #define GL_FLOAT_MAT3                    0x8B5B\r
+               #define GL_FLOAT_MAT4                    0x8B5C\r
+               #define GL_FLOAT_VEC2                    0x8B50\r
+               #define GL_FLOAT_VEC3                    0x8B51\r
+               #define GL_FLOAT_VEC4                    0x8B52\r
+               #define GL_FRAGMENT_SHADER               0x8B30\r
+               #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B\r
+               #define GL_INFO_LOG_LENGTH               0x8B84\r
+               #define GL_INT_VEC2                      0x8B53\r
+               #define GL_INT_VEC3                      0x8B54\r
+               #define GL_INT_VEC4                      0x8B55\r
+               #define GL_LINK_STATUS                   0x8B82\r
+               #define GL_LOWER_LEFT                    0x8CA1\r
+               #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D\r
+               #define GL_MAX_DRAW_BUFFERS              0x8824\r
+               #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49\r
+               #define GL_MAX_TEXTURE_COORDS            0x8871\r
+               #define GL_MAX_TEXTURE_IMAGE_UNITS       0x8872\r
+               #define GL_MAX_VARYING_FLOATS            0x8B4B\r
+               #define GL_MAX_VERTEX_ATTRIBS            0x8869\r
+               #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C\r
+               #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A\r
+               #define GL_POINT_SPRITE                  0x8861\r
+               #define GL_POINT_SPRITE_COORD_ORIGIN     0x8CA0\r
+               #define GL_SAMPLER_1D                    0x8B5D\r
+               #define GL_SAMPLER_1D_SHADOW             0x8B61\r
+               #define GL_SAMPLER_2D                    0x8B5E\r
+               #define GL_SAMPLER_2D_SHADOW             0x8B62\r
+               #define GL_SAMPLER_3D                    0x8B5F\r
+               #define GL_SAMPLER_CUBE                  0x8B60\r
+               #define GL_SHADER_SOURCE_LENGTH          0x8B88\r
+               #define GL_SHADER_TYPE                   0x8B4F\r
+               #define GL_SHADING_LANGUAGE_VERSION      0x8B8C\r
+               #define GL_STENCIL_BACK_FAIL             0x8801\r
+               #define GL_STENCIL_BACK_FUNC             0x8800\r
+               #define GL_STENCIL_BACK_PASS_DEPTH_FAIL  0x8802\r
+               #define GL_STENCIL_BACK_PASS_DEPTH_PASS  0x8803\r
+               #define GL_STENCIL_BACK_REF              0x8CA3\r
+               #define GL_STENCIL_BACK_VALUE_MASK       0x8CA4\r
+               #define GL_STENCIL_BACK_WRITEMASK        0x8CA5\r
+               #define GL_UPPER_LEFT                    0x8CA2\r
+               #define GL_VALIDATE_STATUS               0x8B83\r
+               #define GL_VERTEX_ATTRIB_ARRAY_ENABLED   0x8622\r
+               #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\r
+               #define GL_VERTEX_ATTRIB_ARRAY_POINTER   0x8645\r
+               #define GL_VERTEX_ATTRIB_ARRAY_SIZE      0x8623\r
+               #define GL_VERTEX_ATTRIB_ARRAY_STRIDE    0x8624\r
+               #define GL_VERTEX_ATTRIB_ARRAY_TYPE      0x8625\r
+               #define GL_VERTEX_PROGRAM_POINT_SIZE     0x8642\r
+               #define GL_VERTEX_PROGRAM_TWO_SIDE       0x8643\r
+               #define GL_VERTEX_SHADER                 0x8B31\r
+               \r
+               // Version: 2.1\r
+               #define GL_COMPRESSED_SLUMINANCE         0x8C4A\r
+               #define GL_COMPRESSED_SLUMINANCE_ALPHA   0x8C4B\r
+               #define GL_COMPRESSED_SRGB               0x8C48\r
+               #define GL_COMPRESSED_SRGB_ALPHA         0x8C49\r
+               #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F\r
+               #define GL_FLOAT_MAT2x3                  0x8B65\r
+               #define GL_FLOAT_MAT2x4                  0x8B66\r
+               #define GL_FLOAT_MAT3x2                  0x8B67\r
+               #define GL_FLOAT_MAT3x4                  0x8B68\r
+               #define GL_FLOAT_MAT4x2                  0x8B69\r
+               #define GL_FLOAT_MAT4x3                  0x8B6A\r
+               #define GL_PIXEL_PACK_BUFFER             0x88EB\r
+               #define GL_PIXEL_PACK_BUFFER_BINDING     0x88ED\r
+               #define GL_PIXEL_UNPACK_BUFFER           0x88EC\r
+               #define GL_PIXEL_UNPACK_BUFFER_BINDING   0x88EF\r
+               #define GL_SLUMINANCE                    0x8C46\r
+               #define GL_SLUMINANCE8                   0x8C47\r
+               #define GL_SLUMINANCE8_ALPHA8            0x8C45\r
+               #define GL_SLUMINANCE_ALPHA              0x8C44\r
+               #define GL_SRGB                          0x8C40\r
+               #define GL_SRGB8                         0x8C41\r
+               #define GL_SRGB8_ALPHA8                  0x8C43\r
+               #define GL_SRGB_ALPHA                    0x8C42\r
+               \r
+               // Version: 3.0\r
+               #define GL_ALPHA_INTEGER                 0x8D97\r
+               #define GL_BGRA_INTEGER                  0x8D9B\r
+               #define GL_BGR_INTEGER                   0x8D9A\r
+               #define GL_BLUE_INTEGER                  0x8D96\r
+               #define GL_BUFFER_ACCESS_FLAGS           0x911F\r
+               #define GL_BUFFER_MAP_LENGTH             0x9120\r
+               #define GL_BUFFER_MAP_OFFSET             0x9121\r
+               #define GL_CLAMP_FRAGMENT_COLOR          0x891B\r
+               #define GL_CLAMP_READ_COLOR              0x891C\r
+               #define GL_CLAMP_VERTEX_COLOR            0x891A\r
+               #define GL_CLIP_DISTANCE0                0x3000\r
+               #define GL_CLIP_DISTANCE1                0x3001\r
+               #define GL_CLIP_DISTANCE2                0x3002\r
+               #define GL_CLIP_DISTANCE3                0x3003\r
+               #define GL_CLIP_DISTANCE4                0x3004\r
+               #define GL_CLIP_DISTANCE5                0x3005\r
+               #define GL_CLIP_DISTANCE6                0x3006\r
+               #define GL_CLIP_DISTANCE7                0x3007\r
+               #define GL_COLOR_ATTACHMENT0             0x8CE0\r
+               #define GL_COLOR_ATTACHMENT1             0x8CE1\r
+               #define GL_COLOR_ATTACHMENT10            0x8CEA\r
+               #define GL_COLOR_ATTACHMENT11            0x8CEB\r
+               #define GL_COLOR_ATTACHMENT12            0x8CEC\r
+               #define GL_COLOR_ATTACHMENT13            0x8CED\r
+               #define GL_COLOR_ATTACHMENT14            0x8CEE\r
+               #define GL_COLOR_ATTACHMENT15            0x8CEF\r
+               #define GL_COLOR_ATTACHMENT2             0x8CE2\r
+               #define GL_COLOR_ATTACHMENT3             0x8CE3\r
+               #define GL_COLOR_ATTACHMENT4             0x8CE4\r
+               #define GL_COLOR_ATTACHMENT5             0x8CE5\r
+               #define GL_COLOR_ATTACHMENT6             0x8CE6\r
+               #define GL_COLOR_ATTACHMENT7             0x8CE7\r
+               #define GL_COLOR_ATTACHMENT8             0x8CE8\r
+               #define GL_COLOR_ATTACHMENT9             0x8CE9\r
+               #define GL_COMPARE_REF_TO_TEXTURE        0x884E\r
+               #define GL_COMPRESSED_RED                0x8225\r
+               #define GL_COMPRESSED_RED_RGTC1          0x8DBB\r
+               #define GL_COMPRESSED_RG                 0x8226\r
+               #define GL_COMPRESSED_RG_RGTC2           0x8DBD\r
+               #define GL_COMPRESSED_SIGNED_RED_RGTC1   0x8DBC\r
+               #define GL_COMPRESSED_SIGNED_RG_RGTC2    0x8DBE\r
+               #define GL_CONTEXT_FLAGS                 0x821E\r
+               #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001\r
+               #define GL_DEPTH24_STENCIL8              0x88F0\r
+               #define GL_DEPTH32F_STENCIL8             0x8CAD\r
+               #define GL_DEPTH_ATTACHMENT              0x8D00\r
+               #define GL_DEPTH_COMPONENT32F            0x8CAC\r
+               #define GL_DEPTH_STENCIL                 0x84F9\r
+               #define GL_DEPTH_STENCIL_ATTACHMENT      0x821A\r
+               #define GL_DRAW_FRAMEBUFFER              0x8CA9\r
+               #define GL_DRAW_FRAMEBUFFER_BINDING      0x8CA6\r
+               #define GL_FIXED_ONLY                    0x891D\r
+               #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD\r
+               #define GL_FRAMEBUFFER                   0x8D40\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2\r
+               #define GL_FRAMEBUFFER_BINDING           0x8CA6\r
+               #define GL_FRAMEBUFFER_COMPLETE          0x8CD5\r
+               #define GL_FRAMEBUFFER_DEFAULT           0x8218\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC\r
+               #define GL_FRAMEBUFFER_SRGB              0x8DB9\r
+               #define GL_FRAMEBUFFER_UNDEFINED         0x8219\r
+               #define GL_FRAMEBUFFER_UNSUPPORTED       0x8CDD\r
+               #define GL_GREEN_INTEGER                 0x8D95\r
+               #define GL_HALF_FLOAT                    0x140B\r
+               #define GL_INTERLEAVED_ATTRIBS           0x8C8C\r
+               #define GL_INT_SAMPLER_1D                0x8DC9\r
+               #define GL_INT_SAMPLER_1D_ARRAY          0x8DCE\r
+               #define GL_INT_SAMPLER_2D                0x8DCA\r
+               #define GL_INT_SAMPLER_2D_ARRAY          0x8DCF\r
+               #define GL_INT_SAMPLER_3D                0x8DCB\r
+               #define GL_INT_SAMPLER_CUBE              0x8DCC\r
+               #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506\r
+               #define GL_MAJOR_VERSION                 0x821B\r
+               #define GL_MAP_FLUSH_EXPLICIT_BIT        0x0010\r
+               #define GL_MAP_INVALIDATE_BUFFER_BIT     0x0008\r
+               #define GL_MAP_INVALIDATE_RANGE_BIT      0x0004\r
+               #define GL_MAP_READ_BIT                  0x0001\r
+               #define GL_MAP_UNSYNCHRONIZED_BIT        0x0020\r
+               #define GL_MAP_WRITE_BIT                 0x0002\r
+               #define GL_MAX_ARRAY_TEXTURE_LAYERS      0x88FF\r
+               #define GL_MAX_CLIP_DISTANCES            0x0D32\r
+               #define GL_MAX_COLOR_ATTACHMENTS         0x8CDF\r
+               #define GL_MAX_PROGRAM_TEXEL_OFFSET      0x8905\r
+               #define GL_MAX_RENDERBUFFER_SIZE         0x84E8\r
+               #define GL_MAX_SAMPLES                   0x8D57\r
+               #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A\r
+               #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B\r
+               #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80\r
+               #define GL_MAX_VARYING_COMPONENTS        0x8B4B\r
+               #define GL_MINOR_VERSION                 0x821C\r
+               #define GL_MIN_PROGRAM_TEXEL_OFFSET      0x8904\r
+               #define GL_NUM_EXTENSIONS                0x821D\r
+               #define GL_PRIMITIVES_GENERATED          0x8C87\r
+               #define GL_PROXY_TEXTURE_1D_ARRAY        0x8C19\r
+               #define GL_PROXY_TEXTURE_2D_ARRAY        0x8C1B\r
+               #define GL_QUERY_BY_REGION_NO_WAIT       0x8E16\r
+               #define GL_QUERY_BY_REGION_WAIT          0x8E15\r
+               #define GL_QUERY_NO_WAIT                 0x8E14\r
+               #define GL_QUERY_WAIT                    0x8E13\r
+               #define GL_R11F_G11F_B10F                0x8C3A\r
+               #define GL_R16                           0x822A\r
+               #define GL_R16F                          0x822D\r
+               #define GL_R16I                          0x8233\r
+               #define GL_R16UI                         0x8234\r
+               #define GL_R32F                          0x822E\r
+               #define GL_R32I                          0x8235\r
+               #define GL_R32UI                         0x8236\r
+               #define GL_R8                            0x8229\r
+               #define GL_R8I                           0x8231\r
+               #define GL_R8UI                          0x8232\r
+               #define GL_RASTERIZER_DISCARD            0x8C89\r
+               #define GL_READ_FRAMEBUFFER              0x8CA8\r
+               #define GL_READ_FRAMEBUFFER_BINDING      0x8CAA\r
+               #define GL_RED_INTEGER                   0x8D94\r
+               #define GL_RENDERBUFFER                  0x8D41\r
+               #define GL_RENDERBUFFER_ALPHA_SIZE       0x8D53\r
+               #define GL_RENDERBUFFER_BINDING          0x8CA7\r
+               #define GL_RENDERBUFFER_BLUE_SIZE        0x8D52\r
+               #define GL_RENDERBUFFER_DEPTH_SIZE       0x8D54\r
+               #define GL_RENDERBUFFER_GREEN_SIZE       0x8D51\r
+               #define GL_RENDERBUFFER_HEIGHT           0x8D43\r
+               #define GL_RENDERBUFFER_INTERNAL_FORMAT  0x8D44\r
+               #define GL_RENDERBUFFER_RED_SIZE         0x8D50\r
+               #define GL_RENDERBUFFER_SAMPLES          0x8CAB\r
+               #define GL_RENDERBUFFER_STENCIL_SIZE     0x8D55\r
+               #define GL_RENDERBUFFER_WIDTH            0x8D42\r
+               #define GL_RG                            0x8227\r
+               #define GL_RG16                          0x822C\r
+               #define GL_RG16F                         0x822F\r
+               #define GL_RG16I                         0x8239\r
+               #define GL_RG16UI                        0x823A\r
+               #define GL_RG32F                         0x8230\r
+               #define GL_RG32I                         0x823B\r
+               #define GL_RG32UI                        0x823C\r
+               #define GL_RG8                           0x822B\r
+               #define GL_RG8I                          0x8237\r
+               #define GL_RG8UI                         0x8238\r
+               #define GL_RGB16F                        0x881B\r
+               #define GL_RGB16I                        0x8D89\r
+               #define GL_RGB16UI                       0x8D77\r
+               #define GL_RGB32F                        0x8815\r
+               #define GL_RGB32I                        0x8D83\r
+               #define GL_RGB32UI                       0x8D71\r
+               #define GL_RGB8I                         0x8D8F\r
+               #define GL_RGB8UI                        0x8D7D\r
+               #define GL_RGB9_E5                       0x8C3D\r
+               #define GL_RGBA16F                       0x881A\r
+               #define GL_RGBA16I                       0x8D88\r
+               #define GL_RGBA16UI                      0x8D76\r
+               #define GL_RGBA32F                       0x8814\r
+               #define GL_RGBA32I                       0x8D82\r
+               #define GL_RGBA32UI                      0x8D70\r
+               #define GL_RGBA8I                        0x8D8E\r
+               #define GL_RGBA8UI                       0x8D7C\r
+               #define GL_RGBA_INTEGER                  0x8D99\r
+               #define GL_RGB_INTEGER                   0x8D98\r
+               #define GL_RG_INTEGER                    0x8228\r
+               #define GL_SAMPLER_1D_ARRAY              0x8DC0\r
+               #define GL_SAMPLER_1D_ARRAY_SHADOW       0x8DC3\r
+               #define GL_SAMPLER_2D_ARRAY              0x8DC1\r
+               #define GL_SAMPLER_2D_ARRAY_SHADOW       0x8DC4\r
+               #define GL_SAMPLER_CUBE_SHADOW           0x8DC5\r
+               #define GL_SEPARATE_ATTRIBS              0x8C8D\r
+               #define GL_STENCIL_ATTACHMENT            0x8D20\r
+               #define GL_STENCIL_INDEX1                0x8D46\r
+               #define GL_STENCIL_INDEX16               0x8D49\r
+               #define GL_STENCIL_INDEX4                0x8D47\r
+               #define GL_STENCIL_INDEX8                0x8D48\r
+               #define GL_TEXTURE_1D_ARRAY              0x8C18\r
+               #define GL_TEXTURE_2D_ARRAY              0x8C1A\r
+               #define GL_TEXTURE_ALPHA_TYPE            0x8C13\r
+               #define GL_TEXTURE_BINDING_1D_ARRAY      0x8C1C\r
+               #define GL_TEXTURE_BINDING_2D_ARRAY      0x8C1D\r
+               #define GL_TEXTURE_BLUE_TYPE             0x8C12\r
+               #define GL_TEXTURE_DEPTH_TYPE            0x8C16\r
+               #define GL_TEXTURE_GREEN_TYPE            0x8C11\r
+               #define GL_TEXTURE_RED_TYPE              0x8C10\r
+               #define GL_TEXTURE_SHARED_SIZE           0x8C3F\r
+               #define GL_TEXTURE_STENCIL_SIZE          0x88F1\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER     0x8C8E\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84\r
+               #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88\r
+               #define GL_TRANSFORM_FEEDBACK_VARYINGS   0x8C83\r
+               #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76\r
+               #define GL_UNSIGNED_INT_10F_11F_11F_REV  0x8C3B\r
+               #define GL_UNSIGNED_INT_24_8             0x84FA\r
+               #define GL_UNSIGNED_INT_5_9_9_9_REV      0x8C3E\r
+               #define GL_UNSIGNED_INT_SAMPLER_1D       0x8DD1\r
+               #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6\r
+               #define GL_UNSIGNED_INT_SAMPLER_2D       0x8DD2\r
+               #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7\r
+               #define GL_UNSIGNED_INT_SAMPLER_3D       0x8DD3\r
+               #define GL_UNSIGNED_INT_SAMPLER_CUBE     0x8DD4\r
+               #define GL_UNSIGNED_INT_VEC2             0x8DC6\r
+               #define GL_UNSIGNED_INT_VEC3             0x8DC7\r
+               #define GL_UNSIGNED_INT_VEC4             0x8DC8\r
+               #define GL_UNSIGNED_NORMALIZED           0x8C17\r
+               #define GL_VERTEX_ARRAY_BINDING          0x85B5\r
+               #define GL_VERTEX_ATTRIB_ARRAY_INTEGER   0x88FD\r
+               \r
+               // Version: 3.1\r
+               #define GL_ACTIVE_UNIFORM_BLOCKS         0x8A36\r
+               #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35\r
+               #define GL_COPY_READ_BUFFER              0x8F36\r
+               #define GL_COPY_WRITE_BUFFER             0x8F37\r
+               #define GL_INT_SAMPLER_2D_RECT           0x8DCD\r
+               #define GL_INT_SAMPLER_BUFFER            0x8DD0\r
+               #define GL_INVALID_INDEX                 0xFFFFFFFF\r
+               #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33\r
+               #define GL_MAX_COMBINED_UNIFORM_BLOCKS   0x8A2E\r
+               #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31\r
+               #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS   0x8A2D\r
+               #define GL_MAX_RECTANGLE_TEXTURE_SIZE    0x84F8\r
+               #define GL_MAX_TEXTURE_BUFFER_SIZE       0x8C2B\r
+               #define GL_MAX_UNIFORM_BLOCK_SIZE        0x8A30\r
+               #define GL_MAX_UNIFORM_BUFFER_BINDINGS   0x8A2F\r
+               #define GL_MAX_VERTEX_UNIFORM_BLOCKS     0x8A2B\r
+               #define GL_PRIMITIVE_RESTART             0x8F9D\r
+               #define GL_PRIMITIVE_RESTART_INDEX       0x8F9E\r
+               #define GL_PROXY_TEXTURE_RECTANGLE       0x84F7\r
+               #define GL_R16_SNORM                     0x8F98\r
+               #define GL_R8_SNORM                      0x8F94\r
+               #define GL_RG16_SNORM                    0x8F99\r
+               #define GL_RG8_SNORM                     0x8F95\r
+               #define GL_RGB16_SNORM                   0x8F9A\r
+               #define GL_RGB8_SNORM                    0x8F96\r
+               #define GL_RGBA16_SNORM                  0x8F9B\r
+               #define GL_RGBA8_SNORM                   0x8F97\r
+               #define GL_SAMPLER_2D_RECT               0x8B63\r
+               #define GL_SAMPLER_2D_RECT_SHADOW        0x8B64\r
+               #define GL_SAMPLER_BUFFER                0x8DC2\r
+               #define GL_SIGNED_NORMALIZED             0x8F9C\r
+               #define GL_TEXTURE_BINDING_BUFFER        0x8C2C\r
+               #define GL_TEXTURE_BINDING_RECTANGLE     0x84F6\r
+               #define GL_TEXTURE_BUFFER                0x8C2A\r
+               #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D\r
+               #define GL_TEXTURE_RECTANGLE             0x84F5\r
+               #define GL_UNIFORM_ARRAY_STRIDE          0x8A3C\r
+               #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42\r
+               #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43\r
+               #define GL_UNIFORM_BLOCK_BINDING         0x8A3F\r
+               #define GL_UNIFORM_BLOCK_DATA_SIZE       0x8A40\r
+               #define GL_UNIFORM_BLOCK_INDEX           0x8A3A\r
+               #define GL_UNIFORM_BLOCK_NAME_LENGTH     0x8A41\r
+               #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46\r
+               #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44\r
+               #define GL_UNIFORM_BUFFER                0x8A11\r
+               #define GL_UNIFORM_BUFFER_BINDING        0x8A28\r
+               #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34\r
+               #define GL_UNIFORM_BUFFER_SIZE           0x8A2A\r
+               #define GL_UNIFORM_BUFFER_START          0x8A29\r
+               #define GL_UNIFORM_IS_ROW_MAJOR          0x8A3E\r
+               #define GL_UNIFORM_MATRIX_STRIDE         0x8A3D\r
+               #define GL_UNIFORM_NAME_LENGTH           0x8A39\r
+               #define GL_UNIFORM_OFFSET                0x8A3B\r
+               #define GL_UNIFORM_SIZE                  0x8A38\r
+               #define GL_UNIFORM_TYPE                  0x8A37\r
+               #define GL_UNSIGNED_INT_SAMPLER_2D_RECT  0x8DD5\r
+               #define GL_UNSIGNED_INT_SAMPLER_BUFFER   0x8DD8\r
+               \r
+               \r
+               // Extension: 1.0\r
+               extern void glAccum(GLenum op, GLfloat value);\r
+               extern void glAlphaFunc(GLenum func, GLfloat ref);\r
+               extern void glBegin(GLenum mode);\r
+               extern void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);\r
+               extern void glBlendFunc(GLenum sfactor, GLenum dfactor);\r
+               extern void glCallList(GLuint list);\r
+               extern void glCallLists(GLsizei n, GLenum type, const GLvoid * lists);\r
+               extern void glClear(GLbitfield mask);\r
+               extern void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               extern void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               extern void glClearDepth(GLdouble depth);\r
+               extern void glClearIndex(GLfloat c);\r
+               extern void glClearStencil(GLint s);\r
+               extern void glClipPlane(GLenum plane, const GLdouble * equation);\r
+               extern void glColor3b(GLbyte red, GLbyte green, GLbyte blue);\r
+               extern void glColor3bv(const GLbyte * v);\r
+               extern void glColor3d(GLdouble red, GLdouble green, GLdouble blue);\r
+               extern void glColor3dv(const GLdouble * v);\r
+               extern void glColor3f(GLfloat red, GLfloat green, GLfloat blue);\r
+               extern void glColor3fv(const GLfloat * v);\r
+               extern void glColor3i(GLint red, GLint green, GLint blue);\r
+               extern void glColor3iv(const GLint * v);\r
+               extern void glColor3s(GLshort red, GLshort green, GLshort blue);\r
+               extern void glColor3sv(const GLshort * v);\r
+               extern void glColor3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+               extern void glColor3ubv(const GLubyte * v);\r
+               extern void glColor3ui(GLuint red, GLuint green, GLuint blue);\r
+               extern void glColor3uiv(const GLuint * v);\r
+               extern void glColor3us(GLushort red, GLushort green, GLushort blue);\r
+               extern void glColor3usv(const GLushort * v);\r
+               extern void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\r
+               extern void glColor4bv(const GLbyte * v);\r
+               extern void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\r
+               extern void glColor4dv(const GLdouble * v);\r
+               extern void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               extern void glColor4fv(const GLfloat * v);\r
+               extern void glColor4i(GLint red, GLint green, GLint blue, GLint alpha);\r
+               extern void glColor4iv(const GLint * v);\r
+               extern void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);\r
+               extern void glColor4sv(const GLshort * v);\r
+               extern void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\r
+               extern void glColor4ubv(const GLubyte * v);\r
+               extern void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);\r
+               extern void glColor4uiv(const GLuint * v);\r
+               extern void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);\r
+               extern void glColor4usv(const GLushort * v);\r
+               extern void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\r
+               extern void glColorMaterial(GLenum face, GLenum mode);\r
+               extern void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\r
+               extern void glCullFace(GLenum mode);\r
+               extern void glDeleteLists(GLuint list, GLsizei range);\r
+               extern void glDepthFunc(GLenum func);\r
+               extern void glDepthMask(GLboolean flag);\r
+               extern void glDepthRange(GLdouble ren_near, GLdouble ren_far);\r
+               extern void glDisable(GLenum cap);\r
+               extern void glDrawBuffer(GLenum mode);\r
+               extern void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+               extern void glEdgeFlag(GLboolean flag);\r
+               extern void glEdgeFlagv(const GLboolean * flag);\r
+               extern void glEnable(GLenum cap);\r
+               extern void glEnd();\r
+               extern void glEndList();\r
+               extern void glEvalCoord1d(GLdouble u);\r
+               extern void glEvalCoord1dv(const GLdouble * u);\r
+               extern void glEvalCoord1f(GLfloat u);\r
+               extern void glEvalCoord1fv(const GLfloat * u);\r
+               extern void glEvalCoord2d(GLdouble u, GLdouble v);\r
+               extern void glEvalCoord2dv(const GLdouble * u);\r
+               extern void glEvalCoord2f(GLfloat u, GLfloat v);\r
+               extern void glEvalCoord2fv(const GLfloat * u);\r
+               extern void glEvalMesh1(GLenum mode, GLint i1, GLint i2);\r
+               extern void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\r
+               extern void glEvalPoint1(GLint i);\r
+               extern void glEvalPoint2(GLint i, GLint j);\r
+               extern void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer);\r
+               extern void glFinish();\r
+               extern void glFlush();\r
+               extern void glFogf(GLenum pname, GLfloat param);\r
+               extern void glFogfv(GLenum pname, const GLfloat * params);\r
+               extern void glFogi(GLenum pname, GLint param);\r
+               extern void glFogiv(GLenum pname, const GLint * params);\r
+               extern void glFrontFace(GLenum mode);\r
+               extern void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+               extern GLuint glGenLists(GLsizei range);\r
+               extern void glGetBooleanv(GLenum pname, GLboolean * params);\r
+               extern void glGetClipPlane(GLenum plane, GLdouble * equation);\r
+               extern void glGetDoublev(GLenum pname, GLdouble * params);\r
+               extern GLenum glGetError();\r
+               extern void glGetFloatv(GLenum pname, GLfloat * params);\r
+               extern void glGetIntegerv(GLenum pname, GLint * params);\r
+               extern void glGetLightfv(GLenum light, GLenum pname, GLfloat * params);\r
+               extern void glGetLightiv(GLenum light, GLenum pname, GLint * params);\r
+               extern void glGetMapdv(GLenum target, GLenum query, GLdouble * v);\r
+               extern void glGetMapfv(GLenum target, GLenum query, GLfloat * v);\r
+               extern void glGetMapiv(GLenum target, GLenum query, GLint * v);\r
+               extern void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params);\r
+               extern void glGetMaterialiv(GLenum face, GLenum pname, GLint * params);\r
+               extern void glGetPixelMapfv(GLenum map, GLfloat * values);\r
+               extern void glGetPixelMapuiv(GLenum map, GLuint * values);\r
+               extern void glGetPixelMapusv(GLenum map, GLushort * values);\r
+               extern void glGetPolygonStipple(GLubyte * mask);\r
+               extern const GLubyte * glGetString(GLenum name);\r
+               extern void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat * params);\r
+               extern void glGetTexEnviv(GLenum target, GLenum pname, GLint * params);\r
+               extern void glGetTexGendv(GLenum coord, GLenum pname, GLdouble * params);\r
+               extern void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat * params);\r
+               extern void glGetTexGeniv(GLenum coord, GLenum pname, GLint * params);\r
+               extern void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);\r
+               extern void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);\r
+               extern void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);\r
+               extern void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);\r
+               extern void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params);\r
+               extern void glHint(GLenum target, GLenum mode);\r
+               extern void glIndexMask(GLuint mask);\r
+               extern void glIndexd(GLdouble c);\r
+               extern void glIndexdv(const GLdouble * c);\r
+               extern void glIndexf(GLfloat c);\r
+               extern void glIndexfv(const GLfloat * c);\r
+               extern void glIndexi(GLint c);\r
+               extern void glIndexiv(const GLint * c);\r
+               extern void glIndexs(GLshort c);\r
+               extern void glIndexsv(const GLshort * c);\r
+               extern void glInitNames();\r
+               extern GLboolean glIsEnabled(GLenum cap);\r
+               extern GLboolean glIsList(GLuint list);\r
+               extern void glLightModelf(GLenum pname, GLfloat param);\r
+               extern void glLightModelfv(GLenum pname, const GLfloat * params);\r
+               extern void glLightModeli(GLenum pname, GLint param);\r
+               extern void glLightModeliv(GLenum pname, const GLint * params);\r
+               extern void glLightf(GLenum light, GLenum pname, GLfloat param);\r
+               extern void glLightfv(GLenum light, GLenum pname, const GLfloat * params);\r
+               extern void glLighti(GLenum light, GLenum pname, GLint param);\r
+               extern void glLightiv(GLenum light, GLenum pname, const GLint * params);\r
+               extern void glLineStipple(GLint factor, GLushort pattern);\r
+               extern void glLineWidth(GLfloat width);\r
+               extern void glListBase(GLuint base);\r
+               extern void glLoadIdentity();\r
+               extern void glLoadMatrixd(const GLdouble * m);\r
+               extern void glLoadMatrixf(const GLfloat * m);\r
+               extern void glLoadName(GLuint name);\r
+               extern void glLogicOp(GLenum opcode);\r
+               extern void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);\r
+               extern void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);\r
+               extern void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);\r
+               extern void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);\r
+               extern void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2);\r
+               extern void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2);\r
+               extern void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\r
+               extern void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\r
+               extern void glMaterialf(GLenum face, GLenum pname, GLfloat param);\r
+               extern void glMaterialfv(GLenum face, GLenum pname, const GLfloat * params);\r
+               extern void glMateriali(GLenum face, GLenum pname, GLint param);\r
+               extern void glMaterialiv(GLenum face, GLenum pname, const GLint * params);\r
+               extern void glMatrixMode(GLenum mode);\r
+               extern void glMultMatrixd(const GLdouble * m);\r
+               extern void glMultMatrixf(const GLfloat * m);\r
+               extern void glNewList(GLuint list, GLenum mode);\r
+               extern void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz);\r
+               extern void glNormal3bv(const GLbyte * v);\r
+               extern void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz);\r
+               extern void glNormal3dv(const GLdouble * v);\r
+               extern void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);\r
+               extern void glNormal3fv(const GLfloat * v);\r
+               extern void glNormal3i(GLint nx, GLint ny, GLint nz);\r
+               extern void glNormal3iv(const GLint * v);\r
+               extern void glNormal3s(GLshort nx, GLshort ny, GLshort nz);\r
+               extern void glNormal3sv(const GLshort * v);\r
+               extern void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+               extern void glPassThrough(GLfloat token);\r
+               extern void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values);\r
+               extern void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values);\r
+               extern void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values);\r
+               extern void glPixelStoref(GLenum pname, GLfloat param);\r
+               extern void glPixelStorei(GLenum pname, GLint param);\r
+               extern void glPixelTransferf(GLenum pname, GLfloat param);\r
+               extern void glPixelTransferi(GLenum pname, GLint param);\r
+               extern void glPixelZoom(GLfloat xfactor, GLfloat yfactor);\r
+               extern void glPointSize(GLfloat size);\r
+               extern void glPolygonMode(GLenum face, GLenum mode);\r
+               extern void glPolygonStipple(const GLubyte * mask);\r
+               extern void glPopAttrib();\r
+               extern void glPopMatrix();\r
+               extern void glPopName();\r
+               extern void glPushAttrib(GLbitfield mask);\r
+               extern void glPushMatrix();\r
+               extern void glPushName(GLuint name);\r
+               extern void glRasterPos2d(GLdouble x, GLdouble y);\r
+               extern void glRasterPos2dv(const GLdouble * v);\r
+               extern void glRasterPos2f(GLfloat x, GLfloat y);\r
+               extern void glRasterPos2fv(const GLfloat * v);\r
+               extern void glRasterPos2i(GLint x, GLint y);\r
+               extern void glRasterPos2iv(const GLint * v);\r
+               extern void glRasterPos2s(GLshort x, GLshort y);\r
+               extern void glRasterPos2sv(const GLshort * v);\r
+               extern void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glRasterPos3dv(const GLdouble * v);\r
+               extern void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glRasterPos3fv(const GLfloat * v);\r
+               extern void glRasterPos3i(GLint x, GLint y, GLint z);\r
+               extern void glRasterPos3iv(const GLint * v);\r
+               extern void glRasterPos3s(GLshort x, GLshort y, GLshort z);\r
+               extern void glRasterPos3sv(const GLshort * v);\r
+               extern void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+               extern void glRasterPos4dv(const GLdouble * v);\r
+               extern void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+               extern void glRasterPos4fv(const GLfloat * v);\r
+               extern void glRasterPos4i(GLint x, GLint y, GLint z, GLint w);\r
+               extern void glRasterPos4iv(const GLint * v);\r
+               extern void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+               extern void glRasterPos4sv(const GLshort * v);\r
+               extern void glReadBuffer(GLenum mode);\r
+               extern void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);\r
+               extern void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\r
+               extern void glRectdv(const GLdouble * v1, const GLdouble * v2);\r
+               extern void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\r
+               extern void glRectfv(const GLfloat * v1, const GLfloat * v2);\r
+               extern void glRecti(GLint x1, GLint y1, GLint x2, GLint y2);\r
+               extern void glRectiv(const GLint * v1, const GLint * v2);\r
+               extern void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);\r
+               extern void glRectsv(const GLshort * v1, const GLshort * v2);\r
+               extern GLint glRenderMode(GLenum mode);\r
+               extern void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glScaled(GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glScalef(GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);\r
+               extern void glSelectBuffer(GLsizei size, GLuint * buffer);\r
+               extern void glShadeModel(GLenum mode);\r
+               extern void glStencilFunc(GLenum func, GLint ref, GLuint mask);\r
+               extern void glStencilMask(GLuint mask);\r
+               extern void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);\r
+               extern void glTexCoord1d(GLdouble s);\r
+               extern void glTexCoord1dv(const GLdouble * v);\r
+               extern void glTexCoord1f(GLfloat s);\r
+               extern void glTexCoord1fv(const GLfloat * v);\r
+               extern void glTexCoord1i(GLint s);\r
+               extern void glTexCoord1iv(const GLint * v);\r
+               extern void glTexCoord1s(GLshort s);\r
+               extern void glTexCoord1sv(const GLshort * v);\r
+               extern void glTexCoord2d(GLdouble s, GLdouble t);\r
+               extern void glTexCoord2dv(const GLdouble * v);\r
+               extern void glTexCoord2f(GLfloat s, GLfloat t);\r
+               extern void glTexCoord2fv(const GLfloat * v);\r
+               extern void glTexCoord2i(GLint s, GLint t);\r
+               extern void glTexCoord2iv(const GLint * v);\r
+               extern void glTexCoord2s(GLshort s, GLshort t);\r
+               extern void glTexCoord2sv(const GLshort * v);\r
+               extern void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r);\r
+               extern void glTexCoord3dv(const GLdouble * v);\r
+               extern void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r);\r
+               extern void glTexCoord3fv(const GLfloat * v);\r
+               extern void glTexCoord3i(GLint s, GLint t, GLint r);\r
+               extern void glTexCoord3iv(const GLint * v);\r
+               extern void glTexCoord3s(GLshort s, GLshort t, GLshort r);\r
+               extern void glTexCoord3sv(const GLshort * v);\r
+               extern void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+               extern void glTexCoord4dv(const GLdouble * v);\r
+               extern void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+               extern void glTexCoord4fv(const GLfloat * v);\r
+               extern void glTexCoord4i(GLint s, GLint t, GLint r, GLint q);\r
+               extern void glTexCoord4iv(const GLint * v);\r
+               extern void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q);\r
+               extern void glTexCoord4sv(const GLshort * v);\r
+               extern void glTexEnvf(GLenum target, GLenum pname, GLfloat param);\r
+               extern void glTexEnvfv(GLenum target, GLenum pname, const GLfloat * params);\r
+               extern void glTexEnvi(GLenum target, GLenum pname, GLint param);\r
+               extern void glTexEnviv(GLenum target, GLenum pname, const GLint * params);\r
+               extern void glTexGend(GLenum coord, GLenum pname, GLdouble param);\r
+               extern void glTexGendv(GLenum coord, GLenum pname, const GLdouble * params);\r
+               extern void glTexGenf(GLenum coord, GLenum pname, GLfloat param);\r
+               extern void glTexGenfv(GLenum coord, GLenum pname, const GLfloat * params);\r
+               extern void glTexGeni(GLenum coord, GLenum pname, GLint param);\r
+               extern void glTexGeniv(GLenum coord, GLenum pname, const GLint * params);\r
+               extern void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+               extern void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+               extern void glTexParameterf(GLenum target, GLenum pname, GLfloat param);\r
+               extern void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params);\r
+               extern void glTexParameteri(GLenum target, GLenum pname, GLint param);\r
+               extern void glTexParameteriv(GLenum target, GLenum pname, const GLint * params);\r
+               extern void glTranslated(GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glTranslatef(GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glVertex2d(GLdouble x, GLdouble y);\r
+               extern void glVertex2dv(const GLdouble * v);\r
+               extern void glVertex2f(GLfloat x, GLfloat y);\r
+               extern void glVertex2fv(const GLfloat * v);\r
+               extern void glVertex2i(GLint x, GLint y);\r
+               extern void glVertex2iv(const GLint * v);\r
+               extern void glVertex2s(GLshort x, GLshort y);\r
+               extern void glVertex2sv(const GLshort * v);\r
+               extern void glVertex3d(GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glVertex3dv(const GLdouble * v);\r
+               extern void glVertex3f(GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glVertex3fv(const GLfloat * v);\r
+               extern void glVertex3i(GLint x, GLint y, GLint z);\r
+               extern void glVertex3iv(const GLint * v);\r
+               extern void glVertex3s(GLshort x, GLshort y, GLshort z);\r
+               extern void glVertex3sv(const GLshort * v);\r
+               extern void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+               extern void glVertex4dv(const GLdouble * v);\r
+               extern void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+               extern void glVertex4fv(const GLfloat * v);\r
+               extern void glVertex4i(GLint x, GLint y, GLint z, GLint w);\r
+               extern void glVertex4iv(const GLint * v);\r
+               extern void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+               extern void glVertex4sv(const GLshort * v);\r
+               extern void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);\r
+               \r
+               // Extension: 1.1\r
+               extern GLboolean glAreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences);\r
+               extern void glArrayElement(GLint i);\r
+               extern void glBindTexture(GLenum target, GLuint texture);\r
+               extern void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               extern void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\r
+               extern void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\r
+               extern void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\r
+               extern void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+               extern void glDeleteTextures(GLsizei n, const GLuint * textures);\r
+               extern void glDisableClientState(GLenum ren_array);\r
+               extern void glDrawArrays(GLenum mode, GLint first, GLsizei count);\r
+               extern void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);\r
+               extern void glEdgeFlagPointer(GLsizei stride, const GLvoid * pointer);\r
+               extern void glEnableClientState(GLenum ren_array);\r
+               extern void glGenTextures(GLsizei n, GLuint * textures);\r
+               extern void glGetPointerv(GLenum pname, GLvoid ** params);\r
+               extern void glIndexPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               extern void glIndexub(GLubyte c);\r
+               extern void glIndexubv(const GLubyte * c);\r
+               extern void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer);\r
+               extern GLboolean glIsTexture(GLuint texture);\r
+               extern void glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               extern void glPolygonOffset(GLfloat factor, GLfloat units);\r
+               extern void glPopClientAttrib();\r
+               extern void glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities);\r
+               extern void glPushClientAttrib(GLbitfield mask);\r
+               extern void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               extern void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);\r
+               extern void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+               extern void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               \r
+               // Extension: 1.2\r
+               extern void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               extern void glBlendEquation(GLenum mode);\r
+               extern void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+               extern void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);\r
+               extern void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+               extern void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);\r
+               \r
+               // Extension: 1.3\r
+               extern void glActiveTexture(GLenum texture);\r
+               extern void glClientActiveTexture(GLenum texture);\r
+               extern void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);\r
+               extern void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);\r
+               extern void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);\r
+               extern void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+               extern void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+               extern void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+               extern void glGetCompressedTexImage(GLenum target, GLint level, GLvoid * img);\r
+               extern void glLoadTransposeMatrixd(const GLdouble * m);\r
+               extern void glLoadTransposeMatrixf(const GLfloat * m);\r
+               extern void glMultTransposeMatrixd(const GLdouble * m);\r
+               extern void glMultTransposeMatrixf(const GLfloat * m);\r
+               extern void glMultiTexCoord1d(GLenum target, GLdouble s);\r
+               extern void glMultiTexCoord1dv(GLenum target, const GLdouble * v);\r
+               extern void glMultiTexCoord1f(GLenum target, GLfloat s);\r
+               extern void glMultiTexCoord1fv(GLenum target, const GLfloat * v);\r
+               extern void glMultiTexCoord1i(GLenum target, GLint s);\r
+               extern void glMultiTexCoord1iv(GLenum target, const GLint * v);\r
+               extern void glMultiTexCoord1s(GLenum target, GLshort s);\r
+               extern void glMultiTexCoord1sv(GLenum target, const GLshort * v);\r
+               extern void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);\r
+               extern void glMultiTexCoord2dv(GLenum target, const GLdouble * v);\r
+               extern void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);\r
+               extern void glMultiTexCoord2fv(GLenum target, const GLfloat * v);\r
+               extern void glMultiTexCoord2i(GLenum target, GLint s, GLint t);\r
+               extern void glMultiTexCoord2iv(GLenum target, const GLint * v);\r
+               extern void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t);\r
+               extern void glMultiTexCoord2sv(GLenum target, const GLshort * v);\r
+               extern void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);\r
+               extern void glMultiTexCoord3dv(GLenum target, const GLdouble * v);\r
+               extern void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);\r
+               extern void glMultiTexCoord3fv(GLenum target, const GLfloat * v);\r
+               extern void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);\r
+               extern void glMultiTexCoord3iv(GLenum target, const GLint * v);\r
+               extern void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);\r
+               extern void glMultiTexCoord3sv(GLenum target, const GLshort * v);\r
+               extern void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+               extern void glMultiTexCoord4dv(GLenum target, const GLdouble * v);\r
+               extern void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+               extern void glMultiTexCoord4fv(GLenum target, const GLfloat * v);\r
+               extern void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q);\r
+               extern void glMultiTexCoord4iv(GLenum target, const GLint * v);\r
+               extern void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\r
+               extern void glMultiTexCoord4sv(GLenum target, const GLshort * v);\r
+               extern void glSampleCoverage(GLfloat value, GLboolean invert);\r
+               \r
+               // Extension: 1.4\r
+               extern void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\r
+               extern void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               extern void glFogCoordd(GLdouble coord);\r
+               extern void glFogCoorddv(const GLdouble * coord);\r
+               extern void glFogCoordf(GLfloat coord);\r
+               extern void glFogCoordfv(const GLfloat * coord);\r
+               extern void glMultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);\r
+               extern void glMultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount);\r
+               extern void glPointParameterf(GLenum pname, GLfloat param);\r
+               extern void glPointParameterfv(GLenum pname, const GLfloat * params);\r
+               extern void glPointParameteri(GLenum pname, GLint param);\r
+               extern void glPointParameteriv(GLenum pname, const GLint * params);\r
+               extern void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);\r
+               extern void glSecondaryColor3bv(const GLbyte * v);\r
+               extern void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);\r
+               extern void glSecondaryColor3dv(const GLdouble * v);\r
+               extern void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);\r
+               extern void glSecondaryColor3fv(const GLfloat * v);\r
+               extern void glSecondaryColor3i(GLint red, GLint green, GLint blue);\r
+               extern void glSecondaryColor3iv(const GLint * v);\r
+               extern void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue);\r
+               extern void glSecondaryColor3sv(const GLshort * v);\r
+               extern void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+               extern void glSecondaryColor3ubv(const GLubyte * v);\r
+               extern void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue);\r
+               extern void glSecondaryColor3uiv(const GLuint * v);\r
+               extern void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue);\r
+               extern void glSecondaryColor3usv(const GLushort * v);\r
+               extern void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               extern void glWindowPos2d(GLdouble x, GLdouble y);\r
+               extern void glWindowPos2dv(const GLdouble * v);\r
+               extern void glWindowPos2f(GLfloat x, GLfloat y);\r
+               extern void glWindowPos2fv(const GLfloat * v);\r
+               extern void glWindowPos2i(GLint x, GLint y);\r
+               extern void glWindowPos2iv(const GLint * v);\r
+               extern void glWindowPos2s(GLshort x, GLshort y);\r
+               extern void glWindowPos2sv(const GLshort * v);\r
+               extern void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glWindowPos3dv(const GLdouble * v);\r
+               extern void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glWindowPos3fv(const GLfloat * v);\r
+               extern void glWindowPos3i(GLint x, GLint y, GLint z);\r
+               extern void glWindowPos3iv(const GLint * v);\r
+               extern void glWindowPos3s(GLshort x, GLshort y, GLshort z);\r
+               extern void glWindowPos3sv(const GLshort * v);\r
+               \r
+               // Extension: 1.5\r
+               extern void glBeginQuery(GLenum target, GLuint id);\r
+               extern void glBindBuffer(GLenum target, GLuint buffer);\r
+               extern void glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);\r
+               extern void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);\r
+               extern void glDeleteBuffers(GLsizei n, const GLuint * buffers);\r
+               extern void glDeleteQueries(GLsizei n, const GLuint * ids);\r
+               extern void glEndQuery(GLenum target);\r
+               extern void glGenBuffers(GLsizei n, GLuint * buffers);\r
+               extern void glGenQueries(GLsizei n, GLuint * ids);\r
+               extern void glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+               extern void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params);\r
+               extern void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data);\r
+               extern void glGetQueryObjectiv(GLuint id, GLenum pname, GLint * params);\r
+               extern void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params);\r
+               extern void glGetQueryiv(GLenum target, GLenum pname, GLint * params);\r
+               extern GLboolean glIsBuffer(GLuint buffer);\r
+               extern GLboolean glIsQuery(GLuint id);\r
+               extern void * glMapBuffer(GLenum target, GLenum access);\r
+               extern GLboolean glUnmapBuffer(GLenum target);\r
+               \r
+               // Extension: 2.0\r
+               extern void glAttachShader(GLuint program, GLuint shader);\r
+               extern void glBindAttribLocation(GLuint program, GLuint index, const GLchar * name);\r
+               extern void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);\r
+               extern void glCompileShader(GLuint shader);\r
+               extern GLuint glCreateProgram();\r
+               extern GLuint glCreateShader(GLenum type);\r
+               extern void glDeleteProgram(GLuint program);\r
+               extern void glDeleteShader(GLuint shader);\r
+               extern void glDetachShader(GLuint program, GLuint shader);\r
+               extern void glDisableVertexAttribArray(GLuint index);\r
+               extern void glDrawBuffers(GLsizei n, const GLenum * bufs);\r
+               extern void glEnableVertexAttribArray(GLuint index);\r
+               extern void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+               extern void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+               extern void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders);\r
+               extern GLint glGetAttribLocation(GLuint program, const GLchar * name);\r
+               extern void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+               extern void glGetProgramiv(GLuint program, GLenum pname, GLint * params);\r
+               extern void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+               extern void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source);\r
+               extern void glGetShaderiv(GLuint shader, GLenum pname, GLint * params);\r
+               extern GLint glGetUniformLocation(GLuint program, const GLchar * name);\r
+               extern void glGetUniformfv(GLuint program, GLint location, GLfloat * params);\r
+               extern void glGetUniformiv(GLuint program, GLint location, GLint * params);\r
+               extern void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer);\r
+               extern void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params);\r
+               extern void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);\r
+               extern void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params);\r
+               extern GLboolean glIsProgram(GLuint program);\r
+               extern GLboolean glIsShader(GLuint shader);\r
+               extern void glLinkProgram(GLuint program);\r
+               extern void glShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length);\r
+               extern void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);\r
+               extern void glStencilMaskSeparate(GLenum face, GLuint mask);\r
+               extern void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\r
+               extern void glUniform1f(GLint location, GLfloat v0);\r
+               extern void glUniform1fv(GLint location, GLsizei count, const GLfloat * value);\r
+               extern void glUniform1i(GLint location, GLint v0);\r
+               extern void glUniform1iv(GLint location, GLsizei count, const GLint * value);\r
+               extern void glUniform2f(GLint location, GLfloat v0, GLfloat v1);\r
+               extern void glUniform2fv(GLint location, GLsizei count, const GLfloat * value);\r
+               extern void glUniform2i(GLint location, GLint v0, GLint v1);\r
+               extern void glUniform2iv(GLint location, GLsizei count, const GLint * value);\r
+               extern void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\r
+               extern void glUniform3fv(GLint location, GLsizei count, const GLfloat * value);\r
+               extern void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);\r
+               extern void glUniform3iv(GLint location, GLsizei count, const GLint * value);\r
+               extern void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\r
+               extern void glUniform4fv(GLint location, GLsizei count, const GLfloat * value);\r
+               extern void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\r
+               extern void glUniform4iv(GLint location, GLsizei count, const GLint * value);\r
+               extern void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUseProgram(GLuint program);\r
+               extern void glValidateProgram(GLuint program);\r
+               extern void glVertexAttrib1d(GLuint index, GLdouble x);\r
+               extern void glVertexAttrib1dv(GLuint index, const GLdouble * v);\r
+               extern void glVertexAttrib1f(GLuint index, GLfloat x);\r
+               extern void glVertexAttrib1fv(GLuint index, const GLfloat * v);\r
+               extern void glVertexAttrib1s(GLuint index, GLshort x);\r
+               extern void glVertexAttrib1sv(GLuint index, const GLshort * v);\r
+               extern void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y);\r
+               extern void glVertexAttrib2dv(GLuint index, const GLdouble * v);\r
+               extern void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);\r
+               extern void glVertexAttrib2fv(GLuint index, const GLfloat * v);\r
+               extern void glVertexAttrib2s(GLuint index, GLshort x, GLshort y);\r
+               extern void glVertexAttrib2sv(GLuint index, const GLshort * v);\r
+               extern void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);\r
+               extern void glVertexAttrib3dv(GLuint index, const GLdouble * v);\r
+               extern void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);\r
+               extern void glVertexAttrib3fv(GLuint index, const GLfloat * v);\r
+               extern void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);\r
+               extern void glVertexAttrib3sv(GLuint index, const GLshort * v);\r
+               extern void glVertexAttrib4Nbv(GLuint index, const GLbyte * v);\r
+               extern void glVertexAttrib4Niv(GLuint index, const GLint * v);\r
+               extern void glVertexAttrib4Nsv(GLuint index, const GLshort * v);\r
+               extern void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\r
+               extern void glVertexAttrib4Nubv(GLuint index, const GLubyte * v);\r
+               extern void glVertexAttrib4Nuiv(GLuint index, const GLuint * v);\r
+               extern void glVertexAttrib4Nusv(GLuint index, const GLushort * v);\r
+               extern void glVertexAttrib4bv(GLuint index, const GLbyte * v);\r
+               extern void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+               extern void glVertexAttrib4dv(GLuint index, const GLdouble * v);\r
+               extern void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+               extern void glVertexAttrib4fv(GLuint index, const GLfloat * v);\r
+               extern void glVertexAttrib4iv(GLuint index, const GLint * v);\r
+               extern void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\r
+               extern void glVertexAttrib4sv(GLuint index, const GLshort * v);\r
+               extern void glVertexAttrib4ubv(GLuint index, const GLubyte * v);\r
+               extern void glVertexAttrib4uiv(GLuint index, const GLuint * v);\r
+               extern void glVertexAttrib4usv(GLuint index, const GLushort * v);\r
+               extern void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);\r
+               \r
+               // Extension: 2.1\r
+               extern void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               extern void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               \r
+               // Extension: 3.0\r
+               extern void glBeginConditionalRender(GLuint id, GLenum mode);\r
+               extern void glBeginTransformFeedback(GLenum primitiveMode);\r
+               extern void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);\r
+               extern void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\r
+               extern void glBindFragDataLocation(GLuint program, GLuint color, const GLchar * name);\r
+               extern void glBindFramebuffer(GLenum target, GLuint framebuffer);\r
+               extern void glBindRenderbuffer(GLenum target, GLuint renderbuffer);\r
+               extern void glBindVertexArray(GLuint ren_array);\r
+               extern void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\r
+               extern GLenum glCheckFramebufferStatus(GLenum target);\r
+               extern void glClampColor(GLenum target, GLenum clamp);\r
+               extern void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\r
+               extern void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value);\r
+               extern void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value);\r
+               extern void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value);\r
+               extern void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\r
+               extern void glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers);\r
+               extern void glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);\r
+               extern void glDeleteVertexArrays(GLsizei n, const GLuint * arrays);\r
+               extern void glDisablei(GLenum target, GLuint index);\r
+               extern void glEnablei(GLenum target, GLuint index);\r
+               extern void glEndConditionalRender();\r
+               extern void glEndTransformFeedback();\r
+               extern void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);\r
+               extern void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\r
+               extern void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+               extern void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+               extern void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\r
+               extern void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\r
+               extern void glGenFramebuffers(GLsizei n, GLuint * framebuffers);\r
+               extern void glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);\r
+               extern void glGenVertexArrays(GLsizei n, GLuint * arrays);\r
+               extern void glGenerateMipmap(GLenum target);\r
+               extern void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data);\r
+               extern GLint glGetFragDataLocation(GLuint program, const GLchar * name);\r
+               extern void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);\r
+               extern void glGetIntegeri_v(GLenum target, GLuint index, GLint * data);\r
+               extern void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+               extern const GLubyte * glGetStringi(GLenum name, GLuint index);\r
+               extern void glGetTexParameterIiv(GLenum target, GLenum pname, GLint * params);\r
+               extern void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params);\r
+               extern void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\r
+               extern void glGetUniformuiv(GLuint program, GLint location, GLuint * params);\r
+               extern void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint * params);\r
+               extern void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params);\r
+               extern GLboolean glIsEnabledi(GLenum target, GLuint index);\r
+               extern GLboolean glIsFramebuffer(GLuint framebuffer);\r
+               extern GLboolean glIsRenderbuffer(GLuint renderbuffer);\r
+               extern GLboolean glIsVertexArray(GLuint ren_array);\r
+               extern void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\r
+               extern void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\r
+               extern void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\r
+               extern void glTexParameterIiv(GLenum target, GLenum pname, const GLint * params);\r
+               extern void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);\r
+               extern void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\r
+               extern void glUniform1ui(GLint location, GLuint v0);\r
+               extern void glUniform1uiv(GLint location, GLsizei count, const GLuint * value);\r
+               extern void glUniform2ui(GLint location, GLuint v0, GLuint v1);\r
+               extern void glUniform2uiv(GLint location, GLsizei count, const GLuint * value);\r
+               extern void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);\r
+               extern void glUniform3uiv(GLint location, GLsizei count, const GLuint * value);\r
+               extern void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\r
+               extern void glUniform4uiv(GLint location, GLsizei count, const GLuint * value);\r
+               extern void glVertexAttribI1i(GLuint index, GLint x);\r
+               extern void glVertexAttribI1iv(GLuint index, const GLint * v);\r
+               extern void glVertexAttribI1ui(GLuint index, GLuint x);\r
+               extern void glVertexAttribI1uiv(GLuint index, const GLuint * v);\r
+               extern void glVertexAttribI2i(GLuint index, GLint x, GLint y);\r
+               extern void glVertexAttribI2iv(GLuint index, const GLint * v);\r
+               extern void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y);\r
+               extern void glVertexAttribI2uiv(GLuint index, const GLuint * v);\r
+               extern void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);\r
+               extern void glVertexAttribI3iv(GLuint index, const GLint * v);\r
+               extern void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);\r
+               extern void glVertexAttribI3uiv(GLuint index, const GLuint * v);\r
+               extern void glVertexAttribI4bv(GLuint index, const GLbyte * v);\r
+               extern void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);\r
+               extern void glVertexAttribI4iv(GLuint index, const GLint * v);\r
+               extern void glVertexAttribI4sv(GLuint index, const GLshort * v);\r
+               extern void glVertexAttribI4ubv(GLuint index, const GLubyte * v);\r
+               extern void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\r
+               extern void glVertexAttribI4uiv(GLuint index, const GLuint * v);\r
+               extern void glVertexAttribI4usv(GLuint index, const GLushort * v);\r
+               extern void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               \r
+               // Extension: 3.1\r
+               extern void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\r
+               extern void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);\r
+               extern void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount);\r
+               extern void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName);\r
+               extern void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params);\r
+               extern void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);\r
+               extern void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);\r
+               extern GLuint glGetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName);\r
+               extern void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices);\r
+               extern void glPrimitiveRestartIndex(GLuint index);\r
+               extern void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);\r
+               extern void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\r
+               \r
+               #ifdef __cplusplus\r
+               }\r
+               #endif /*__cplusplus*/\r
+               \r
+               #endif //OPENGL_NOLOAD_STYLE_H\r
diff --git a/slim_gl_demos/image.c b/slim_gl_demos/image.c
new file mode 100644 (file)
index 0000000..3850a97
--- /dev/null
@@ -0,0 +1,100 @@
+/**
+
+This demo loads an image, creates a texture out of it and draws it with a triangle strip.
+
+**/
+#include <stdbool.h>
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+int main(int argc, char** argv) {
+       if (argc != 2) {
+               fprintf(stderr, "Usage: %s image-file\n", argv[0]);
+               return 1;
+       }
+       
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       SDL_Window* win = SDL_CreateWindow("SlimGL image", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(0);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               in  vec2 pos;
+               in  vec2 tex_coords;
+               out vec2 interpolated_tex_coords;
+               
+               void main() {
+                       gl_Position = vec4(pos, 0, 1);
+                       interpolated_tex_coords = tex_coords;
+               }
+       ), SGL_GLSL("#version 140",
+               uniform sampler2D tex;
+               
+               in vec2 interpolated_tex_coords;
+               
+               void main() {
+                       gl_FragColor = texture2D(tex, interpolated_tex_coords);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Load image and create a texture with it
+       int img_w = 0, img_h = 0;
+       uint8_t* img = stbi_load(argv[1], &img_w, &img_h, NULL, 4);
+               if (img == NULL)
+                       fprintf(stderr, "Failed to load image %s: %s\n", argv[1], stbi_failure_reason());
+               GLuint texture = sgl_texture_new(img_w, img_h, 4, img, 0, 0);
+       free(img);
+       
+       // Create a vertex buffer with one quad for the image (actually it's one
+       // triangle strip since quads are depricated). The x and y values are in
+       // normalized space coordinates, u and v are in texture coordinates.
+       struct { float x, y, u, v; } vertices[] = {
+               {  1,  1,    1, 0 },  // right top
+               {  1, -1,    1, 1 },  // right bottom
+               { -1,  1,    0, 0 },  // left top
+               { -1, -1,    0, 1 }   // left bottom
+       };
+       GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       
+       // Draw image whenever needed
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLE_STRIP, program, "pos %2f tex_coords %2f tex %T", buffer, texture);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(buffer);
+       sgl_texture_destroy(texture);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/image_bubble.c b/slim_gl_demos/image_bubble.c
new file mode 100644 (file)
index 0000000..9be8ca1
--- /dev/null
@@ -0,0 +1,155 @@
+/**
+
+This demo loads an image, creates a texture out of it and draws it with a triangle strip.
+As an added bonus it magnifies the image around the mouse cursor.
+
+**/
+#include <stdbool.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+
+int main(int argc, char** argv) {
+       if (argc != 2) {
+               fprintf(stderr, "Usage: %s image-file\n", argv[0]);
+               return 1;
+       }
+       
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       int win_w = 800, win_h = 600;
+       SDL_Window* win = SDL_CreateWindow("SlimGL image bubble", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, win_w, win_h, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(0);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               uniform mat3 projection;
+
+               in  vec2 pos;
+               in  vec2 tex_coords;
+               out vec2 interpolated_tex_coords;
+               out vec2 screen_pos;
+               
+               void main() {
+                       gl_Position = vec4(projection * vec3(pos, 1), 1);
+                       interpolated_tex_coords = tex_coords;
+                       screen_pos = pos;
+               }
+       ), SGL_GLSL("#version 140",
+               uniform sampler2DRect tex;
+               uniform vec2 mouse_pos;
+               uniform float img_pixels_per_quad_pixel;
+               
+               in vec2 interpolated_tex_coords;
+               in vec2 screen_pos;
+               
+               // Zoom level inside the bubble (2 = double magnification, 4 = four times the size, etc.)
+               float zoom_level = 2.0;
+               // The distance from the mouse cursor the bubble starts to zoom slightly
+               float bubble_outer_radius = 200;
+               // The distance from the mouse cursor where the bubble arrives at full zoom. Everything
+               // inside is zoomed with `zoom_level`.
+               float bubble_inner_radius = 100;
+               
+               void main() {
+                       vec2 to_mouse = mouse_pos - screen_pos;
+                       float distance = length(to_mouse);
+                       
+                       // 0 where no zoom is applied (outside of bubble), 1 where full zoom (inside bubble), blended on the edge
+                       float zoom_mask = 1 - smoothstep(bubble_inner_radius, bubble_outer_radius, distance);
+                       vec2 offset = to_mouse * mix(0, 1.0 - 1.0 / zoom_level, zoom_mask);
+                       gl_FragColor = texture2DRect(tex, interpolated_tex_coords + offset * img_pixels_per_quad_pixel);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Load image and create a texture with it
+       int img_w = 0, img_h = 0;
+       uint8_t* img = stbi_load(argv[1], &img_w, &img_h, NULL, 4);
+               GLuint texture = sgl_texture_new(img_w, img_h, 4, img, 0, SGL_RECT);
+       free(img);
+       
+       // Calculate the size of the quad we use to display the image (based on the
+       // image and window aspect ratios).
+       int quad_w = win_w, quad_h = win_h;
+       float img_ar = (float)img_w / img_h, win_ar = (float)win_w / win_h;
+       if (img_ar > win_ar) {
+               quad_h = quad_w / img_ar;
+       } else {
+               quad_w = quad_h * img_ar;
+       }
+       float img_pixels_per_quad_pixel = (float)img_w / quad_w;
+       
+       // Create a vertex buffer with one quad for the image (actually it's one
+       // triangle strip since quads are depricated). The x and y values are in
+       // window coordinates, u and v are in texture coordinates.
+       float border_x = (win_w - quad_w) / 2.0f, border_y = (win_h - quad_h) / 2.0f;
+       struct { float x, y, u, v; } vertices[] = {
+               { win_w - border_x,         border_y,    img_w, 0     },  // right top
+               { win_w - border_x, win_h - border_y,    img_w, img_h },  // right bottom
+               {         border_x,         border_y,    0,     0     },  // left top
+               {         border_x, win_h - border_y,    0,     img_h }   // left bottom
+       };
+       GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       
+       // Setup the screen space to normalized space projection matrix. We write
+       // it straight down but note that from OpenGL's point of view (column-major
+       // notation) it's transposed.
+       float projection[9] = {
+               2.0 / win_w,            0, -1,
+                         0, -2.0 / win_h,  1,
+                         0,            0,  1
+       };
+       
+       
+       SDL_Event event;
+       float mouse_pos[2];
+       while( SDL_WaitEvent(&event) ) {
+               bool redraw = true;
+               
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if (event.type == SDL_MOUSEMOTION) {
+                       mouse_pos[0] = event.motion.x;
+                       mouse_pos[1] = event.motion.y;
+                       redraw = true;
+               } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+                       redraw = true;
+               }
+               
+               if (redraw) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLE_STRIP, program, "projection %3tM mouse_pos %2F img_pixels_per_quad_pixel %1F pos %2f tex_coords %2f tex %rT", projection, mouse_pos, &img_pixels_per_quad_pixel, buffer, texture);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(buffer);
+       sgl_texture_destroy(texture);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/index_buffer.c b/slim_gl_demos/index_buffer.c
new file mode 100644 (file)
index 0000000..69fe5d1
--- /dev/null
@@ -0,0 +1,97 @@
+/**
+
+This demo draws some quads using triangle strips, an index buffer and primitive restart.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int argc, char** argv) {
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       SDL_Window* win = SDL_CreateWindow("SlimGL index buffer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(1);
+       
+       // Enable primitive restart
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(0xff);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               in  vec2 pos;
+               in  vec4 color;
+               out vec4 interpolated_color;
+               
+               void main() {
+                       gl_Position = vec4(pos, 0, 1);
+                       interpolated_color = color;
+               }
+       ), SGL_GLSL("#version 140",
+               in vec4 interpolated_color;
+               
+               void main() {
+                       gl_FragColor = interpolated_color;
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Create the vertex and index buffers
+       struct { float x, y; uint8_t r, g, b, a; } vertices[] = {
+               { -0.75,  0.75,   255,   0,   0, 255 },
+               { -0.25,  0.75,     0, 255,   0, 255 },
+               { -0.25,  0.25,     0,   0, 225, 255 },
+               { -0.75,  0.25,     0, 255, 225, 255 },
+               
+               {  0.75,  0.75,   255,   0,   0, 255 },
+               {  0.25,  0.75,     0, 255,   0, 255 },
+               {  0.25,  0.25,     0,   0, 225, 255 },
+               {  0.75,  0.25,     0, 255, 225, 255 },
+               
+               {  0.75, -0.75,     0, 225,   0, 255 },
+               { -0.75, -0.75,     0, 225,   0, 255 },
+               { -0.75, -0.25,     0,   0, 225, 255 },
+               {  0.75, -0.25,     0,   0, 225, 255 }
+       };
+       GLuint vertex_buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       uint8_t indices[] = { 1, 2, 0, 3,  0xff,  5, 6, 4, 7,  0xff,  9, 10, 8, 11 };
+       GLuint index_buffer = sgl_buffer_new(indices, sizeof(indices));
+       
+       // Draw triangles whenever needed
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLE_STRIP, program, "$bI pos %2f color %4nub", index_buffer, vertex_buffer);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(vertex_buffer);
+       sgl_buffer_destroy(index_buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/math.c b/slim_gl_demos/math.c
new file mode 100644 (file)
index 0000000..618bf8a
--- /dev/null
@@ -0,0 +1,90 @@
+/**
+
+This demo shows the usage of math_3d.h for perspective projection of vertices.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int argc, char** argv) {
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       SDL_Window* win = SDL_CreateWindow("math_3d.h demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(1);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               uniform mat4 projection;
+               uniform mat4 transform;
+               in vec3 pos;
+               
+               void main() {
+                       gl_Position = (projection * transform) * vec4(pos, 1);
+               }
+       ), SGL_GLSL("#version 140",
+               void main() {
+                       gl_FragColor = vec4(0, gl_FragCoord.z, 0, 1);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Create a vertex buffer with one triangle in it
+       struct { float x, y, z; } vertices[] = {
+               {  0,  0,  0 },  // left bottom
+               {  1,  0, -1 },  // right bottom
+               {  1,  1, -1 }   // top
+       };
+       GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       
+       // Switch to wireframe rendering
+       glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+       
+       mat4_t projection = m4_perspective(60, 800.0 / 600.0, 1, 10);
+       vec3_t from = vec3(0, 0.5, 2), to = vec3(0, 0, 0), up = vec3(0, 1, 0);
+       mat4_t transform = m4_look_at(from, to, up);
+       
+       vec3_t world_space = vec3(1, 1, -1);
+       mat4_t world_to_screen_space = m4_mul(projection, transform);
+       vec3_t screen_space = m4_mul_pos(world_to_screen_space, world_space);
+       printf("%.2f %.2f %.2f\n", screen_space.x, screen_space.y, screen_space.z);
+       
+       // Draw triangle whenever needed
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLES, program, "projection %4M transform %4M pos %3f", &projection, &transform, buffer);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/stb_image.h b/slim_gl_demos/stb_image.h
new file mode 100644 (file)
index 0000000..d0fa9c2
--- /dev/null
@@ -0,0 +1,6437 @@
+/* stb_image - v2.06 - public domain image loader - http://nothings.org/stb_image.h
+                                     no warranty implied; use at your own risk
+
+   Do this:
+      #define STB_IMAGE_IMPLEMENTATION
+   before you include this file in *one* C or C++ file to create the implementation.
+
+   // i.e. it should look like this:
+   #include ...
+   #include ...
+   #include ...
+   #define STB_IMAGE_IMPLEMENTATION
+   #include "stb_image.h"
+
+   You can #define STBI_ASSERT(x) before the #include to avoid using assert.h.
+   And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free
+
+
+   QUICK NOTES:
+      Primarily of interest to game developers and other people who can
+          avoid problematic images and only need the trivial interface
+
+      JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib)
+      PNG 1/2/4/8-bit-per-channel (16 bpc not supported)
+
+      TGA (not sure what subset, if a subset)
+      BMP non-1bpp, non-RLE
+      PSD (composited view only, no extra channels)
+
+      GIF (*comp always reports as 4-channel)
+      HDR (radiance rgbE format)
+      PIC (Softimage PIC)
+      PNM (PPM and PGM binary only)
+
+      - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
+      - decode from arbitrary I/O callbacks
+      - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON)
+
+   Full documentation under "DOCUMENTATION" below.
+
+
+   Revision 2.00 release notes:
+
+      - Progressive JPEG is now supported.
+
+      - PPM and PGM binary formats are now supported, thanks to Ken Miller.
+
+      - x86 platforms now make use of SSE2 SIMD instructions for
+        JPEG decoding, and ARM platforms can use NEON SIMD if requested.
+        This work was done by Fabian "ryg" Giesen. SSE2 is used by
+        default, but NEON must be enabled explicitly; see docs.
+
+        With other JPEG optimizations included in this version, we see
+        2x speedup on a JPEG on an x86 machine, and a 1.5x speedup
+        on a JPEG on an ARM machine, relative to previous versions of this
+        library. The same results will not obtain for all JPGs and for all
+        x86/ARM machines. (Note that progressive JPEGs are significantly
+        slower to decode than regular JPEGs.) This doesn't mean that this
+        is the fastest JPEG decoder in the land; rather, it brings it
+        closer to parity with standard libraries. If you want the fastest
+        decode, look elsewhere. (See "Philosophy" section of docs below.)
+
+        See final bullet items below for more info on SIMD.
+
+      - Added STBI_MALLOC, STBI_REALLOC, and STBI_FREE macros for replacing
+        the memory allocator. Unlike other STBI libraries, these macros don't
+        support a context parameter, so if you need to pass a context in to
+        the allocator, you'll have to store it in a global or a thread-local
+        variable.
+
+      - Split existing STBI_NO_HDR flag into two flags, STBI_NO_HDR and
+        STBI_NO_LINEAR.
+            STBI_NO_HDR:     suppress implementation of .hdr reader format
+            STBI_NO_LINEAR:  suppress high-dynamic-range light-linear float API
+
+      - You can suppress implementation of any of the decoders to reduce
+        your code footprint by #defining one or more of the following
+        symbols before creating the implementation.
+
+            STBI_NO_JPEG
+            STBI_NO_PNG
+            STBI_NO_BMP
+            STBI_NO_PSD
+            STBI_NO_TGA
+            STBI_NO_GIF
+            STBI_NO_HDR
+            STBI_NO_PIC
+            STBI_NO_PNM   (.ppm and .pgm)
+
+      - You can request *only* certain decoders and suppress all other ones
+        (this will be more forward-compatible, as addition of new decoders
+        doesn't require you to disable them explicitly):
+
+            STBI_ONLY_JPEG
+            STBI_ONLY_PNG
+            STBI_ONLY_BMP
+            STBI_ONLY_PSD
+            STBI_ONLY_TGA
+            STBI_ONLY_GIF
+            STBI_ONLY_HDR
+            STBI_ONLY_PIC
+            STBI_ONLY_PNM   (.ppm and .pgm)
+
+         Note that you can define multiples of these, and you will get all
+         of them ("only x" and "only y" is interpreted to mean "only x&y").
+
+       - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still
+         want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB
+
+      - Compilation of all SIMD code can be suppressed with
+            #define STBI_NO_SIMD
+        It should not be necessary to disable SIMD unless you have issues
+        compiling (e.g. using an x86 compiler which doesn't support SSE
+        intrinsics or that doesn't support the method used to detect
+        SSE2 support at run-time), and even those can be reported as
+        bugs so I can refine the built-in compile-time checking to be
+        smarter.
+
+      - The old STBI_SIMD system which allowed installing a user-defined
+        IDCT etc. has been removed. If you need this, don't upgrade. My
+        assumption is that almost nobody was doing this, and those who
+        were will find the built-in SIMD more satisfactory anyway.
+
+      - RGB values computed for JPEG images are slightly different from
+        previous versions of stb_image. (This is due to using less
+        integer precision in SIMD.) The C code has been adjusted so
+        that the same RGB values will be computed regardless of whether
+        SIMD support is available, so your app should always produce
+        consistent results. But these results are slightly different from
+        previous versions. (Specifically, about 3% of available YCbCr values
+        will compute different RGB results from pre-1.49 versions by +-1;
+        most of the deviating values are one smaller in the G channel.)
+
+      - If you must produce consistent results with previous versions of
+        stb_image, #define STBI_JPEG_OLD and you will get the same results
+        you used to; however, you will not get the SIMD speedups for
+        the YCbCr-to-RGB conversion step (although you should still see
+        significant JPEG speedup from the other changes).
+
+        Please note that STBI_JPEG_OLD is a temporary feature; it will be
+        removed in future versions of the library. It is only intended for
+        near-term back-compatibility use.
+
+
+   Latest revision history:
+      2.06  (2015-04-19) fix bug where PSD returns wrong '*comp' value
+      2.05  (2015-04-19) fix bug in progressive JPEG handling, fix warning
+      2.04  (2015-04-15) try to re-enable SIMD on MinGW 64-bit
+      2.03  (2015-04-12) additional corruption checking
+                         stbi_set_flip_vertically_on_load
+                         fix NEON support; fix mingw support
+      2.02  (2015-01-19) fix incorrect assert, fix warning
+      2.01  (2015-01-17) fix various warnings
+      2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG
+      2.00  (2014-12-25) optimize JPEG, including x86 SSE2 & ARM NEON SIMD
+                         progressive JPEG
+                         PGM/PPM support
+                         STBI_MALLOC,STBI_REALLOC,STBI_FREE
+                         STBI_NO_*, STBI_ONLY_*
+                         GIF bugfix
+      1.48  (2014-12-14) fix incorrectly-named assert()
+      1.47  (2014-12-14) 1/2/4-bit PNG support (both grayscale and paletted)
+                         optimize PNG
+                         fix bug in interlaced PNG with user-specified channel count
+
+   See end of file for full revision history.
+
+
+ ============================    Contributors    =========================
+
+ Image formats                                Bug fixes & warning fixes
+    Sean Barrett (jpeg, png, bmp)                Marc LeBlanc
+    Nicolas Schulz (hdr, psd)                    Christpher Lloyd
+    Jonathan Dummer (tga)                        Dave Moore
+    Jean-Marc Lienher (gif)                      Won Chun
+    Tom Seddon (pic)                             the Horde3D community
+    Thatcher Ulrich (psd)                        Janez Zemva
+    Ken Miller (pgm, ppm)                        Jonathan Blow
+                                                 Laurent Gomila
+                                                 Aruelien Pocheville
+ Extensions, features                            Ryamond Barbiero
+    Jetro Lauha (stbi_info)                      David Woo
+    Martin "SpartanJ" Golini (stbi_info)         Martin Golini
+    James "moose2000" Brown (iPhone PNG)         Roy Eltham
+    Ben "Disch" Wenger (io callbacks)            Luke Graham
+    Omar Cornut (1/2/4-bit PNG)                  Thomas Ruf
+    Nicolas Guillemot (vertical flip)            John Bartholomew
+                                                 Ken Hamada
+ Optimizations & bugfixes                        Cort Stratton
+    Fabian "ryg" Giesen                          Blazej Dariusz Roszkowski
+    Arseny Kapoulkine                            Thibault Reuille
+                                                 Paul Du Bois
+                                                 Guillaume George
+  If your name should be here but                Jerry Jansson
+  isn't, let Sean know.                          Hayaki Saito
+                                                 Johan Duparc
+                                                 Ronny Chevalier
+                                                 Michal Cichon
+                                                 Tero Hanninen
+                                                 Sergio Gonzalez
+                                                 Cass Everitt
+                                                 Engin Manap
+                                                 Martins Mozeiko
+                                                 Joseph Thomson
+                                                 Phil Jordan
+
+License:
+   This software is in the public domain. Where that dedication is not
+   recognized, you are granted a perpetual, irrevocable license to copy
+   and modify this file however you want.
+
+*/
+
+#ifndef STBI_INCLUDE_STB_IMAGE_H
+#define STBI_INCLUDE_STB_IMAGE_H
+
+// DOCUMENTATION
+//
+// Limitations:
+//    - no 16-bit-per-channel PNG
+//    - no 12-bit-per-channel JPEG
+//    - no JPEGs with arithmetic coding
+//    - no 1-bit BMP
+//    - GIF always returns *comp=4
+//
+// Basic usage (see HDR discussion below for HDR usage):
+//    int x,y,n;
+//    unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
+//    // ... process data if not NULL ...
+//    // ... x = width, y = height, n = # 8-bit components per pixel ...
+//    // ... replace '0' with '1'..'4' to force that many components per pixel
+//    // ... but 'n' will always be the number that it would have been if you said 0
+//    stbi_image_free(data)
+//
+// Standard parameters:
+//    int *x       -- outputs image width in pixels
+//    int *y       -- outputs image height in pixels
+//    int *comp    -- outputs # of image components in image file
+//    int req_comp -- if non-zero, # of image components requested in result
+//
+// The return value from an image loader is an 'unsigned char *' which points
+// to the pixel data, or NULL on an allocation failure or if the image is
+// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,
+// with each pixel consisting of N interleaved 8-bit components; the first
+// pixel pointed to is top-left-most in the image. There is no padding between
+// image scanlines or between pixels, regardless of format. The number of
+// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
+// If req_comp is non-zero, *comp has the number of components that _would_
+// have been output otherwise. E.g. if you set req_comp to 4, you will always
+// get RGBA output, but you can check *comp to see if it's trivially opaque
+// because e.g. there were only 3 channels in the source image.
+//
+// An output image with N components has the following components interleaved
+// in this order in each pixel:
+//
+//     N=#comp     components
+//       1           grey
+//       2           grey, alpha
+//       3           red, green, blue
+//       4           red, green, blue, alpha
+//
+// If image loading fails for any reason, the return value will be NULL,
+// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
+// can be queried for an extremely brief, end-user unfriendly explanation
+// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
+// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
+// more user-friendly ones.
+//
+// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
+//
+// ===========================================================================
+//
+// Philosophy
+//
+// stb libraries are designed with the following priorities:
+//
+//    1. easy to use
+//    2. easy to maintain
+//    3. good performance
+//
+// Sometimes I let "good performance" creep up in priority over "easy to maintain",
+// and for best performance I may provide less-easy-to-use APIs that give higher
+// performance, in addition to the easy to use ones. Nevertheless, it's important
+// to keep in mind that from the standpoint of you, a client of this library,
+// all you care about is #1 and #3, and stb libraries do not emphasize #3 above all.
+//
+// Some secondary priorities arise directly from the first two, some of which
+// make more explicit reasons why performance can't be emphasized.
+//
+//    - Portable ("ease of use")
+//    - Small footprint ("easy to maintain")
+//    - No dependencies ("ease of use")
+//
+// ===========================================================================
+//
+// I/O callbacks
+//
+// I/O callbacks allow you to read from arbitrary sources, like packaged
+// files or some other source. Data read from callbacks are processed
+// through a small internal buffer (currently 128 bytes) to try to reduce
+// overhead.
+//
+// The three functions you must define are "read" (reads some bytes of data),
+// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
+//
+// ===========================================================================
+//
+// SIMD support
+//
+// The JPEG decoder will try to automatically use SIMD kernels on x86 when
+// supported by the compiler. For ARM Neon support, you must explicitly
+// request it.
+//
+// (The old do-it-yourself SIMD API is no longer supported in the current
+// code.)
+//
+// On x86, SSE2 will automatically be used when available based on a run-time
+// test; if not, the generic C versions are used as a fall-back. On ARM targets,
+// the typical path is to have separate builds for NEON and non-NEON devices
+// (at least this is true for iOS and Android). Therefore, the NEON support is
+// toggled by a build flag: define STBI_NEON to get NEON loops.
+//
+// The output of the JPEG decoder is slightly different from versions where
+// SIMD support was introduced (that is, for versions before 1.49). The
+// difference is only +-1 in the 8-bit RGB channels, and only on a small
+// fraction of pixels. You can force the pre-1.49 behavior by defining
+// STBI_JPEG_OLD, but this will disable some of the SIMD decoding path
+// and hence cost some performance.
+//
+// If for some reason you do not want to use any of SIMD code, or if
+// you have issues compiling it, you can disable it entirely by
+// defining STBI_NO_SIMD.
+//
+// ===========================================================================
+//
+// HDR image support   (disable by defining STBI_NO_HDR)
+//
+// stb_image now supports loading HDR images in general, and currently
+// the Radiance .HDR file format, although the support is provided
+// generically. You can still load any file through the existing interface;
+// if you attempt to load an HDR file, it will be automatically remapped to
+// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
+// both of these constants can be reconfigured through this interface:
+//
+//     stbi_hdr_to_ldr_gamma(2.2f);
+//     stbi_hdr_to_ldr_scale(1.0f);
+//
+// (note, do not use _inverse_ constants; stbi_image will invert them
+// appropriately).
+//
+// Additionally, there is a new, parallel interface for loading files as
+// (linear) floats to preserve the full dynamic range:
+//
+//    float *data = stbi_loadf(filename, &x, &y, &n, 0);
+//
+// If you load LDR images through this interface, those images will
+// be promoted to floating point values, run through the inverse of
+// constants corresponding to the above:
+//
+//     stbi_ldr_to_hdr_scale(1.0f);
+//     stbi_ldr_to_hdr_gamma(2.2f);
+//
+// Finally, given a filename (or an open file or memory block--see header
+// file for details) containing image data, you can query for the "most
+// appropriate" interface to use (that is, whether the image is HDR or
+// not), using:
+//
+//     stbi_is_hdr(char *filename);
+//
+// ===========================================================================
+//
+// iPhone PNG support:
+//
+// By default we convert iphone-formatted PNGs back to RGB, even though
+// they are internally encoded differently. You can disable this conversion
+// by by calling stbi_convert_iphone_png_to_rgb(0), in which case
+// you will always just get the native iphone "format" through (which
+// is BGR stored in RGB).
+//
+// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
+// pixel to remove any premultiplied alpha *only* if the image file explicitly
+// says there's premultiplied data (currently only happens in iPhone images,
+// and only if iPhone convert-to-rgb processing is on).
+//
+
+
+#ifndef STBI_NO_STDIO
+#include <stdio.h>
+#endif // STBI_NO_STDIO
+
+#define STBI_VERSION 1
+
+enum
+{
+   STBI_default = 0, // only used for req_comp
+
+   STBI_grey       = 1,
+   STBI_grey_alpha = 2,
+   STBI_rgb        = 3,
+   STBI_rgb_alpha  = 4
+};
+
+typedef unsigned char stbi_uc;
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifdef STB_IMAGE_STATIC
+#define STBIDEF static
+#else
+#define STBIDEF extern
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// PRIMARY API - works on images of any type
+//
+
+//
+// load image by filename, open file, or memory buffer
+//
+
+typedef struct
+{
+   int      (*read)  (void *user,char *data,int size);   // fill 'data' with 'size' bytes.  return number of bytes actually read
+   void     (*skip)  (void *user,int n);                 // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
+   int      (*eof)   (void *user);                       // returns nonzero if we are at end of file/data
+} stbi_io_callbacks;
+
+STBIDEF stbi_uc *stbi_load               (char              const *filename,           int *x, int *y, int *comp, int req_comp);
+STBIDEF stbi_uc *stbi_load_from_memory   (stbi_uc           const *buffer, int len   , int *x, int *y, int *comp, int req_comp);
+STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk  , void *user, int *x, int *y, int *comp, int req_comp);
+
+#ifndef STBI_NO_STDIO
+STBIDEF stbi_uc *stbi_load_from_file  (FILE *f,                  int *x, int *y, int *comp, int req_comp);
+// for stbi_load_from_file, file pointer is left pointing immediately after image
+#endif
+
+#ifndef STBI_NO_LINEAR
+   STBIDEF float *stbi_loadf                 (char const *filename,           int *x, int *y, int *comp, int req_comp);
+   STBIDEF float *stbi_loadf_from_memory     (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
+   STBIDEF float *stbi_loadf_from_callbacks  (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
+
+   #ifndef STBI_NO_STDIO
+   STBIDEF float *stbi_loadf_from_file  (FILE *f,                int *x, int *y, int *comp, int req_comp);
+   #endif
+#endif
+
+#ifndef STBI_NO_HDR
+   STBIDEF void   stbi_hdr_to_ldr_gamma(float gamma);
+   STBIDEF void   stbi_hdr_to_ldr_scale(float scale);
+#endif
+
+#ifndef STBI_NO_LINEAR
+   STBIDEF void   stbi_ldr_to_hdr_gamma(float gamma);
+   STBIDEF void   stbi_ldr_to_hdr_scale(float scale);
+#endif // STBI_NO_HDR
+
+// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR
+STBIDEF int    stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
+STBIDEF int    stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
+#ifndef STBI_NO_STDIO
+STBIDEF int      stbi_is_hdr          (char const *filename);
+STBIDEF int      stbi_is_hdr_from_file(FILE *f);
+#endif // STBI_NO_STDIO
+
+
+// get a VERY brief reason for failure
+// NOT THREADSAFE
+STBIDEF const char *stbi_failure_reason  (void);
+
+// free the loaded image -- this is just free()
+STBIDEF void     stbi_image_free      (void *retval_from_stbi_load);
+
+// get image dimensions & components without fully decoding
+STBIDEF int      stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
+STBIDEF int      stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
+
+#ifndef STBI_NO_STDIO
+STBIDEF int      stbi_info            (char const *filename,     int *x, int *y, int *comp);
+STBIDEF int      stbi_info_from_file  (FILE *f,                  int *x, int *y, int *comp);
+
+#endif
+
+
+
+// for image formats that explicitly notate that they have premultiplied alpha,
+// we just return the colors as stored in the file. set this flag to force
+// unpremultiplication. results are undefined if the unpremultiply overflow.
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
+
+// indicate whether we should process iphone images back to canonical format,
+// or just pass them through "as-is"
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
+
+// flip the image vertically, so the first pixel in the output array is the bottom left
+STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip);
+
+// ZLIB client - used by PNG, available for other purposes
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
+STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int   stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int   stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+//
+//
+////   end header file   /////////////////////////////////////////////////////
+#endif // STBI_INCLUDE_STB_IMAGE_H
+
+#ifdef STB_IMAGE_IMPLEMENTATION
+
+#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \
+  || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \
+  || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \
+  || defined(STBI_ONLY_ZLIB)
+   #ifndef STBI_ONLY_JPEG
+   #define STBI_NO_JPEG
+   #endif
+   #ifndef STBI_ONLY_PNG
+   #define STBI_NO_PNG
+   #endif
+   #ifndef STBI_ONLY_BMP
+   #define STBI_NO_BMP
+   #endif
+   #ifndef STBI_ONLY_PSD
+   #define STBI_NO_PSD
+   #endif
+   #ifndef STBI_ONLY_TGA
+   #define STBI_NO_TGA
+   #endif
+   #ifndef STBI_ONLY_GIF
+   #define STBI_NO_GIF
+   #endif
+   #ifndef STBI_ONLY_HDR
+   #define STBI_NO_HDR
+   #endif
+   #ifndef STBI_ONLY_PIC
+   #define STBI_NO_PIC
+   #endif
+   #ifndef STBI_ONLY_PNM
+   #define STBI_NO_PNM
+   #endif
+#endif
+
+#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB)
+#define STBI_NO_ZLIB
+#endif
+
+
+#include <stdarg.h>
+#include <stddef.h> // ptrdiff_t on osx
+#include <stdlib.h>
+#include <string.h>
+
+#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)
+#include <math.h>  // ldexp
+#endif
+
+#ifndef STBI_NO_STDIO
+#include <stdio.h>
+#endif
+
+#ifndef STBI_ASSERT
+#include <assert.h>
+#define STBI_ASSERT(x) assert(x)
+#endif
+
+
+#ifndef _MSC_VER
+   #ifdef __cplusplus
+   #define stbi_inline inline
+   #else
+   #define stbi_inline
+   #endif
+#else
+   #define stbi_inline __forceinline
+#endif
+
+
+#ifdef _MSC_VER
+typedef unsigned short stbi__uint16;
+typedef   signed short stbi__int16;
+typedef unsigned int   stbi__uint32;
+typedef   signed int   stbi__int32;
+#else
+#include <stdint.h>
+typedef uint16_t stbi__uint16;
+typedef int16_t  stbi__int16;
+typedef uint32_t stbi__uint32;
+typedef int32_t  stbi__int32;
+#endif
+
+// should produce compiler error if size is wrong
+typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1];
+
+#ifdef _MSC_VER
+#define STBI_NOTUSED(v)  (void)(v)
+#else
+#define STBI_NOTUSED(v)  (void)sizeof(v)
+#endif
+
+#ifdef _MSC_VER
+#define STBI_HAS_LROTL
+#endif
+
+#ifdef STBI_HAS_LROTL
+   #define stbi_lrot(x,y)  _lrotl(x,y)
+#else
+   #define stbi_lrot(x,y)  (((x) << (y)) | ((x) >> (32 - (y))))
+#endif
+
+#if defined(STBI_MALLOC) && defined(STBI_FREE) && defined(STBI_REALLOC)
+// ok
+#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC)
+// ok
+#else
+#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC."
+#endif
+
+#ifndef STBI_MALLOC
+#define STBI_MALLOC(sz)    malloc(sz)
+#define STBI_REALLOC(p,sz) realloc(p,sz)
+#define STBI_FREE(p)       free(p)
+#endif
+
+// x86/x64 detection
+#if defined(__x86_64__) || defined(_M_X64)
+#define STBI__X64_TARGET
+#elif defined(__i386) || defined(_M_IX86)
+#define STBI__X86_TARGET
+#endif
+
+#if defined(__GNUC__) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) && !defined(__SSE2__) && !defined(STBI_NO_SIMD)
+// NOTE: not clear do we actually need this for the 64-bit path?
+// gcc doesn't support sse2 intrinsics unless you compile with -msse2,
+// (but compiling with -msse2 allows the compiler to use SSE2 everywhere;
+// this is just broken and gcc are jerks for not fixing it properly
+// http://www.virtualdub.org/blog/pivot/entry.php?id=363 )
+#define STBI_NO_SIMD
+#endif
+
+#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD)
+// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET
+//
+// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the
+// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant.
+// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not
+// simultaneously enabling "-mstackrealign".
+//
+// See https://github.com/nothings/stb/issues/81 for more information.
+//
+// So default to no SSE2 on 32-bit MinGW. If you've read this far and added
+// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2.
+#define STBI_NO_SIMD
+#endif
+
+#if !defined(STBI_NO_SIMD) && defined(STBI__X86_TARGET)
+#define STBI_SSE2
+#include <emmintrin.h>
+
+#ifdef _MSC_VER
+
+#if _MSC_VER >= 1400  // not VC6
+#include <intrin.h> // __cpuid
+static int stbi__cpuid3(void)
+{
+   int info[4];
+   __cpuid(info,1);
+   return info[3];
+}
+#else
+static int stbi__cpuid3(void)
+{
+   int res;
+   __asm {
+      mov  eax,1
+      cpuid
+      mov  res,edx
+   }
+   return res;
+}
+#endif
+
+#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name
+
+static int stbi__sse2_available()
+{
+   int info3 = stbi__cpuid3();
+   return ((info3 >> 26) & 1) != 0;
+}
+#else // assume GCC-style if not VC++
+#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))
+
+static int stbi__sse2_available()
+{
+#if defined(__GNUC__) && (__GNUC__ * 100 + __GNUC_MINOR__) >= 408 // GCC 4.8 or later
+   // GCC 4.8+ has a nice way to do this
+   return __builtin_cpu_supports("sse2");
+#else
+   // portable way to do this, preferably without using GCC inline ASM?
+   // just bail for now.
+   return 0;
+#endif
+}
+#endif
+#endif
+
+// ARM NEON
+#if defined(STBI_NO_SIMD) && defined(STBI_NEON)
+#undef STBI_NEON
+#endif
+
+#ifdef STBI_NEON
+#include <arm_neon.h>
+// assume GCC or Clang on ARM targets
+#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))
+#endif
+
+#ifndef STBI_SIMD_ALIGN
+#define STBI_SIMD_ALIGN(type, name) type name
+#endif
+
+///////////////////////////////////////////////
+//
+//  stbi__context struct and start_xxx functions
+
+// stbi__context structure is our basic context used by all images, so it
+// contains all the IO context, plus some basic image information
+typedef struct
+{
+   stbi__uint32 img_x, img_y;
+   int img_n, img_out_n;
+
+   stbi_io_callbacks io;
+   void *io_user_data;
+
+   int read_from_callbacks;
+   int buflen;
+   stbi_uc buffer_start[128];
+
+   stbi_uc *img_buffer, *img_buffer_end;
+   stbi_uc *img_buffer_original;
+} stbi__context;
+
+
+static void stbi__refill_buffer(stbi__context *s);
+
+// initialize a memory-decode context
+static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)
+{
+   s->io.read = NULL;
+   s->read_from_callbacks = 0;
+   s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer;
+   s->img_buffer_end = (stbi_uc *) buffer+len;
+}
+
+// initialize a callback-based context
+static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)
+{
+   s->io = *c;
+   s->io_user_data = user;
+   s->buflen = sizeof(s->buffer_start);
+   s->read_from_callbacks = 1;
+   s->img_buffer_original = s->buffer_start;
+   stbi__refill_buffer(s);
+}
+
+#ifndef STBI_NO_STDIO
+
+static int stbi__stdio_read(void *user, char *data, int size)
+{
+   return (int) fread(data,1,size,(FILE*) user);
+}
+
+static void stbi__stdio_skip(void *user, int n)
+{
+   fseek((FILE*) user, n, SEEK_CUR);
+}
+
+static int stbi__stdio_eof(void *user)
+{
+   return feof((FILE*) user);
+}
+
+static stbi_io_callbacks stbi__stdio_callbacks =
+{
+   stbi__stdio_read,
+   stbi__stdio_skip,
+   stbi__stdio_eof,
+};
+
+static void stbi__start_file(stbi__context *s, FILE *f)
+{
+   stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f);
+}
+
+//static void stop_file(stbi__context *s) { }
+
+#endif // !STBI_NO_STDIO
+
+static void stbi__rewind(stbi__context *s)
+{
+   // conceptually rewind SHOULD rewind to the beginning of the stream,
+   // but we just rewind to the beginning of the initial buffer, because
+   // we only use it after doing 'test', which only ever looks at at most 92 bytes
+   s->img_buffer = s->img_buffer_original;
+}
+
+#ifndef STBI_NO_JPEG
+static int      stbi__jpeg_test(stbi__context *s);
+static stbi_uc *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PNG
+static int      stbi__png_test(stbi__context *s);
+static stbi_uc *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__png_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_BMP
+static int      stbi__bmp_test(stbi__context *s);
+static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_TGA
+static int      stbi__tga_test(stbi__context *s);
+static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PSD
+static int      stbi__psd_test(stbi__context *s);
+static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__psd_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_HDR
+static int      stbi__hdr_test(stbi__context *s);
+static float   *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PIC
+static int      stbi__pic_test(stbi__context *s);
+static stbi_uc *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__pic_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_GIF
+static int      stbi__gif_test(stbi__context *s);
+static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PNM
+static int      stbi__pnm_test(stbi__context *s);
+static stbi_uc *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int      stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+// this is not threadsafe
+static const char *stbi__g_failure_reason;
+
+STBIDEF const char *stbi_failure_reason(void)
+{
+   return stbi__g_failure_reason;
+}
+
+static int stbi__err(const char *str)
+{
+   stbi__g_failure_reason = str;
+   return 0;
+}
+
+static void *stbi__malloc(size_t size)
+{
+    return STBI_MALLOC(size);
+}
+
+// stbi__err - error
+// stbi__errpf - error returning pointer to float
+// stbi__errpuc - error returning pointer to unsigned char
+
+#ifdef STBI_NO_FAILURE_STRINGS
+   #define stbi__err(x,y)  0
+#elif defined(STBI_FAILURE_USERMSG)
+   #define stbi__err(x,y)  stbi__err(y)
+#else
+   #define stbi__err(x,y)  stbi__err(x)
+#endif
+
+#define stbi__errpf(x,y)   ((float *) (stbi__err(x,y)?NULL:NULL))
+#define stbi__errpuc(x,y)  ((unsigned char *) (stbi__err(x,y)?NULL:NULL))
+
+STBIDEF void stbi_image_free(void *retval_from_stbi_load)
+{
+   STBI_FREE(retval_from_stbi_load);
+}
+
+#ifndef STBI_NO_LINEAR
+static float   *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);
+#endif
+
+#ifndef STBI_NO_HDR
+static stbi_uc *stbi__hdr_to_ldr(float   *data, int x, int y, int comp);
+#endif
+
+static int stbi__vertically_flip_on_load = 0;
+
+STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip)
+{
+    stbi__vertically_flip_on_load = flag_true_if_should_flip;
+}
+
+static unsigned char *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   #ifndef STBI_NO_JPEG
+   if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp);
+   #endif
+   #ifndef STBI_NO_PNG
+   if (stbi__png_test(s))  return stbi__png_load(s,x,y,comp,req_comp);
+   #endif
+   #ifndef STBI_NO_BMP
+   if (stbi__bmp_test(s))  return stbi__bmp_load(s,x,y,comp,req_comp);
+   #endif
+   #ifndef STBI_NO_GIF
+   if (stbi__gif_test(s))  return stbi__gif_load(s,x,y,comp,req_comp);
+   #endif
+   #ifndef STBI_NO_PSD
+   if (stbi__psd_test(s))  return stbi__psd_load(s,x,y,comp,req_comp);
+   #endif
+   #ifndef STBI_NO_PIC
+   if (stbi__pic_test(s))  return stbi__pic_load(s,x,y,comp,req_comp);
+   #endif
+   #ifndef STBI_NO_PNM
+   if (stbi__pnm_test(s))  return stbi__pnm_load(s,x,y,comp,req_comp);
+   #endif
+
+   #ifndef STBI_NO_HDR
+   if (stbi__hdr_test(s)) {
+      float *hdr = stbi__hdr_load(s, x,y,comp,req_comp);
+      return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);
+   }
+   #endif
+
+   #ifndef STBI_NO_TGA
+   // test tga last because it's a crappy test!
+   if (stbi__tga_test(s))
+      return stbi__tga_load(s,x,y,comp,req_comp);
+   #endif
+
+   return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt");
+}
+
+static unsigned char *stbi__load_flip(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   unsigned char *result = stbi__load_main(s, x, y, comp, req_comp);
+
+   if (stbi__vertically_flip_on_load && result != NULL) {
+      int w = *x, h = *y;
+      int depth = req_comp ? req_comp : *comp;
+      int row,col,z;
+      stbi_uc temp;
+
+      // @OPTIMIZE: use a bigger temp buffer and memcpy multiple pixels at once
+      for (row = 0; row < (h>>1); row++) {
+         for (col = 0; col < w; col++) {
+            for (z = 0; z < depth; z++) {
+               temp = result[(row * w + col) * depth + z];
+               result[(row * w + col) * depth + z] = result[((h - row - 1) * w + col) * depth + z];
+               result[((h - row - 1) * w + col) * depth + z] = temp;
+            }
+         }
+      }
+   }
+
+   return result;
+}
+
+static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp)
+{
+   if (stbi__vertically_flip_on_load && result != NULL) {
+      int w = *x, h = *y;
+      int depth = req_comp ? req_comp : *comp;
+      int row,col,z;
+      float temp;
+
+      // @OPTIMIZE: use a bigger temp buffer and memcpy multiple pixels at once
+      for (row = 0; row < (h>>1); row++) {
+         for (col = 0; col < w; col++) {
+            for (z = 0; z < depth; z++) {
+               temp = result[(row * w + col) * depth + z];
+               result[(row * w + col) * depth + z] = result[((h - row - 1) * w + col) * depth + z];
+               result[((h - row - 1) * w + col) * depth + z] = temp;
+            }
+         }
+      }
+   }
+}
+
+
+#ifndef STBI_NO_STDIO
+
+static FILE *stbi__fopen(char const *filename, char const *mode)
+{
+   FILE *f;
+#if defined(_MSC_VER) && _MSC_VER >= 1400
+   if (0 != fopen_s(&f, filename, mode))
+      f=0;
+#else
+   f = fopen(filename, mode);
+#endif
+   return f;
+}
+
+
+STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+   FILE *f = stbi__fopen(filename, "rb");
+   unsigned char *result;
+   if (!f) return stbi__errpuc("can't fopen", "Unable to open file");
+   result = stbi_load_from_file(f,x,y,comp,req_comp);
+   fclose(f);
+   return result;
+}
+
+STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+   unsigned char *result;
+   stbi__context s;
+   stbi__start_file(&s,f);
+   result = stbi__load_flip(&s,x,y,comp,req_comp);
+   if (result) {
+      // need to 'unget' all the characters in the IO buffer
+      fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
+   }
+   return result;
+}
+#endif //!STBI_NO_STDIO
+
+STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__context s;
+   stbi__start_mem(&s,buffer,len);
+   return stbi__load_flip(&s,x,y,comp,req_comp);
+}
+
+STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__context s;
+   stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+   return stbi__load_flip(&s,x,y,comp,req_comp);
+}
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   unsigned char *data;
+   #ifndef STBI_NO_HDR
+   if (stbi__hdr_test(s)) {
+      float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp);
+      if (hdr_data)
+         stbi__float_postprocess(hdr_data,x,y,comp,req_comp);
+      return hdr_data;
+   }
+   #endif
+   data = stbi__load_flip(s, x, y, comp, req_comp);
+   if (data)
+      return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);
+   return stbi__errpf("unknown image type", "Image not of any known type, or corrupt");
+}
+
+STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__context s;
+   stbi__start_mem(&s,buffer,len);
+   return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+
+STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__context s;
+   stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+   return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+   float *result;
+   FILE *f = stbi__fopen(filename, "rb");
+   if (!f) return stbi__errpf("can't fopen", "Unable to open file");
+   result = stbi_loadf_from_file(f,x,y,comp,req_comp);
+   fclose(f);
+   return result;
+}
+
+STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__context s;
+   stbi__start_file(&s,f);
+   return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+#endif // !STBI_NO_STDIO
+
+#endif // !STBI_NO_LINEAR
+
+// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is
+// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always
+// reports false!
+
+STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)
+{
+   #ifndef STBI_NO_HDR
+   stbi__context s;
+   stbi__start_mem(&s,buffer,len);
+   return stbi__hdr_test(&s);
+   #else
+   STBI_NOTUSED(buffer);
+   STBI_NOTUSED(len);
+   return 0;
+   #endif
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF int      stbi_is_hdr          (char const *filename)
+{
+   FILE *f = stbi__fopen(filename, "rb");
+   int result=0;
+   if (f) {
+      result = stbi_is_hdr_from_file(f);
+      fclose(f);
+   }
+   return result;
+}
+
+STBIDEF int      stbi_is_hdr_from_file(FILE *f)
+{
+   #ifndef STBI_NO_HDR
+   stbi__context s;
+   stbi__start_file(&s,f);
+   return stbi__hdr_test(&s);
+   #else
+   return 0;
+   #endif
+}
+#endif // !STBI_NO_STDIO
+
+STBIDEF int      stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)
+{
+   #ifndef STBI_NO_HDR
+   stbi__context s;
+   stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+   return stbi__hdr_test(&s);
+   #else
+   return 0;
+   #endif
+}
+
+static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f;
+static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f;
+
+#ifndef STBI_NO_LINEAR
+STBIDEF void   stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }
+STBIDEF void   stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }
+#endif
+
+STBIDEF void   stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; }
+STBIDEF void   stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; }
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Common code used by all image loaders
+//
+
+enum
+{
+   STBI__SCAN_load=0,
+   STBI__SCAN_type,
+   STBI__SCAN_header
+};
+
+static void stbi__refill_buffer(stbi__context *s)
+{
+   int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen);
+   if (n == 0) {
+      // at end of file, treat same as if from memory, but need to handle case
+      // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file
+      s->read_from_callbacks = 0;
+      s->img_buffer = s->buffer_start;
+      s->img_buffer_end = s->buffer_start+1;
+      *s->img_buffer = 0;
+   } else {
+      s->img_buffer = s->buffer_start;
+      s->img_buffer_end = s->buffer_start + n;
+   }
+}
+
+stbi_inline static stbi_uc stbi__get8(stbi__context *s)
+{
+   if (s->img_buffer < s->img_buffer_end)
+      return *s->img_buffer++;
+   if (s->read_from_callbacks) {
+      stbi__refill_buffer(s);
+      return *s->img_buffer++;
+   }
+   return 0;
+}
+
+stbi_inline static int stbi__at_eof(stbi__context *s)
+{
+   if (s->io.read) {
+      if (!(s->io.eof)(s->io_user_data)) return 0;
+      // if feof() is true, check if buffer = end
+      // special case: we've only got the special 0 character at the end
+      if (s->read_from_callbacks == 0) return 1;
+   }
+
+   return s->img_buffer >= s->img_buffer_end;
+}
+
+static void stbi__skip(stbi__context *s, int n)
+{
+   if (n < 0) {
+      s->img_buffer = s->img_buffer_end;
+      return;
+   }
+   if (s->io.read) {
+      int blen = (int) (s->img_buffer_end - s->img_buffer);
+      if (blen < n) {
+         s->img_buffer = s->img_buffer_end;
+         (s->io.skip)(s->io_user_data, n - blen);
+         return;
+      }
+   }
+   s->img_buffer += n;
+}
+
+static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)
+{
+   if (s->io.read) {
+      int blen = (int) (s->img_buffer_end - s->img_buffer);
+      if (blen < n) {
+         int res, count;
+
+         memcpy(buffer, s->img_buffer, blen);
+
+         count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen);
+         res = (count == (n-blen));
+         s->img_buffer = s->img_buffer_end;
+         return res;
+      }
+   }
+
+   if (s->img_buffer+n <= s->img_buffer_end) {
+      memcpy(buffer, s->img_buffer, n);
+      s->img_buffer += n;
+      return 1;
+   } else
+      return 0;
+}
+
+static int stbi__get16be(stbi__context *s)
+{
+   int z = stbi__get8(s);
+   return (z << 8) + stbi__get8(s);
+}
+
+static stbi__uint32 stbi__get32be(stbi__context *s)
+{
+   stbi__uint32 z = stbi__get16be(s);
+   return (z << 16) + stbi__get16be(s);
+}
+
+static int stbi__get16le(stbi__context *s)
+{
+   int z = stbi__get8(s);
+   return z + (stbi__get8(s) << 8);
+}
+
+static stbi__uint32 stbi__get32le(stbi__context *s)
+{
+   stbi__uint32 z = stbi__get16le(s);
+   return z + (stbi__get16le(s) << 16);
+}
+
+#define STBI__BYTECAST(x)  ((stbi_uc) ((x) & 255))  // truncate int to byte without warnings
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//  generic converter from built-in img_n to req_comp
+//    individual types do this automatically as much as possible (e.g. jpeg
+//    does all cases internally since it needs to colorspace convert anyway,
+//    and it never has alpha, so very few cases ). png can automatically
+//    interleave an alpha=255 channel, but falls back to this for other cases
+//
+//  assume data buffer is malloced, so malloc a new one and free that one
+//  only failure mode is malloc failing
+
+static stbi_uc stbi__compute_y(int r, int g, int b)
+{
+   return (stbi_uc) (((r*77) + (g*150) +  (29*b)) >> 8);
+}
+
+static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)
+{
+   int i,j;
+   unsigned char *good;
+
+   if (req_comp == img_n) return data;
+   STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
+
+   good = (unsigned char *) stbi__malloc(req_comp * x * y);
+   if (good == NULL) {
+      STBI_FREE(data);
+      return stbi__errpuc("outofmem", "Out of memory");
+   }
+
+   for (j=0; j < (int) y; ++j) {
+      unsigned char *src  = data + j * x * img_n   ;
+      unsigned char *dest = good + j * x * req_comp;
+
+      #define COMBO(a,b)  ((a)*8+(b))
+      #define CASE(a,b)   case COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
+      // convert source image with img_n components to one with req_comp components;
+      // avoid switch per pixel, so use switch per scanline and massive macros
+      switch (COMBO(img_n, req_comp)) {
+         CASE(1,2) dest[0]=src[0], dest[1]=255; break;
+         CASE(1,3) dest[0]=dest[1]=dest[2]=src[0]; break;
+         CASE(1,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; break;
+         CASE(2,1) dest[0]=src[0]; break;
+         CASE(2,3) dest[0]=dest[1]=dest[2]=src[0]; break;
+         CASE(2,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; break;
+         CASE(3,4) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; break;
+         CASE(3,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
+         CASE(3,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = 255; break;
+         CASE(4,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
+         CASE(4,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = src[3]; break;
+         CASE(4,3) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; break;
+         default: STBI_ASSERT(0);
+      }
+      #undef CASE
+   }
+
+   STBI_FREE(data);
+   return good;
+}
+
+#ifndef STBI_NO_LINEAR
+static float   *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)
+{
+   int i,k,n;
+   float *output = (float *) stbi__malloc(x * y * comp * sizeof(float));
+   if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); }
+   // compute number of non-alpha components
+   if (comp & 1) n = comp; else n = comp-1;
+   for (i=0; i < x*y; ++i) {
+      for (k=0; k < n; ++k) {
+         output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale);
+      }
+      if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f;
+   }
+   STBI_FREE(data);
+   return output;
+}
+#endif
+
+#ifndef STBI_NO_HDR
+#define stbi__float2int(x)   ((int) (x))
+static stbi_uc *stbi__hdr_to_ldr(float   *data, int x, int y, int comp)
+{
+   int i,k,n;
+   stbi_uc *output = (stbi_uc *) stbi__malloc(x * y * comp);
+   if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); }
+   // compute number of non-alpha components
+   if (comp & 1) n = comp; else n = comp-1;
+   for (i=0; i < x*y; ++i) {
+      for (k=0; k < n; ++k) {
+         float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;
+         if (z < 0) z = 0;
+         if (z > 255) z = 255;
+         output[i*comp + k] = (stbi_uc) stbi__float2int(z);
+      }
+      if (k < comp) {
+         float z = data[i*comp+k] * 255 + 0.5f;
+         if (z < 0) z = 0;
+         if (z > 255) z = 255;
+         output[i*comp + k] = (stbi_uc) stbi__float2int(z);
+      }
+   }
+   STBI_FREE(data);
+   return output;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+//  "baseline" JPEG/JFIF decoder
+//
+//    simple implementation
+//      - doesn't support delayed output of y-dimension
+//      - simple interface (only one output format: 8-bit interleaved RGB)
+//      - doesn't try to recover corrupt jpegs
+//      - doesn't allow partial loading, loading multiple at once
+//      - still fast on x86 (copying globals into locals doesn't help x86)
+//      - allocates lots of intermediate memory (full size of all components)
+//        - non-interleaved case requires this anyway
+//        - allows good upsampling (see next)
+//    high-quality
+//      - upsampled channels are bilinearly interpolated, even across blocks
+//      - quality integer IDCT derived from IJG's 'slow'
+//    performance
+//      - fast huffman; reasonable integer IDCT
+//      - some SIMD kernels for common paths on targets with SSE2/NEON
+//      - uses a lot of intermediate memory, could cache poorly
+
+#ifndef STBI_NO_JPEG
+
+// huffman decoding acceleration
+#define FAST_BITS   9  // larger handles more cases; smaller stomps less cache
+
+typedef struct
+{
+   stbi_uc  fast[1 << FAST_BITS];
+   // weirdly, repacking this into AoS is a 10% speed loss, instead of a win
+   stbi__uint16 code[256];
+   stbi_uc  values[256];
+   stbi_uc  size[257];
+   unsigned int maxcode[18];
+   int    delta[17];   // old 'firstsymbol' - old 'firstcode'
+} stbi__huffman;
+
+typedef struct
+{
+   stbi__context *s;
+   stbi__huffman huff_dc[4];
+   stbi__huffman huff_ac[4];
+   stbi_uc dequant[4][64];
+   stbi__int16 fast_ac[4][1 << FAST_BITS];
+
+// sizes for components, interleaved MCUs
+   int img_h_max, img_v_max;
+   int img_mcu_x, img_mcu_y;
+   int img_mcu_w, img_mcu_h;
+
+// definition of jpeg image component
+   struct
+   {
+      int id;
+      int h,v;
+      int tq;
+      int hd,ha;
+      int dc_pred;
+
+      int x,y,w2,h2;
+      stbi_uc *data;
+      void *raw_data, *raw_coeff;
+      stbi_uc *linebuf;
+      short   *coeff;   // progressive only
+      int      coeff_w, coeff_h; // number of 8x8 coefficient blocks
+   } img_comp[4];
+
+   stbi__uint32   code_buffer; // jpeg entropy-coded buffer
+   int            code_bits;   // number of valid bits
+   unsigned char  marker;      // marker seen while filling entropy buffer
+   int            nomore;      // flag if we saw a marker so must stop
+
+   int            progressive;
+   int            spec_start;
+   int            spec_end;
+   int            succ_high;
+   int            succ_low;
+   int            eob_run;
+
+   int scan_n, order[4];
+   int restart_interval, todo;
+
+// kernels
+   void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]);
+   void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step);
+   stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs);
+} stbi__jpeg;
+
+static int stbi__build_huffman(stbi__huffman *h, int *count)
+{
+   int i,j,k=0,code;
+   // build size list for each symbol (from JPEG spec)
+   for (i=0; i < 16; ++i)
+      for (j=0; j < count[i]; ++j)
+         h->size[k++] = (stbi_uc) (i+1);
+   h->size[k] = 0;
+
+   // compute actual symbols (from jpeg spec)
+   code = 0;
+   k = 0;
+   for(j=1; j <= 16; ++j) {
+      // compute delta to add to code to compute symbol id
+      h->delta[j] = k - code;
+      if (h->size[k] == j) {
+         while (h->size[k] == j)
+            h->code[k++] = (stbi__uint16) (code++);
+         if (code-1 >= (1 << j)) return stbi__err("bad code lengths","Corrupt JPEG");
+      }
+      // compute largest code + 1 for this size, preshifted as needed later
+      h->maxcode[j] = code << (16-j);
+      code <<= 1;
+   }
+   h->maxcode[j] = 0xffffffff;
+
+   // build non-spec acceleration table; 255 is flag for not-accelerated
+   memset(h->fast, 255, 1 << FAST_BITS);
+   for (i=0; i < k; ++i) {
+      int s = h->size[i];
+      if (s <= FAST_BITS) {
+         int c = h->code[i] << (FAST_BITS-s);
+         int m = 1 << (FAST_BITS-s);
+         for (j=0; j < m; ++j) {
+            h->fast[c+j] = (stbi_uc) i;
+         }
+      }
+   }
+   return 1;
+}
+
+// build a table that decodes both magnitude and value of small ACs in
+// one go.
+static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h)
+{
+   int i;
+   for (i=0; i < (1 << FAST_BITS); ++i) {
+      stbi_uc fast = h->fast[i];
+      fast_ac[i] = 0;
+      if (fast < 255) {
+         int rs = h->values[fast];
+         int run = (rs >> 4) & 15;
+         int magbits = rs & 15;
+         int len = h->size[fast];
+
+         if (magbits && len + magbits <= FAST_BITS) {
+            // magnitude code followed by receive_extend code
+            int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits);
+            int m = 1 << (magbits - 1);
+            if (k < m) k += (-1 << magbits) + 1;
+            // if the result is small enough, we can fit it in fast_ac table
+            if (k >= -128 && k <= 127)
+               fast_ac[i] = (stbi__int16) ((k << 8) + (run << 4) + (len + magbits));
+         }
+      }
+   }
+}
+
+static void stbi__grow_buffer_unsafe(stbi__jpeg *j)
+{
+   do {
+      int b = j->nomore ? 0 : stbi__get8(j->s);
+      if (b == 0xff) {
+         int c = stbi__get8(j->s);
+         if (c != 0) {
+            j->marker = (unsigned char) c;
+            j->nomore = 1;
+            return;
+         }
+      }
+      j->code_buffer |= b << (24 - j->code_bits);
+      j->code_bits += 8;
+   } while (j->code_bits <= 24);
+}
+
+// (1 << n) - 1
+static stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535};
+
+// decode a jpeg huffman value from the bitstream
+stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)
+{
+   unsigned int temp;
+   int c,k;
+
+   if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+
+   // look at the top FAST_BITS and determine what symbol ID it is,
+   // if the code is <= FAST_BITS
+   c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+   k = h->fast[c];
+   if (k < 255) {
+      int s = h->size[k];
+      if (s > j->code_bits)
+         return -1;
+      j->code_buffer <<= s;
+      j->code_bits -= s;
+      return h->values[k];
+   }
+
+   // naive test is to shift the code_buffer down so k bits are
+   // valid, then test against maxcode. To speed this up, we've
+   // preshifted maxcode left so that it has (16-k) 0s at the
+   // end; in other words, regardless of the number of bits, it
+   // wants to be compared against something shifted to have 16;
+   // that way we don't need to shift inside the loop.
+   temp = j->code_buffer >> 16;
+   for (k=FAST_BITS+1 ; ; ++k)
+      if (temp < h->maxcode[k])
+         break;
+   if (k == 17) {
+      // error! code not found
+      j->code_bits -= 16;
+      return -1;
+   }
+
+   if (k > j->code_bits)
+      return -1;
+
+   // convert the huffman code to the symbol id
+   c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];
+   STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);
+
+   // convert the id to a symbol
+   j->code_bits -= k;
+   j->code_buffer <<= k;
+   return h->values[c];
+}
+
+// bias[n] = (-1<<n) + 1
+static int const stbi__jbias[16] = {0,-1,-3,-7,-15,-31,-63,-127,-255,-511,-1023,-2047,-4095,-8191,-16383,-32767};
+
+// combined JPEG 'receive' and JPEG 'extend', since baseline
+// always extends everything it receives.
+stbi_inline static int stbi__extend_receive(stbi__jpeg *j, int n)
+{
+   unsigned int k;
+   int sgn;
+   if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
+
+   sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB
+   k = stbi_lrot(j->code_buffer, n);
+   STBI_ASSERT(n >= 0 && n < (int) (sizeof(stbi__bmask)/sizeof(*stbi__bmask)));
+   j->code_buffer = k & ~stbi__bmask[n];
+   k &= stbi__bmask[n];
+   j->code_bits -= n;
+   return k + (stbi__jbias[n] & ~sgn);
+}
+
+// get some unsigned bits
+stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n)
+{
+   unsigned int k;
+   if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
+   k = stbi_lrot(j->code_buffer, n);
+   j->code_buffer = k & ~stbi__bmask[n];
+   k &= stbi__bmask[n];
+   j->code_bits -= n;
+   return k;
+}
+
+stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j)
+{
+   unsigned int k;
+   if (j->code_bits < 1) stbi__grow_buffer_unsafe(j);
+   k = j->code_buffer;
+   j->code_buffer <<= 1;
+   --j->code_bits;
+   return k & 0x80000000;
+}
+
+// given a value that's at position X in the zigzag stream,
+// where does it appear in the 8x8 matrix coded as row-major?
+static stbi_uc stbi__jpeg_dezigzag[64+15] =
+{
+    0,  1,  8, 16,  9,  2,  3, 10,
+   17, 24, 32, 25, 18, 11,  4,  5,
+   12, 19, 26, 33, 40, 48, 41, 34,
+   27, 20, 13,  6,  7, 14, 21, 28,
+   35, 42, 49, 56, 57, 50, 43, 36,
+   29, 22, 15, 23, 30, 37, 44, 51,
+   58, 59, 52, 45, 38, 31, 39, 46,
+   53, 60, 61, 54, 47, 55, 62, 63,
+   // let corrupt input sample past end
+   63, 63, 63, 63, 63, 63, 63, 63,
+   63, 63, 63, 63, 63, 63, 63
+};
+
+// decode one 64-entry block--
+static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi_uc *dequant)
+{
+   int diff,dc,k;
+   int t;
+
+   if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+   t = stbi__jpeg_huff_decode(j, hdc);
+   if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+
+   // 0 all the ac values now so we can do it 32-bits at a time
+   memset(data,0,64*sizeof(data[0]));
+
+   diff = t ? stbi__extend_receive(j, t) : 0;
+   dc = j->img_comp[b].dc_pred + diff;
+   j->img_comp[b].dc_pred = dc;
+   data[0] = (short) (dc * dequant[0]);
+
+   // decode AC components, see JPEG spec
+   k = 1;
+   do {
+      unsigned int zig;
+      int c,r,s;
+      if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+      c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+      r = fac[c];
+      if (r) { // fast-AC path
+         k += (r >> 4) & 15; // run
+         s = r & 15; // combined length
+         j->code_buffer <<= s;
+         j->code_bits -= s;
+         // decode into unzigzag'd location
+         zig = stbi__jpeg_dezigzag[k++];
+         data[zig] = (short) ((r >> 8) * dequant[zig]);
+      } else {
+         int rs = stbi__jpeg_huff_decode(j, hac);
+         if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+         s = rs & 15;
+         r = rs >> 4;
+         if (s == 0) {
+            if (rs != 0xf0) break; // end block
+            k += 16;
+         } else {
+            k += r;
+            // decode into unzigzag'd location
+            zig = stbi__jpeg_dezigzag[k++];
+            data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]);
+         }
+      }
+   } while (k < 64);
+   return 1;
+}
+
+static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b)
+{
+   int diff,dc;
+   int t;
+   if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+
+   if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+
+   if (j->succ_high == 0) {
+      // first scan for DC coefficient, must be first
+      memset(data,0,64*sizeof(data[0])); // 0 all the ac values now
+      t = stbi__jpeg_huff_decode(j, hdc);
+      diff = t ? stbi__extend_receive(j, t) : 0;
+
+      dc = j->img_comp[b].dc_pred + diff;
+      j->img_comp[b].dc_pred = dc;
+      data[0] = (short) (dc << j->succ_low);
+   } else {
+      // refinement scan for DC coefficient
+      if (stbi__jpeg_get_bit(j))
+         data[0] += (short) (1 << j->succ_low);
+   }
+   return 1;
+}
+
+// @OPTIMIZE: store non-zigzagged during the decode passes,
+// and only de-zigzag when dequantizing
+static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac)
+{
+   int k;
+   if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+
+   if (j->succ_high == 0) {
+      int shift = j->succ_low;
+
+      if (j->eob_run) {
+         --j->eob_run;
+         return 1;
+      }
+
+      k = j->spec_start;
+      do {
+         unsigned int zig;
+         int c,r,s;
+         if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+         c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+         r = fac[c];
+         if (r) { // fast-AC path
+            k += (r >> 4) & 15; // run
+            s = r & 15; // combined length
+            j->code_buffer <<= s;
+            j->code_bits -= s;
+            zig = stbi__jpeg_dezigzag[k++];
+            data[zig] = (short) ((r >> 8) << shift);
+         } else {
+            int rs = stbi__jpeg_huff_decode(j, hac);
+            if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+            s = rs & 15;
+            r = rs >> 4;
+            if (s == 0) {
+               if (r < 15) {
+                  j->eob_run = (1 << r);
+                  if (r)
+                     j->eob_run += stbi__jpeg_get_bits(j, r);
+                  --j->eob_run;
+                  break;
+               }
+               k += 16;
+            } else {
+               k += r;
+               zig = stbi__jpeg_dezigzag[k++];
+               data[zig] = (short) (stbi__extend_receive(j,s) << shift);
+            }
+         }
+      } while (k <= j->spec_end);
+   } else {
+      // refinement scan for these AC coefficients
+
+      short bit = (short) (1 << j->succ_low);
+
+      if (j->eob_run) {
+         --j->eob_run;
+         for (k = j->spec_start; k <= j->spec_end; ++k) {
+            short *p = &data[stbi__jpeg_dezigzag[k]];
+            if (*p != 0)
+               if (stbi__jpeg_get_bit(j))
+                  if ((*p & bit)==0) {
+                     if (*p > 0)
+                        *p += bit;
+                     else
+                        *p -= bit;
+                  }
+         }
+      } else {
+         k = j->spec_start;
+         do {
+            int r,s;
+            int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh
+            if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+            s = rs & 15;
+            r = rs >> 4;
+            if (s == 0) {
+               if (r < 15) {
+                  j->eob_run = (1 << r) - 1;
+                  if (r)
+                     j->eob_run += stbi__jpeg_get_bits(j, r);
+                  r = 64; // force end of block
+               } else {
+                  // r=15 s=0 should write 16 0s, so we just do
+                  // a run of 15 0s and then write s (which is 0),
+                  // so we don't have to do anything special here
+               }
+            } else {
+               if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG");
+               // sign bit
+               if (stbi__jpeg_get_bit(j))
+                  s = bit;
+               else
+                  s = -bit;
+            }
+
+            // advance by r
+            while (k <= j->spec_end) {
+               short *p = &data[stbi__jpeg_dezigzag[k++]];
+               if (*p != 0) {
+                  if (stbi__jpeg_get_bit(j))
+                     if ((*p & bit)==0) {
+                        if (*p > 0)
+                           *p += bit;
+                        else
+                           *p -= bit;
+                     }
+               } else {
+                  if (r == 0) {
+                     *p = (short) s;
+                     break;
+                  }
+                  --r;
+               }
+            }
+         } while (k <= j->spec_end);
+      }
+   }
+   return 1;
+}
+
+// take a -128..127 value and stbi__clamp it and convert to 0..255
+stbi_inline static stbi_uc stbi__clamp(int x)
+{
+   // trick to use a single test to catch both cases
+   if ((unsigned int) x > 255) {
+      if (x < 0) return 0;
+      if (x > 255) return 255;
+   }
+   return (stbi_uc) x;
+}
+
+#define stbi__f2f(x)  ((int) (((x) * 4096 + 0.5)))
+#define stbi__fsh(x)  ((x) << 12)
+
+// derived from jidctint -- DCT_ISLOW
+#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \
+   int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \
+   p2 = s2;                                    \
+   p3 = s6;                                    \
+   p1 = (p2+p3) * stbi__f2f(0.5411961f);       \
+   t2 = p1 + p3*stbi__f2f(-1.847759065f);      \
+   t3 = p1 + p2*stbi__f2f( 0.765366865f);      \
+   p2 = s0;                                    \
+   p3 = s4;                                    \
+   t0 = stbi__fsh(p2+p3);                      \
+   t1 = stbi__fsh(p2-p3);                      \
+   x0 = t0+t3;                                 \
+   x3 = t0-t3;                                 \
+   x1 = t1+t2;                                 \
+   x2 = t1-t2;                                 \
+   t0 = s7;                                    \
+   t1 = s5;                                    \
+   t2 = s3;                                    \
+   t3 = s1;                                    \
+   p3 = t0+t2;                                 \
+   p4 = t1+t3;                                 \
+   p1 = t0+t3;                                 \
+   p2 = t1+t2;                                 \
+   p5 = (p3+p4)*stbi__f2f( 1.175875602f);      \
+   t0 = t0*stbi__f2f( 0.298631336f);           \
+   t1 = t1*stbi__f2f( 2.053119869f);           \
+   t2 = t2*stbi__f2f( 3.072711026f);           \
+   t3 = t3*stbi__f2f( 1.501321110f);           \
+   p1 = p5 + p1*stbi__f2f(-0.899976223f);      \
+   p2 = p5 + p2*stbi__f2f(-2.562915447f);      \
+   p3 = p3*stbi__f2f(-1.961570560f);           \
+   p4 = p4*stbi__f2f(-0.390180644f);           \
+   t3 += p1+p4;                                \
+   t2 += p2+p3;                                \
+   t1 += p2+p4;                                \
+   t0 += p1+p3;
+
+static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64])
+{
+   int i,val[64],*v=val;
+   stbi_uc *o;
+   short *d = data;
+
+   // columns
+   for (i=0; i < 8; ++i,++d, ++v) {
+      // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing
+      if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0
+           && d[40]==0 && d[48]==0 && d[56]==0) {
+         //    no shortcut                 0     seconds
+         //    (1|2|3|4|5|6|7)==0          0     seconds
+         //    all separate               -0.047 seconds
+         //    1 && 2|3 && 4|5 && 6|7:    -0.047 seconds
+         int dcterm = d[0] << 2;
+         v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;
+      } else {
+         STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56])
+         // constants scaled things up by 1<<12; let's bring them back
+         // down, but keep 2 extra bits of precision
+         x0 += 512; x1 += 512; x2 += 512; x3 += 512;
+         v[ 0] = (x0+t3) >> 10;
+         v[56] = (x0-t3) >> 10;
+         v[ 8] = (x1+t2) >> 10;
+         v[48] = (x1-t2) >> 10;
+         v[16] = (x2+t1) >> 10;
+         v[40] = (x2-t1) >> 10;
+         v[24] = (x3+t0) >> 10;
+         v[32] = (x3-t0) >> 10;
+      }
+   }
+
+   for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) {
+      // no fast case since the first 1D IDCT spread components out
+      STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7])
+      // constants scaled things up by 1<<12, plus we had 1<<2 from first
+      // loop, plus horizontal and vertical each scale by sqrt(8) so together
+      // we've got an extra 1<<3, so 1<<17 total we need to remove.
+      // so we want to round that, which means adding 0.5 * 1<<17,
+      // aka 65536. Also, we'll end up with -128 to 127 that we want
+      // to encode as 0..255 by adding 128, so we'll add that before the shift
+      x0 += 65536 + (128<<17);
+      x1 += 65536 + (128<<17);
+      x2 += 65536 + (128<<17);
+      x3 += 65536 + (128<<17);
+      // tried computing the shifts into temps, or'ing the temps to see
+      // if any were out of range, but that was slower
+      o[0] = stbi__clamp((x0+t3) >> 17);
+      o[7] = stbi__clamp((x0-t3) >> 17);
+      o[1] = stbi__clamp((x1+t2) >> 17);
+      o[6] = stbi__clamp((x1-t2) >> 17);
+      o[2] = stbi__clamp((x2+t1) >> 17);
+      o[5] = stbi__clamp((x2-t1) >> 17);
+      o[3] = stbi__clamp((x3+t0) >> 17);
+      o[4] = stbi__clamp((x3-t0) >> 17);
+   }
+}
+
+#ifdef STBI_SSE2
+// sse2 integer IDCT. not the fastest possible implementation but it
+// produces bit-identical results to the generic C version so it's
+// fully "transparent".
+static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])
+{
+   // This is constructed to match our regular (generic) integer IDCT exactly.
+   __m128i row0, row1, row2, row3, row4, row5, row6, row7;
+   __m128i tmp;
+
+   // dot product constant: even elems=x, odd elems=y
+   #define dct_const(x,y)  _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y))
+
+   // out(0) = c0[even]*x + c0[odd]*y   (c0, x, y 16-bit, out 32-bit)
+   // out(1) = c1[even]*x + c1[odd]*y
+   #define dct_rot(out0,out1, x,y,c0,c1) \
+      __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \
+      __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \
+      __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \
+      __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \
+      __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \
+      __m128i out1##_h = _mm_madd_epi16(c0##hi, c1)
+
+   // out = in << 12  (in 16-bit, out 32-bit)
+   #define dct_widen(out, in) \
+      __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \
+      __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4)
+
+   // wide add
+   #define dct_wadd(out, a, b) \
+      __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \
+      __m128i out##_h = _mm_add_epi32(a##_h, b##_h)
+
+   // wide sub
+   #define dct_wsub(out, a, b) \
+      __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \
+      __m128i out##_h = _mm_sub_epi32(a##_h, b##_h)
+
+   // butterfly a/b, add bias, then shift by "s" and pack
+   #define dct_bfly32o(out0, out1, a,b,bias,s) \
+      { \
+         __m128i abiased_l = _mm_add_epi32(a##_l, bias); \
+         __m128i abiased_h = _mm_add_epi32(a##_h, bias); \
+         dct_wadd(sum, abiased, b); \
+         dct_wsub(dif, abiased, b); \
+         out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \
+         out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \
+      }
+
+   // 8-bit interleave step (for transposes)
+   #define dct_interleave8(a, b) \
+      tmp = a; \
+      a = _mm_unpacklo_epi8(a, b); \
+      b = _mm_unpackhi_epi8(tmp, b)
+
+   // 16-bit interleave step (for transposes)
+   #define dct_interleave16(a, b) \
+      tmp = a; \
+      a = _mm_unpacklo_epi16(a, b); \
+      b = _mm_unpackhi_epi16(tmp, b)
+
+   #define dct_pass(bias,shift) \
+      { \
+         /* even part */ \
+         dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \
+         __m128i sum04 = _mm_add_epi16(row0, row4); \
+         __m128i dif04 = _mm_sub_epi16(row0, row4); \
+         dct_widen(t0e, sum04); \
+         dct_widen(t1e, dif04); \
+         dct_wadd(x0, t0e, t3e); \
+         dct_wsub(x3, t0e, t3e); \
+         dct_wadd(x1, t1e, t2e); \
+         dct_wsub(x2, t1e, t2e); \
+         /* odd part */ \
+         dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \
+         dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \
+         __m128i sum17 = _mm_add_epi16(row1, row7); \
+         __m128i sum35 = _mm_add_epi16(row3, row5); \
+         dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \
+         dct_wadd(x4, y0o, y4o); \
+         dct_wadd(x5, y1o, y5o); \
+         dct_wadd(x6, y2o, y5o); \
+         dct_wadd(x7, y3o, y4o); \
+         dct_bfly32o(row0,row7, x0,x7,bias,shift); \
+         dct_bfly32o(row1,row6, x1,x6,bias,shift); \
+         dct_bfly32o(row2,row5, x2,x5,bias,shift); \
+         dct_bfly32o(row3,row4, x3,x4,bias,shift); \
+      }
+
+   __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f));
+   __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f));
+   __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f));
+   __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f));
+   __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f));
+   __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f));
+   __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f));
+   __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f));
+
+   // rounding biases in column/row passes, see stbi__idct_block for explanation.
+   __m128i bias_0 = _mm_set1_epi32(512);
+   __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17));
+
+   // load
+   row0 = _mm_load_si128((const __m128i *) (data + 0*8));
+   row1 = _mm_load_si128((const __m128i *) (data + 1*8));
+   row2 = _mm_load_si128((const __m128i *) (data + 2*8));
+   row3 = _mm_load_si128((const __m128i *) (data + 3*8));
+   row4 = _mm_load_si128((const __m128i *) (data + 4*8));
+   row5 = _mm_load_si128((const __m128i *) (data + 5*8));
+   row6 = _mm_load_si128((const __m128i *) (data + 6*8));
+   row7 = _mm_load_si128((const __m128i *) (data + 7*8));
+
+   // column pass
+   dct_pass(bias_0, 10);
+
+   {
+      // 16bit 8x8 transpose pass 1
+      dct_interleave16(row0, row4);
+      dct_interleave16(row1, row5);
+      dct_interleave16(row2, row6);
+      dct_interleave16(row3, row7);
+
+      // transpose pass 2
+      dct_interleave16(row0, row2);
+      dct_interleave16(row1, row3);
+      dct_interleave16(row4, row6);
+      dct_interleave16(row5, row7);
+
+      // transpose pass 3
+      dct_interleave16(row0, row1);
+      dct_interleave16(row2, row3);
+      dct_interleave16(row4, row5);
+      dct_interleave16(row6, row7);
+   }
+
+   // row pass
+   dct_pass(bias_1, 17);
+
+   {
+      // pack
+      __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7
+      __m128i p1 = _mm_packus_epi16(row2, row3);
+      __m128i p2 = _mm_packus_epi16(row4, row5);
+      __m128i p3 = _mm_packus_epi16(row6, row7);
+
+      // 8bit 8x8 transpose pass 1
+      dct_interleave8(p0, p2); // a0e0a1e1...
+      dct_interleave8(p1, p3); // c0g0c1g1...
+
+      // transpose pass 2
+      dct_interleave8(p0, p1); // a0c0e0g0...
+      dct_interleave8(p2, p3); // b0d0f0h0...
+
+      // transpose pass 3
+      dct_interleave8(p0, p2); // a0b0c0d0...
+      dct_interleave8(p1, p3); // a4b4c4d4...
+
+      // store
+      _mm_storel_epi64((__m128i *) out, p0); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, p2); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, p1); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, p3); out += out_stride;
+      _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e));
+   }
+
+#undef dct_const
+#undef dct_rot
+#undef dct_widen
+#undef dct_wadd
+#undef dct_wsub
+#undef dct_bfly32o
+#undef dct_interleave8
+#undef dct_interleave16
+#undef dct_pass
+}
+
+#endif // STBI_SSE2
+
+#ifdef STBI_NEON
+
+// NEON integer IDCT. should produce bit-identical
+// results to the generic C version.
+static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])
+{
+   int16x8_t row0, row1, row2, row3, row4, row5, row6, row7;
+
+   int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f));
+   int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f));
+   int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f));
+   int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f));
+   int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f));
+   int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f));
+   int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f));
+   int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f));
+   int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f));
+   int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f));
+   int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f));
+   int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f));
+
+#define dct_long_mul(out, inq, coeff) \
+   int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \
+   int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff)
+
+#define dct_long_mac(out, acc, inq, coeff) \
+   int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \
+   int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff)
+
+#define dct_widen(out, inq) \
+   int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \
+   int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12)
+
+// wide add
+#define dct_wadd(out, a, b) \
+   int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \
+   int32x4_t out##_h = vaddq_s32(a##_h, b##_h)
+
+// wide sub
+#define dct_wsub(out, a, b) \
+   int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \
+   int32x4_t out##_h = vsubq_s32(a##_h, b##_h)
+
+// butterfly a/b, then shift using "shiftop" by "s" and pack
+#define dct_bfly32o(out0,out1, a,b,shiftop,s) \
+   { \
+      dct_wadd(sum, a, b); \
+      dct_wsub(dif, a, b); \
+      out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \
+      out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \
+   }
+
+#define dct_pass(shiftop, shift) \
+   { \
+      /* even part */ \
+      int16x8_t sum26 = vaddq_s16(row2, row6); \
+      dct_long_mul(p1e, sum26, rot0_0); \
+      dct_long_mac(t2e, p1e, row6, rot0_1); \
+      dct_long_mac(t3e, p1e, row2, rot0_2); \
+      int16x8_t sum04 = vaddq_s16(row0, row4); \
+      int16x8_t dif04 = vsubq_s16(row0, row4); \
+      dct_widen(t0e, sum04); \
+      dct_widen(t1e, dif04); \
+      dct_wadd(x0, t0e, t3e); \
+      dct_wsub(x3, t0e, t3e); \
+      dct_wadd(x1, t1e, t2e); \
+      dct_wsub(x2, t1e, t2e); \
+      /* odd part */ \
+      int16x8_t sum15 = vaddq_s16(row1, row5); \
+      int16x8_t sum17 = vaddq_s16(row1, row7); \
+      int16x8_t sum35 = vaddq_s16(row3, row5); \
+      int16x8_t sum37 = vaddq_s16(row3, row7); \
+      int16x8_t sumodd = vaddq_s16(sum17, sum35); \
+      dct_long_mul(p5o, sumodd, rot1_0); \
+      dct_long_mac(p1o, p5o, sum17, rot1_1); \
+      dct_long_mac(p2o, p5o, sum35, rot1_2); \
+      dct_long_mul(p3o, sum37, rot2_0); \
+      dct_long_mul(p4o, sum15, rot2_1); \
+      dct_wadd(sump13o, p1o, p3o); \
+      dct_wadd(sump24o, p2o, p4o); \
+      dct_wadd(sump23o, p2o, p3o); \
+      dct_wadd(sump14o, p1o, p4o); \
+      dct_long_mac(x4, sump13o, row7, rot3_0); \
+      dct_long_mac(x5, sump24o, row5, rot3_1); \
+      dct_long_mac(x6, sump23o, row3, rot3_2); \
+      dct_long_mac(x7, sump14o, row1, rot3_3); \
+      dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \
+      dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \
+      dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \
+      dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \
+   }
+
+   // load
+   row0 = vld1q_s16(data + 0*8);
+   row1 = vld1q_s16(data + 1*8);
+   row2 = vld1q_s16(data + 2*8);
+   row3 = vld1q_s16(data + 3*8);
+   row4 = vld1q_s16(data + 4*8);
+   row5 = vld1q_s16(data + 5*8);
+   row6 = vld1q_s16(data + 6*8);
+   row7 = vld1q_s16(data + 7*8);
+
+   // add DC bias
+   row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0));
+
+   // column pass
+   dct_pass(vrshrn_n_s32, 10);
+
+   // 16bit 8x8 transpose
+   {
+// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively.
+// whether compilers actually get this is another story, sadly.
+#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; }
+#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); }
+#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); }
+
+      // pass 1
+      dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6
+      dct_trn16(row2, row3);
+      dct_trn16(row4, row5);
+      dct_trn16(row6, row7);
+
+      // pass 2
+      dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4
+      dct_trn32(row1, row3);
+      dct_trn32(row4, row6);
+      dct_trn32(row5, row7);
+
+      // pass 3
+      dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0
+      dct_trn64(row1, row5);
+      dct_trn64(row2, row6);
+      dct_trn64(row3, row7);
+
+#undef dct_trn16
+#undef dct_trn32
+#undef dct_trn64
+   }
+
+   // row pass
+   // vrshrn_n_s32 only supports shifts up to 16, we need
+   // 17. so do a non-rounding shift of 16 first then follow
+   // up with a rounding shift by 1.
+   dct_pass(vshrn_n_s32, 16);
+
+   {
+      // pack and round
+      uint8x8_t p0 = vqrshrun_n_s16(row0, 1);
+      uint8x8_t p1 = vqrshrun_n_s16(row1, 1);
+      uint8x8_t p2 = vqrshrun_n_s16(row2, 1);
+      uint8x8_t p3 = vqrshrun_n_s16(row3, 1);
+      uint8x8_t p4 = vqrshrun_n_s16(row4, 1);
+      uint8x8_t p5 = vqrshrun_n_s16(row5, 1);
+      uint8x8_t p6 = vqrshrun_n_s16(row6, 1);
+      uint8x8_t p7 = vqrshrun_n_s16(row7, 1);
+
+      // again, these can translate into one instruction, but often don't.
+#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; }
+#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); }
+#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); }
+
+      // sadly can't use interleaved stores here since we only write
+      // 8 bytes to each scan line!
+
+      // 8x8 8-bit transpose pass 1
+      dct_trn8_8(p0, p1);
+      dct_trn8_8(p2, p3);
+      dct_trn8_8(p4, p5);
+      dct_trn8_8(p6, p7);
+
+      // pass 2
+      dct_trn8_16(p0, p2);
+      dct_trn8_16(p1, p3);
+      dct_trn8_16(p4, p6);
+      dct_trn8_16(p5, p7);
+
+      // pass 3
+      dct_trn8_32(p0, p4);
+      dct_trn8_32(p1, p5);
+      dct_trn8_32(p2, p6);
+      dct_trn8_32(p3, p7);
+
+      // store
+      vst1_u8(out, p0); out += out_stride;
+      vst1_u8(out, p1); out += out_stride;
+      vst1_u8(out, p2); out += out_stride;
+      vst1_u8(out, p3); out += out_stride;
+      vst1_u8(out, p4); out += out_stride;
+      vst1_u8(out, p5); out += out_stride;
+      vst1_u8(out, p6); out += out_stride;
+      vst1_u8(out, p7);
+
+#undef dct_trn8_8
+#undef dct_trn8_16
+#undef dct_trn8_32
+   }
+
+#undef dct_long_mul
+#undef dct_long_mac
+#undef dct_widen
+#undef dct_wadd
+#undef dct_wsub
+#undef dct_bfly32o
+#undef dct_pass
+}
+
+#endif // STBI_NEON
+
+#define STBI__MARKER_none  0xff
+// if there's a pending marker from the entropy stream, return that
+// otherwise, fetch from the stream and get a marker. if there's no
+// marker, return 0xff, which is never a valid marker value
+static stbi_uc stbi__get_marker(stbi__jpeg *j)
+{
+   stbi_uc x;
+   if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }
+   x = stbi__get8(j->s);
+   if (x != 0xff) return STBI__MARKER_none;
+   while (x == 0xff)
+      x = stbi__get8(j->s);
+   return x;
+}
+
+// in each scan, we'll have scan_n components, and the order
+// of the components is specified by order[]
+#define STBI__RESTART(x)     ((x) >= 0xd0 && (x) <= 0xd7)
+
+// after a restart interval, stbi__jpeg_reset the entropy decoder and
+// the dc prediction
+static void stbi__jpeg_reset(stbi__jpeg *j)
+{
+   j->code_bits = 0;
+   j->code_buffer = 0;
+   j->nomore = 0;
+   j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = 0;
+   j->marker = STBI__MARKER_none;
+   j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;
+   j->eob_run = 0;
+   // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,
+   // since we don't even allow 1<<30 pixels
+}
+
+static int stbi__parse_entropy_coded_data(stbi__jpeg *z)
+{
+   stbi__jpeg_reset(z);
+   if (!z->progressive) {
+      if (z->scan_n == 1) {
+         int i,j;
+         STBI_SIMD_ALIGN(short, data[64]);
+         int n = z->order[0];
+         // non-interleaved data, we just need to process one block at a time,
+         // in trivial scanline order
+         // number of blocks to do just depends on how many actual "pixels" this
+         // component has, independent of interleaved MCU blocking and such
+         int w = (z->img_comp[n].x+7) >> 3;
+         int h = (z->img_comp[n].y+7) >> 3;
+         for (j=0; j < h; ++j) {
+            for (i=0; i < w; ++i) {
+               int ha = z->img_comp[n].ha;
+               if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;
+               z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data);
+               // every data block is an MCU, so countdown the restart interval
+               if (--z->todo <= 0) {
+                  if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+                  // if it's NOT a restart, then just bail, so we get corrupt data
+                  // rather than no data
+                  if (!STBI__RESTART(z->marker)) return 1;
+                  stbi__jpeg_reset(z);
+               }
+            }
+         }
+         return 1;
+      } else { // interleaved
+         int i,j,k,x,y;
+         STBI_SIMD_ALIGN(short, data[64]);
+         for (j=0; j < z->img_mcu_y; ++j) {
+            for (i=0; i < z->img_mcu_x; ++i) {
+               // scan an interleaved mcu... process scan_n components in order
+               for (k=0; k < z->scan_n; ++k) {
+                  int n = z->order[k];
+                  // scan out an mcu's worth of this component; that's just determined
+                  // by the basic H and V specified for the component
+                  for (y=0; y < z->img_comp[n].v; ++y) {
+                     for (x=0; x < z->img_comp[n].h; ++x) {
+                        int x2 = (i*z->img_comp[n].h + x)*8;
+                        int y2 = (j*z->img_comp[n].v + y)*8;
+                        int ha = z->img_comp[n].ha;
+                        if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;
+                        z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data);
+                     }
+                  }
+               }
+               // after all interleaved components, that's an interleaved MCU,
+               // so now count down the restart interval
+               if (--z->todo <= 0) {
+                  if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+                  if (!STBI__RESTART(z->marker)) return 1;
+                  stbi__jpeg_reset(z);
+               }
+            }
+         }
+         return 1;
+      }
+   } else {
+      if (z->scan_n == 1) {
+         int i,j;
+         int n = z->order[0];
+         // non-interleaved data, we just need to process one block at a time,
+         // in trivial scanline order
+         // number of blocks to do just depends on how many actual "pixels" this
+         // component has, independent of interleaved MCU blocking and such
+         int w = (z->img_comp[n].x+7) >> 3;
+         int h = (z->img_comp[n].y+7) >> 3;
+         for (j=0; j < h; ++j) {
+            for (i=0; i < w; ++i) {
+               short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);
+               if (z->spec_start == 0) {
+                  if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))
+                     return 0;
+               } else {
+                  int ha = z->img_comp[n].ha;
+                  if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha]))
+                     return 0;
+               }
+               // every data block is an MCU, so countdown the restart interval
+               if (--z->todo <= 0) {
+                  if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+                  if (!STBI__RESTART(z->marker)) return 1;
+                  stbi__jpeg_reset(z);
+               }
+            }
+         }
+         return 1;
+      } else { // interleaved
+         int i,j,k,x,y;
+         for (j=0; j < z->img_mcu_y; ++j) {
+            for (i=0; i < z->img_mcu_x; ++i) {
+               // scan an interleaved mcu... process scan_n components in order
+               for (k=0; k < z->scan_n; ++k) {
+                  int n = z->order[k];
+                  // scan out an mcu's worth of this component; that's just determined
+                  // by the basic H and V specified for the component
+                  for (y=0; y < z->img_comp[n].v; ++y) {
+                     for (x=0; x < z->img_comp[n].h; ++x) {
+                        int x2 = (i*z->img_comp[n].h + x);
+                        int y2 = (j*z->img_comp[n].v + y);
+                        short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w);
+                        if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))
+                           return 0;
+                     }
+                  }
+               }
+               // after all interleaved components, that's an interleaved MCU,
+               // so now count down the restart interval
+               if (--z->todo <= 0) {
+                  if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+                  if (!STBI__RESTART(z->marker)) return 1;
+                  stbi__jpeg_reset(z);
+               }
+            }
+         }
+         return 1;
+      }
+   }
+}
+
+static void stbi__jpeg_dequantize(short *data, stbi_uc *dequant)
+{
+   int i;
+   for (i=0; i < 64; ++i)
+      data[i] *= dequant[i];
+}
+
+static void stbi__jpeg_finish(stbi__jpeg *z)
+{
+   if (z->progressive) {
+      // dequantize and idct the data
+      int i,j,n;
+      for (n=0; n < z->s->img_n; ++n) {
+         int w = (z->img_comp[n].x+7) >> 3;
+         int h = (z->img_comp[n].y+7) >> 3;
+         for (j=0; j < h; ++j) {
+            for (i=0; i < w; ++i) {
+               short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);
+               stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]);
+               z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data);
+            }
+         }
+      }
+   }
+}
+
+static int stbi__process_marker(stbi__jpeg *z, int m)
+{
+   int L;
+   switch (m) {
+      case STBI__MARKER_none: // no marker found
+         return stbi__err("expected marker","Corrupt JPEG");
+
+      case 0xDD: // DRI - specify restart interval
+         if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG");
+         z->restart_interval = stbi__get16be(z->s);
+         return 1;
+
+      case 0xDB: // DQT - define quantization table
+         L = stbi__get16be(z->s)-2;
+         while (L > 0) {
+            int q = stbi__get8(z->s);
+            int p = q >> 4;
+            int t = q & 15,i;
+            if (p != 0) return stbi__err("bad DQT type","Corrupt JPEG");
+            if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG");
+            for (i=0; i < 64; ++i)
+               z->dequant[t][stbi__jpeg_dezigzag[i]] = stbi__get8(z->s);
+            L -= 65;
+         }
+         return L==0;
+
+      case 0xC4: // DHT - define huffman table
+         L = stbi__get16be(z->s)-2;
+         while (L > 0) {
+            stbi_uc *v;
+            int sizes[16],i,n=0;
+            int q = stbi__get8(z->s);
+            int tc = q >> 4;
+            int th = q & 15;
+            if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG");
+            for (i=0; i < 16; ++i) {
+               sizes[i] = stbi__get8(z->s);
+               n += sizes[i];
+            }
+            L -= 17;
+            if (tc == 0) {
+               if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0;
+               v = z->huff_dc[th].values;
+            } else {
+               if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0;
+               v = z->huff_ac[th].values;
+            }
+            for (i=0; i < n; ++i)
+               v[i] = stbi__get8(z->s);
+            if (tc != 0)
+               stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th);
+            L -= n;
+         }
+         return L==0;
+   }
+   // check for comment block or APP blocks
+   if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {
+      stbi__skip(z->s, stbi__get16be(z->s)-2);
+      return 1;
+   }
+   return 0;
+}
+
+// after we see SOS
+static int stbi__process_scan_header(stbi__jpeg *z)
+{
+   int i;
+   int Ls = stbi__get16be(z->s);
+   z->scan_n = stbi__get8(z->s);
+   if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG");
+   if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG");
+   for (i=0; i < z->scan_n; ++i) {
+      int id = stbi__get8(z->s), which;
+      int q = stbi__get8(z->s);
+      for (which = 0; which < z->s->img_n; ++which)
+         if (z->img_comp[which].id == id)
+            break;
+      if (which == z->s->img_n) return 0; // no match
+      z->img_comp[which].hd = q >> 4;   if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG");
+      z->img_comp[which].ha = q & 15;   if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG");
+      z->order[i] = which;
+   }
+
+   {
+      int aa;
+      z->spec_start = stbi__get8(z->s);
+      z->spec_end   = stbi__get8(z->s); // should be 63, but might be 0
+      aa = stbi__get8(z->s);
+      z->succ_high = (aa >> 4);
+      z->succ_low  = (aa & 15);
+      if (z->progressive) {
+         if (z->spec_start > 63 || z->spec_end > 63  || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13)
+            return stbi__err("bad SOS", "Corrupt JPEG");
+      } else {
+         if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG");
+         if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG");
+         z->spec_end = 63;
+      }
+   }
+
+   return 1;
+}
+
+static int stbi__process_frame_header(stbi__jpeg *z, int scan)
+{
+   stbi__context *s = z->s;
+   int Lf,p,i,q, h_max=1,v_max=1,c;
+   Lf = stbi__get16be(s);         if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG
+   p  = stbi__get8(s);            if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline
+   s->img_y = stbi__get16be(s);   if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG
+   s->img_x = stbi__get16be(s);   if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires
+   c = stbi__get8(s);
+   if (c != 3 && c != 1) return stbi__err("bad component count","Corrupt JPEG");    // JFIF requires
+   s->img_n = c;
+   for (i=0; i < c; ++i) {
+      z->img_comp[i].data = NULL;
+      z->img_comp[i].linebuf = NULL;
+   }
+
+   if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG");
+
+   for (i=0; i < s->img_n; ++i) {
+      z->img_comp[i].id = stbi__get8(s);
+      if (z->img_comp[i].id != i+1)   // JFIF requires
+         if (z->img_comp[i].id != i)  // some version of jpegtran outputs non-JFIF-compliant files!
+            return stbi__err("bad component ID","Corrupt JPEG");
+      q = stbi__get8(s);
+      z->img_comp[i].h = (q >> 4);  if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG");
+      z->img_comp[i].v = q & 15;    if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG");
+      z->img_comp[i].tq = stbi__get8(s);  if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG");
+   }
+
+   if (scan != STBI__SCAN_load) return 1;
+
+   if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
+
+   for (i=0; i < s->img_n; ++i) {
+      if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;
+      if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;
+   }
+
+   // compute interleaved mcu info
+   z->img_h_max = h_max;
+   z->img_v_max = v_max;
+   z->img_mcu_w = h_max * 8;
+   z->img_mcu_h = v_max * 8;
+   z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w;
+   z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h;
+
+   for (i=0; i < s->img_n; ++i) {
+      // number of effective pixels (e.g. for non-interleaved MCU)
+      z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max;
+      z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max;
+      // to simplify generation, we'll allocate enough memory to decode
+      // the bogus oversized data from using interleaved MCUs and their
+      // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't
+      // discard the extra data until colorspace conversion
+      z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;
+      z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;
+      z->img_comp[i].raw_data = stbi__malloc(z->img_comp[i].w2 * z->img_comp[i].h2+15);
+
+      if (z->img_comp[i].raw_data == NULL) {
+         for(--i; i >= 0; --i) {
+            STBI_FREE(z->img_comp[i].raw_data);
+            z->img_comp[i].data = NULL;
+         }
+         return stbi__err("outofmem", "Out of memory");
+      }
+      // align blocks for idct using mmx/sse
+      z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15);
+      z->img_comp[i].linebuf = NULL;
+      if (z->progressive) {
+         z->img_comp[i].coeff_w = (z->img_comp[i].w2 + 7) >> 3;
+         z->img_comp[i].coeff_h = (z->img_comp[i].h2 + 7) >> 3;
+         z->img_comp[i].raw_coeff = STBI_MALLOC(z->img_comp[i].coeff_w * z->img_comp[i].coeff_h * 64 * sizeof(short) + 15);
+         z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15);
+      } else {
+         z->img_comp[i].coeff = 0;
+         z->img_comp[i].raw_coeff = 0;
+      }
+   }
+
+   return 1;
+}
+
+// use comparisons since in some cases we handle more than one case (e.g. SOF)
+#define stbi__DNL(x)         ((x) == 0xdc)
+#define stbi__SOI(x)         ((x) == 0xd8)
+#define stbi__EOI(x)         ((x) == 0xd9)
+#define stbi__SOF(x)         ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2)
+#define stbi__SOS(x)         ((x) == 0xda)
+
+#define stbi__SOF_progressive(x)   ((x) == 0xc2)
+
+static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan)
+{
+   int m;
+   z->marker = STBI__MARKER_none; // initialize cached marker to empty
+   m = stbi__get_marker(z);
+   if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG");
+   if (scan == STBI__SCAN_type) return 1;
+   m = stbi__get_marker(z);
+   while (!stbi__SOF(m)) {
+      if (!stbi__process_marker(z,m)) return 0;
+      m = stbi__get_marker(z);
+      while (m == STBI__MARKER_none) {
+         // some files have extra padding after their blocks, so ok, we'll scan
+         if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG");
+         m = stbi__get_marker(z);
+      }
+   }
+   z->progressive = stbi__SOF_progressive(m);
+   if (!stbi__process_frame_header(z, scan)) return 0;
+   return 1;
+}
+
+// decode image to YCbCr format
+static int stbi__decode_jpeg_image(stbi__jpeg *j)
+{
+   int m;
+   for (m = 0; m < 4; m++) {
+      j->img_comp[m].raw_data = NULL;
+      j->img_comp[m].raw_coeff = NULL;
+   }
+   j->restart_interval = 0;
+   if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0;
+   m = stbi__get_marker(j);
+   while (!stbi__EOI(m)) {
+      if (stbi__SOS(m)) {
+         if (!stbi__process_scan_header(j)) return 0;
+         if (!stbi__parse_entropy_coded_data(j)) return 0;
+         if (j->marker == STBI__MARKER_none ) {
+            // handle 0s at the end of image data from IP Kamera 9060
+            while (!stbi__at_eof(j->s)) {
+               int x = stbi__get8(j->s);
+               if (x == 255) {
+                  j->marker = stbi__get8(j->s);
+                  break;
+               } else if (x != 0) {
+                  return stbi__err("junk before marker", "Corrupt JPEG");
+               }
+            }
+            // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0
+         }
+      } else {
+         if (!stbi__process_marker(j, m)) return 0;
+      }
+      m = stbi__get_marker(j);
+   }
+   if (j->progressive)
+      stbi__jpeg_finish(j);
+   return 1;
+}
+
+// static jfif-centered resampling (across block boundaries)
+
+typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,
+                                    int w, int hs);
+
+#define stbi__div4(x) ((stbi_uc) ((x) >> 2))
+
+static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+   STBI_NOTUSED(out);
+   STBI_NOTUSED(in_far);
+   STBI_NOTUSED(w);
+   STBI_NOTUSED(hs);
+   return in_near;
+}
+
+static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+   // need to generate two samples vertically for every one in input
+   int i;
+   STBI_NOTUSED(hs);
+   for (i=0; i < w; ++i)
+      out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2);
+   return out;
+}
+
+static stbi_uc*  stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+   // need to generate two samples horizontally for every one in input
+   int i;
+   stbi_uc *input = in_near;
+
+   if (w == 1) {
+      // if only one sample, can't do any interpolation
+      out[0] = out[1] = input[0];
+      return out;
+   }
+
+   out[0] = input[0];
+   out[1] = stbi__div4(input[0]*3 + input[1] + 2);
+   for (i=1; i < w-1; ++i) {
+      int n = 3*input[i]+2;
+      out[i*2+0] = stbi__div4(n+input[i-1]);
+      out[i*2+1] = stbi__div4(n+input[i+1]);
+   }
+   out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2);
+   out[i*2+1] = input[w-1];
+
+   STBI_NOTUSED(in_far);
+   STBI_NOTUSED(hs);
+
+   return out;
+}
+
+#define stbi__div16(x) ((stbi_uc) ((x) >> 4))
+
+static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+   // need to generate 2x2 samples for every one in input
+   int i,t0,t1;
+   if (w == 1) {
+      out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
+      return out;
+   }
+
+   t1 = 3*in_near[0] + in_far[0];
+   out[0] = stbi__div4(t1+2);
+   for (i=1; i < w; ++i) {
+      t0 = t1;
+      t1 = 3*in_near[i]+in_far[i];
+      out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
+      out[i*2  ] = stbi__div16(3*t1 + t0 + 8);
+   }
+   out[w*2-1] = stbi__div4(t1+2);
+
+   STBI_NOTUSED(hs);
+
+   return out;
+}
+
+#if defined(STBI_SSE2) || defined(STBI_NEON)
+static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+   // need to generate 2x2 samples for every one in input
+   int i=0,t0,t1;
+
+   if (w == 1) {
+      out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
+      return out;
+   }
+
+   t1 = 3*in_near[0] + in_far[0];
+   // process groups of 8 pixels for as long as we can.
+   // note we can't handle the last pixel in a row in this loop
+   // because we need to handle the filter boundary conditions.
+   for (; i < ((w-1) & ~7); i += 8) {
+#if defined(STBI_SSE2)
+      // load and perform the vertical filtering pass
+      // this uses 3*x + y = 4*x + (y - x)
+      __m128i zero  = _mm_setzero_si128();
+      __m128i farb  = _mm_loadl_epi64((__m128i *) (in_far + i));
+      __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i));
+      __m128i farw  = _mm_unpacklo_epi8(farb, zero);
+      __m128i nearw = _mm_unpacklo_epi8(nearb, zero);
+      __m128i diff  = _mm_sub_epi16(farw, nearw);
+      __m128i nears = _mm_slli_epi16(nearw, 2);
+      __m128i curr  = _mm_add_epi16(nears, diff); // current row
+
+      // horizontal filter works the same based on shifted vers of current
+      // row. "prev" is current row shifted right by 1 pixel; we need to
+      // insert the previous pixel value (from t1).
+      // "next" is current row shifted left by 1 pixel, with first pixel
+      // of next block of 8 pixels added in.
+      __m128i prv0 = _mm_slli_si128(curr, 2);
+      __m128i nxt0 = _mm_srli_si128(curr, 2);
+      __m128i prev = _mm_insert_epi16(prv0, t1, 0);
+      __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7);
+
+      // horizontal filter, polyphase implementation since it's convenient:
+      // even pixels = 3*cur + prev = cur*4 + (prev - cur)
+      // odd  pixels = 3*cur + next = cur*4 + (next - cur)
+      // note the shared term.
+      __m128i bias  = _mm_set1_epi16(8);
+      __m128i curs = _mm_slli_epi16(curr, 2);
+      __m128i prvd = _mm_sub_epi16(prev, curr);
+      __m128i nxtd = _mm_sub_epi16(next, curr);
+      __m128i curb = _mm_add_epi16(curs, bias);
+      __m128i even = _mm_add_epi16(prvd, curb);
+      __m128i odd  = _mm_add_epi16(nxtd, curb);
+
+      // interleave even and odd pixels, then undo scaling.
+      __m128i int0 = _mm_unpacklo_epi16(even, odd);
+      __m128i int1 = _mm_unpackhi_epi16(even, odd);
+      __m128i de0  = _mm_srli_epi16(int0, 4);
+      __m128i de1  = _mm_srli_epi16(int1, 4);
+
+      // pack and write output
+      __m128i outv = _mm_packus_epi16(de0, de1);
+      _mm_storeu_si128((__m128i *) (out + i*2), outv);
+#elif defined(STBI_NEON)
+      // load and perform the vertical filtering pass
+      // this uses 3*x + y = 4*x + (y - x)
+      uint8x8_t farb  = vld1_u8(in_far + i);
+      uint8x8_t nearb = vld1_u8(in_near + i);
+      int16x8_t diff  = vreinterpretq_s16_u16(vsubl_u8(farb, nearb));
+      int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2));
+      int16x8_t curr  = vaddq_s16(nears, diff); // current row
+
+      // horizontal filter works the same based on shifted vers of current
+      // row. "prev" is current row shifted right by 1 pixel; we need to
+      // insert the previous pixel value (from t1).
+      // "next" is current row shifted left by 1 pixel, with first pixel
+      // of next block of 8 pixels added in.
+      int16x8_t prv0 = vextq_s16(curr, curr, 7);
+      int16x8_t nxt0 = vextq_s16(curr, curr, 1);
+      int16x8_t prev = vsetq_lane_s16(t1, prv0, 0);
+      int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7);
+
+      // horizontal filter, polyphase implementation since it's convenient:
+      // even pixels = 3*cur + prev = cur*4 + (prev - cur)
+      // odd  pixels = 3*cur + next = cur*4 + (next - cur)
+      // note the shared term.
+      int16x8_t curs = vshlq_n_s16(curr, 2);
+      int16x8_t prvd = vsubq_s16(prev, curr);
+      int16x8_t nxtd = vsubq_s16(next, curr);
+      int16x8_t even = vaddq_s16(curs, prvd);
+      int16x8_t odd  = vaddq_s16(curs, nxtd);
+
+      // undo scaling and round, then store with even/odd phases interleaved
+      uint8x8x2_t o;
+      o.val[0] = vqrshrun_n_s16(even, 4);
+      o.val[1] = vqrshrun_n_s16(odd,  4);
+      vst2_u8(out + i*2, o);
+#endif
+
+      // "previous" value for next iter
+      t1 = 3*in_near[i+7] + in_far[i+7];
+   }
+
+   t0 = t1;
+   t1 = 3*in_near[i] + in_far[i];
+   out[i*2] = stbi__div16(3*t1 + t0 + 8);
+
+   for (++i; i < w; ++i) {
+      t0 = t1;
+      t1 = 3*in_near[i]+in_far[i];
+      out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
+      out[i*2  ] = stbi__div16(3*t1 + t0 + 8);
+   }
+   out[w*2-1] = stbi__div4(t1+2);
+
+   STBI_NOTUSED(hs);
+
+   return out;
+}
+#endif
+
+static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+   // resample with nearest-neighbor
+   int i,j;
+   STBI_NOTUSED(in_far);
+   for (i=0; i < w; ++i)
+      for (j=0; j < hs; ++j)
+         out[i*hs+j] = in_near[i];
+   return out;
+}
+
+#ifdef STBI_JPEG_OLD
+// this is the same YCbCr-to-RGB calculation that stb_image has used
+// historically before the algorithm changes in 1.49
+#define float2fixed(x)  ((int) ((x) * 65536 + 0.5))
+static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
+{
+   int i;
+   for (i=0; i < count; ++i) {
+      int y_fixed = (y[i] << 16) + 32768; // rounding
+      int r,g,b;
+      int cr = pcr[i] - 128;
+      int cb = pcb[i] - 128;
+      r = y_fixed + cr*float2fixed(1.40200f);
+      g = y_fixed - cr*float2fixed(0.71414f) - cb*float2fixed(0.34414f);
+      b = y_fixed                            + cb*float2fixed(1.77200f);
+      r >>= 16;
+      g >>= 16;
+      b >>= 16;
+      if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+      if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+      if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+      out[0] = (stbi_uc)r;
+      out[1] = (stbi_uc)g;
+      out[2] = (stbi_uc)b;
+      out[3] = 255;
+      out += step;
+   }
+}
+#else
+// this is a reduced-precision calculation of YCbCr-to-RGB introduced
+// to make sure the code produces the same results in both SIMD and scalar
+#define float2fixed(x)  (((int) ((x) * 4096.0f + 0.5f)) << 8)
+static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
+{
+   int i;
+   for (i=0; i < count; ++i) {
+      int y_fixed = (y[i] << 20) + (1<<19); // rounding
+      int r,g,b;
+      int cr = pcr[i] - 128;
+      int cb = pcb[i] - 128;
+      r = y_fixed +  cr* float2fixed(1.40200f);
+      g = y_fixed + (cr*-float2fixed(0.71414f)) + ((cb*-float2fixed(0.34414f)) & 0xffff0000);
+      b = y_fixed                               +   cb* float2fixed(1.77200f);
+      r >>= 20;
+      g >>= 20;
+      b >>= 20;
+      if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+      if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+      if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+      out[0] = (stbi_uc)r;
+      out[1] = (stbi_uc)g;
+      out[2] = (stbi_uc)b;
+      out[3] = 255;
+      out += step;
+   }
+}
+#endif
+
+#if defined(STBI_SSE2) || defined(STBI_NEON)
+static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step)
+{
+   int i = 0;
+
+#ifdef STBI_SSE2
+   // step == 3 is pretty ugly on the final interleave, and i'm not convinced
+   // it's useful in practice (you wouldn't use it for textures, for example).
+   // so just accelerate step == 4 case.
+   if (step == 4) {
+      // this is a fairly straightforward implementation and not super-optimized.
+      __m128i signflip  = _mm_set1_epi8(-0x80);
+      __m128i cr_const0 = _mm_set1_epi16(   (short) ( 1.40200f*4096.0f+0.5f));
+      __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f));
+      __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f));
+      __m128i cb_const1 = _mm_set1_epi16(   (short) ( 1.77200f*4096.0f+0.5f));
+      __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128);
+      __m128i xw = _mm_set1_epi16(255); // alpha channel
+
+      for (; i+7 < count; i += 8) {
+         // load
+         __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i));
+         __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i));
+         __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i));
+         __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128
+         __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128
+
+         // unpack to short (and left-shift cr, cb by 8)
+         __m128i yw  = _mm_unpacklo_epi8(y_bias, y_bytes);
+         __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased);
+         __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased);
+
+         // color transform
+         __m128i yws = _mm_srli_epi16(yw, 4);
+         __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw);
+         __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw);
+         __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1);
+         __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1);
+         __m128i rws = _mm_add_epi16(cr0, yws);
+         __m128i gwt = _mm_add_epi16(cb0, yws);
+         __m128i bws = _mm_add_epi16(yws, cb1);
+         __m128i gws = _mm_add_epi16(gwt, cr1);
+
+         // descale
+         __m128i rw = _mm_srai_epi16(rws, 4);
+         __m128i bw = _mm_srai_epi16(bws, 4);
+         __m128i gw = _mm_srai_epi16(gws, 4);
+
+         // back to byte, set up for transpose
+         __m128i brb = _mm_packus_epi16(rw, bw);
+         __m128i gxb = _mm_packus_epi16(gw, xw);
+
+         // transpose to interleave channels
+         __m128i t0 = _mm_unpacklo_epi8(brb, gxb);
+         __m128i t1 = _mm_unpackhi_epi8(brb, gxb);
+         __m128i o0 = _mm_unpacklo_epi16(t0, t1);
+         __m128i o1 = _mm_unpackhi_epi16(t0, t1);
+
+         // store
+         _mm_storeu_si128((__m128i *) (out + 0), o0);
+         _mm_storeu_si128((__m128i *) (out + 16), o1);
+         out += 32;
+      }
+   }
+#endif
+
+#ifdef STBI_NEON
+   // in this version, step=3 support would be easy to add. but is there demand?
+   if (step == 4) {
+      // this is a fairly straightforward implementation and not super-optimized.
+      uint8x8_t signflip = vdup_n_u8(0x80);
+      int16x8_t cr_const0 = vdupq_n_s16(   (short) ( 1.40200f*4096.0f+0.5f));
+      int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f));
+      int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f));
+      int16x8_t cb_const1 = vdupq_n_s16(   (short) ( 1.77200f*4096.0f+0.5f));
+
+      for (; i+7 < count; i += 8) {
+         // load
+         uint8x8_t y_bytes  = vld1_u8(y + i);
+         uint8x8_t cr_bytes = vld1_u8(pcr + i);
+         uint8x8_t cb_bytes = vld1_u8(pcb + i);
+         int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip));
+         int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip));
+
+         // expand to s16
+         int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4));
+         int16x8_t crw = vshll_n_s8(cr_biased, 7);
+         int16x8_t cbw = vshll_n_s8(cb_biased, 7);
+
+         // color transform
+         int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0);
+         int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0);
+         int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1);
+         int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1);
+         int16x8_t rws = vaddq_s16(yws, cr0);
+         int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1);
+         int16x8_t bws = vaddq_s16(yws, cb1);
+
+         // undo scaling, round, convert to byte
+         uint8x8x4_t o;
+         o.val[0] = vqrshrun_n_s16(rws, 4);
+         o.val[1] = vqrshrun_n_s16(gws, 4);
+         o.val[2] = vqrshrun_n_s16(bws, 4);
+         o.val[3] = vdup_n_u8(255);
+
+         // store, interleaving r/g/b/a
+         vst4_u8(out, o);
+         out += 8*4;
+      }
+   }
+#endif
+
+   for (; i < count; ++i) {
+      int y_fixed = (y[i] << 20) + (1<<19); // rounding
+      int r,g,b;
+      int cr = pcr[i] - 128;
+      int cb = pcb[i] - 128;
+      r = y_fixed + cr* float2fixed(1.40200f);
+      g = y_fixed + cr*-float2fixed(0.71414f) + ((cb*-float2fixed(0.34414f)) & 0xffff0000);
+      b = y_fixed                             +   cb* float2fixed(1.77200f);
+      r >>= 20;
+      g >>= 20;
+      b >>= 20;
+      if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+      if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+      if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+      out[0] = (stbi_uc)r;
+      out[1] = (stbi_uc)g;
+      out[2] = (stbi_uc)b;
+      out[3] = 255;
+      out += step;
+   }
+}
+#endif
+
+// set up the kernels
+static void stbi__setup_jpeg(stbi__jpeg *j)
+{
+   j->idct_block_kernel = stbi__idct_block;
+   j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row;
+   j->resample_row_hv_2_kernel = stbi__resample_row_hv_2;
+
+#ifdef STBI_SSE2
+   if (stbi__sse2_available()) {
+      j->idct_block_kernel = stbi__idct_simd;
+      #ifndef STBI_JPEG_OLD
+      j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;
+      #endif
+      j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;
+   }
+#endif
+
+#ifdef STBI_NEON
+   j->idct_block_kernel = stbi__idct_simd;
+   #ifndef STBI_JPEG_OLD
+   j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;
+   #endif
+   j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;
+#endif
+}
+
+// clean up the temporary component buffers
+static void stbi__cleanup_jpeg(stbi__jpeg *j)
+{
+   int i;
+   for (i=0; i < j->s->img_n; ++i) {
+      if (j->img_comp[i].raw_data) {
+         STBI_FREE(j->img_comp[i].raw_data);
+         j->img_comp[i].raw_data = NULL;
+         j->img_comp[i].data = NULL;
+      }
+      if (j->img_comp[i].raw_coeff) {
+         STBI_FREE(j->img_comp[i].raw_coeff);
+         j->img_comp[i].raw_coeff = 0;
+         j->img_comp[i].coeff = 0;
+      }
+      if (j->img_comp[i].linebuf) {
+         STBI_FREE(j->img_comp[i].linebuf);
+         j->img_comp[i].linebuf = NULL;
+      }
+   }
+}
+
+typedef struct
+{
+   resample_row_func resample;
+   stbi_uc *line0,*line1;
+   int hs,vs;   // expansion factor in each axis
+   int w_lores; // horizontal pixels pre-expansion
+   int ystep;   // how far through vertical expansion we are
+   int ypos;    // which pre-expansion row we're on
+} stbi__resample;
+
+static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)
+{
+   int n, decode_n;
+   z->s->img_n = 0; // make stbi__cleanup_jpeg safe
+
+   // validate req_comp
+   if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
+
+   // load a jpeg image from whichever source, but leave in YCbCr format
+   if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }
+
+   // determine actual number of components to generate
+   n = req_comp ? req_comp : z->s->img_n;
+
+   if (z->s->img_n == 3 && n < 3)
+      decode_n = 1;
+   else
+      decode_n = z->s->img_n;
+
+   // resample and color-convert
+   {
+      int k;
+      unsigned int i,j;
+      stbi_uc *output;
+      stbi_uc *coutput[4];
+
+      stbi__resample res_comp[4];
+
+      for (k=0; k < decode_n; ++k) {
+         stbi__resample *r = &res_comp[k];
+
+         // allocate line buffer big enough for upsampling off the edges
+         // with upsample factor of 4
+         z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3);
+         if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
+
+         r->hs      = z->img_h_max / z->img_comp[k].h;
+         r->vs      = z->img_v_max / z->img_comp[k].v;
+         r->ystep   = r->vs >> 1;
+         r->w_lores = (z->s->img_x + r->hs-1) / r->hs;
+         r->ypos    = 0;
+         r->line0   = r->line1 = z->img_comp[k].data;
+
+         if      (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;
+         else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;
+         else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;
+         else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel;
+         else                               r->resample = stbi__resample_row_generic;
+      }
+
+      // can't error after this so, this is safe
+      output = (stbi_uc *) stbi__malloc(n * z->s->img_x * z->s->img_y + 1);
+      if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
+
+      // now go ahead and resample
+      for (j=0; j < z->s->img_y; ++j) {
+         stbi_uc *out = output + n * z->s->img_x * j;
+         for (k=0; k < decode_n; ++k) {
+            stbi__resample *r = &res_comp[k];
+            int y_bot = r->ystep >= (r->vs >> 1);
+            coutput[k] = r->resample(z->img_comp[k].linebuf,
+                                     y_bot ? r->line1 : r->line0,
+                                     y_bot ? r->line0 : r->line1,
+                                     r->w_lores, r->hs);
+            if (++r->ystep >= r->vs) {
+               r->ystep = 0;
+               r->line0 = r->line1;
+               if (++r->ypos < z->img_comp[k].y)
+                  r->line1 += z->img_comp[k].w2;
+            }
+         }
+         if (n >= 3) {
+            stbi_uc *y = coutput[0];
+            if (z->s->img_n == 3) {
+               z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);
+            } else
+               for (i=0; i < z->s->img_x; ++i) {
+                  out[0] = out[1] = out[2] = y[i];
+                  out[3] = 255; // not used if n==3
+                  out += n;
+               }
+         } else {
+            stbi_uc *y = coutput[0];
+            if (n == 1)
+               for (i=0; i < z->s->img_x; ++i) out[i] = y[i];
+            else
+               for (i=0; i < z->s->img_x; ++i) *out++ = y[i], *out++ = 255;
+         }
+      }
+      stbi__cleanup_jpeg(z);
+      *out_x = z->s->img_x;
+      *out_y = z->s->img_y;
+      if (comp) *comp  = z->s->img_n; // report original components, not output
+      return output;
+   }
+}
+
+static unsigned char *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__jpeg j;
+   j.s = s;
+   stbi__setup_jpeg(&j);
+   return load_jpeg_image(&j, x,y,comp,req_comp);
+}
+
+static int stbi__jpeg_test(stbi__context *s)
+{
+   int r;
+   stbi__jpeg j;
+   j.s = s;
+   stbi__setup_jpeg(&j);
+   r = stbi__decode_jpeg_header(&j, STBI__SCAN_type);
+   stbi__rewind(s);
+   return r;
+}
+
+static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)
+{
+   if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) {
+      stbi__rewind( j->s );
+      return 0;
+   }
+   if (x) *x = j->s->img_x;
+   if (y) *y = j->s->img_y;
+   if (comp) *comp = j->s->img_n;
+   return 1;
+}
+
+static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   stbi__jpeg j;
+   j.s = s;
+   return stbi__jpeg_info_raw(&j, x, y, comp);
+}
+#endif
+
+// public domain zlib decode    v0.2  Sean Barrett 2006-11-18
+//    simple implementation
+//      - all input must be provided in an upfront buffer
+//      - all output is written to a single output buffer (can malloc/realloc)
+//    performance
+//      - fast huffman
+
+#ifndef STBI_NO_ZLIB
+
+// fast-way is faster to check than jpeg huffman, but slow way is slower
+#define STBI__ZFAST_BITS  9 // accelerate all cases in default tables
+#define STBI__ZFAST_MASK  ((1 << STBI__ZFAST_BITS) - 1)
+
+// zlib-style huffman encoding
+// (jpegs packs from left, zlib from right, so can't share code)
+typedef struct
+{
+   stbi__uint16 fast[1 << STBI__ZFAST_BITS];
+   stbi__uint16 firstcode[16];
+   int maxcode[17];
+   stbi__uint16 firstsymbol[16];
+   stbi_uc  size[288];
+   stbi__uint16 value[288];
+} stbi__zhuffman;
+
+stbi_inline static int stbi__bitreverse16(int n)
+{
+  n = ((n & 0xAAAA) >>  1) | ((n & 0x5555) << 1);
+  n = ((n & 0xCCCC) >>  2) | ((n & 0x3333) << 2);
+  n = ((n & 0xF0F0) >>  4) | ((n & 0x0F0F) << 4);
+  n = ((n & 0xFF00) >>  8) | ((n & 0x00FF) << 8);
+  return n;
+}
+
+stbi_inline static int stbi__bit_reverse(int v, int bits)
+{
+   STBI_ASSERT(bits <= 16);
+   // to bit reverse n bits, reverse 16 and shift
+   // e.g. 11 bits, bit reverse and shift away 5
+   return stbi__bitreverse16(v) >> (16-bits);
+}
+
+static int stbi__zbuild_huffman(stbi__zhuffman *z, stbi_uc *sizelist, int num)
+{
+   int i,k=0;
+   int code, next_code[16], sizes[17];
+
+   // DEFLATE spec for generating codes
+   memset(sizes, 0, sizeof(sizes));
+   memset(z->fast, 0, sizeof(z->fast));
+   for (i=0; i < num; ++i)
+      ++sizes[sizelist[i]];
+   sizes[0] = 0;
+   for (i=1; i < 16; ++i)
+      if (sizes[i] > (1 << i))
+         return stbi__err("bad sizes", "Corrupt PNG");
+   code = 0;
+   for (i=1; i < 16; ++i) {
+      next_code[i] = code;
+      z->firstcode[i] = (stbi__uint16) code;
+      z->firstsymbol[i] = (stbi__uint16) k;
+      code = (code + sizes[i]);
+      if (sizes[i])
+         if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG");
+      z->maxcode[i] = code << (16-i); // preshift for inner loop
+      code <<= 1;
+      k += sizes[i];
+   }
+   z->maxcode[16] = 0x10000; // sentinel
+   for (i=0; i < num; ++i) {
+      int s = sizelist[i];
+      if (s) {
+         int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];
+         stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i);
+         z->size [c] = (stbi_uc     ) s;
+         z->value[c] = (stbi__uint16) i;
+         if (s <= STBI__ZFAST_BITS) {
+            int k = stbi__bit_reverse(next_code[s],s);
+            while (k < (1 << STBI__ZFAST_BITS)) {
+               z->fast[k] = fastv;
+               k += (1 << s);
+            }
+         }
+         ++next_code[s];
+      }
+   }
+   return 1;
+}
+
+// zlib-from-memory implementation for PNG reading
+//    because PNG allows splitting the zlib stream arbitrarily,
+//    and it's annoying structurally to have PNG call ZLIB call PNG,
+//    we require PNG read all the IDATs and combine them into a single
+//    memory buffer
+
+typedef struct
+{
+   stbi_uc *zbuffer, *zbuffer_end;
+   int num_bits;
+   stbi__uint32 code_buffer;
+
+   char *zout;
+   char *zout_start;
+   char *zout_end;
+   int   z_expandable;
+
+   stbi__zhuffman z_length, z_distance;
+} stbi__zbuf;
+
+stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)
+{
+   if (z->zbuffer >= z->zbuffer_end) return 0;
+   return *z->zbuffer++;
+}
+
+static void stbi__fill_bits(stbi__zbuf *z)
+{
+   do {
+      STBI_ASSERT(z->code_buffer < (1U << z->num_bits));
+      z->code_buffer |= stbi__zget8(z) << z->num_bits;
+      z->num_bits += 8;
+   } while (z->num_bits <= 24);
+}
+
+stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)
+{
+   unsigned int k;
+   if (z->num_bits < n) stbi__fill_bits(z);
+   k = z->code_buffer & ((1 << n) - 1);
+   z->code_buffer >>= n;
+   z->num_bits -= n;
+   return k;
+}
+
+static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z)
+{
+   int b,s,k;
+   // not resolved by fast table, so compute it the slow way
+   // use jpeg approach, which requires MSbits at top
+   k = stbi__bit_reverse(a->code_buffer, 16);
+   for (s=STBI__ZFAST_BITS+1; ; ++s)
+      if (k < z->maxcode[s])
+         break;
+   if (s == 16) return -1; // invalid code!
+   // code size is s, so:
+   b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s];
+   STBI_ASSERT(z->size[b] == s);
+   a->code_buffer >>= s;
+   a->num_bits -= s;
+   return z->value[b];
+}
+
+stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)
+{
+   int b,s;
+   if (a->num_bits < 16) stbi__fill_bits(a);
+   b = z->fast[a->code_buffer & STBI__ZFAST_MASK];
+   if (b) {
+      s = b >> 9;
+      a->code_buffer >>= s;
+      a->num_bits -= s;
+      return b & 511;
+   }
+   return stbi__zhuffman_decode_slowpath(a, z);
+}
+
+static int stbi__zexpand(stbi__zbuf *z, char *zout, int n)  // need to make room for n bytes
+{
+   char *q;
+   int cur, limit;
+   z->zout = zout;
+   if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG");
+   cur   = (int) (z->zout     - z->zout_start);
+   limit = (int) (z->zout_end - z->zout_start);
+   while (cur + n > limit)
+      limit *= 2;
+   q = (char *) STBI_REALLOC(z->zout_start, limit);
+   if (q == NULL) return stbi__err("outofmem", "Out of memory");
+   z->zout_start = q;
+   z->zout       = q + cur;
+   z->zout_end   = q + limit;
+   return 1;
+}
+
+static int stbi__zlength_base[31] = {
+   3,4,5,6,7,8,9,10,11,13,
+   15,17,19,23,27,31,35,43,51,59,
+   67,83,99,115,131,163,195,227,258,0,0 };
+
+static int stbi__zlength_extra[31]=
+{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };
+
+static int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,
+257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0};
+
+static int stbi__zdist_extra[32] =
+{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13};
+
+static int stbi__parse_huffman_block(stbi__zbuf *a)
+{
+   char *zout = a->zout;
+   for(;;) {
+      int z = stbi__zhuffman_decode(a, &a->z_length);
+      if (z < 256) {
+         if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes
+         if (zout >= a->zout_end) {
+            if (!stbi__zexpand(a, zout, 1)) return 0;
+            zout = a->zout;
+         }
+         *zout++ = (char) z;
+      } else {
+         stbi_uc *p;
+         int len,dist;
+         if (z == 256) {
+            a->zout = zout;
+            return 1;
+         }
+         z -= 257;
+         len = stbi__zlength_base[z];
+         if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);
+         z = stbi__zhuffman_decode(a, &a->z_distance);
+         if (z < 0) return stbi__err("bad huffman code","Corrupt PNG");
+         dist = stbi__zdist_base[z];
+         if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);
+         if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG");
+         if (zout + len > a->zout_end) {
+            if (!stbi__zexpand(a, zout, len)) return 0;
+            zout = a->zout;
+         }
+         p = (stbi_uc *) (zout - dist);
+         if (dist == 1) { // run of one byte; common in images.
+            stbi_uc v = *p;
+            if (len) { do *zout++ = v; while (--len); }
+         } else {
+            if (len) { do *zout++ = *p++; while (--len); }
+         }
+      }
+   }
+}
+
+static int stbi__compute_huffman_codes(stbi__zbuf *a)
+{
+   static stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };
+   stbi__zhuffman z_codelength;
+   stbi_uc lencodes[286+32+137];//padding for maximum single op
+   stbi_uc codelength_sizes[19];
+   int i,n;
+
+   int hlit  = stbi__zreceive(a,5) + 257;
+   int hdist = stbi__zreceive(a,5) + 1;
+   int hclen = stbi__zreceive(a,4) + 4;
+
+   memset(codelength_sizes, 0, sizeof(codelength_sizes));
+   for (i=0; i < hclen; ++i) {
+      int s = stbi__zreceive(a,3);
+      codelength_sizes[length_dezigzag[i]] = (stbi_uc) s;
+   }
+   if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;
+
+   n = 0;
+   while (n < hlit + hdist) {
+      int c = stbi__zhuffman_decode(a, &z_codelength);
+      if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG");
+      if (c < 16)
+         lencodes[n++] = (stbi_uc) c;
+      else if (c == 16) {
+         c = stbi__zreceive(a,2)+3;
+         memset(lencodes+n, lencodes[n-1], c);
+         n += c;
+      } else if (c == 17) {
+         c = stbi__zreceive(a,3)+3;
+         memset(lencodes+n, 0, c);
+         n += c;
+      } else {
+         STBI_ASSERT(c == 18);
+         c = stbi__zreceive(a,7)+11;
+         memset(lencodes+n, 0, c);
+         n += c;
+      }
+   }
+   if (n != hlit+hdist) return stbi__err("bad codelengths","Corrupt PNG");
+   if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;
+   if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0;
+   return 1;
+}
+
+static int stbi__parse_uncomperssed_block(stbi__zbuf *a)
+{
+   stbi_uc header[4];
+   int len,nlen,k;
+   if (a->num_bits & 7)
+      stbi__zreceive(a, a->num_bits & 7); // discard
+   // drain the bit-packed data into header
+   k = 0;
+   while (a->num_bits > 0) {
+      header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check
+      a->code_buffer >>= 8;
+      a->num_bits -= 8;
+   }
+   STBI_ASSERT(a->num_bits == 0);
+   // now fill header the normal way
+   while (k < 4)
+      header[k++] = stbi__zget8(a);
+   len  = header[1] * 256 + header[0];
+   nlen = header[3] * 256 + header[2];
+   if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG");
+   if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG");
+   if (a->zout + len > a->zout_end)
+      if (!stbi__zexpand(a, a->zout, len)) return 0;
+   memcpy(a->zout, a->zbuffer, len);
+   a->zbuffer += len;
+   a->zout += len;
+   return 1;
+}
+
+static int stbi__parse_zlib_header(stbi__zbuf *a)
+{
+   int cmf   = stbi__zget8(a);
+   int cm    = cmf & 15;
+   /* int cinfo = cmf >> 4; */
+   int flg   = stbi__zget8(a);
+   if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
+   if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png
+   if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png
+   // window = 1 << (8 + cinfo)... but who cares, we fully buffer output
+   return 1;
+}
+
+// @TODO: should statically initialize these for optimal thread safety
+static stbi_uc stbi__zdefault_length[288], stbi__zdefault_distance[32];
+static void stbi__init_zdefaults(void)
+{
+   int i;   // use <= to match clearly with spec
+   for (i=0; i <= 143; ++i)     stbi__zdefault_length[i]   = 8;
+   for (   ; i <= 255; ++i)     stbi__zdefault_length[i]   = 9;
+   for (   ; i <= 279; ++i)     stbi__zdefault_length[i]   = 7;
+   for (   ; i <= 287; ++i)     stbi__zdefault_length[i]   = 8;
+
+   for (i=0; i <=  31; ++i)     stbi__zdefault_distance[i] = 5;
+}
+
+static int stbi__parse_zlib(stbi__zbuf *a, int parse_header)
+{
+   int final, type;
+   if (parse_header)
+      if (!stbi__parse_zlib_header(a)) return 0;
+   a->num_bits = 0;
+   a->code_buffer = 0;
+   do {
+      final = stbi__zreceive(a,1);
+      type = stbi__zreceive(a,2);
+      if (type == 0) {
+         if (!stbi__parse_uncomperssed_block(a)) return 0;
+      } else if (type == 3) {
+         return 0;
+      } else {
+         if (type == 1) {
+            // use fixed code lengths
+            if (!stbi__zdefault_distance[31]) stbi__init_zdefaults();
+            if (!stbi__zbuild_huffman(&a->z_length  , stbi__zdefault_length  , 288)) return 0;
+            if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance,  32)) return 0;
+         } else {
+            if (!stbi__compute_huffman_codes(a)) return 0;
+         }
+         if (!stbi__parse_huffman_block(a)) return 0;
+      }
+   } while (!final);
+   return 1;
+}
+
+static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)
+{
+   a->zout_start = obuf;
+   a->zout       = obuf;
+   a->zout_end   = obuf + olen;
+   a->z_expandable = exp;
+
+   return stbi__parse_zlib(a, parse_header);
+}
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)
+{
+   stbi__zbuf a;
+   char *p = (char *) stbi__malloc(initial_size);
+   if (p == NULL) return NULL;
+   a.zbuffer = (stbi_uc *) buffer;
+   a.zbuffer_end = (stbi_uc *) buffer + len;
+   if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {
+      if (outlen) *outlen = (int) (a.zout - a.zout_start);
+      return a.zout_start;
+   } else {
+      STBI_FREE(a.zout_start);
+      return NULL;
+   }
+}
+
+STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)
+{
+   return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);
+}
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)
+{
+   stbi__zbuf a;
+   char *p = (char *) stbi__malloc(initial_size);
+   if (p == NULL) return NULL;
+   a.zbuffer = (stbi_uc *) buffer;
+   a.zbuffer_end = (stbi_uc *) buffer + len;
+   if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {
+      if (outlen) *outlen = (int) (a.zout - a.zout_start);
+      return a.zout_start;
+   } else {
+      STBI_FREE(a.zout_start);
+      return NULL;
+   }
+}
+
+STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)
+{
+   stbi__zbuf a;
+   a.zbuffer = (stbi_uc *) ibuffer;
+   a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
+   if (stbi__do_zlib(&a, obuffer, olen, 0, 1))
+      return (int) (a.zout - a.zout_start);
+   else
+      return -1;
+}
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)
+{
+   stbi__zbuf a;
+   char *p = (char *) stbi__malloc(16384);
+   if (p == NULL) return NULL;
+   a.zbuffer = (stbi_uc *) buffer;
+   a.zbuffer_end = (stbi_uc *) buffer+len;
+   if (stbi__do_zlib(&a, p, 16384, 1, 0)) {
+      if (outlen) *outlen = (int) (a.zout - a.zout_start);
+      return a.zout_start;
+   } else {
+      STBI_FREE(a.zout_start);
+      return NULL;
+   }
+}
+
+STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)
+{
+   stbi__zbuf a;
+   a.zbuffer = (stbi_uc *) ibuffer;
+   a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
+   if (stbi__do_zlib(&a, obuffer, olen, 0, 0))
+      return (int) (a.zout - a.zout_start);
+   else
+      return -1;
+}
+#endif
+
+// public domain "baseline" PNG decoder   v0.10  Sean Barrett 2006-11-18
+//    simple implementation
+//      - only 8-bit samples
+//      - no CRC checking
+//      - allocates lots of intermediate memory
+//        - avoids problem of streaming data between subsystems
+//        - avoids explicit window management
+//    performance
+//      - uses stb_zlib, a PD zlib implementation with fast huffman decoding
+
+#ifndef STBI_NO_PNG
+typedef struct
+{
+   stbi__uint32 length;
+   stbi__uint32 type;
+} stbi__pngchunk;
+
+static stbi__pngchunk stbi__get_chunk_header(stbi__context *s)
+{
+   stbi__pngchunk c;
+   c.length = stbi__get32be(s);
+   c.type   = stbi__get32be(s);
+   return c;
+}
+
+static int stbi__check_png_header(stbi__context *s)
+{
+   static stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };
+   int i;
+   for (i=0; i < 8; ++i)
+      if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG");
+   return 1;
+}
+
+typedef struct
+{
+   stbi__context *s;
+   stbi_uc *idata, *expanded, *out;
+} stbi__png;
+
+
+enum {
+   STBI__F_none=0,
+   STBI__F_sub=1,
+   STBI__F_up=2,
+   STBI__F_avg=3,
+   STBI__F_paeth=4,
+   // synthetic filters used for first scanline to avoid needing a dummy row of 0s
+   STBI__F_avg_first,
+   STBI__F_paeth_first
+};
+
+static stbi_uc first_row_filter[5] =
+{
+   STBI__F_none,
+   STBI__F_sub,
+   STBI__F_none,
+   STBI__F_avg_first,
+   STBI__F_paeth_first
+};
+
+static int stbi__paeth(int a, int b, int c)
+{
+   int p = a + b - c;
+   int pa = abs(p-a);
+   int pb = abs(p-b);
+   int pc = abs(p-c);
+   if (pa <= pb && pa <= pc) return a;
+   if (pb <= pc) return b;
+   return c;
+}
+
+static stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 };
+
+// create the png data from post-deflated data
+static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)
+{
+   stbi__context *s = a->s;
+   stbi__uint32 i,j,stride = x*out_n;
+   stbi__uint32 img_len, img_width_bytes;
+   int k;
+   int img_n = s->img_n; // copy it into a local for later
+
+   STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1);
+   a->out = (stbi_uc *) stbi__malloc(x * y * out_n); // extra bytes to write off the end into
+   if (!a->out) return stbi__err("outofmem", "Out of memory");
+
+   img_width_bytes = (((img_n * x * depth) + 7) >> 3);
+   img_len = (img_width_bytes + 1) * y;
+   if (s->img_x == x && s->img_y == y) {
+      if (raw_len != img_len) return stbi__err("not enough pixels","Corrupt PNG");
+   } else { // interlaced:
+      if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG");
+   }
+
+   for (j=0; j < y; ++j) {
+      stbi_uc *cur = a->out + stride*j;
+      stbi_uc *prior = cur - stride;
+      int filter = *raw++;
+      int filter_bytes = img_n;
+      int width = x;
+      if (filter > 4)
+         return stbi__err("invalid filter","Corrupt PNG");
+
+      if (depth < 8) {
+         STBI_ASSERT(img_width_bytes <= x);
+         cur += x*out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place
+         filter_bytes = 1;
+         width = img_width_bytes;
+      }
+
+      // if first row, use special filter that doesn't sample previous row
+      if (j == 0) filter = first_row_filter[filter];
+
+      // handle first byte explicitly
+      for (k=0; k < filter_bytes; ++k) {
+         switch (filter) {
+            case STBI__F_none       : cur[k] = raw[k]; break;
+            case STBI__F_sub        : cur[k] = raw[k]; break;
+            case STBI__F_up         : cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+            case STBI__F_avg        : cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); break;
+            case STBI__F_paeth      : cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0,prior[k],0)); break;
+            case STBI__F_avg_first  : cur[k] = raw[k]; break;
+            case STBI__F_paeth_first: cur[k] = raw[k]; break;
+         }
+      }
+
+      if (depth == 8) {
+         if (img_n != out_n)
+            cur[img_n] = 255; // first pixel
+         raw += img_n;
+         cur += out_n;
+         prior += out_n;
+      } else {
+         raw += 1;
+         cur += 1;
+         prior += 1;
+      }
+
+      // this is a little gross, so that we don't switch per-pixel or per-component
+      if (depth < 8 || img_n == out_n) {
+         int nk = (width - 1)*img_n;
+         #define CASE(f) \
+             case f:     \
+                for (k=0; k < nk; ++k)
+         switch (filter) {
+            // "none" filter turns into a memcpy here; make that explicit.
+            case STBI__F_none:         memcpy(cur, raw, nk); break;
+            CASE(STBI__F_sub)          cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); break;
+            CASE(STBI__F_up)           cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+            CASE(STBI__F_avg)          cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); break;
+            CASE(STBI__F_paeth)        cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],prior[k],prior[k-filter_bytes])); break;
+            CASE(STBI__F_avg_first)    cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); break;
+            CASE(STBI__F_paeth_first)  cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],0,0)); break;
+         }
+         #undef CASE
+         raw += nk;
+      } else {
+         STBI_ASSERT(img_n+1 == out_n);
+         #define CASE(f) \
+             case f:     \
+                for (i=x-1; i >= 1; --i, cur[img_n]=255,raw+=img_n,cur+=out_n,prior+=out_n) \
+                   for (k=0; k < img_n; ++k)
+         switch (filter) {
+            CASE(STBI__F_none)         cur[k] = raw[k]; break;
+            CASE(STBI__F_sub)          cur[k] = STBI__BYTECAST(raw[k] + cur[k-out_n]); break;
+            CASE(STBI__F_up)           cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+            CASE(STBI__F_avg)          cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-out_n])>>1)); break;
+            CASE(STBI__F_paeth)        cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-out_n],prior[k],prior[k-out_n])); break;
+            CASE(STBI__F_avg_first)    cur[k] = STBI__BYTECAST(raw[k] + (cur[k-out_n] >> 1)); break;
+            CASE(STBI__F_paeth_first)  cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-out_n],0,0)); break;
+         }
+         #undef CASE
+      }
+   }
+
+   // we make a separate pass to expand bits to pixels; for performance,
+   // this could run two scanlines behind the above code, so it won't
+   // intefere with filtering but will still be in the cache.
+   if (depth < 8) {
+      for (j=0; j < y; ++j) {
+         stbi_uc *cur = a->out + stride*j;
+         stbi_uc *in  = a->out + stride*j + x*out_n - img_width_bytes;
+         // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit
+         // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop
+         stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range
+
+         // note that the final byte might overshoot and write more data than desired.
+         // we can allocate enough data that this never writes out of memory, but it
+         // could also overwrite the next scanline. can it overwrite non-empty data
+         // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel.
+         // so we need to explicitly clamp the final ones
+
+         if (depth == 4) {
+            for (k=x*img_n; k >= 2; k-=2, ++in) {
+               *cur++ = scale * ((*in >> 4)       );
+               *cur++ = scale * ((*in     ) & 0x0f);
+            }
+            if (k > 0) *cur++ = scale * ((*in >> 4)       );
+         } else if (depth == 2) {
+            for (k=x*img_n; k >= 4; k-=4, ++in) {
+               *cur++ = scale * ((*in >> 6)       );
+               *cur++ = scale * ((*in >> 4) & 0x03);
+               *cur++ = scale * ((*in >> 2) & 0x03);
+               *cur++ = scale * ((*in     ) & 0x03);
+            }
+            if (k > 0) *cur++ = scale * ((*in >> 6)       );
+            if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03);
+            if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03);
+         } else if (depth == 1) {
+            for (k=x*img_n; k >= 8; k-=8, ++in) {
+               *cur++ = scale * ((*in >> 7)       );
+               *cur++ = scale * ((*in >> 6) & 0x01);
+               *cur++ = scale * ((*in >> 5) & 0x01);
+               *cur++ = scale * ((*in >> 4) & 0x01);
+               *cur++ = scale * ((*in >> 3) & 0x01);
+               *cur++ = scale * ((*in >> 2) & 0x01);
+               *cur++ = scale * ((*in >> 1) & 0x01);
+               *cur++ = scale * ((*in     ) & 0x01);
+            }
+            if (k > 0) *cur++ = scale * ((*in >> 7)       );
+            if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01);
+            if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01);
+            if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01);
+            if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01);
+            if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01);
+            if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01);
+         }
+         if (img_n != out_n) {
+            // insert alpha = 255
+            stbi_uc *cur = a->out + stride*j;
+            int i;
+            if (img_n == 1) {
+               for (i=x-1; i >= 0; --i) {
+                  cur[i*2+1] = 255;
+                  cur[i*2+0] = cur[i];
+               }
+            } else {
+               STBI_ASSERT(img_n == 3);
+               for (i=x-1; i >= 0; --i) {
+                  cur[i*4+3] = 255;
+                  cur[i*4+2] = cur[i*3+2];
+                  cur[i*4+1] = cur[i*3+1];
+                  cur[i*4+0] = cur[i*3+0];
+               }
+            }
+         }
+      }
+   }
+
+   return 1;
+}
+
+static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced)
+{
+   stbi_uc *final;
+   int p;
+   if (!interlaced)
+      return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color);
+
+   // de-interlacing
+   final = (stbi_uc *) stbi__malloc(a->s->img_x * a->s->img_y * out_n);
+   for (p=0; p < 7; ++p) {
+      int xorig[] = { 0,4,0,2,0,1,0 };
+      int yorig[] = { 0,0,4,0,2,0,1 };
+      int xspc[]  = { 8,8,4,4,2,2,1 };
+      int yspc[]  = { 8,8,8,4,4,2,2 };
+      int i,j,x,y;
+      // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1
+      x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p];
+      y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p];
+      if (x && y) {
+         stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y;
+         if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) {
+            STBI_FREE(final);
+            return 0;
+         }
+         for (j=0; j < y; ++j) {
+            for (i=0; i < x; ++i) {
+               int out_y = j*yspc[p]+yorig[p];
+               int out_x = i*xspc[p]+xorig[p];
+               memcpy(final + out_y*a->s->img_x*out_n + out_x*out_n,
+                      a->out + (j*x+i)*out_n, out_n);
+            }
+         }
+         STBI_FREE(a->out);
+         image_data += img_len;
+         image_data_len -= img_len;
+      }
+   }
+   a->out = final;
+
+   return 1;
+}
+
+static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)
+{
+   stbi__context *s = z->s;
+   stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+   stbi_uc *p = z->out;
+
+   // compute color-based transparency, assuming we've
+   // already got 255 as the alpha value in the output
+   STBI_ASSERT(out_n == 2 || out_n == 4);
+
+   if (out_n == 2) {
+      for (i=0; i < pixel_count; ++i) {
+         p[1] = (p[0] == tc[0] ? 0 : 255);
+         p += 2;
+      }
+   } else {
+      for (i=0; i < pixel_count; ++i) {
+         if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
+            p[3] = 0;
+         p += 4;
+      }
+   }
+   return 1;
+}
+
+static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)
+{
+   stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;
+   stbi_uc *p, *temp_out, *orig = a->out;
+
+   p = (stbi_uc *) stbi__malloc(pixel_count * pal_img_n);
+   if (p == NULL) return stbi__err("outofmem", "Out of memory");
+
+   // between here and free(out) below, exitting would leak
+   temp_out = p;
+
+   if (pal_img_n == 3) {
+      for (i=0; i < pixel_count; ++i) {
+         int n = orig[i]*4;
+         p[0] = palette[n  ];
+         p[1] = palette[n+1];
+         p[2] = palette[n+2];
+         p += 3;
+      }
+   } else {
+      for (i=0; i < pixel_count; ++i) {
+         int n = orig[i]*4;
+         p[0] = palette[n  ];
+         p[1] = palette[n+1];
+         p[2] = palette[n+2];
+         p[3] = palette[n+3];
+         p += 4;
+      }
+   }
+   STBI_FREE(a->out);
+   a->out = temp_out;
+
+   STBI_NOTUSED(len);
+
+   return 1;
+}
+
+static int stbi__unpremultiply_on_load = 0;
+static int stbi__de_iphone_flag = 0;
+
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)
+{
+   stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;
+}
+
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)
+{
+   stbi__de_iphone_flag = flag_true_if_should_convert;
+}
+
+static void stbi__de_iphone(stbi__png *z)
+{
+   stbi__context *s = z->s;
+   stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+   stbi_uc *p = z->out;
+
+   if (s->img_out_n == 3) {  // convert bgr to rgb
+      for (i=0; i < pixel_count; ++i) {
+         stbi_uc t = p[0];
+         p[0] = p[2];
+         p[2] = t;
+         p += 3;
+      }
+   } else {
+      STBI_ASSERT(s->img_out_n == 4);
+      if (stbi__unpremultiply_on_load) {
+         // convert bgr to rgb and unpremultiply
+         for (i=0; i < pixel_count; ++i) {
+            stbi_uc a = p[3];
+            stbi_uc t = p[0];
+            if (a) {
+               p[0] = p[2] * 255 / a;
+               p[1] = p[1] * 255 / a;
+               p[2] =  t   * 255 / a;
+            } else {
+               p[0] = p[2];
+               p[2] = t;
+            }
+            p += 4;
+         }
+      } else {
+         // convert bgr to rgb
+         for (i=0; i < pixel_count; ++i) {
+            stbi_uc t = p[0];
+            p[0] = p[2];
+            p[2] = t;
+            p += 4;
+         }
+      }
+   }
+}
+
+#define STBI__PNG_TYPE(a,b,c,d)  (((a) << 24) + ((b) << 16) + ((c) << 8) + (d))
+
+static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
+{
+   stbi_uc palette[1024], pal_img_n=0;
+   stbi_uc has_trans=0, tc[3];
+   stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0;
+   int first=1,k,interlace=0, color=0, depth=0, is_iphone=0;
+   stbi__context *s = z->s;
+
+   z->expanded = NULL;
+   z->idata = NULL;
+   z->out = NULL;
+
+   if (!stbi__check_png_header(s)) return 0;
+
+   if (scan == STBI__SCAN_type) return 1;
+
+   for (;;) {
+      stbi__pngchunk c = stbi__get_chunk_header(s);
+      switch (c.type) {
+         case STBI__PNG_TYPE('C','g','B','I'):
+            is_iphone = 1;
+            stbi__skip(s, c.length);
+            break;
+         case STBI__PNG_TYPE('I','H','D','R'): {
+            int comp,filter;
+            if (!first) return stbi__err("multiple IHDR","Corrupt PNG");
+            first = 0;
+            if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG");
+            s->img_x = stbi__get32be(s); if (s->img_x > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
+            s->img_y = stbi__get32be(s); if (s->img_y > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
+            depth = stbi__get8(s);  if (depth != 1 && depth != 2 && depth != 4 && depth != 8)  return stbi__err("1/2/4/8-bit only","PNG not supported: 1/2/4/8-bit only");
+            color = stbi__get8(s);  if (color > 6)         return stbi__err("bad ctype","Corrupt PNG");
+            if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG");
+            comp  = stbi__get8(s);  if (comp) return stbi__err("bad comp method","Corrupt PNG");
+            filter= stbi__get8(s);  if (filter) return stbi__err("bad filter method","Corrupt PNG");
+            interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG");
+            if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG");
+            if (!pal_img_n) {
+               s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);
+               if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
+               if (scan == STBI__SCAN_header) return 1;
+            } else {
+               // if paletted, then pal_n is our final components, and
+               // img_n is # components to decompress/filter.
+               s->img_n = 1;
+               if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG");
+               // if SCAN_header, have to scan to see if we have a tRNS
+            }
+            break;
+         }
+
+         case STBI__PNG_TYPE('P','L','T','E'):  {
+            if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+            if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG");
+            pal_len = c.length / 3;
+            if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG");
+            for (i=0; i < pal_len; ++i) {
+               palette[i*4+0] = stbi__get8(s);
+               palette[i*4+1] = stbi__get8(s);
+               palette[i*4+2] = stbi__get8(s);
+               palette[i*4+3] = 255;
+            }
+            break;
+         }
+
+         case STBI__PNG_TYPE('t','R','N','S'): {
+            if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+            if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG");
+            if (pal_img_n) {
+               if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; }
+               if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG");
+               if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG");
+               pal_img_n = 4;
+               for (i=0; i < c.length; ++i)
+                  palette[i*4+3] = stbi__get8(s);
+            } else {
+               if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG");
+               if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG");
+               has_trans = 1;
+               for (k=0; k < s->img_n; ++k)
+                  tc[k] = (stbi_uc) (stbi__get16be(s) & 255) * stbi__depth_scale_table[depth]; // non 8-bit images will be larger
+            }
+            break;
+         }
+
+         case STBI__PNG_TYPE('I','D','A','T'): {
+            if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+            if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG");
+            if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; }
+            if ((int)(ioff + c.length) < (int)ioff) return 0;
+            if (ioff + c.length > idata_limit) {
+               stbi_uc *p;
+               if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;
+               while (ioff + c.length > idata_limit)
+                  idata_limit *= 2;
+               p = (stbi_uc *) STBI_REALLOC(z->idata, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory");
+               z->idata = p;
+            }
+            if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG");
+            ioff += c.length;
+            break;
+         }
+
+         case STBI__PNG_TYPE('I','E','N','D'): {
+            stbi__uint32 raw_len, bpl;
+            if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+            if (scan != STBI__SCAN_load) return 1;
+            if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG");
+            // initial guess for decoded data size to avoid unnecessary reallocs
+            bpl = (s->img_x * depth + 7) / 8; // bytes per line, per component
+            raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */;
+            z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone);
+            if (z->expanded == NULL) return 0; // zlib should set error
+            STBI_FREE(z->idata); z->idata = NULL;
+            if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans)
+               s->img_out_n = s->img_n+1;
+            else
+               s->img_out_n = s->img_n;
+            if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, depth, color, interlace)) return 0;
+            if (has_trans)
+               if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;
+            if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)
+               stbi__de_iphone(z);
+            if (pal_img_n) {
+               // pal_img_n == 3 or 4
+               s->img_n = pal_img_n; // record the actual colors we had
+               s->img_out_n = pal_img_n;
+               if (req_comp >= 3) s->img_out_n = req_comp;
+               if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))
+                  return 0;
+            }
+            STBI_FREE(z->expanded); z->expanded = NULL;
+            return 1;
+         }
+
+         default:
+            // if critical, fail
+            if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+            if ((c.type & (1 << 29)) == 0) {
+               #ifndef STBI_NO_FAILURE_STRINGS
+               // not threadsafe
+               static char invalid_chunk[] = "XXXX PNG chunk not known";
+               invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);
+               invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);
+               invalid_chunk[2] = STBI__BYTECAST(c.type >>  8);
+               invalid_chunk[3] = STBI__BYTECAST(c.type >>  0);
+               #endif
+               return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type");
+            }
+            stbi__skip(s, c.length);
+            break;
+      }
+      // end of PNG chunk, read and skip CRC
+      stbi__get32be(s);
+   }
+}
+
+static unsigned char *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp)
+{
+   unsigned char *result=NULL;
+   if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
+   if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) {
+      result = p->out;
+      p->out = NULL;
+      if (req_comp && req_comp != p->s->img_out_n) {
+         result = stbi__convert_format(result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
+         p->s->img_out_n = req_comp;
+         if (result == NULL) return result;
+      }
+      *x = p->s->img_x;
+      *y = p->s->img_y;
+      if (n) *n = p->s->img_out_n;
+   }
+   STBI_FREE(p->out);      p->out      = NULL;
+   STBI_FREE(p->expanded); p->expanded = NULL;
+   STBI_FREE(p->idata);    p->idata    = NULL;
+
+   return result;
+}
+
+static unsigned char *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   stbi__png p;
+   p.s = s;
+   return stbi__do_png(&p, x,y,comp,req_comp);
+}
+
+static int stbi__png_test(stbi__context *s)
+{
+   int r;
+   r = stbi__check_png_header(s);
+   stbi__rewind(s);
+   return r;
+}
+
+static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)
+{
+   if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) {
+      stbi__rewind( p->s );
+      return 0;
+   }
+   if (x) *x = p->s->img_x;
+   if (y) *y = p->s->img_y;
+   if (comp) *comp = p->s->img_n;
+   return 1;
+}
+
+static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   stbi__png p;
+   p.s = s;
+   return stbi__png_info_raw(&p, x, y, comp);
+}
+#endif
+
+// Microsoft/Windows BMP image
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_test_raw(stbi__context *s)
+{
+   int r;
+   int sz;
+   if (stbi__get8(s) != 'B') return 0;
+   if (stbi__get8(s) != 'M') return 0;
+   stbi__get32le(s); // discard filesize
+   stbi__get16le(s); // discard reserved
+   stbi__get16le(s); // discard reserved
+   stbi__get32le(s); // discard data offset
+   sz = stbi__get32le(s);
+   r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);
+   return r;
+}
+
+static int stbi__bmp_test(stbi__context *s)
+{
+   int r = stbi__bmp_test_raw(s);
+   stbi__rewind(s);
+   return r;
+}
+
+
+// returns 0..31 for the highest set bit
+static int stbi__high_bit(unsigned int z)
+{
+   int n=0;
+   if (z == 0) return -1;
+   if (z >= 0x10000) n += 16, z >>= 16;
+   if (z >= 0x00100) n +=  8, z >>=  8;
+   if (z >= 0x00010) n +=  4, z >>=  4;
+   if (z >= 0x00004) n +=  2, z >>=  2;
+   if (z >= 0x00002) n +=  1, z >>=  1;
+   return n;
+}
+
+static int stbi__bitcount(unsigned int a)
+{
+   a = (a & 0x55555555) + ((a >>  1) & 0x55555555); // max 2
+   a = (a & 0x33333333) + ((a >>  2) & 0x33333333); // max 4
+   a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits
+   a = (a + (a >> 8)); // max 16 per 8 bits
+   a = (a + (a >> 16)); // max 32 per 8 bits
+   return a & 0xff;
+}
+
+static int stbi__shiftsigned(int v, int shift, int bits)
+{
+   int result;
+   int z=0;
+
+   if (shift < 0) v <<= -shift;
+   else v >>= shift;
+   result = v;
+
+   z = bits;
+   while (z < 8) {
+      result += v >> z;
+      z += bits;
+   }
+   return result;
+}
+
+static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   stbi_uc *out;
+   unsigned int mr=0,mg=0,mb=0,ma=0, fake_a=0;
+   stbi_uc pal[256][4];
+   int psize=0,i,j,compress=0,width;
+   int bpp, flip_vertically, pad, target, offset, hsz;
+   if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP");
+   stbi__get32le(s); // discard filesize
+   stbi__get16le(s); // discard reserved
+   stbi__get16le(s); // discard reserved
+   offset = stbi__get32le(s);
+   hsz = stbi__get32le(s);
+   if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown");
+   if (hsz == 12) {
+      s->img_x = stbi__get16le(s);
+      s->img_y = stbi__get16le(s);
+   } else {
+      s->img_x = stbi__get32le(s);
+      s->img_y = stbi__get32le(s);
+   }
+   if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP");
+   bpp = stbi__get16le(s);
+   if (bpp == 1) return stbi__errpuc("monochrome", "BMP type not supported: 1-bit");
+   flip_vertically = ((int) s->img_y) > 0;
+   s->img_y = abs((int) s->img_y);
+   if (hsz == 12) {
+      if (bpp < 24)
+         psize = (offset - 14 - 24) / 3;
+   } else {
+      compress = stbi__get32le(s);
+      if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE");
+      stbi__get32le(s); // discard sizeof
+      stbi__get32le(s); // discard hres
+      stbi__get32le(s); // discard vres
+      stbi__get32le(s); // discard colorsused
+      stbi__get32le(s); // discard max important
+      if (hsz == 40 || hsz == 56) {
+         if (hsz == 56) {
+            stbi__get32le(s);
+            stbi__get32le(s);
+            stbi__get32le(s);
+            stbi__get32le(s);
+         }
+         if (bpp == 16 || bpp == 32) {
+            mr = mg = mb = 0;
+            if (compress == 0) {
+               if (bpp == 32) {
+                  mr = 0xffu << 16;
+                  mg = 0xffu <<  8;
+                  mb = 0xffu <<  0;
+                  ma = 0xffu << 24;
+                  fake_a = 1; // @TODO: check for cases like alpha value is all 0 and switch it to 255
+                  STBI_NOTUSED(fake_a);
+               } else {
+                  mr = 31u << 10;
+                  mg = 31u <<  5;
+                  mb = 31u <<  0;
+               }
+            } else if (compress == 3) {
+               mr = stbi__get32le(s);
+               mg = stbi__get32le(s);
+               mb = stbi__get32le(s);
+               // not documented, but generated by photoshop and handled by mspaint
+               if (mr == mg && mg == mb) {
+                  // ?!?!?
+                  return stbi__errpuc("bad BMP", "bad BMP");
+               }
+            } else
+               return stbi__errpuc("bad BMP", "bad BMP");
+         }
+      } else {
+         STBI_ASSERT(hsz == 108 || hsz == 124);
+         mr = stbi__get32le(s);
+         mg = stbi__get32le(s);
+         mb = stbi__get32le(s);
+         ma = stbi__get32le(s);
+         stbi__get32le(s); // discard color space
+         for (i=0; i < 12; ++i)
+            stbi__get32le(s); // discard color space parameters
+         if (hsz == 124) {
+            stbi__get32le(s); // discard rendering intent
+            stbi__get32le(s); // discard offset of profile data
+            stbi__get32le(s); // discard size of profile data
+            stbi__get32le(s); // discard reserved
+         }
+      }
+      if (bpp < 16)
+         psize = (offset - 14 - hsz) >> 2;
+   }
+   s->img_n = ma ? 4 : 3;
+   if (req_comp && req_comp >= 3) // we can directly decode 3 or 4
+      target = req_comp;
+   else
+      target = s->img_n; // if they want monochrome, we'll post-convert
+   out = (stbi_uc *) stbi__malloc(target * s->img_x * s->img_y);
+   if (!out) return stbi__errpuc("outofmem", "Out of memory");
+   if (bpp < 16) {
+      int z=0;
+      if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); }
+      for (i=0; i < psize; ++i) {
+         pal[i][2] = stbi__get8(s);
+         pal[i][1] = stbi__get8(s);
+         pal[i][0] = stbi__get8(s);
+         if (hsz != 12) stbi__get8(s);
+         pal[i][3] = 255;
+      }
+      stbi__skip(s, offset - 14 - hsz - psize * (hsz == 12 ? 3 : 4));
+      if (bpp == 4) width = (s->img_x + 1) >> 1;
+      else if (bpp == 8) width = s->img_x;
+      else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); }
+      pad = (-width)&3;
+      for (j=0; j < (int) s->img_y; ++j) {
+         for (i=0; i < (int) s->img_x; i += 2) {
+            int v=stbi__get8(s),v2=0;
+            if (bpp == 4) {
+               v2 = v & 15;
+               v >>= 4;
+            }
+            out[z++] = pal[v][0];
+            out[z++] = pal[v][1];
+            out[z++] = pal[v][2];
+            if (target == 4) out[z++] = 255;
+            if (i+1 == (int) s->img_x) break;
+            v = (bpp == 8) ? stbi__get8(s) : v2;
+            out[z++] = pal[v][0];
+            out[z++] = pal[v][1];
+            out[z++] = pal[v][2];
+            if (target == 4) out[z++] = 255;
+         }
+         stbi__skip(s, pad);
+      }
+   } else {
+      int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0;
+      int z = 0;
+      int easy=0;
+      stbi__skip(s, offset - 14 - hsz);
+      if (bpp == 24) width = 3 * s->img_x;
+      else if (bpp == 16) width = 2*s->img_x;
+      else /* bpp = 32 and pad = 0 */ width=0;
+      pad = (-width) & 3;
+      if (bpp == 24) {
+         easy = 1;
+      } else if (bpp == 32) {
+         if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)
+            easy = 2;
+      }
+      if (!easy) {
+         if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
+         // right shift amt to put high bit in position #7
+         rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr);
+         gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg);
+         bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb);
+         ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma);
+      }
+      for (j=0; j < (int) s->img_y; ++j) {
+         if (easy) {
+            for (i=0; i < (int) s->img_x; ++i) {
+               unsigned char a;
+               out[z+2] = stbi__get8(s);
+               out[z+1] = stbi__get8(s);
+               out[z+0] = stbi__get8(s);
+               z += 3;
+               a = (easy == 2 ? stbi__get8(s) : 255);
+               if (target == 4) out[z++] = a;
+            }
+         } else {
+            for (i=0; i < (int) s->img_x; ++i) {
+               stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s));
+               int a;
+               out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));
+               out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));
+               out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));
+               a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);
+               if (target == 4) out[z++] = STBI__BYTECAST(a);
+            }
+         }
+         stbi__skip(s, pad);
+      }
+   }
+   if (flip_vertically) {
+      stbi_uc t;
+      for (j=0; j < (int) s->img_y>>1; ++j) {
+         stbi_uc *p1 = out +      j     *s->img_x*target;
+         stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target;
+         for (i=0; i < (int) s->img_x*target; ++i) {
+            t = p1[i], p1[i] = p2[i], p2[i] = t;
+         }
+      }
+   }
+
+   if (req_comp && req_comp != target) {
+      out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);
+      if (out == NULL) return out; // stbi__convert_format frees input on failure
+   }
+
+   *x = s->img_x;
+   *y = s->img_y;
+   if (comp) *comp = s->img_n;
+   return out;
+}
+#endif
+
+// Targa Truevision - TGA
+// by Jonathan Dummer
+#ifndef STBI_NO_TGA
+static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)
+{
+    int tga_w, tga_h, tga_comp;
+    int sz;
+    stbi__get8(s);                   // discard Offset
+    sz = stbi__get8(s);              // color type
+    if( sz > 1 ) {
+        stbi__rewind(s);
+        return 0;      // only RGB or indexed allowed
+    }
+    sz = stbi__get8(s);              // image type
+    // only RGB or grey allowed, +/- RLE
+    if ((sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11)) return 0;
+    stbi__skip(s,9);
+    tga_w = stbi__get16le(s);
+    if( tga_w < 1 ) {
+        stbi__rewind(s);
+        return 0;   // test width
+    }
+    tga_h = stbi__get16le(s);
+    if( tga_h < 1 ) {
+        stbi__rewind(s);
+        return 0;   // test height
+    }
+    sz = stbi__get8(s);               // bits per pixel
+    // only RGB or RGBA or grey allowed
+    if ((sz != 8) && (sz != 16) && (sz != 24) && (sz != 32)) {
+        stbi__rewind(s);
+        return 0;
+    }
+    tga_comp = sz;
+    if (x) *x = tga_w;
+    if (y) *y = tga_h;
+    if (comp) *comp = tga_comp / 8;
+    return 1;                   // seems to have passed everything
+}
+
+static int stbi__tga_test(stbi__context *s)
+{
+   int res;
+   int sz;
+   stbi__get8(s);      //   discard Offset
+   sz = stbi__get8(s);   //   color type
+   if ( sz > 1 ) return 0;   //   only RGB or indexed allowed
+   sz = stbi__get8(s);   //   image type
+   if ( (sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11) ) return 0;   //   only RGB or grey allowed, +/- RLE
+   stbi__get16be(s);      //   discard palette start
+   stbi__get16be(s);      //   discard palette length
+   stbi__get8(s);         //   discard bits per palette color entry
+   stbi__get16be(s);      //   discard x origin
+   stbi__get16be(s);      //   discard y origin
+   if ( stbi__get16be(s) < 1 ) return 0;      //   test width
+   if ( stbi__get16be(s) < 1 ) return 0;      //   test height
+   sz = stbi__get8(s);   //   bits per pixel
+   if ( (sz != 8) && (sz != 16) && (sz != 24) && (sz != 32) )
+      res = 0;
+   else
+      res = 1;
+   stbi__rewind(s);
+   return res;
+}
+
+static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   //   read in the TGA header stuff
+   int tga_offset = stbi__get8(s);
+   int tga_indexed = stbi__get8(s);
+   int tga_image_type = stbi__get8(s);
+   int tga_is_RLE = 0;
+   int tga_palette_start = stbi__get16le(s);
+   int tga_palette_len = stbi__get16le(s);
+   int tga_palette_bits = stbi__get8(s);
+   int tga_x_origin = stbi__get16le(s);
+   int tga_y_origin = stbi__get16le(s);
+   int tga_width = stbi__get16le(s);
+   int tga_height = stbi__get16le(s);
+   int tga_bits_per_pixel = stbi__get8(s);
+   int tga_comp = tga_bits_per_pixel / 8;
+   int tga_inverted = stbi__get8(s);
+   //   image data
+   unsigned char *tga_data;
+   unsigned char *tga_palette = NULL;
+   int i, j;
+   unsigned char raw_data[4];
+   int RLE_count = 0;
+   int RLE_repeating = 0;
+   int read_next_pixel = 1;
+
+   //   do a tiny bit of precessing
+   if ( tga_image_type >= 8 )
+   {
+      tga_image_type -= 8;
+      tga_is_RLE = 1;
+   }
+   /* int tga_alpha_bits = tga_inverted & 15; */
+   tga_inverted = 1 - ((tga_inverted >> 5) & 1);
+
+   //   error check
+   if ( //(tga_indexed) ||
+      (tga_width < 1) || (tga_height < 1) ||
+      (tga_image_type < 1) || (tga_image_type > 3) ||
+      ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16) &&
+      (tga_bits_per_pixel != 24) && (tga_bits_per_pixel != 32))
+      )
+   {
+      return NULL; // we don't report this as a bad TGA because we don't even know if it's TGA
+   }
+
+   //   If I'm paletted, then I'll use the number of bits from the palette
+   if ( tga_indexed )
+   {
+      tga_comp = tga_palette_bits / 8;
+   }
+
+   //   tga info
+   *x = tga_width;
+   *y = tga_height;
+   if (comp) *comp = tga_comp;
+
+   tga_data = (unsigned char*)stbi__malloc( (size_t)tga_width * tga_height * tga_comp );
+   if (!tga_data) return stbi__errpuc("outofmem", "Out of memory");
+
+   // skip to the data's starting position (offset usually = 0)
+   stbi__skip(s, tga_offset );
+
+   if ( !tga_indexed && !tga_is_RLE) {
+      for (i=0; i < tga_height; ++i) {
+         int y = tga_inverted ? tga_height -i - 1 : i;
+         stbi_uc *tga_row = tga_data + y*tga_width*tga_comp;
+         stbi__getn(s, tga_row, tga_width * tga_comp);
+      }
+   } else  {
+      //   do I need to load a palette?
+      if ( tga_indexed)
+      {
+         //   any data to skip? (offset usually = 0)
+         stbi__skip(s, tga_palette_start );
+         //   load the palette
+         tga_palette = (unsigned char*)stbi__malloc( tga_palette_len * tga_palette_bits / 8 );
+         if (!tga_palette) {
+            STBI_FREE(tga_data);
+            return stbi__errpuc("outofmem", "Out of memory");
+         }
+         if (!stbi__getn(s, tga_palette, tga_palette_len * tga_palette_bits / 8 )) {
+            STBI_FREE(tga_data);
+            STBI_FREE(tga_palette);
+            return stbi__errpuc("bad palette", "Corrupt TGA");
+         }
+      }
+      //   load the data
+      for (i=0; i < tga_width * tga_height; ++i)
+      {
+         //   if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?
+         if ( tga_is_RLE )
+         {
+            if ( RLE_count == 0 )
+            {
+               //   yep, get the next byte as a RLE command
+               int RLE_cmd = stbi__get8(s);
+               RLE_count = 1 + (RLE_cmd & 127);
+               RLE_repeating = RLE_cmd >> 7;
+               read_next_pixel = 1;
+            } else if ( !RLE_repeating )
+            {
+               read_next_pixel = 1;
+            }
+         } else
+         {
+            read_next_pixel = 1;
+         }
+         //   OK, if I need to read a pixel, do it now
+         if ( read_next_pixel )
+         {
+            //   load however much data we did have
+            if ( tga_indexed )
+            {
+               //   read in 1 byte, then perform the lookup
+               int pal_idx = stbi__get8(s);
+               if ( pal_idx >= tga_palette_len )
+               {
+                  //   invalid index
+                  pal_idx = 0;
+               }
+               pal_idx *= tga_bits_per_pixel / 8;
+               for (j = 0; j*8 < tga_bits_per_pixel; ++j)
+               {
+                  raw_data[j] = tga_palette[pal_idx+j];
+               }
+            } else
+            {
+               //   read in the data raw
+               for (j = 0; j*8 < tga_bits_per_pixel; ++j)
+               {
+                  raw_data[j] = stbi__get8(s);
+               }
+            }
+            //   clear the reading flag for the next pixel
+            read_next_pixel = 0;
+         } // end of reading a pixel
+
+         // copy data
+         for (j = 0; j < tga_comp; ++j)
+           tga_data[i*tga_comp+j] = raw_data[j];
+
+         //   in case we're in RLE mode, keep counting down
+         --RLE_count;
+      }
+      //   do I need to invert the image?
+      if ( tga_inverted )
+      {
+         for (j = 0; j*2 < tga_height; ++j)
+         {
+            int index1 = j * tga_width * tga_comp;
+            int index2 = (tga_height - 1 - j) * tga_width * tga_comp;
+            for (i = tga_width * tga_comp; i > 0; --i)
+            {
+               unsigned char temp = tga_data[index1];
+               tga_data[index1] = tga_data[index2];
+               tga_data[index2] = temp;
+               ++index1;
+               ++index2;
+            }
+         }
+      }
+      //   clear my palette, if I had one
+      if ( tga_palette != NULL )
+      {
+         STBI_FREE( tga_palette );
+      }
+   }
+
+   // swap RGB
+   if (tga_comp >= 3)
+   {
+      unsigned char* tga_pixel = tga_data;
+      for (i=0; i < tga_width * tga_height; ++i)
+      {
+         unsigned char temp = tga_pixel[0];
+         tga_pixel[0] = tga_pixel[2];
+         tga_pixel[2] = temp;
+         tga_pixel += tga_comp;
+      }
+   }
+
+   // convert to target component count
+   if (req_comp && req_comp != tga_comp)
+      tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);
+
+   //   the things I do to get rid of an error message, and yet keep
+   //   Microsoft's C compilers happy... [8^(
+   tga_palette_start = tga_palette_len = tga_palette_bits =
+         tga_x_origin = tga_y_origin = 0;
+   //   OK, done
+   return tga_data;
+}
+#endif
+
+// *************************************************************************************************
+// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_test(stbi__context *s)
+{
+   int r = (stbi__get32be(s) == 0x38425053);
+   stbi__rewind(s);
+   return r;
+}
+
+static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   int   pixelCount;
+   int channelCount, compression;
+   int channel, i, count, len;
+   int w,h;
+   stbi_uc *out;
+
+   // Check identifier
+   if (stbi__get32be(s) != 0x38425053)   // "8BPS"
+      return stbi__errpuc("not PSD", "Corrupt PSD image");
+
+   // Check file type version.
+   if (stbi__get16be(s) != 1)
+      return stbi__errpuc("wrong version", "Unsupported version of PSD image");
+
+   // Skip 6 reserved bytes.
+   stbi__skip(s, 6 );
+
+   // Read the number of channels (R, G, B, A, etc).
+   channelCount = stbi__get16be(s);
+   if (channelCount < 0 || channelCount > 16)
+      return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image");
+
+   // Read the rows and columns of the image.
+   h = stbi__get32be(s);
+   w = stbi__get32be(s);
+
+   // Make sure the depth is 8 bits.
+   if (stbi__get16be(s) != 8)
+      return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 bit");
+
+   // Make sure the color mode is RGB.
+   // Valid options are:
+   //   0: Bitmap
+   //   1: Grayscale
+   //   2: Indexed color
+   //   3: RGB color
+   //   4: CMYK color
+   //   7: Multichannel
+   //   8: Duotone
+   //   9: Lab color
+   if (stbi__get16be(s) != 3)
+      return stbi__errpuc("wrong color format", "PSD is not in RGB color format");
+
+   // Skip the Mode Data.  (It's the palette for indexed color; other info for other modes.)
+   stbi__skip(s,stbi__get32be(s) );
+
+   // Skip the image resources.  (resolution, pen tool paths, etc)
+   stbi__skip(s, stbi__get32be(s) );
+
+   // Skip the reserved data.
+   stbi__skip(s, stbi__get32be(s) );
+
+   // Find out if the data is compressed.
+   // Known values:
+   //   0: no compression
+   //   1: RLE compressed
+   compression = stbi__get16be(s);
+   if (compression > 1)
+      return stbi__errpuc("bad compression", "PSD has an unknown compression format");
+
+   // Create the destination image.
+   out = (stbi_uc *) stbi__malloc(4 * w*h);
+   if (!out) return stbi__errpuc("outofmem", "Out of memory");
+   pixelCount = w*h;
+
+   // Initialize the data to zero.
+   //memset( out, 0, pixelCount * 4 );
+
+   // Finally, the image data.
+   if (compression) {
+      // RLE as used by .PSD and .TIFF
+      // Loop until you get the number of unpacked bytes you are expecting:
+      //     Read the next source byte into n.
+      //     If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.
+      //     Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.
+      //     Else if n is 128, noop.
+      // Endloop
+
+      // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data,
+      // which we're going to just skip.
+      stbi__skip(s, h * channelCount * 2 );
+
+      // Read the RLE data by channel.
+      for (channel = 0; channel < 4; channel++) {
+         stbi_uc *p;
+
+         p = out+channel;
+         if (channel >= channelCount) {
+            // Fill this channel with default data.
+            for (i = 0; i < pixelCount; i++, p += 4)
+               *p = (channel == 3 ? 255 : 0);
+         } else {
+            // Read the RLE data.
+            count = 0;
+            while (count < pixelCount) {
+               len = stbi__get8(s);
+               if (len == 128) {
+                  // No-op.
+               } else if (len < 128) {
+                  // Copy next len+1 bytes literally.
+                  len++;
+                  count += len;
+                  while (len) {
+                     *p = stbi__get8(s);
+                     p += 4;
+                     len--;
+                  }
+               } else if (len > 128) {
+                  stbi_uc   val;
+                  // Next -len+1 bytes in the dest are replicated from next source byte.
+                  // (Interpret len as a negative 8-bit int.)
+                  len ^= 0x0FF;
+                  len += 2;
+                  val = stbi__get8(s);
+                  count += len;
+                  while (len) {
+                     *p = val;
+                     p += 4;
+                     len--;
+                  }
+               }
+            }
+         }
+      }
+
+   } else {
+      // We're at the raw image data.  It's each channel in order (Red, Green, Blue, Alpha, ...)
+      // where each channel consists of an 8-bit value for each pixel in the image.
+
+      // Read the data by channel.
+      for (channel = 0; channel < 4; channel++) {
+         stbi_uc *p;
+
+         p = out + channel;
+         if (channel > channelCount) {
+            // Fill this channel with default data.
+            for (i = 0; i < pixelCount; i++, p += 4)
+               *p = channel == 3 ? 255 : 0;
+         } else {
+            // Read the data.
+            for (i = 0; i < pixelCount; i++, p += 4)
+               *p = stbi__get8(s);
+         }
+      }
+   }
+
+   if (req_comp && req_comp != 4) {
+      out = stbi__convert_format(out, 4, req_comp, w, h);
+      if (out == NULL) return out; // stbi__convert_format frees input on failure
+   }
+
+   if (comp) *comp = 4;
+   *y = h;
+   *x = w;
+
+   return out;
+}
+#endif
+
+// *************************************************************************************************
+// Softimage PIC loader
+// by Tom Seddon
+//
+// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format
+// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_is4(stbi__context *s,const char *str)
+{
+   int i;
+   for (i=0; i<4; ++i)
+      if (stbi__get8(s) != (stbi_uc)str[i])
+         return 0;
+
+   return 1;
+}
+
+static int stbi__pic_test_core(stbi__context *s)
+{
+   int i;
+
+   if (!stbi__pic_is4(s,"\x53\x80\xF6\x34"))
+      return 0;
+
+   for(i=0;i<84;++i)
+      stbi__get8(s);
+
+   if (!stbi__pic_is4(s,"PICT"))
+      return 0;
+
+   return 1;
+}
+
+typedef struct
+{
+   stbi_uc size,type,channel;
+} stbi__pic_packet;
+
+static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)
+{
+   int mask=0x80, i;
+
+   for (i=0; i<4; ++i, mask>>=1) {
+      if (channel & mask) {
+         if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short");
+         dest[i]=stbi__get8(s);
+      }
+   }
+
+   return dest;
+}
+
+static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src)
+{
+   int mask=0x80,i;
+
+   for (i=0;i<4; ++i, mask>>=1)
+      if (channel&mask)
+         dest[i]=src[i];
+}
+
+static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result)
+{
+   int act_comp=0,num_packets=0,y,chained;
+   stbi__pic_packet packets[10];
+
+   // this will (should...) cater for even some bizarre stuff like having data
+    // for the same channel in multiple packets.
+   do {
+      stbi__pic_packet *packet;
+
+      if (num_packets==sizeof(packets)/sizeof(packets[0]))
+         return stbi__errpuc("bad format","too many packets");
+
+      packet = &packets[num_packets++];
+
+      chained = stbi__get8(s);
+      packet->size    = stbi__get8(s);
+      packet->type    = stbi__get8(s);
+      packet->channel = stbi__get8(s);
+
+      act_comp |= packet->channel;
+
+      if (stbi__at_eof(s))          return stbi__errpuc("bad file","file too short (reading packets)");
+      if (packet->size != 8)  return stbi__errpuc("bad format","packet isn't 8bpp");
+   } while (chained);
+
+   *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?
+
+   for(y=0; y<height; ++y) {
+      int packet_idx;
+
+      for(packet_idx=0; packet_idx < num_packets; ++packet_idx) {
+         stbi__pic_packet *packet = &packets[packet_idx];
+         stbi_uc *dest = result+y*width*4;
+
+         switch (packet->type) {
+            default:
+               return stbi__errpuc("bad format","packet has bad compression type");
+
+            case 0: {//uncompressed
+               int x;
+
+               for(x=0;x<width;++x, dest+=4)
+                  if (!stbi__readval(s,packet->channel,dest))
+                     return 0;
+               break;
+            }
+
+            case 1://Pure RLE
+               {
+                  int left=width, i;
+
+                  while (left>0) {
+                     stbi_uc count,value[4];
+
+                     count=stbi__get8(s);
+                     if (stbi__at_eof(s))   return stbi__errpuc("bad file","file too short (pure read count)");
+
+                     if (count > left)
+                        count = (stbi_uc) left;
+
+                     if (!stbi__readval(s,packet->channel,value))  return 0;
+
+                     for(i=0; i<count; ++i,dest+=4)
+                        stbi__copyval(packet->channel,dest,value);
+                     left -= count;
+                  }
+               }
+               break;
+
+            case 2: {//Mixed RLE
+               int left=width;
+               while (left>0) {
+                  int count = stbi__get8(s), i;
+                  if (stbi__at_eof(s))  return stbi__errpuc("bad file","file too short (mixed read count)");
+
+                  if (count >= 128) { // Repeated
+                     stbi_uc value[4];
+                     int i;
+
+                     if (count==128)
+                        count = stbi__get16be(s);
+                     else
+                        count -= 127;
+                     if (count > left)
+                        return stbi__errpuc("bad file","scanline overrun");
+
+                     if (!stbi__readval(s,packet->channel,value))
+                        return 0;
+
+                     for(i=0;i<count;++i, dest += 4)
+                        stbi__copyval(packet->channel,dest,value);
+                  } else { // Raw
+                     ++count;
+                     if (count>left) return stbi__errpuc("bad file","scanline overrun");
+
+                     for(i=0;i<count;++i, dest+=4)
+                        if (!stbi__readval(s,packet->channel,dest))
+                           return 0;
+                  }
+                  left-=count;
+               }
+               break;
+            }
+         }
+      }
+   }
+
+   return result;
+}
+
+static stbi_uc *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp)
+{
+   stbi_uc *result;
+   int i, x,y;
+
+   for (i=0; i<92; ++i)
+      stbi__get8(s);
+
+   x = stbi__get16be(s);
+   y = stbi__get16be(s);
+   if (stbi__at_eof(s))  return stbi__errpuc("bad file","file too short (pic header)");
+   if ((1 << 28) / x < y) return stbi__errpuc("too large", "Image too large to decode");
+
+   stbi__get32be(s); //skip `ratio'
+   stbi__get16be(s); //skip `fields'
+   stbi__get16be(s); //skip `pad'
+
+   // intermediate buffer is RGBA
+   result = (stbi_uc *) stbi__malloc(x*y*4);
+   memset(result, 0xff, x*y*4);
+
+   if (!stbi__pic_load_core(s,x,y,comp, result)) {
+      STBI_FREE(result);
+      result=0;
+   }
+   *px = x;
+   *py = y;
+   if (req_comp == 0) req_comp = *comp;
+   result=stbi__convert_format(result,4,req_comp,x,y);
+
+   return result;
+}
+
+static int stbi__pic_test(stbi__context *s)
+{
+   int r = stbi__pic_test_core(s);
+   stbi__rewind(s);
+   return r;
+}
+#endif
+
+// *************************************************************************************************
+// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb
+
+#ifndef STBI_NO_GIF
+typedef struct
+{
+   stbi__int16 prefix;
+   stbi_uc first;
+   stbi_uc suffix;
+} stbi__gif_lzw;
+
+typedef struct
+{
+   int w,h;
+   stbi_uc *out;                 // output buffer (always 4 components)
+   int flags, bgindex, ratio, transparent, eflags;
+   stbi_uc  pal[256][4];
+   stbi_uc lpal[256][4];
+   stbi__gif_lzw codes[4096];
+   stbi_uc *color_table;
+   int parse, step;
+   int lflags;
+   int start_x, start_y;
+   int max_x, max_y;
+   int cur_x, cur_y;
+   int line_size;
+} stbi__gif;
+
+static int stbi__gif_test_raw(stbi__context *s)
+{
+   int sz;
+   if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;
+   sz = stbi__get8(s);
+   if (sz != '9' && sz != '7') return 0;
+   if (stbi__get8(s) != 'a') return 0;
+   return 1;
+}
+
+static int stbi__gif_test(stbi__context *s)
+{
+   int r = stbi__gif_test_raw(s);
+   stbi__rewind(s);
+   return r;
+}
+
+static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)
+{
+   int i;
+   for (i=0; i < num_entries; ++i) {
+      pal[i][2] = stbi__get8(s);
+      pal[i][1] = stbi__get8(s);
+      pal[i][0] = stbi__get8(s);
+      pal[i][3] = transp == i ? 0 : 255;
+   }
+}
+
+static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)
+{
+   stbi_uc version;
+   if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')
+      return stbi__err("not GIF", "Corrupt GIF");
+
+   version = stbi__get8(s);
+   if (version != '7' && version != '9')    return stbi__err("not GIF", "Corrupt GIF");
+   if (stbi__get8(s) != 'a')                return stbi__err("not GIF", "Corrupt GIF");
+
+   stbi__g_failure_reason = "";
+   g->w = stbi__get16le(s);
+   g->h = stbi__get16le(s);
+   g->flags = stbi__get8(s);
+   g->bgindex = stbi__get8(s);
+   g->ratio = stbi__get8(s);
+   g->transparent = -1;
+
+   if (comp != 0) *comp = 4;  // can't actually tell whether it's 3 or 4 until we parse the comments
+
+   if (is_info) return 1;
+
+   if (g->flags & 0x80)
+      stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1);
+
+   return 1;
+}
+
+static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)
+{
+   stbi__gif g;
+   if (!stbi__gif_header(s, &g, comp, 1)) {
+      stbi__rewind( s );
+      return 0;
+   }
+   if (x) *x = g.w;
+   if (y) *y = g.h;
+   return 1;
+}
+
+static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)
+{
+   stbi_uc *p, *c;
+
+   // recurse to decode the prefixes, since the linked-list is backwards,
+   // and working backwards through an interleaved image would be nasty
+   if (g->codes[code].prefix >= 0)
+      stbi__out_gif_code(g, g->codes[code].prefix);
+
+   if (g->cur_y >= g->max_y) return;
+
+   p = &g->out[g->cur_x + g->cur_y];
+   c = &g->color_table[g->codes[code].suffix * 4];
+
+   if (c[3] >= 128) {
+      p[0] = c[2];
+      p[1] = c[1];
+      p[2] = c[0];
+      p[3] = c[3];
+   }
+   g->cur_x += 4;
+
+   if (g->cur_x >= g->max_x) {
+      g->cur_x = g->start_x;
+      g->cur_y += g->step;
+
+      while (g->cur_y >= g->max_y && g->parse > 0) {
+         g->step = (1 << g->parse) * g->line_size;
+         g->cur_y = g->start_y + (g->step >> 1);
+         --g->parse;
+      }
+   }
+}
+
+static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)
+{
+   stbi_uc lzw_cs;
+   stbi__int32 len, code;
+   stbi__uint32 first;
+   stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;
+   stbi__gif_lzw *p;
+
+   lzw_cs = stbi__get8(s);
+   if (lzw_cs > 12) return NULL;
+   clear = 1 << lzw_cs;
+   first = 1;
+   codesize = lzw_cs + 1;
+   codemask = (1 << codesize) - 1;
+   bits = 0;
+   valid_bits = 0;
+   for (code = 0; code < clear; code++) {
+      g->codes[code].prefix = -1;
+      g->codes[code].first = (stbi_uc) code;
+      g->codes[code].suffix = (stbi_uc) code;
+   }
+
+   // support no starting clear code
+   avail = clear+2;
+   oldcode = -1;
+
+   len = 0;
+   for(;;) {
+      if (valid_bits < codesize) {
+         if (len == 0) {
+            len = stbi__get8(s); // start new block
+            if (len == 0)
+               return g->out;
+         }
+         --len;
+         bits |= (stbi__int32) stbi__get8(s) << valid_bits;
+         valid_bits += 8;
+      } else {
+         stbi__int32 code = bits & codemask;
+         bits >>= codesize;
+         valid_bits -= codesize;
+         // @OPTIMIZE: is there some way we can accelerate the non-clear path?
+         if (code == clear) {  // clear code
+            codesize = lzw_cs + 1;
+            codemask = (1 << codesize) - 1;
+            avail = clear + 2;
+            oldcode = -1;
+            first = 0;
+         } else if (code == clear + 1) { // end of stream code
+            stbi__skip(s, len);
+            while ((len = stbi__get8(s)) > 0)
+               stbi__skip(s,len);
+            return g->out;
+         } else if (code <= avail) {
+            if (first) return stbi__errpuc("no clear code", "Corrupt GIF");
+
+            if (oldcode >= 0) {
+               p = &g->codes[avail++];
+               if (avail > 4096)        return stbi__errpuc("too many codes", "Corrupt GIF");
+               p->prefix = (stbi__int16) oldcode;
+               p->first = g->codes[oldcode].first;
+               p->suffix = (code == avail) ? p->first : g->codes[code].first;
+            } else if (code == avail)
+               return stbi__errpuc("illegal code in raster", "Corrupt GIF");
+
+            stbi__out_gif_code(g, (stbi__uint16) code);
+
+            if ((avail & codemask) == 0 && avail <= 0x0FFF) {
+               codesize++;
+               codemask = (1 << codesize) - 1;
+            }
+
+            oldcode = code;
+         } else {
+            return stbi__errpuc("illegal code in raster", "Corrupt GIF");
+         }
+      }
+   }
+}
+
+static void stbi__fill_gif_background(stbi__gif *g)
+{
+   int i;
+   stbi_uc *c = g->pal[g->bgindex];
+   // @OPTIMIZE: write a dword at a time
+   for (i = 0; i < g->w * g->h * 4; i += 4) {
+      stbi_uc *p  = &g->out[i];
+      p[0] = c[2];
+      p[1] = c[1];
+      p[2] = c[0];
+      p[3] = c[3];
+   }
+}
+
+// this function is designed to support animated gifs, although stb_image doesn't support it
+static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp)
+{
+   int i;
+   stbi_uc *old_out = 0;
+
+   if (g->out == 0) {
+      if (!stbi__gif_header(s, g, comp,0))     return 0; // stbi__g_failure_reason set by stbi__gif_header
+      g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
+      if (g->out == 0)                      return stbi__errpuc("outofmem", "Out of memory");
+      stbi__fill_gif_background(g);
+   } else {
+      // animated-gif-only path
+      if (((g->eflags & 0x1C) >> 2) == 3) {
+         old_out = g->out;
+         g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
+         if (g->out == 0)                   return stbi__errpuc("outofmem", "Out of memory");
+         memcpy(g->out, old_out, g->w*g->h*4);
+      }
+   }
+
+   for (;;) {
+      switch (stbi__get8(s)) {
+         case 0x2C: /* Image Descriptor */
+         {
+            stbi__int32 x, y, w, h;
+            stbi_uc *o;
+
+            x = stbi__get16le(s);
+            y = stbi__get16le(s);
+            w = stbi__get16le(s);
+            h = stbi__get16le(s);
+            if (((x + w) > (g->w)) || ((y + h) > (g->h)))
+               return stbi__errpuc("bad Image Descriptor", "Corrupt GIF");
+
+            g->line_size = g->w * 4;
+            g->start_x = x * 4;
+            g->start_y = y * g->line_size;
+            g->max_x   = g->start_x + w * 4;
+            g->max_y   = g->start_y + h * g->line_size;
+            g->cur_x   = g->start_x;
+            g->cur_y   = g->start_y;
+
+            g->lflags = stbi__get8(s);
+
+            if (g->lflags & 0x40) {
+               g->step = 8 * g->line_size; // first interlaced spacing
+               g->parse = 3;
+            } else {
+               g->step = g->line_size;
+               g->parse = 0;
+            }
+
+            if (g->lflags & 0x80) {
+               stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);
+               g->color_table = (stbi_uc *) g->lpal;
+            } else if (g->flags & 0x80) {
+               for (i=0; i < 256; ++i)  // @OPTIMIZE: stbi__jpeg_reset only the previous transparent
+                  g->pal[i][3] = 255;
+               if (g->transparent >= 0 && (g->eflags & 0x01))
+                  g->pal[g->transparent][3] = 0;
+               g->color_table = (stbi_uc *) g->pal;
+            } else
+               return stbi__errpuc("missing color table", "Corrupt GIF");
+
+            o = stbi__process_gif_raster(s, g);
+            if (o == NULL) return NULL;
+
+            if (req_comp && req_comp != 4)
+               o = stbi__convert_format(o, 4, req_comp, g->w, g->h);
+            return o;
+         }
+
+         case 0x21: // Comment Extension.
+         {
+            int len;
+            if (stbi__get8(s) == 0xF9) { // Graphic Control Extension.
+               len = stbi__get8(s);
+               if (len == 4) {
+                  g->eflags = stbi__get8(s);
+                  stbi__get16le(s); // delay
+                  g->transparent = stbi__get8(s);
+               } else {
+                  stbi__skip(s, len);
+                  break;
+               }
+            }
+            while ((len = stbi__get8(s)) != 0)
+               stbi__skip(s, len);
+            break;
+         }
+
+         case 0x3B: // gif stream termination code
+            return (stbi_uc *) s; // using '1' causes warning on some compilers
+
+         default:
+            return stbi__errpuc("unknown code", "Corrupt GIF");
+      }
+   }
+}
+
+static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   stbi_uc *u = 0;
+   stbi__gif g;
+   memset(&g, 0, sizeof(g));
+
+   u = stbi__gif_load_next(s, &g, comp, req_comp);
+   if (u == (stbi_uc *) s) u = 0;  // end of animated gif marker
+   if (u) {
+      *x = g.w;
+      *y = g.h;
+   }
+
+   return u;
+}
+
+static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   return stbi__gif_info_raw(s,x,y,comp);
+}
+#endif
+
+// *************************************************************************************************
+// Radiance RGBE HDR loader
+// originally by Nicolas Schulz
+#ifndef STBI_NO_HDR
+static int stbi__hdr_test_core(stbi__context *s)
+{
+   const char *signature = "#?RADIANCE\n";
+   int i;
+   for (i=0; signature[i]; ++i)
+      if (stbi__get8(s) != signature[i])
+         return 0;
+   return 1;
+}
+
+static int stbi__hdr_test(stbi__context* s)
+{
+   int r = stbi__hdr_test_core(s);
+   stbi__rewind(s);
+   return r;
+}
+
+#define STBI__HDR_BUFLEN  1024
+static char *stbi__hdr_gettoken(stbi__context *z, char *buffer)
+{
+   int len=0;
+   char c = '\0';
+
+   c = (char) stbi__get8(z);
+
+   while (!stbi__at_eof(z) && c != '\n') {
+      buffer[len++] = c;
+      if (len == STBI__HDR_BUFLEN-1) {
+         // flush to end of line
+         while (!stbi__at_eof(z) && stbi__get8(z) != '\n')
+            ;
+         break;
+      }
+      c = (char) stbi__get8(z);
+   }
+
+   buffer[len] = 0;
+   return buffer;
+}
+
+static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)
+{
+   if ( input[3] != 0 ) {
+      float f1;
+      // Exponent
+      f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8));
+      if (req_comp <= 2)
+         output[0] = (input[0] + input[1] + input[2]) * f1 / 3;
+      else {
+         output[0] = input[0] * f1;
+         output[1] = input[1] * f1;
+         output[2] = input[2] * f1;
+      }
+      if (req_comp == 2) output[1] = 1;
+      if (req_comp == 4) output[3] = 1;
+   } else {
+      switch (req_comp) {
+         case 4: output[3] = 1; /* fallthrough */
+         case 3: output[0] = output[1] = output[2] = 0;
+                 break;
+         case 2: output[1] = 1; /* fallthrough */
+         case 1: output[0] = 0;
+                 break;
+      }
+   }
+}
+
+static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   char buffer[STBI__HDR_BUFLEN];
+   char *token;
+   int valid = 0;
+   int width, height;
+   stbi_uc *scanline;
+   float *hdr_data;
+   int len;
+   unsigned char count, value;
+   int i, j, k, c1,c2, z;
+
+
+   // Check identifier
+   if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0)
+      return stbi__errpf("not HDR", "Corrupt HDR image");
+
+   // Parse header
+   for(;;) {
+      token = stbi__hdr_gettoken(s,buffer);
+      if (token[0] == 0) break;
+      if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
+   }
+
+   if (!valid)    return stbi__errpf("unsupported format", "Unsupported HDR format");
+
+   // Parse width and height
+   // can't use sscanf() if we're not using stdio!
+   token = stbi__hdr_gettoken(s,buffer);
+   if (strncmp(token, "-Y ", 3))  return stbi__errpf("unsupported data layout", "Unsupported HDR format");
+   token += 3;
+   height = (int) strtol(token, &token, 10);
+   while (*token == ' ') ++token;
+   if (strncmp(token, "+X ", 3))  return stbi__errpf("unsupported data layout", "Unsupported HDR format");
+   token += 3;
+   width = (int) strtol(token, NULL, 10);
+
+   *x = width;
+   *y = height;
+
+   if (comp) *comp = 3;
+   if (req_comp == 0) req_comp = 3;
+
+   // Read data
+   hdr_data = (float *) stbi__malloc(height * width * req_comp * sizeof(float));
+
+   // Load image data
+   // image data is stored as some number of sca
+   if ( width < 8 || width >= 32768) {
+      // Read flat data
+      for (j=0; j < height; ++j) {
+         for (i=0; i < width; ++i) {
+            stbi_uc rgbe[4];
+           main_decode_loop:
+            stbi__getn(s, rgbe, 4);
+            stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);
+         }
+      }
+   } else {
+      // Read RLE-encoded data
+      scanline = NULL;
+
+      for (j = 0; j < height; ++j) {
+         c1 = stbi__get8(s);
+         c2 = stbi__get8(s);
+         len = stbi__get8(s);
+         if (c1 != 2 || c2 != 2 || (len & 0x80)) {
+            // not run-length encoded, so we have to actually use THIS data as a decoded
+            // pixel (note this can't be a valid pixel--one of RGB must be >= 128)
+            stbi_uc rgbe[4];
+            rgbe[0] = (stbi_uc) c1;
+            rgbe[1] = (stbi_uc) c2;
+            rgbe[2] = (stbi_uc) len;
+            rgbe[3] = (stbi_uc) stbi__get8(s);
+            stbi__hdr_convert(hdr_data, rgbe, req_comp);
+            i = 1;
+            j = 0;
+            STBI_FREE(scanline);
+            goto main_decode_loop; // yes, this makes no sense
+         }
+         len <<= 8;
+         len |= stbi__get8(s);
+         if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); }
+         if (scanline == NULL) scanline = (stbi_uc *) stbi__malloc(width * 4);
+
+         for (k = 0; k < 4; ++k) {
+            i = 0;
+            while (i < width) {
+               count = stbi__get8(s);
+               if (count > 128) {
+                  // Run
+                  value = stbi__get8(s);
+                  count -= 128;
+                  for (z = 0; z < count; ++z)
+                     scanline[i++ * 4 + k] = value;
+               } else {
+                  // Dump
+                  for (z = 0; z < count; ++z)
+                     scanline[i++ * 4 + k] = stbi__get8(s);
+               }
+            }
+         }
+         for (i=0; i < width; ++i)
+            stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp);
+      }
+      STBI_FREE(scanline);
+   }
+
+   return hdr_data;
+}
+
+static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   char buffer[STBI__HDR_BUFLEN];
+   char *token;
+   int valid = 0;
+
+   if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0) {
+       stbi__rewind( s );
+       return 0;
+   }
+
+   for(;;) {
+      token = stbi__hdr_gettoken(s,buffer);
+      if (token[0] == 0) break;
+      if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
+   }
+
+   if (!valid) {
+       stbi__rewind( s );
+       return 0;
+   }
+   token = stbi__hdr_gettoken(s,buffer);
+   if (strncmp(token, "-Y ", 3)) {
+       stbi__rewind( s );
+       return 0;
+   }
+   token += 3;
+   *y = (int) strtol(token, &token, 10);
+   while (*token == ' ') ++token;
+   if (strncmp(token, "+X ", 3)) {
+       stbi__rewind( s );
+       return 0;
+   }
+   token += 3;
+   *x = (int) strtol(token, NULL, 10);
+   *comp = 3;
+   return 1;
+}
+#endif // STBI_NO_HDR
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   int hsz;
+   if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') {
+       stbi__rewind( s );
+       return 0;
+   }
+   stbi__skip(s,12);
+   hsz = stbi__get32le(s);
+   if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) {
+       stbi__rewind( s );
+       return 0;
+   }
+   if (hsz == 12) {
+      *x = stbi__get16le(s);
+      *y = stbi__get16le(s);
+   } else {
+      *x = stbi__get32le(s);
+      *y = stbi__get32le(s);
+   }
+   if (stbi__get16le(s) != 1) {
+       stbi__rewind( s );
+       return 0;
+   }
+   *comp = stbi__get16le(s) / 8;
+   return 1;
+}
+#endif
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   int channelCount;
+   if (stbi__get32be(s) != 0x38425053) {
+       stbi__rewind( s );
+       return 0;
+   }
+   if (stbi__get16be(s) != 1) {
+       stbi__rewind( s );
+       return 0;
+   }
+   stbi__skip(s, 6);
+   channelCount = stbi__get16be(s);
+   if (channelCount < 0 || channelCount > 16) {
+       stbi__rewind( s );
+       return 0;
+   }
+   *y = stbi__get32be(s);
+   *x = stbi__get32be(s);
+   if (stbi__get16be(s) != 8) {
+       stbi__rewind( s );
+       return 0;
+   }
+   if (stbi__get16be(s) != 3) {
+       stbi__rewind( s );
+       return 0;
+   }
+   *comp = 4;
+   return 1;
+}
+#endif
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   int act_comp=0,num_packets=0,chained;
+   stbi__pic_packet packets[10];
+
+   stbi__skip(s, 92);
+
+   *x = stbi__get16be(s);
+   *y = stbi__get16be(s);
+   if (stbi__at_eof(s))  return 0;
+   if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) {
+       stbi__rewind( s );
+       return 0;
+   }
+
+   stbi__skip(s, 8);
+
+   do {
+      stbi__pic_packet *packet;
+
+      if (num_packets==sizeof(packets)/sizeof(packets[0]))
+         return 0;
+
+      packet = &packets[num_packets++];
+      chained = stbi__get8(s);
+      packet->size    = stbi__get8(s);
+      packet->type    = stbi__get8(s);
+      packet->channel = stbi__get8(s);
+      act_comp |= packet->channel;
+
+      if (stbi__at_eof(s)) {
+          stbi__rewind( s );
+          return 0;
+      }
+      if (packet->size != 8) {
+          stbi__rewind( s );
+          return 0;
+      }
+   } while (chained);
+
+   *comp = (act_comp & 0x10 ? 4 : 3);
+
+   return 1;
+}
+#endif
+
+// *************************************************************************************************
+// Portable Gray Map and Portable Pixel Map loader
+// by Ken Miller
+//
+// PGM: http://netpbm.sourceforge.net/doc/pgm.html
+// PPM: http://netpbm.sourceforge.net/doc/ppm.html
+//
+// Known limitations:
+//    Does not support comments in the header section
+//    Does not support ASCII image data (formats P2 and P3)
+//    Does not support 16-bit-per-channel
+
+#ifndef STBI_NO_PNM
+
+static int      stbi__pnm_test(stbi__context *s)
+{
+   char p, t;
+   p = (char) stbi__get8(s);
+   t = (char) stbi__get8(s);
+   if (p != 'P' || (t != '5' && t != '6')) {
+       stbi__rewind( s );
+       return 0;
+   }
+   return 1;
+}
+
+static stbi_uc *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+   stbi_uc *out;
+   if (!stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n))
+      return 0;
+   *x = s->img_x;
+   *y = s->img_y;
+   *comp = s->img_n;
+
+   out = (stbi_uc *) stbi__malloc(s->img_n * s->img_x * s->img_y);
+   if (!out) return stbi__errpuc("outofmem", "Out of memory");
+   stbi__getn(s, out, s->img_n * s->img_x * s->img_y);
+
+   if (req_comp && req_comp != s->img_n) {
+      out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y);
+      if (out == NULL) return out; // stbi__convert_format frees input on failure
+   }
+   return out;
+}
+
+static int      stbi__pnm_isspace(char c)
+{
+   return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r';
+}
+
+static void     stbi__pnm_skip_whitespace(stbi__context *s, char *c)
+{
+   while (!stbi__at_eof(s) && stbi__pnm_isspace(*c))
+      *c = (char) stbi__get8(s);
+}
+
+static int      stbi__pnm_isdigit(char c)
+{
+   return c >= '0' && c <= '9';
+}
+
+static int      stbi__pnm_getinteger(stbi__context *s, char *c)
+{
+   int value = 0;
+
+   while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) {
+      value = value*10 + (*c - '0');
+      *c = (char) stbi__get8(s);
+   }
+
+   return value;
+}
+
+static int      stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp)
+{
+   int maxv;
+   char c, p, t;
+
+   stbi__rewind( s );
+
+   // Get identifier
+   p = (char) stbi__get8(s);
+   t = (char) stbi__get8(s);
+   if (p != 'P' || (t != '5' && t != '6')) {
+       stbi__rewind( s );
+       return 0;
+   }
+
+   *comp = (t == '6') ? 3 : 1;  // '5' is 1-component .pgm; '6' is 3-component .ppm
+
+   c = (char) stbi__get8(s);
+   stbi__pnm_skip_whitespace(s, &c);
+
+   *x = stbi__pnm_getinteger(s, &c); // read width
+   stbi__pnm_skip_whitespace(s, &c);
+
+   *y = stbi__pnm_getinteger(s, &c); // read height
+   stbi__pnm_skip_whitespace(s, &c);
+
+   maxv = stbi__pnm_getinteger(s, &c);  // read max value
+
+   if (maxv > 255)
+      return stbi__err("max value > 255", "PPM image not 8-bit");
+   else
+      return 1;
+}
+#endif
+
+static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)
+{
+   #ifndef STBI_NO_JPEG
+   if (stbi__jpeg_info(s, x, y, comp)) return 1;
+   #endif
+
+   #ifndef STBI_NO_PNG
+   if (stbi__png_info(s, x, y, comp))  return 1;
+   #endif
+
+   #ifndef STBI_NO_GIF
+   if (stbi__gif_info(s, x, y, comp))  return 1;
+   #endif
+
+   #ifndef STBI_NO_BMP
+   if (stbi__bmp_info(s, x, y, comp))  return 1;
+   #endif
+
+   #ifndef STBI_NO_PSD
+   if (stbi__psd_info(s, x, y, comp))  return 1;
+   #endif
+
+   #ifndef STBI_NO_PIC
+   if (stbi__pic_info(s, x, y, comp))  return 1;
+   #endif
+
+   #ifndef STBI_NO_PNM
+   if (stbi__pnm_info(s, x, y, comp))  return 1;
+   #endif
+
+   #ifndef STBI_NO_HDR
+   if (stbi__hdr_info(s, x, y, comp))  return 1;
+   #endif
+
+   // test tga last because it's a crappy test!
+   #ifndef STBI_NO_TGA
+   if (stbi__tga_info(s, x, y, comp))
+       return 1;
+   #endif
+   return stbi__err("unknown image type", "Image not of any known type, or corrupt");
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)
+{
+    FILE *f = stbi__fopen(filename, "rb");
+    int result;
+    if (!f) return stbi__err("can't fopen", "Unable to open file");
+    result = stbi_info_from_file(f, x, y, comp);
+    fclose(f);
+    return result;
+}
+
+STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)
+{
+   int r;
+   stbi__context s;
+   long pos = ftell(f);
+   stbi__start_file(&s, f);
+   r = stbi__info_main(&s,x,y,comp);
+   fseek(f,pos,SEEK_SET);
+   return r;
+}
+#endif // !STBI_NO_STDIO
+
+STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)
+{
+   stbi__context s;
+   stbi__start_mem(&s,buffer,len);
+   return stbi__info_main(&s,x,y,comp);
+}
+
+STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)
+{
+   stbi__context s;
+   stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
+   return stbi__info_main(&s,x,y,comp);
+}
+
+#endif // STB_IMAGE_IMPLEMENTATION
+
+/*
+   revision history:
+      2.06  (2015-04-19) fix bug where PSD returns wrong '*comp' value
+      2.05  (2015-04-19) fix bug in progressive JPEG handling, fix warning
+      2.04  (2015-04-15) try to re-enable SIMD on MinGW 64-bit
+      2.03  (2015-04-12) extra corruption checking (mmozeiko)
+                         stbi_set_flip_vertically_on_load (nguillemot)
+                         fix NEON support; fix mingw support
+      2.02  (2015-01-19) fix incorrect assert, fix warning
+      2.01  (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2
+      2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG
+      2.00  (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)
+                         progressive JPEG (stb)
+                         PGM/PPM support (Ken Miller)
+                         STBI_MALLOC,STBI_REALLOC,STBI_FREE
+                         GIF bugfix -- seemingly never worked
+                         STBI_NO_*, STBI_ONLY_*
+      1.48  (2014-12-14) fix incorrectly-named assert()
+      1.47  (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)
+                         optimize PNG (ryg)
+                         fix bug in interlaced PNG with user-specified channel count (stb)
+      1.46  (2014-08-26)
+              fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
+      1.45  (2014-08-16)
+              fix MSVC-ARM internal compiler error by wrapping malloc
+      1.44  (2014-08-07)
+              various warning fixes from Ronny Chevalier
+      1.43  (2014-07-15)
+              fix MSVC-only compiler problem in code changed in 1.42
+      1.42  (2014-07-09)
+              don't define _CRT_SECURE_NO_WARNINGS (affects user code)
+              fixes to stbi__cleanup_jpeg path
+              added STBI_ASSERT to avoid requiring assert.h
+      1.41  (2014-06-25)
+              fix search&replace from 1.36 that messed up comments/error messages
+      1.40  (2014-06-22)
+              fix gcc struct-initialization warning
+      1.39  (2014-06-15)
+              fix to TGA optimization when req_comp != number of components in TGA;
+              fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
+              add support for BMP version 5 (more ignored fields)
+      1.38  (2014-06-06)
+              suppress MSVC warnings on integer casts truncating values
+              fix accidental rename of 'skip' field of I/O
+      1.37  (2014-06-04)
+              remove duplicate typedef
+      1.36  (2014-06-03)
+              convert to header file single-file library
+              if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
+      1.35  (2014-05-27)
+              various warnings
+              fix broken STBI_SIMD path
+              fix bug where stbi_load_from_file no longer left file pointer in correct place
+              fix broken non-easy path for 32-bit BMP (possibly never used)
+              TGA optimization by Arseny Kapoulkine
+      1.34  (unknown)
+              use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
+      1.33  (2011-07-14)
+              make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
+      1.32  (2011-07-13)
+              support for "info" function for all supported filetypes (SpartanJ)
+      1.31  (2011-06-20)
+              a few more leak fixes, bug in PNG handling (SpartanJ)
+      1.30  (2011-06-11)
+              added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
+              removed deprecated format-specific test/load functions
+              removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
+              error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
+              fix inefficiency in decoding 32-bit BMP (David Woo)
+      1.29  (2010-08-16)
+              various warning fixes from Aurelien Pocheville
+      1.28  (2010-08-01)
+              fix bug in GIF palette transparency (SpartanJ)
+      1.27  (2010-08-01)
+              cast-to-stbi_uc to fix warnings
+      1.26  (2010-07-24)
+              fix bug in file buffering for PNG reported by SpartanJ
+      1.25  (2010-07-17)
+              refix trans_data warning (Won Chun)
+      1.24  (2010-07-12)
+              perf improvements reading from files on platforms with lock-heavy fgetc()
+              minor perf improvements for jpeg
+              deprecated type-specific functions so we'll get feedback if they're needed
+              attempt to fix trans_data warning (Won Chun)
+      1.23    fixed bug in iPhone support
+      1.22  (2010-07-10)
+              removed image *writing* support
+              stbi_info support from Jetro Lauha
+              GIF support from Jean-Marc Lienher
+              iPhone PNG-extensions from James Brown
+              warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
+      1.21    fix use of 'stbi_uc' in header (reported by jon blow)
+      1.20    added support for Softimage PIC, by Tom Seddon
+      1.19    bug in interlaced PNG corruption check (found by ryg)
+      1.18  (2008-08-02)
+              fix a threading bug (local mutable static)
+      1.17    support interlaced PNG
+      1.16    major bugfix - stbi__convert_format converted one too many pixels
+      1.15    initialize some fields for thread safety
+      1.14    fix threadsafe conversion bug
+              header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
+      1.13    threadsafe
+      1.12    const qualifiers in the API
+      1.11    Support installable IDCT, colorspace conversion routines
+      1.10    Fixes for 64-bit (don't use "unsigned long")
+              optimized upsampling by Fabian "ryg" Giesen
+      1.09    Fix format-conversion for PSD code (bad global variables!)
+      1.08    Thatcher Ulrich's PSD code integrated by Nicolas Schulz
+      1.07    attempt to fix C++ warning/errors again
+      1.06    attempt to fix C++ warning/errors again
+      1.05    fix TGA loading to return correct *comp and use good luminance calc
+      1.04    default float alpha is 1, not 255; use 'void *' for stbi_image_free
+      1.03    bugfixes to STBI_NO_STDIO, STBI_NO_HDR
+      1.02    support for (subset of) HDR files, float interface for preferred access to them
+      1.01    fix bug: possible bug in handling right-side up bmps... not sure
+              fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
+      1.00    interface to zlib that skips zlib header
+      0.99    correct handling of alpha in palette
+      0.98    TGA loader by lonesock; dynamically add loaders (untested)
+      0.97    jpeg errors on too large a file; also catch another malloc failure
+      0.96    fix detection of invalid v value - particleman@mollyrocket forum
+      0.95    during header scan, seek to markers in case of padding
+      0.94    STBI_NO_STDIO to disable stdio usage; rename all #defines the same
+      0.93    handle jpegtran output; verbose errors
+      0.92    read 4,8,16,24,32-bit BMP files of several formats
+      0.91    output 24-bit Windows 3.0 BMP files
+      0.90    fix a few more warnings; bump version number to approach 1.0
+      0.61    bugfixes due to Marc LeBlanc, Christopher Lloyd
+      0.60    fix compiling as c++
+      0.59    fix warnings: merge Dave Moore's -Wall fixes
+      0.58    fix bug: zlib uncompressed mode len/nlen was wrong endian
+      0.57    fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
+      0.56    fix bug: zlib uncompressed mode len vs. nlen
+      0.55    fix bug: restart_interval not initialized to 0
+      0.54    allow NULL for 'int *comp'
+      0.53    fix bug in png 3->4; speedup png decoding
+      0.52    png handles req_comp=3,4 directly; minor cleanup; jpeg comments
+      0.51    obey req_comp requests, 1-component jpegs return as 1-component,
+              on 'test' only check type, not whether we support this variant
+      0.50  (2006-11-19)
+              first released version
+*/
diff --git a/slim_gl_demos/triangle.c b/slim_gl_demos/triangle.c
new file mode 100644 (file)
index 0000000..64ba2ae
--- /dev/null
@@ -0,0 +1,79 @@
+/**
+
+This demo draws a single triangle with SDL and OpenGL 3.1.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int argc, char** argv) {
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       SDL_Window* win = SDL_CreateWindow("SlimGL triangle", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(1);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               in vec2 pos;
+               in vec3 color;
+               out vec3 interpolated_color;
+               
+               void main() {
+                       gl_Position = vec4(pos, 0, 1);
+                       interpolated_color = color;
+               }
+       ), SGL_GLSL("#version 140",
+               in vec3 interpolated_color;
+               
+               void main() {
+                       gl_FragColor = vec4(interpolated_color, 1);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Create a vertex buffer with one triangle in it
+       struct { float x, y, r, g, b; } vertices[] = {
+               {    0,  0.5,   1, 0, 0 },  // top
+               {  0.5, -0.5,   0, 1, 0 },  // right
+               { -0.5, -0.5,   0, 0, 1 }   // left
+       };
+       GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       
+       // Draw triangle whenever needed
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLES, program, "pos %2f color %3f", buffer);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/triangle_legacygl.c b/slim_gl_demos/triangle_legacygl.c
new file mode 100644 (file)
index 0000000..1d5d795
--- /dev/null
@@ -0,0 +1,75 @@
+/**
+
+This demo draws a single triangle with SDL and OpenGL 2.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int main, char** argv) {
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create a legacy OpenGL window
+       SDL_Window* win = SDL_CreateWindow("SlimGL triangle legacy OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(1);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 120",
+               attribute vec2 pos;
+               attribute vec3 color;
+               varying   vec3 interpolated_color;
+               
+               void main() {
+                       gl_Position = vec4(pos, 0, 1);
+                       interpolated_color = color;
+               }
+       ), SGL_GLSL("#version 120",
+               varying vec3 interpolated_color;
+               
+               void main() {
+                       gl_FragColor = vec4(interpolated_color, 1);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Create a vertex buffer with one triangle in it
+       struct { float x, y, r, g, b; } vertices[] = {
+               {    0,  0.5,   1, 0, 0 },  // top
+               {  0.5, -0.5,   0, 1, 0 },  // right
+               { -0.5, -0.5,   0, 0, 1 }   // left
+       };
+       GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+       
+       // Draw triangle whenever needed
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT) {
+                       break;
+               } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLES, program, "pos %2f color %3f", buffer);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file
diff --git a/slim_gl_demos/windows/cat.exe b/slim_gl_demos/windows/cat.exe
new file mode 100755 (executable)
index 0000000..33ee56f
Binary files /dev/null and b/slim_gl_demos/windows/cat.exe differ
diff --git a/slim_gl_demos/windows/gl_3_1_core.c b/slim_gl_demos/windows/gl_3_1_core.c
new file mode 100644 (file)
index 0000000..bf21529
--- /dev/null
@@ -0,0 +1,6030 @@
+#include <stdlib.h>\r
+#include <string.h>\r
+#include <stddef.h>\r
+#include "gl_core_3_1.h"\r
+\r
+#if defined(__APPLE__)\r
+#include <mach-o/dyld.h>\r
+\r
+static void* AppleGLGetProcAddress (const GLubyte *name)\r
+{\r
+  static const struct mach_header* image = NULL;\r
+  NSSymbol symbol;\r
+  char* symbolName;\r
+  if (NULL == image)\r
+  {\r
+    image = NSAddImage("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", NSADDIMAGE_OPTION_RETURN_ON_ERROR);\r
+  }\r
+  /* prepend a '_' for the Unix C symbol mangling convention */\r
+  symbolName = malloc(strlen((const char*)name) + 2);\r
+  strcpy(symbolName+1, (const char*)name);\r
+  symbolName[0] = '_';\r
+  symbol = NULL;\r
+  /* if (NSIsSymbolNameDefined(symbolName))\r
+        symbol = NSLookupAndBindSymbol(symbolName); */\r
+  symbol = image ? NSLookupSymbolInImage(image, symbolName, NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR) : NULL;\r
+  free(symbolName);\r
+  return symbol ? NSAddressOfSymbol(symbol) : NULL;\r
+}\r
+#endif /* __APPLE__ */\r
+\r
+#if defined(__sgi) || defined (__sun)\r
+#include <dlfcn.h>\r
+#include <stdio.h>\r
+\r
+static void* SunGetProcAddress (const GLubyte* name)\r
+{\r
+  static void* h = NULL;\r
+  static void* gpa;\r
+\r
+  if (h == NULL)\r
+  {\r
+    if ((h = dlopen(NULL, RTLD_LAZY | RTLD_LOCAL)) == NULL) return NULL;\r
+    gpa = dlsym(h, "glXGetProcAddress");\r
+  }\r
+\r
+  if (gpa != NULL)\r
+    return ((void*(*)(const GLubyte*))gpa)(name);\r
+  else\r
+    return dlsym(h, (const char*)name);\r
+}\r
+#endif /* __sgi || __sun */\r
+\r
+#if defined(_WIN32)\r
+\r
+#ifdef _MSC_VER\r
+#pragma warning(disable: 4055)\r
+#pragma warning(disable: 4054)\r
+#endif\r
+\r
+static int TestPointer(const PROC pTest)\r
+{\r
+       ptrdiff_t iTest;\r
+       if(!pTest) return 0;\r
+       iTest = (ptrdiff_t)pTest;\r
+       \r
+       if(iTest == 1 || iTest == 2 || iTest == 3 || iTest == -1) return 0;\r
+       \r
+       return 1;\r
+}\r
+\r
+static PROC WinGetProcAddress(const char *name)\r
+{\r
+       HMODULE glMod = NULL;\r
+       PROC pFunc = wglGetProcAddress((LPCSTR)name);\r
+       if(TestPointer(pFunc))\r
+       {\r
+               return pFunc;\r
+       }\r
+       glMod = GetModuleHandleA("OpenGL32.dll");\r
+       return (PROC)GetProcAddress(glMod, (LPCSTR)name);\r
+}\r
+       \r
+#define IntGetProcAddress(name) WinGetProcAddress(name)\r
+#else\r
+       #if defined(__APPLE__)\r
+               #define IntGetProcAddress(name) AppleGLGetProcAddress(name)\r
+       #else\r
+               #if defined(__sgi) || defined(__sun)\r
+                       #define IntGetProcAddress(name) SunGetProcAddress(name)\r
+               #else /* GLX */\r
+                   #include <GL/glx.h>\r
+\r
+                       #define IntGetProcAddress(name) (*glXGetProcAddressARB)((const GLubyte*)name)\r
+               #endif\r
+       #endif\r
+#endif\r
+\r
+\r
+// Extension: 1.0\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLACCUMPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Accum(GLenum op, GLfloat value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLALPHAFUNCPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_AlphaFunc(GLenum func, GLfloat ref);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Begin(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBITMAPPROC)(GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDFUNCPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendFunc(GLenum sfactor, GLenum dfactor);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCALLLISTPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_CallList(GLuint list);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCALLLISTSPROC)(GLsizei, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CallLists(GLsizei n, GLenum type, const GLvoid * lists);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARPROC)(GLbitfield);\r
+static void CODEGEN_FUNCPTR Switch_Clear(GLbitfield mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARACCUMPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARCOLORPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARDEPTHPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_ClearDepth(GLdouble depth);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARINDEXPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_ClearIndex(GLfloat c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARSTENCILPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_ClearStencil(GLint s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLIPPLANEPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_ClipPlane(GLenum plane, const GLdouble * equation);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3BPROC)(GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_Color3b(GLbyte red, GLbyte green, GLbyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color3bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Color3d(GLdouble red, GLdouble green, GLdouble blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Color3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Color3f(GLfloat red, GLfloat green, GLfloat blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Color3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Color3i(GLint red, GLint green, GLint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Color3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Color3s(GLshort red, GLshort green, GLshort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Color3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UBPROC)(GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_Color3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color3ubv(const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UIPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Color3ui(GLuint red, GLuint green, GLuint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UIVPROC)(const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Color3uiv(const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3USPROC)(GLushort, GLushort, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_Color3us(GLushort red, GLushort green, GLushort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3USVPROC)(const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_Color3usv(const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4BPROC)(GLbyte, GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_Color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color4bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Color4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Color4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Color4i(GLint red, GLint green, GLint blue, GLint alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Color4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Color4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UBPROC)(GLubyte, GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_Color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color4ubv(const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UIPROC)(GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UIVPROC)(const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Color4uiv(const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4USPROC)(GLushort, GLushort, GLushort, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_Color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4USVPROC)(const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_Color4usv(const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMASKPROC)(GLboolean, GLboolean, GLboolean, GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMATERIALPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ColorMaterial(GLenum face, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYPIXELSPROC)(GLint, GLint, GLsizei, GLsizei, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_CopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCULLFACEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_CullFace(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETELISTSPROC)(GLuint, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DeleteLists(GLuint list, GLsizei range);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHFUNCPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_DepthFunc(GLenum func);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHMASKPROC)(GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_DepthMask(GLboolean flag);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHRANGEPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_DepthRange(GLdouble ren_near, GLdouble ren_far);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Disable(GLenum cap);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWBUFFERPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffer(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWPIXELSPROC)(GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_DrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEDGEFLAGPROC)(GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlag(GLboolean flag);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEDGEFLAGVPROC)(const GLboolean *);\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagv(const GLboolean * flag);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Enable(GLenum cap);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDPROC)();\r
+static void CODEGEN_FUNCPTR Switch_End();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDLISTPROC)();\r
+static void CODEGEN_FUNCPTR Switch_EndList();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1DPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1d(GLdouble u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1dv(const GLdouble * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1FPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1f(GLfloat u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1fv(const GLfloat * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2d(GLdouble u, GLdouble v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2dv(const GLdouble * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2f(GLfloat u, GLfloat v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2fv(const GLfloat * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALMESH1PROC)(GLenum, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh1(GLenum mode, GLint i1, GLint i2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALMESH2PROC)(GLenum, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALPOINT1PROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint1(GLint i);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALPOINT2PROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint2(GLint i, GLint j);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFEEDBACKBUFFERPROC)(GLsizei, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_FeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFINISHPROC)();\r
+static void CODEGEN_FUNCPTR Switch_Finish();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFLUSHPROC)();\r
+static void CODEGEN_FUNCPTR Switch_Flush();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Fogf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGFVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Fogfv(GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Fogi(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGIVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Fogiv(GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRONTFACEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_FrontFace(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRUSTUMPROC)(GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLGENLISTSPROC)(GLsizei);\r
+static GLuint CODEGEN_FUNCPTR Switch_GenLists(GLsizei range);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBOOLEANVPROC)(GLenum, GLboolean *);\r
+static void CODEGEN_FUNCPTR Switch_GetBooleanv(GLenum pname, GLboolean * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETCLIPPLANEPROC)(GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetClipPlane(GLenum plane, GLdouble * equation);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETDOUBLEVPROC)(GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetDoublev(GLenum pname, GLdouble * params);\r
+typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLGETERRORPROC)();\r
+static GLenum CODEGEN_FUNCPTR Switch_GetError();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFLOATVPROC)(GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetFloatv(GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGERVPROC)(GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetIntegerv(GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETLIGHTFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetLightfv(GLenum light, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETLIGHTIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetLightiv(GLenum light, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMAPDVPROC)(GLenum, GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetMapdv(GLenum target, GLenum query, GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMAPFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetMapfv(GLenum target, GLenum query, GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMAPIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetMapiv(GLenum target, GLenum query, GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMATERIALFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialfv(GLenum face, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMATERIALIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialiv(GLenum face, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPIXELMAPFVPROC)(GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapfv(GLenum map, GLfloat * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPIXELMAPUIVPROC)(GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapuiv(GLenum map, GLuint * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPIXELMAPUSVPROC)(GLenum, GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapusv(GLenum map, GLushort * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPOLYGONSTIPPLEPROC)(GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_GetPolygonStipple(GLubyte * mask);\r
+typedef const GLubyte * (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSTRINGPROC)(GLenum);\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetString(GLenum name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXENVFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnvfv(GLenum target, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXENVIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnviv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXGENDVPROC)(GLenum, GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexGendv(GLenum coord, GLenum pname, GLdouble * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXGENFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexGenfv(GLenum coord, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXGENIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexGeniv(GLenum coord, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXIMAGEPROC)(GLenum, GLint, GLenum, GLenum, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC)(GLenum, GLint, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC)(GLenum, GLint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameteriv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLHINTPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Hint(GLenum target, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXMASKPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_IndexMask(GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXDPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Indexd(GLdouble c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXDVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Indexdv(const GLdouble * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXFPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Indexf(GLfloat c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXFVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Indexfv(const GLfloat * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXIPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_Indexi(GLint c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXIVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Indexiv(const GLint * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXSPROC)(GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Indexs(GLshort c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXSVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Indexsv(const GLshort * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINITNAMESPROC)();\r
+static void CODEGEN_FUNCPTR Switch_InitNames();\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISENABLEDPROC)(GLenum);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabled(GLenum cap);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISLISTPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsList(GLuint list);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_LightModelf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELFVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_LightModelfv(GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_LightModeli(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELIVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_LightModeliv(GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Lightf(GLenum light, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Lightfv(GLenum light, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Lighti(GLenum light, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Lightiv(GLenum light, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINESTIPPLEPROC)(GLint, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_LineStipple(GLint factor, GLushort pattern);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINEWIDTHPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_LineWidth(GLfloat width);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLISTBASEPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_ListBase(GLuint base);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADIDENTITYPROC)();\r
+static void CODEGEN_FUNCPTR Switch_LoadIdentity();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADNAMEPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_LoadName(GLuint name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOGICOPPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_LogicOp(GLenum opcode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP1DPROC)(GLenum, GLdouble, GLdouble, GLint, GLint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP1FPROC)(GLenum, GLfloat, GLfloat, GLint, GLint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP2DPROC)(GLenum, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP2FPROC)(GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID1DPROC)(GLint, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1d(GLint un, GLdouble u1, GLdouble u2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID1FPROC)(GLint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1f(GLint un, GLfloat u1, GLfloat u2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID2DPROC)(GLint, GLdouble, GLdouble, GLint, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID2FPROC)(GLint, GLfloat, GLfloat, GLint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Materialf(GLenum face, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Materialfv(GLenum face, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Materiali(GLenum face, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Materialiv(GLenum face, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATRIXMODEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_MatrixMode(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNEWLISTPROC)(GLuint, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_NewList(GLuint list, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3BPROC)(GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_Normal3b(GLbyte nx, GLbyte ny, GLbyte nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Normal3d(GLdouble nx, GLdouble ny, GLdouble nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Normal3f(GLfloat nx, GLfloat ny, GLfloat nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Normal3i(GLint nx, GLint ny, GLint nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Normal3s(GLshort nx, GLshort ny, GLshort nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLORTHOPROC)(GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPASSTHROUGHPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PassThrough(GLfloat token);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELMAPFVPROC)(GLenum, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_PixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELMAPUIVPROC)(GLenum, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_PixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELMAPUSVPROC)(GLenum, GLsizei, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_PixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELSTOREFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PixelStoref(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELSTOREIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_PixelStorei(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELTRANSFERFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELTRANSFERIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferi(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELZOOMPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PixelZoom(GLfloat xfactor, GLfloat yfactor);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTSIZEPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PointSize(GLfloat size);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONMODEPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_PolygonMode(GLenum face, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONSTIPPLEPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_PolygonStipple(const GLubyte * mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPATTRIBPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopAttrib();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPMATRIXPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopMatrix();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPNAMEPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopName();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHATTRIBPROC)(GLbitfield);\r
+static void CODEGEN_FUNCPTR Switch_PushAttrib(GLbitfield mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHMATRIXPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PushMatrix();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHNAMEPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_PushName(GLuint name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2d(GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2f(GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2i(GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2s(GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3i(GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3s(GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4i(GLint x, GLint y, GLint z, GLint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLREADBUFFERPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ReadBuffer(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLREADPIXELSPROC)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTDPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTDVPROC)(const GLdouble *, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Rectdv(const GLdouble * v1, const GLdouble * v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTFPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTFVPROC)(const GLfloat *, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Rectfv(const GLfloat * v1, const GLfloat * v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTIPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Recti(GLint x1, GLint y1, GLint x2, GLint y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTIVPROC)(const GLint *, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Rectiv(const GLint * v1, const GLint * v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTSPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTSVPROC)(const GLshort *, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Rectsv(const GLshort * v1, const GLshort * v2);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERMODEPROC)(GLenum);\r
+static GLint CODEGEN_FUNCPTR Switch_RenderMode(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLROTATEDPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLROTATEFPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCALEDPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Scaled(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCALEFPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Scalef(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCISSORPROC)(GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSELECTBUFFERPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_SelectBuffer(GLsizei size, GLuint * buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSHADEMODELPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ShadeModel(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILFUNCPROC)(GLenum, GLint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilFunc(GLenum func, GLint ref, GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILMASKPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilMask(GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILOPPROC)(GLenum, GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1DPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1d(GLdouble s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1FPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1f(GLfloat s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1IPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1i(GLint s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1SPROC)(GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1s(GLshort s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2d(GLdouble s, GLdouble t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2f(GLfloat s, GLfloat t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2i(GLint s, GLint t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2s(GLshort s, GLshort t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3d(GLdouble s, GLdouble t, GLdouble r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3f(GLfloat s, GLfloat t, GLfloat r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3i(GLint s, GLint t, GLint r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3s(GLshort s, GLshort t, GLshort r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4i(GLint s, GLint t, GLint r, GLint q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexEnvf(GLenum target, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexEnvfv(GLenum target, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexEnvi(GLenum target, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexEnviv(GLenum target, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENDPROC)(GLenum, GLenum, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexGend(GLenum coord, GLenum pname, GLdouble param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENDVPROC)(GLenum, GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexGendv(GLenum coord, GLenum pname, const GLdouble * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexGenf(GLenum coord, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexGenfv(GLenum coord, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexGeni(GLenum coord, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexGeniv(GLenum coord, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE2DPROC)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterf(GLenum target, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterfv(GLenum target, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexParameteri(GLenum target, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameteriv(GLenum target, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSLATEDPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Translated(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSLATEFPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Translatef(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2d(GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2f(GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2i(GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2s(GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3d(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3f(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3i(GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3s(GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4i(GLint x, GLint y, GLint z, GLint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVIEWPORTPROC)(GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);\r
+\r
+// Extension: 1.1\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLARETEXTURESRESIDENTPROC)(GLsizei, const GLuint *, GLboolean *);\r
+static GLboolean CODEGEN_FUNCPTR Switch_AreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLARRAYELEMENTPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_ArrayElement(GLint i);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDTEXTUREPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindTexture(GLenum target, GLuint texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXIMAGE1DPROC)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXIMAGE2DPROC)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETETEXTURESPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteTextures(GLsizei n, const GLuint * textures);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLECLIENTSTATEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_DisableClientState(GLenum ren_array);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWARRAYSPROC)(GLenum, GLint, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DrawArrays(GLenum mode, GLint first, GLsizei count);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSPROC)(GLenum, GLsizei, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEDGEFLAGPOINTERPROC)(GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagPointer(GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLECLIENTSTATEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_EnableClientState(GLenum ren_array);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENTEXTURESPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenTextures(GLsizei n, GLuint * textures);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPOINTERVPROC)(GLenum, GLvoid **);\r
+static void CODEGEN_FUNCPTR Switch_GetPointerv(GLenum pname, GLvoid ** params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXPOINTERPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_IndexPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXUBPROC)(GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_Indexub(GLubyte c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXUBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Indexubv(const GLubyte * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINTERLEAVEDARRAYSPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISTEXTUREPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsTexture(GLuint texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMALPOINTERPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_NormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONOFFSETPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PolygonOffset(GLfloat factor, GLfloat units);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPCLIENTATTRIBPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopClientAttrib();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPRIORITIZETEXTURESPROC)(GLsizei, const GLuint *, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_PrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHCLIENTATTRIBPROC)(GLbitfield);\r
+static void CODEGEN_FUNCPTR Switch_PushClientAttrib(GLbitfield mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORDPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+\r
+// Extension: 1.2\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDCOLORPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDEQUATIONPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendEquation(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWRANGEELEMENTSPROC)(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE3DPROC)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);\r
+\r
+// Extension: 1.3\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLACTIVETEXTUREPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ActiveTexture(GLenum texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLIENTACTIVETEXTUREPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ClientActiveTexture(GLenum texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC)(GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC)(GLenum, GLint, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_GetCompressedTexImage(GLenum target, GLint level, GLvoid * img);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1DPROC)(GLenum, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1d(GLenum target, GLdouble s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1FPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1f(GLenum target, GLfloat s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1IPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1i(GLenum target, GLint s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1SPROC)(GLenum, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1s(GLenum target, GLshort s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2DPROC)(GLenum, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2FPROC)(GLenum, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2IPROC)(GLenum, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2i(GLenum target, GLint s, GLint t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2SPROC)(GLenum, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2s(GLenum target, GLshort s, GLshort t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3DPROC)(GLenum, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3FPROC)(GLenum, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3IPROC)(GLenum, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3SPROC)(GLenum, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4DPROC)(GLenum, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4FPROC)(GLenum, GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4IPROC)(GLenum, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4SPROC)(GLenum, GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLECOVERAGEPROC)(GLfloat, GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_SampleCoverage(GLfloat value, GLboolean invert);\r
+\r
+// Extension: 1.4\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDFUNCSEPARATEPROC)(GLenum, GLenum, GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDPOINTERPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDDPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordd(GLdouble coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDDVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_FogCoorddv(const GLdouble * coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDFPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordf(GLfloat coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDFVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordfv(const GLfloat * coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWARRAYSPROC)(GLenum, const GLint *, const GLsizei *, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWELEMENTSPROC)(GLenum, const GLsizei *, GLenum, const GLvoid *const*, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PointParameterf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERFVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_PointParameterfv(GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_PointParameteri(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERIVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_PointParameteriv(GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3BPROC)(GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3i(GLint red, GLint green, GLint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3s(GLshort red, GLshort green, GLshort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UBPROC)(GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ubv(const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UIPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ui(GLuint red, GLuint green, GLuint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UIVPROC)(const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3uiv(const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3USPROC)(GLushort, GLushort, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3us(GLushort red, GLushort green, GLushort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3USVPROC)(const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3usv(const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLORPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2d(GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2f(GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2i(GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2s(GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3i(GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3s(GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3sv(const GLshort * v);\r
+\r
+// Extension: 1.5\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINQUERYPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BeginQuery(GLenum target, GLuint id);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindBuffer(GLenum target, GLuint buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBUFFERDATAPROC)(GLenum, GLsizeiptr, const GLvoid *, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEBUFFERSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteBuffers(GLsizei n, const GLuint * buffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEQUERIESPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteQueries(GLsizei n, const GLuint * ids);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDQUERYPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_EndQuery(GLenum target);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENBUFFERSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenBuffers(GLsizei n, GLuint * buffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENQUERIESPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenQueries(GLsizei n, GLuint * ids);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPARAMETERIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetBufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPOINTERVPROC)(GLenum, GLenum, GLvoid **);\r
+static void CODEGEN_FUNCPTR Switch_GetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectiv(GLuint id, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTUIVPROC)(GLuint, GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetQueryiv(GLenum target, GLenum pname, GLint * params);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISBUFFERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsBuffer(GLuint buffer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISQUERYPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsQuery(GLuint id);\r
+typedef void * (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPBUFFERPROC)(GLenum, GLenum);\r
+static void * CODEGEN_FUNCPTR Switch_MapBuffer(GLenum target, GLenum access);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLUNMAPBUFFERPROC)(GLenum);\r
+static GLboolean CODEGEN_FUNCPTR Switch_UnmapBuffer(GLenum target);\r
+\r
+// Extension: 2.0\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLATTACHSHADERPROC)(GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_AttachShader(GLuint program, GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDATTRIBLOCATIONPROC)(GLuint, GLuint, const GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_BindAttribLocation(GLuint program, GLuint index, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPILESHADERPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_CompileShader(GLuint shader);\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLCREATEPROGRAMPROC)();\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateProgram();\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLCREATESHADERPROC)(GLenum);\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateShader(GLenum type);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DeleteProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETESHADERPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DeleteShader(GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDETACHSHADERPROC)(GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DetachShader(GLuint program, GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DisableVertexAttribArray(GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWBUFFERSPROC)(GLsizei, const GLenum *);\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffers(GLsizei n, const GLenum * bufs);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_EnableVertexAttribArray(GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEATTRIBPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETATTACHEDSHADERSPROC)(GLuint, GLsizei, GLsizei *, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETATTRIBLOCATIONPROC)(GLuint, const GLchar *);\r
+static GLint CODEGEN_FUNCPTR Switch_GetAttribLocation(GLuint program, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPROGRAMINFOLOGPROC)(GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPROGRAMIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetProgramiv(GLuint program, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERINFOLOGPROC)(GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERSOURCEPROC)(GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetShaderiv(GLuint shader, GLenum pname, GLint * params);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMLOCATIONPROC)(GLuint, const GLchar *);\r
+static GLint CODEGEN_FUNCPTR Switch_GetUniformLocation(GLuint program, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMFVPROC)(GLuint, GLint, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformfv(GLuint program, GLint location, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMIVPROC)(GLuint, GLint, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformiv(GLuint program, GLint location, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC)(GLuint, GLenum, GLvoid **);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBDVPROC)(GLuint, GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBFVPROC)(GLuint, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribiv(GLuint index, GLenum pname, GLint * params);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISPROGRAMPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsProgram(GLuint program);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISSHADERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsShader(GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINKPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_LinkProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSHADERSOURCEPROC)(GLuint, GLsizei, const GLchar *const*, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_ShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILFUNCSEPARATEPROC)(GLenum, GLenum, GLint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILMASKSEPARATEPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilMaskSeparate(GLenum face, GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILOPSEPARATEPROC)(GLenum, GLenum, GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1FPROC)(GLint, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1f(GLint location, GLfloat v0);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1i(GLint location, GLint v0);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2FPROC)(GLint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2f(GLint location, GLfloat v0, GLfloat v1);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2i(GLint location, GLint v0, GLint v1);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3FPROC)(GLint, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4FPROC)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4IPROC)(GLint, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUSEPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_UseProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVALIDATEPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_ValidateProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1DPROC)(GLuint, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1d(GLuint index, GLdouble x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1FPROC)(GLuint, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1f(GLuint index, GLfloat x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1SPROC)(GLuint, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1s(GLuint index, GLshort x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2DPROC)(GLuint, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2FPROC)(GLuint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2SPROC)(GLuint, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2s(GLuint index, GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3DPROC)(GLuint, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3FPROC)(GLuint, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3SPROC)(GLuint, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NBVPROC)(GLuint, const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nbv(GLuint index, const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NIVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Niv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NSVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nsv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUBPROC)(GLuint, GLubyte, GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUBVPROC)(GLuint, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nubv(GLuint index, const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nuiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUSVPROC)(GLuint, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nusv(GLuint index, const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4BVPROC)(GLuint, const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4bv(GLuint index, const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4DPROC)(GLuint, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4FPROC)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4SPROC)(GLuint, GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4UBVPROC)(GLuint, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4ubv(GLuint index, const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4USVPROC)(GLuint, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4usv(GLuint index, const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBPOINTERPROC)(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);\r
+\r
+// Extension: 2.1\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+\r
+// Extension: 3.0\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINCONDITIONALRENDERPROC)(GLuint, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BeginConditionalRender(GLuint id, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BeginTransformFeedback(GLenum primitiveMode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERBASEPROC)(GLenum, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindBufferBase(GLenum target, GLuint index, GLuint buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERRANGEPROC)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr);\r
+static void CODEGEN_FUNCPTR Switch_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAGDATALOCATIONPROC)(GLuint, GLuint, const GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_BindFragDataLocation(GLuint program, GLuint color, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAMEBUFFERPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindFramebuffer(GLenum target, GLuint framebuffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDRENDERBUFFERPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindRenderbuffer(GLenum target, GLuint renderbuffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDVERTEXARRAYPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindVertexArray(GLuint ren_array);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLITFRAMEBUFFERPROC)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\r
+typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC)(GLenum);\r
+static GLenum CODEGEN_FUNCPTR Switch_CheckFramebufferStatus(GLenum target);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLAMPCOLORPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ClampColor(GLenum target, GLenum clamp);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERFIPROC)(GLenum, GLint, GLfloat, GLint);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERFVPROC)(GLenum, GLint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERIVPROC)(GLenum, GLint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERUIVPROC)(GLenum, GLint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMASKIPROC)(GLuint, GLboolean, GLboolean, GLboolean, GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEFRAMEBUFFERSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteFramebuffers(GLsizei n, const GLuint * framebuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETERENDERBUFFERSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEVERTEXARRAYSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteVertexArrays(GLsizei n, const GLuint * arrays);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEIPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Disablei(GLenum target, GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEIPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Enablei(GLenum target, GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDCONDITIONALRENDERPROC)();\r
+static void CODEGEN_FUNCPTR Switch_EndConditionalRender();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC)();\r
+static void CODEGEN_FUNCPTR Switch_EndTransformFeedback();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum, GLintptr, GLsizeiptr);\r
+static void CODEGEN_FUNCPTR Switch_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC)(GLenum, GLenum, GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC)(GLenum, GLenum, GLenum, GLuint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC)(GLenum, GLenum, GLenum, GLuint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC)(GLenum, GLenum, GLenum, GLuint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC)(GLenum, GLenum, GLuint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENFRAMEBUFFERSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenFramebuffers(GLsizei n, GLuint * framebuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENRENDERBUFFERSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenRenderbuffers(GLsizei n, GLuint * renderbuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENVERTEXARRAYSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenVertexArrays(GLsizei n, GLuint * arrays);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENERATEMIPMAPPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_GenerateMipmap(GLenum target);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBOOLEANI_VPROC)(GLenum, GLuint, GLboolean *);\r
+static void CODEGEN_FUNCPTR Switch_GetBooleani_v(GLenum target, GLuint index, GLboolean * data);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAGDATALOCATIONPROC)(GLuint, const GLchar *);\r
+static GLint CODEGEN_FUNCPTR Switch_GetFragDataLocation(GLuint program, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum, GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGERI_VPROC)(GLenum, GLuint, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetIntegeri_v(GLenum target, GLuint index, GLint * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+typedef const GLubyte * (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSTRINGIPROC)(GLenum, GLuint);\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetStringi(GLenum name, GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIiv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIUIVPROC)(GLenum, GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMUIVPROC)(GLuint, GLint, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformuiv(GLuint program, GLint location, GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIiv(GLuint index, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC)(GLuint, GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISENABLEDIPROC)(GLenum, GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabledi(GLenum target, GLuint index);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISFRAMEBUFFERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsFramebuffer(GLuint framebuffer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISRENDERBUFFERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsRenderbuffer(GLuint renderbuffer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISVERTEXARRAYPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsVertexArray(GLuint ren_array);\r
+typedef void * (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPBUFFERRANGEPROC)(GLenum, GLintptr, GLsizeiptr, GLbitfield);\r
+static void * CODEGEN_FUNCPTR Switch_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERBUFFERSTORAGEPROC)(GLenum, GLenum, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIiv(GLenum target, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIUIVPROC)(GLenum, GLenum, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint, GLsizei, const GLchar *const*, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1UIPROC)(GLint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1ui(GLint location, GLuint v0);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2UIPROC)(GLint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2ui(GLint location, GLuint v0, GLuint v1);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3UIPROC)(GLint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4UIPROC)(GLint, GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1IPROC)(GLuint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1i(GLuint index, GLint x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1UIPROC)(GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1ui(GLuint index, GLuint x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2IPROC)(GLuint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2i(GLuint index, GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2UIPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2ui(GLuint index, GLuint x, GLuint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3IPROC)(GLuint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3UIPROC)(GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4BVPROC)(GLuint, const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4bv(GLuint index, const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4IPROC)(GLuint, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UBVPROC)(GLuint, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ubv(GLuint index, const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UIPROC)(GLuint, GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4USVPROC)(GLuint, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4usv(GLuint index, const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC)(GLuint, GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+\r
+// Extension: 3.1\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYBUFFERSUBDATAPROC)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr);\r
+static void CODEGEN_FUNCPTR Switch_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC)(GLenum, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC)(GLenum, GLsizei, GLenum, const GLvoid *, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint, GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC)(GLuint, GLsizei, const GLuint *, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC)(GLuint, const GLchar *);\r
+static GLuint CODEGEN_FUNCPTR Switch_GetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMINDICESPROC)(GLuint, GLsizei, const GLchar *const*, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_PrimitiveRestartIndex(GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXBUFFERPROC)(GLenum, GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\r
+\r
+\r
+// Extension: 1.0\r
+PFN_PTRC_GLACCUMPROC _ptrc_glAccum = Switch_Accum;\r
+PFN_PTRC_GLALPHAFUNCPROC _ptrc_glAlphaFunc = Switch_AlphaFunc;\r
+PFN_PTRC_GLBEGINPROC _ptrc_glBegin = Switch_Begin;\r
+PFN_PTRC_GLBITMAPPROC _ptrc_glBitmap = Switch_Bitmap;\r
+PFN_PTRC_GLBLENDFUNCPROC _ptrc_glBlendFunc = Switch_BlendFunc;\r
+PFN_PTRC_GLCALLLISTPROC _ptrc_glCallList = Switch_CallList;\r
+PFN_PTRC_GLCALLLISTSPROC _ptrc_glCallLists = Switch_CallLists;\r
+PFN_PTRC_GLCLEARPROC _ptrc_glClear = Switch_Clear;\r
+PFN_PTRC_GLCLEARACCUMPROC _ptrc_glClearAccum = Switch_ClearAccum;\r
+PFN_PTRC_GLCLEARCOLORPROC _ptrc_glClearColor = Switch_ClearColor;\r
+PFN_PTRC_GLCLEARDEPTHPROC _ptrc_glClearDepth = Switch_ClearDepth;\r
+PFN_PTRC_GLCLEARINDEXPROC _ptrc_glClearIndex = Switch_ClearIndex;\r
+PFN_PTRC_GLCLEARSTENCILPROC _ptrc_glClearStencil = Switch_ClearStencil;\r
+PFN_PTRC_GLCLIPPLANEPROC _ptrc_glClipPlane = Switch_ClipPlane;\r
+PFN_PTRC_GLCOLOR3BPROC _ptrc_glColor3b = Switch_Color3b;\r
+PFN_PTRC_GLCOLOR3BVPROC _ptrc_glColor3bv = Switch_Color3bv;\r
+PFN_PTRC_GLCOLOR3DPROC _ptrc_glColor3d = Switch_Color3d;\r
+PFN_PTRC_GLCOLOR3DVPROC _ptrc_glColor3dv = Switch_Color3dv;\r
+PFN_PTRC_GLCOLOR3FPROC _ptrc_glColor3f = Switch_Color3f;\r
+PFN_PTRC_GLCOLOR3FVPROC _ptrc_glColor3fv = Switch_Color3fv;\r
+PFN_PTRC_GLCOLOR3IPROC _ptrc_glColor3i = Switch_Color3i;\r
+PFN_PTRC_GLCOLOR3IVPROC _ptrc_glColor3iv = Switch_Color3iv;\r
+PFN_PTRC_GLCOLOR3SPROC _ptrc_glColor3s = Switch_Color3s;\r
+PFN_PTRC_GLCOLOR3SVPROC _ptrc_glColor3sv = Switch_Color3sv;\r
+PFN_PTRC_GLCOLOR3UBPROC _ptrc_glColor3ub = Switch_Color3ub;\r
+PFN_PTRC_GLCOLOR3UBVPROC _ptrc_glColor3ubv = Switch_Color3ubv;\r
+PFN_PTRC_GLCOLOR3UIPROC _ptrc_glColor3ui = Switch_Color3ui;\r
+PFN_PTRC_GLCOLOR3UIVPROC _ptrc_glColor3uiv = Switch_Color3uiv;\r
+PFN_PTRC_GLCOLOR3USPROC _ptrc_glColor3us = Switch_Color3us;\r
+PFN_PTRC_GLCOLOR3USVPROC _ptrc_glColor3usv = Switch_Color3usv;\r
+PFN_PTRC_GLCOLOR4BPROC _ptrc_glColor4b = Switch_Color4b;\r
+PFN_PTRC_GLCOLOR4BVPROC _ptrc_glColor4bv = Switch_Color4bv;\r
+PFN_PTRC_GLCOLOR4DPROC _ptrc_glColor4d = Switch_Color4d;\r
+PFN_PTRC_GLCOLOR4DVPROC _ptrc_glColor4dv = Switch_Color4dv;\r
+PFN_PTRC_GLCOLOR4FPROC _ptrc_glColor4f = Switch_Color4f;\r
+PFN_PTRC_GLCOLOR4FVPROC _ptrc_glColor4fv = Switch_Color4fv;\r
+PFN_PTRC_GLCOLOR4IPROC _ptrc_glColor4i = Switch_Color4i;\r
+PFN_PTRC_GLCOLOR4IVPROC _ptrc_glColor4iv = Switch_Color4iv;\r
+PFN_PTRC_GLCOLOR4SPROC _ptrc_glColor4s = Switch_Color4s;\r
+PFN_PTRC_GLCOLOR4SVPROC _ptrc_glColor4sv = Switch_Color4sv;\r
+PFN_PTRC_GLCOLOR4UBPROC _ptrc_glColor4ub = Switch_Color4ub;\r
+PFN_PTRC_GLCOLOR4UBVPROC _ptrc_glColor4ubv = Switch_Color4ubv;\r
+PFN_PTRC_GLCOLOR4UIPROC _ptrc_glColor4ui = Switch_Color4ui;\r
+PFN_PTRC_GLCOLOR4UIVPROC _ptrc_glColor4uiv = Switch_Color4uiv;\r
+PFN_PTRC_GLCOLOR4USPROC _ptrc_glColor4us = Switch_Color4us;\r
+PFN_PTRC_GLCOLOR4USVPROC _ptrc_glColor4usv = Switch_Color4usv;\r
+PFN_PTRC_GLCOLORMASKPROC _ptrc_glColorMask = Switch_ColorMask;\r
+PFN_PTRC_GLCOLORMATERIALPROC _ptrc_glColorMaterial = Switch_ColorMaterial;\r
+PFN_PTRC_GLCOPYPIXELSPROC _ptrc_glCopyPixels = Switch_CopyPixels;\r
+PFN_PTRC_GLCULLFACEPROC _ptrc_glCullFace = Switch_CullFace;\r
+PFN_PTRC_GLDELETELISTSPROC _ptrc_glDeleteLists = Switch_DeleteLists;\r
+PFN_PTRC_GLDEPTHFUNCPROC _ptrc_glDepthFunc = Switch_DepthFunc;\r
+PFN_PTRC_GLDEPTHMASKPROC _ptrc_glDepthMask = Switch_DepthMask;\r
+PFN_PTRC_GLDEPTHRANGEPROC _ptrc_glDepthRange = Switch_DepthRange;\r
+PFN_PTRC_GLDISABLEPROC _ptrc_glDisable = Switch_Disable;\r
+PFN_PTRC_GLDRAWBUFFERPROC _ptrc_glDrawBuffer = Switch_DrawBuffer;\r
+PFN_PTRC_GLDRAWPIXELSPROC _ptrc_glDrawPixels = Switch_DrawPixels;\r
+PFN_PTRC_GLEDGEFLAGPROC _ptrc_glEdgeFlag = Switch_EdgeFlag;\r
+PFN_PTRC_GLEDGEFLAGVPROC _ptrc_glEdgeFlagv = Switch_EdgeFlagv;\r
+PFN_PTRC_GLENABLEPROC _ptrc_glEnable = Switch_Enable;\r
+PFN_PTRC_GLENDPROC _ptrc_glEnd = Switch_End;\r
+PFN_PTRC_GLENDLISTPROC _ptrc_glEndList = Switch_EndList;\r
+PFN_PTRC_GLEVALCOORD1DPROC _ptrc_glEvalCoord1d = Switch_EvalCoord1d;\r
+PFN_PTRC_GLEVALCOORD1DVPROC _ptrc_glEvalCoord1dv = Switch_EvalCoord1dv;\r
+PFN_PTRC_GLEVALCOORD1FPROC _ptrc_glEvalCoord1f = Switch_EvalCoord1f;\r
+PFN_PTRC_GLEVALCOORD1FVPROC _ptrc_glEvalCoord1fv = Switch_EvalCoord1fv;\r
+PFN_PTRC_GLEVALCOORD2DPROC _ptrc_glEvalCoord2d = Switch_EvalCoord2d;\r
+PFN_PTRC_GLEVALCOORD2DVPROC _ptrc_glEvalCoord2dv = Switch_EvalCoord2dv;\r
+PFN_PTRC_GLEVALCOORD2FPROC _ptrc_glEvalCoord2f = Switch_EvalCoord2f;\r
+PFN_PTRC_GLEVALCOORD2FVPROC _ptrc_glEvalCoord2fv = Switch_EvalCoord2fv;\r
+PFN_PTRC_GLEVALMESH1PROC _ptrc_glEvalMesh1 = Switch_EvalMesh1;\r
+PFN_PTRC_GLEVALMESH2PROC _ptrc_glEvalMesh2 = Switch_EvalMesh2;\r
+PFN_PTRC_GLEVALPOINT1PROC _ptrc_glEvalPoint1 = Switch_EvalPoint1;\r
+PFN_PTRC_GLEVALPOINT2PROC _ptrc_glEvalPoint2 = Switch_EvalPoint2;\r
+PFN_PTRC_GLFEEDBACKBUFFERPROC _ptrc_glFeedbackBuffer = Switch_FeedbackBuffer;\r
+PFN_PTRC_GLFINISHPROC _ptrc_glFinish = Switch_Finish;\r
+PFN_PTRC_GLFLUSHPROC _ptrc_glFlush = Switch_Flush;\r
+PFN_PTRC_GLFOGFPROC _ptrc_glFogf = Switch_Fogf;\r
+PFN_PTRC_GLFOGFVPROC _ptrc_glFogfv = Switch_Fogfv;\r
+PFN_PTRC_GLFOGIPROC _ptrc_glFogi = Switch_Fogi;\r
+PFN_PTRC_GLFOGIVPROC _ptrc_glFogiv = Switch_Fogiv;\r
+PFN_PTRC_GLFRONTFACEPROC _ptrc_glFrontFace = Switch_FrontFace;\r
+PFN_PTRC_GLFRUSTUMPROC _ptrc_glFrustum = Switch_Frustum;\r
+PFN_PTRC_GLGENLISTSPROC _ptrc_glGenLists = Switch_GenLists;\r
+PFN_PTRC_GLGETBOOLEANVPROC _ptrc_glGetBooleanv = Switch_GetBooleanv;\r
+PFN_PTRC_GLGETCLIPPLANEPROC _ptrc_glGetClipPlane = Switch_GetClipPlane;\r
+PFN_PTRC_GLGETDOUBLEVPROC _ptrc_glGetDoublev = Switch_GetDoublev;\r
+PFN_PTRC_GLGETERRORPROC _ptrc_glGetError = Switch_GetError;\r
+PFN_PTRC_GLGETFLOATVPROC _ptrc_glGetFloatv = Switch_GetFloatv;\r
+PFN_PTRC_GLGETINTEGERVPROC _ptrc_glGetIntegerv = Switch_GetIntegerv;\r
+PFN_PTRC_GLGETLIGHTFVPROC _ptrc_glGetLightfv = Switch_GetLightfv;\r
+PFN_PTRC_GLGETLIGHTIVPROC _ptrc_glGetLightiv = Switch_GetLightiv;\r
+PFN_PTRC_GLGETMAPDVPROC _ptrc_glGetMapdv = Switch_GetMapdv;\r
+PFN_PTRC_GLGETMAPFVPROC _ptrc_glGetMapfv = Switch_GetMapfv;\r
+PFN_PTRC_GLGETMAPIVPROC _ptrc_glGetMapiv = Switch_GetMapiv;\r
+PFN_PTRC_GLGETMATERIALFVPROC _ptrc_glGetMaterialfv = Switch_GetMaterialfv;\r
+PFN_PTRC_GLGETMATERIALIVPROC _ptrc_glGetMaterialiv = Switch_GetMaterialiv;\r
+PFN_PTRC_GLGETPIXELMAPFVPROC _ptrc_glGetPixelMapfv = Switch_GetPixelMapfv;\r
+PFN_PTRC_GLGETPIXELMAPUIVPROC _ptrc_glGetPixelMapuiv = Switch_GetPixelMapuiv;\r
+PFN_PTRC_GLGETPIXELMAPUSVPROC _ptrc_glGetPixelMapusv = Switch_GetPixelMapusv;\r
+PFN_PTRC_GLGETPOLYGONSTIPPLEPROC _ptrc_glGetPolygonStipple = Switch_GetPolygonStipple;\r
+PFN_PTRC_GLGETSTRINGPROC _ptrc_glGetString = Switch_GetString;\r
+PFN_PTRC_GLGETTEXENVFVPROC _ptrc_glGetTexEnvfv = Switch_GetTexEnvfv;\r
+PFN_PTRC_GLGETTEXENVIVPROC _ptrc_glGetTexEnviv = Switch_GetTexEnviv;\r
+PFN_PTRC_GLGETTEXGENDVPROC _ptrc_glGetTexGendv = Switch_GetTexGendv;\r
+PFN_PTRC_GLGETTEXGENFVPROC _ptrc_glGetTexGenfv = Switch_GetTexGenfv;\r
+PFN_PTRC_GLGETTEXGENIVPROC _ptrc_glGetTexGeniv = Switch_GetTexGeniv;\r
+PFN_PTRC_GLGETTEXIMAGEPROC _ptrc_glGetTexImage = Switch_GetTexImage;\r
+PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC _ptrc_glGetTexLevelParameterfv = Switch_GetTexLevelParameterfv;\r
+PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC _ptrc_glGetTexLevelParameteriv = Switch_GetTexLevelParameteriv;\r
+PFN_PTRC_GLGETTEXPARAMETERFVPROC _ptrc_glGetTexParameterfv = Switch_GetTexParameterfv;\r
+PFN_PTRC_GLGETTEXPARAMETERIVPROC _ptrc_glGetTexParameteriv = Switch_GetTexParameteriv;\r
+PFN_PTRC_GLHINTPROC _ptrc_glHint = Switch_Hint;\r
+PFN_PTRC_GLINDEXMASKPROC _ptrc_glIndexMask = Switch_IndexMask;\r
+PFN_PTRC_GLINDEXDPROC _ptrc_glIndexd = Switch_Indexd;\r
+PFN_PTRC_GLINDEXDVPROC _ptrc_glIndexdv = Switch_Indexdv;\r
+PFN_PTRC_GLINDEXFPROC _ptrc_glIndexf = Switch_Indexf;\r
+PFN_PTRC_GLINDEXFVPROC _ptrc_glIndexfv = Switch_Indexfv;\r
+PFN_PTRC_GLINDEXIPROC _ptrc_glIndexi = Switch_Indexi;\r
+PFN_PTRC_GLINDEXIVPROC _ptrc_glIndexiv = Switch_Indexiv;\r
+PFN_PTRC_GLINDEXSPROC _ptrc_glIndexs = Switch_Indexs;\r
+PFN_PTRC_GLINDEXSVPROC _ptrc_glIndexsv = Switch_Indexsv;\r
+PFN_PTRC_GLINITNAMESPROC _ptrc_glInitNames = Switch_InitNames;\r
+PFN_PTRC_GLISENABLEDPROC _ptrc_glIsEnabled = Switch_IsEnabled;\r
+PFN_PTRC_GLISLISTPROC _ptrc_glIsList = Switch_IsList;\r
+PFN_PTRC_GLLIGHTMODELFPROC _ptrc_glLightModelf = Switch_LightModelf;\r
+PFN_PTRC_GLLIGHTMODELFVPROC _ptrc_glLightModelfv = Switch_LightModelfv;\r
+PFN_PTRC_GLLIGHTMODELIPROC _ptrc_glLightModeli = Switch_LightModeli;\r
+PFN_PTRC_GLLIGHTMODELIVPROC _ptrc_glLightModeliv = Switch_LightModeliv;\r
+PFN_PTRC_GLLIGHTFPROC _ptrc_glLightf = Switch_Lightf;\r
+PFN_PTRC_GLLIGHTFVPROC _ptrc_glLightfv = Switch_Lightfv;\r
+PFN_PTRC_GLLIGHTIPROC _ptrc_glLighti = Switch_Lighti;\r
+PFN_PTRC_GLLIGHTIVPROC _ptrc_glLightiv = Switch_Lightiv;\r
+PFN_PTRC_GLLINESTIPPLEPROC _ptrc_glLineStipple = Switch_LineStipple;\r
+PFN_PTRC_GLLINEWIDTHPROC _ptrc_glLineWidth = Switch_LineWidth;\r
+PFN_PTRC_GLLISTBASEPROC _ptrc_glListBase = Switch_ListBase;\r
+PFN_PTRC_GLLOADIDENTITYPROC _ptrc_glLoadIdentity = Switch_LoadIdentity;\r
+PFN_PTRC_GLLOADMATRIXDPROC _ptrc_glLoadMatrixd = Switch_LoadMatrixd;\r
+PFN_PTRC_GLLOADMATRIXFPROC _ptrc_glLoadMatrixf = Switch_LoadMatrixf;\r
+PFN_PTRC_GLLOADNAMEPROC _ptrc_glLoadName = Switch_LoadName;\r
+PFN_PTRC_GLLOGICOPPROC _ptrc_glLogicOp = Switch_LogicOp;\r
+PFN_PTRC_GLMAP1DPROC _ptrc_glMap1d = Switch_Map1d;\r
+PFN_PTRC_GLMAP1FPROC _ptrc_glMap1f = Switch_Map1f;\r
+PFN_PTRC_GLMAP2DPROC _ptrc_glMap2d = Switch_Map2d;\r
+PFN_PTRC_GLMAP2FPROC _ptrc_glMap2f = Switch_Map2f;\r
+PFN_PTRC_GLMAPGRID1DPROC _ptrc_glMapGrid1d = Switch_MapGrid1d;\r
+PFN_PTRC_GLMAPGRID1FPROC _ptrc_glMapGrid1f = Switch_MapGrid1f;\r
+PFN_PTRC_GLMAPGRID2DPROC _ptrc_glMapGrid2d = Switch_MapGrid2d;\r
+PFN_PTRC_GLMAPGRID2FPROC _ptrc_glMapGrid2f = Switch_MapGrid2f;\r
+PFN_PTRC_GLMATERIALFPROC _ptrc_glMaterialf = Switch_Materialf;\r
+PFN_PTRC_GLMATERIALFVPROC _ptrc_glMaterialfv = Switch_Materialfv;\r
+PFN_PTRC_GLMATERIALIPROC _ptrc_glMateriali = Switch_Materiali;\r
+PFN_PTRC_GLMATERIALIVPROC _ptrc_glMaterialiv = Switch_Materialiv;\r
+PFN_PTRC_GLMATRIXMODEPROC _ptrc_glMatrixMode = Switch_MatrixMode;\r
+PFN_PTRC_GLMULTMATRIXDPROC _ptrc_glMultMatrixd = Switch_MultMatrixd;\r
+PFN_PTRC_GLMULTMATRIXFPROC _ptrc_glMultMatrixf = Switch_MultMatrixf;\r
+PFN_PTRC_GLNEWLISTPROC _ptrc_glNewList = Switch_NewList;\r
+PFN_PTRC_GLNORMAL3BPROC _ptrc_glNormal3b = Switch_Normal3b;\r
+PFN_PTRC_GLNORMAL3BVPROC _ptrc_glNormal3bv = Switch_Normal3bv;\r
+PFN_PTRC_GLNORMAL3DPROC _ptrc_glNormal3d = Switch_Normal3d;\r
+PFN_PTRC_GLNORMAL3DVPROC _ptrc_glNormal3dv = Switch_Normal3dv;\r
+PFN_PTRC_GLNORMAL3FPROC _ptrc_glNormal3f = Switch_Normal3f;\r
+PFN_PTRC_GLNORMAL3FVPROC _ptrc_glNormal3fv = Switch_Normal3fv;\r
+PFN_PTRC_GLNORMAL3IPROC _ptrc_glNormal3i = Switch_Normal3i;\r
+PFN_PTRC_GLNORMAL3IVPROC _ptrc_glNormal3iv = Switch_Normal3iv;\r
+PFN_PTRC_GLNORMAL3SPROC _ptrc_glNormal3s = Switch_Normal3s;\r
+PFN_PTRC_GLNORMAL3SVPROC _ptrc_glNormal3sv = Switch_Normal3sv;\r
+PFN_PTRC_GLORTHOPROC _ptrc_glOrtho = Switch_Ortho;\r
+PFN_PTRC_GLPASSTHROUGHPROC _ptrc_glPassThrough = Switch_PassThrough;\r
+PFN_PTRC_GLPIXELMAPFVPROC _ptrc_glPixelMapfv = Switch_PixelMapfv;\r
+PFN_PTRC_GLPIXELMAPUIVPROC _ptrc_glPixelMapuiv = Switch_PixelMapuiv;\r
+PFN_PTRC_GLPIXELMAPUSVPROC _ptrc_glPixelMapusv = Switch_PixelMapusv;\r
+PFN_PTRC_GLPIXELSTOREFPROC _ptrc_glPixelStoref = Switch_PixelStoref;\r
+PFN_PTRC_GLPIXELSTOREIPROC _ptrc_glPixelStorei = Switch_PixelStorei;\r
+PFN_PTRC_GLPIXELTRANSFERFPROC _ptrc_glPixelTransferf = Switch_PixelTransferf;\r
+PFN_PTRC_GLPIXELTRANSFERIPROC _ptrc_glPixelTransferi = Switch_PixelTransferi;\r
+PFN_PTRC_GLPIXELZOOMPROC _ptrc_glPixelZoom = Switch_PixelZoom;\r
+PFN_PTRC_GLPOINTSIZEPROC _ptrc_glPointSize = Switch_PointSize;\r
+PFN_PTRC_GLPOLYGONMODEPROC _ptrc_glPolygonMode = Switch_PolygonMode;\r
+PFN_PTRC_GLPOLYGONSTIPPLEPROC _ptrc_glPolygonStipple = Switch_PolygonStipple;\r
+PFN_PTRC_GLPOPATTRIBPROC _ptrc_glPopAttrib = Switch_PopAttrib;\r
+PFN_PTRC_GLPOPMATRIXPROC _ptrc_glPopMatrix = Switch_PopMatrix;\r
+PFN_PTRC_GLPOPNAMEPROC _ptrc_glPopName = Switch_PopName;\r
+PFN_PTRC_GLPUSHATTRIBPROC _ptrc_glPushAttrib = Switch_PushAttrib;\r
+PFN_PTRC_GLPUSHMATRIXPROC _ptrc_glPushMatrix = Switch_PushMatrix;\r
+PFN_PTRC_GLPUSHNAMEPROC _ptrc_glPushName = Switch_PushName;\r
+PFN_PTRC_GLRASTERPOS2DPROC _ptrc_glRasterPos2d = Switch_RasterPos2d;\r
+PFN_PTRC_GLRASTERPOS2DVPROC _ptrc_glRasterPos2dv = Switch_RasterPos2dv;\r
+PFN_PTRC_GLRASTERPOS2FPROC _ptrc_glRasterPos2f = Switch_RasterPos2f;\r
+PFN_PTRC_GLRASTERPOS2FVPROC _ptrc_glRasterPos2fv = Switch_RasterPos2fv;\r
+PFN_PTRC_GLRASTERPOS2IPROC _ptrc_glRasterPos2i = Switch_RasterPos2i;\r
+PFN_PTRC_GLRASTERPOS2IVPROC _ptrc_glRasterPos2iv = Switch_RasterPos2iv;\r
+PFN_PTRC_GLRASTERPOS2SPROC _ptrc_glRasterPos2s = Switch_RasterPos2s;\r
+PFN_PTRC_GLRASTERPOS2SVPROC _ptrc_glRasterPos2sv = Switch_RasterPos2sv;\r
+PFN_PTRC_GLRASTERPOS3DPROC _ptrc_glRasterPos3d = Switch_RasterPos3d;\r
+PFN_PTRC_GLRASTERPOS3DVPROC _ptrc_glRasterPos3dv = Switch_RasterPos3dv;\r
+PFN_PTRC_GLRASTERPOS3FPROC _ptrc_glRasterPos3f = Switch_RasterPos3f;\r
+PFN_PTRC_GLRASTERPOS3FVPROC _ptrc_glRasterPos3fv = Switch_RasterPos3fv;\r
+PFN_PTRC_GLRASTERPOS3IPROC _ptrc_glRasterPos3i = Switch_RasterPos3i;\r
+PFN_PTRC_GLRASTERPOS3IVPROC _ptrc_glRasterPos3iv = Switch_RasterPos3iv;\r
+PFN_PTRC_GLRASTERPOS3SPROC _ptrc_glRasterPos3s = Switch_RasterPos3s;\r
+PFN_PTRC_GLRASTERPOS3SVPROC _ptrc_glRasterPos3sv = Switch_RasterPos3sv;\r
+PFN_PTRC_GLRASTERPOS4DPROC _ptrc_glRasterPos4d = Switch_RasterPos4d;\r
+PFN_PTRC_GLRASTERPOS4DVPROC _ptrc_glRasterPos4dv = Switch_RasterPos4dv;\r
+PFN_PTRC_GLRASTERPOS4FPROC _ptrc_glRasterPos4f = Switch_RasterPos4f;\r
+PFN_PTRC_GLRASTERPOS4FVPROC _ptrc_glRasterPos4fv = Switch_RasterPos4fv;\r
+PFN_PTRC_GLRASTERPOS4IPROC _ptrc_glRasterPos4i = Switch_RasterPos4i;\r
+PFN_PTRC_GLRASTERPOS4IVPROC _ptrc_glRasterPos4iv = Switch_RasterPos4iv;\r
+PFN_PTRC_GLRASTERPOS4SPROC _ptrc_glRasterPos4s = Switch_RasterPos4s;\r
+PFN_PTRC_GLRASTERPOS4SVPROC _ptrc_glRasterPos4sv = Switch_RasterPos4sv;\r
+PFN_PTRC_GLREADBUFFERPROC _ptrc_glReadBuffer = Switch_ReadBuffer;\r
+PFN_PTRC_GLREADPIXELSPROC _ptrc_glReadPixels = Switch_ReadPixels;\r
+PFN_PTRC_GLRECTDPROC _ptrc_glRectd = Switch_Rectd;\r
+PFN_PTRC_GLRECTDVPROC _ptrc_glRectdv = Switch_Rectdv;\r
+PFN_PTRC_GLRECTFPROC _ptrc_glRectf = Switch_Rectf;\r
+PFN_PTRC_GLRECTFVPROC _ptrc_glRectfv = Switch_Rectfv;\r
+PFN_PTRC_GLRECTIPROC _ptrc_glRecti = Switch_Recti;\r
+PFN_PTRC_GLRECTIVPROC _ptrc_glRectiv = Switch_Rectiv;\r
+PFN_PTRC_GLRECTSPROC _ptrc_glRects = Switch_Rects;\r
+PFN_PTRC_GLRECTSVPROC _ptrc_glRectsv = Switch_Rectsv;\r
+PFN_PTRC_GLRENDERMODEPROC _ptrc_glRenderMode = Switch_RenderMode;\r
+PFN_PTRC_GLROTATEDPROC _ptrc_glRotated = Switch_Rotated;\r
+PFN_PTRC_GLROTATEFPROC _ptrc_glRotatef = Switch_Rotatef;\r
+PFN_PTRC_GLSCALEDPROC _ptrc_glScaled = Switch_Scaled;\r
+PFN_PTRC_GLSCALEFPROC _ptrc_glScalef = Switch_Scalef;\r
+PFN_PTRC_GLSCISSORPROC _ptrc_glScissor = Switch_Scissor;\r
+PFN_PTRC_GLSELECTBUFFERPROC _ptrc_glSelectBuffer = Switch_SelectBuffer;\r
+PFN_PTRC_GLSHADEMODELPROC _ptrc_glShadeModel = Switch_ShadeModel;\r
+PFN_PTRC_GLSTENCILFUNCPROC _ptrc_glStencilFunc = Switch_StencilFunc;\r
+PFN_PTRC_GLSTENCILMASKPROC _ptrc_glStencilMask = Switch_StencilMask;\r
+PFN_PTRC_GLSTENCILOPPROC _ptrc_glStencilOp = Switch_StencilOp;\r
+PFN_PTRC_GLTEXCOORD1DPROC _ptrc_glTexCoord1d = Switch_TexCoord1d;\r
+PFN_PTRC_GLTEXCOORD1DVPROC _ptrc_glTexCoord1dv = Switch_TexCoord1dv;\r
+PFN_PTRC_GLTEXCOORD1FPROC _ptrc_glTexCoord1f = Switch_TexCoord1f;\r
+PFN_PTRC_GLTEXCOORD1FVPROC _ptrc_glTexCoord1fv = Switch_TexCoord1fv;\r
+PFN_PTRC_GLTEXCOORD1IPROC _ptrc_glTexCoord1i = Switch_TexCoord1i;\r
+PFN_PTRC_GLTEXCOORD1IVPROC _ptrc_glTexCoord1iv = Switch_TexCoord1iv;\r
+PFN_PTRC_GLTEXCOORD1SPROC _ptrc_glTexCoord1s = Switch_TexCoord1s;\r
+PFN_PTRC_GLTEXCOORD1SVPROC _ptrc_glTexCoord1sv = Switch_TexCoord1sv;\r
+PFN_PTRC_GLTEXCOORD2DPROC _ptrc_glTexCoord2d = Switch_TexCoord2d;\r
+PFN_PTRC_GLTEXCOORD2DVPROC _ptrc_glTexCoord2dv = Switch_TexCoord2dv;\r
+PFN_PTRC_GLTEXCOORD2FPROC _ptrc_glTexCoord2f = Switch_TexCoord2f;\r
+PFN_PTRC_GLTEXCOORD2FVPROC _ptrc_glTexCoord2fv = Switch_TexCoord2fv;\r
+PFN_PTRC_GLTEXCOORD2IPROC _ptrc_glTexCoord2i = Switch_TexCoord2i;\r
+PFN_PTRC_GLTEXCOORD2IVPROC _ptrc_glTexCoord2iv = Switch_TexCoord2iv;\r
+PFN_PTRC_GLTEXCOORD2SPROC _ptrc_glTexCoord2s = Switch_TexCoord2s;\r
+PFN_PTRC_GLTEXCOORD2SVPROC _ptrc_glTexCoord2sv = Switch_TexCoord2sv;\r
+PFN_PTRC_GLTEXCOORD3DPROC _ptrc_glTexCoord3d = Switch_TexCoord3d;\r
+PFN_PTRC_GLTEXCOORD3DVPROC _ptrc_glTexCoord3dv = Switch_TexCoord3dv;\r
+PFN_PTRC_GLTEXCOORD3FPROC _ptrc_glTexCoord3f = Switch_TexCoord3f;\r
+PFN_PTRC_GLTEXCOORD3FVPROC _ptrc_glTexCoord3fv = Switch_TexCoord3fv;\r
+PFN_PTRC_GLTEXCOORD3IPROC _ptrc_glTexCoord3i = Switch_TexCoord3i;\r
+PFN_PTRC_GLTEXCOORD3IVPROC _ptrc_glTexCoord3iv = Switch_TexCoord3iv;\r
+PFN_PTRC_GLTEXCOORD3SPROC _ptrc_glTexCoord3s = Switch_TexCoord3s;\r
+PFN_PTRC_GLTEXCOORD3SVPROC _ptrc_glTexCoord3sv = Switch_TexCoord3sv;\r
+PFN_PTRC_GLTEXCOORD4DPROC _ptrc_glTexCoord4d = Switch_TexCoord4d;\r
+PFN_PTRC_GLTEXCOORD4DVPROC _ptrc_glTexCoord4dv = Switch_TexCoord4dv;\r
+PFN_PTRC_GLTEXCOORD4FPROC _ptrc_glTexCoord4f = Switch_TexCoord4f;\r
+PFN_PTRC_GLTEXCOORD4FVPROC _ptrc_glTexCoord4fv = Switch_TexCoord4fv;\r
+PFN_PTRC_GLTEXCOORD4IPROC _ptrc_glTexCoord4i = Switch_TexCoord4i;\r
+PFN_PTRC_GLTEXCOORD4IVPROC _ptrc_glTexCoord4iv = Switch_TexCoord4iv;\r
+PFN_PTRC_GLTEXCOORD4SPROC _ptrc_glTexCoord4s = Switch_TexCoord4s;\r
+PFN_PTRC_GLTEXCOORD4SVPROC _ptrc_glTexCoord4sv = Switch_TexCoord4sv;\r
+PFN_PTRC_GLTEXENVFPROC _ptrc_glTexEnvf = Switch_TexEnvf;\r
+PFN_PTRC_GLTEXENVFVPROC _ptrc_glTexEnvfv = Switch_TexEnvfv;\r
+PFN_PTRC_GLTEXENVIPROC _ptrc_glTexEnvi = Switch_TexEnvi;\r
+PFN_PTRC_GLTEXENVIVPROC _ptrc_glTexEnviv = Switch_TexEnviv;\r
+PFN_PTRC_GLTEXGENDPROC _ptrc_glTexGend = Switch_TexGend;\r
+PFN_PTRC_GLTEXGENDVPROC _ptrc_glTexGendv = Switch_TexGendv;\r
+PFN_PTRC_GLTEXGENFPROC _ptrc_glTexGenf = Switch_TexGenf;\r
+PFN_PTRC_GLTEXGENFVPROC _ptrc_glTexGenfv = Switch_TexGenfv;\r
+PFN_PTRC_GLTEXGENIPROC _ptrc_glTexGeni = Switch_TexGeni;\r
+PFN_PTRC_GLTEXGENIVPROC _ptrc_glTexGeniv = Switch_TexGeniv;\r
+PFN_PTRC_GLTEXIMAGE1DPROC _ptrc_glTexImage1D = Switch_TexImage1D;\r
+PFN_PTRC_GLTEXIMAGE2DPROC _ptrc_glTexImage2D = Switch_TexImage2D;\r
+PFN_PTRC_GLTEXPARAMETERFPROC _ptrc_glTexParameterf = Switch_TexParameterf;\r
+PFN_PTRC_GLTEXPARAMETERFVPROC _ptrc_glTexParameterfv = Switch_TexParameterfv;\r
+PFN_PTRC_GLTEXPARAMETERIPROC _ptrc_glTexParameteri = Switch_TexParameteri;\r
+PFN_PTRC_GLTEXPARAMETERIVPROC _ptrc_glTexParameteriv = Switch_TexParameteriv;\r
+PFN_PTRC_GLTRANSLATEDPROC _ptrc_glTranslated = Switch_Translated;\r
+PFN_PTRC_GLTRANSLATEFPROC _ptrc_glTranslatef = Switch_Translatef;\r
+PFN_PTRC_GLVERTEX2DPROC _ptrc_glVertex2d = Switch_Vertex2d;\r
+PFN_PTRC_GLVERTEX2DVPROC _ptrc_glVertex2dv = Switch_Vertex2dv;\r
+PFN_PTRC_GLVERTEX2FPROC _ptrc_glVertex2f = Switch_Vertex2f;\r
+PFN_PTRC_GLVERTEX2FVPROC _ptrc_glVertex2fv = Switch_Vertex2fv;\r
+PFN_PTRC_GLVERTEX2IPROC _ptrc_glVertex2i = Switch_Vertex2i;\r
+PFN_PTRC_GLVERTEX2IVPROC _ptrc_glVertex2iv = Switch_Vertex2iv;\r
+PFN_PTRC_GLVERTEX2SPROC _ptrc_glVertex2s = Switch_Vertex2s;\r
+PFN_PTRC_GLVERTEX2SVPROC _ptrc_glVertex2sv = Switch_Vertex2sv;\r
+PFN_PTRC_GLVERTEX3DPROC _ptrc_glVertex3d = Switch_Vertex3d;\r
+PFN_PTRC_GLVERTEX3DVPROC _ptrc_glVertex3dv = Switch_Vertex3dv;\r
+PFN_PTRC_GLVERTEX3FPROC _ptrc_glVertex3f = Switch_Vertex3f;\r
+PFN_PTRC_GLVERTEX3FVPROC _ptrc_glVertex3fv = Switch_Vertex3fv;\r
+PFN_PTRC_GLVERTEX3IPROC _ptrc_glVertex3i = Switch_Vertex3i;\r
+PFN_PTRC_GLVERTEX3IVPROC _ptrc_glVertex3iv = Switch_Vertex3iv;\r
+PFN_PTRC_GLVERTEX3SPROC _ptrc_glVertex3s = Switch_Vertex3s;\r
+PFN_PTRC_GLVERTEX3SVPROC _ptrc_glVertex3sv = Switch_Vertex3sv;\r
+PFN_PTRC_GLVERTEX4DPROC _ptrc_glVertex4d = Switch_Vertex4d;\r
+PFN_PTRC_GLVERTEX4DVPROC _ptrc_glVertex4dv = Switch_Vertex4dv;\r
+PFN_PTRC_GLVERTEX4FPROC _ptrc_glVertex4f = Switch_Vertex4f;\r
+PFN_PTRC_GLVERTEX4FVPROC _ptrc_glVertex4fv = Switch_Vertex4fv;\r
+PFN_PTRC_GLVERTEX4IPROC _ptrc_glVertex4i = Switch_Vertex4i;\r
+PFN_PTRC_GLVERTEX4IVPROC _ptrc_glVertex4iv = Switch_Vertex4iv;\r
+PFN_PTRC_GLVERTEX4SPROC _ptrc_glVertex4s = Switch_Vertex4s;\r
+PFN_PTRC_GLVERTEX4SVPROC _ptrc_glVertex4sv = Switch_Vertex4sv;\r
+PFN_PTRC_GLVIEWPORTPROC _ptrc_glViewport = Switch_Viewport;\r
+\r
+// Extension: 1.1\r
+PFN_PTRC_GLARETEXTURESRESIDENTPROC _ptrc_glAreTexturesResident = Switch_AreTexturesResident;\r
+PFN_PTRC_GLARRAYELEMENTPROC _ptrc_glArrayElement = Switch_ArrayElement;\r
+PFN_PTRC_GLBINDTEXTUREPROC _ptrc_glBindTexture = Switch_BindTexture;\r
+PFN_PTRC_GLCOLORPOINTERPROC _ptrc_glColorPointer = Switch_ColorPointer;\r
+PFN_PTRC_GLCOPYTEXIMAGE1DPROC _ptrc_glCopyTexImage1D = Switch_CopyTexImage1D;\r
+PFN_PTRC_GLCOPYTEXIMAGE2DPROC _ptrc_glCopyTexImage2D = Switch_CopyTexImage2D;\r
+PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC _ptrc_glCopyTexSubImage1D = Switch_CopyTexSubImage1D;\r
+PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC _ptrc_glCopyTexSubImage2D = Switch_CopyTexSubImage2D;\r
+PFN_PTRC_GLDELETETEXTURESPROC _ptrc_glDeleteTextures = Switch_DeleteTextures;\r
+PFN_PTRC_GLDISABLECLIENTSTATEPROC _ptrc_glDisableClientState = Switch_DisableClientState;\r
+PFN_PTRC_GLDRAWARRAYSPROC _ptrc_glDrawArrays = Switch_DrawArrays;\r
+PFN_PTRC_GLDRAWELEMENTSPROC _ptrc_glDrawElements = Switch_DrawElements;\r
+PFN_PTRC_GLEDGEFLAGPOINTERPROC _ptrc_glEdgeFlagPointer = Switch_EdgeFlagPointer;\r
+PFN_PTRC_GLENABLECLIENTSTATEPROC _ptrc_glEnableClientState = Switch_EnableClientState;\r
+PFN_PTRC_GLGENTEXTURESPROC _ptrc_glGenTextures = Switch_GenTextures;\r
+PFN_PTRC_GLGETPOINTERVPROC _ptrc_glGetPointerv = Switch_GetPointerv;\r
+PFN_PTRC_GLINDEXPOINTERPROC _ptrc_glIndexPointer = Switch_IndexPointer;\r
+PFN_PTRC_GLINDEXUBPROC _ptrc_glIndexub = Switch_Indexub;\r
+PFN_PTRC_GLINDEXUBVPROC _ptrc_glIndexubv = Switch_Indexubv;\r
+PFN_PTRC_GLINTERLEAVEDARRAYSPROC _ptrc_glInterleavedArrays = Switch_InterleavedArrays;\r
+PFN_PTRC_GLISTEXTUREPROC _ptrc_glIsTexture = Switch_IsTexture;\r
+PFN_PTRC_GLNORMALPOINTERPROC _ptrc_glNormalPointer = Switch_NormalPointer;\r
+PFN_PTRC_GLPOLYGONOFFSETPROC _ptrc_glPolygonOffset = Switch_PolygonOffset;\r
+PFN_PTRC_GLPOPCLIENTATTRIBPROC _ptrc_glPopClientAttrib = Switch_PopClientAttrib;\r
+PFN_PTRC_GLPRIORITIZETEXTURESPROC _ptrc_glPrioritizeTextures = Switch_PrioritizeTextures;\r
+PFN_PTRC_GLPUSHCLIENTATTRIBPROC _ptrc_glPushClientAttrib = Switch_PushClientAttrib;\r
+PFN_PTRC_GLTEXCOORDPOINTERPROC _ptrc_glTexCoordPointer = Switch_TexCoordPointer;\r
+PFN_PTRC_GLTEXSUBIMAGE1DPROC _ptrc_glTexSubImage1D = Switch_TexSubImage1D;\r
+PFN_PTRC_GLTEXSUBIMAGE2DPROC _ptrc_glTexSubImage2D = Switch_TexSubImage2D;\r
+PFN_PTRC_GLVERTEXPOINTERPROC _ptrc_glVertexPointer = Switch_VertexPointer;\r
+\r
+// Extension: 1.2\r
+PFN_PTRC_GLBLENDCOLORPROC _ptrc_glBlendColor = Switch_BlendColor;\r
+PFN_PTRC_GLBLENDEQUATIONPROC _ptrc_glBlendEquation = Switch_BlendEquation;\r
+PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC _ptrc_glCopyTexSubImage3D = Switch_CopyTexSubImage3D;\r
+PFN_PTRC_GLDRAWRANGEELEMENTSPROC _ptrc_glDrawRangeElements = Switch_DrawRangeElements;\r
+PFN_PTRC_GLTEXIMAGE3DPROC _ptrc_glTexImage3D = Switch_TexImage3D;\r
+PFN_PTRC_GLTEXSUBIMAGE3DPROC _ptrc_glTexSubImage3D = Switch_TexSubImage3D;\r
+\r
+// Extension: 1.3\r
+PFN_PTRC_GLACTIVETEXTUREPROC _ptrc_glActiveTexture = Switch_ActiveTexture;\r
+PFN_PTRC_GLCLIENTACTIVETEXTUREPROC _ptrc_glClientActiveTexture = Switch_ClientActiveTexture;\r
+PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC _ptrc_glCompressedTexImage1D = Switch_CompressedTexImage1D;\r
+PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC _ptrc_glCompressedTexImage2D = Switch_CompressedTexImage2D;\r
+PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC _ptrc_glCompressedTexImage3D = Switch_CompressedTexImage3D;\r
+PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC _ptrc_glCompressedTexSubImage1D = Switch_CompressedTexSubImage1D;\r
+PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC _ptrc_glCompressedTexSubImage2D = Switch_CompressedTexSubImage2D;\r
+PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC _ptrc_glCompressedTexSubImage3D = Switch_CompressedTexSubImage3D;\r
+PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC _ptrc_glGetCompressedTexImage = Switch_GetCompressedTexImage;\r
+PFN_PTRC_GLLOADTRANSPOSEMATRIXDPROC _ptrc_glLoadTransposeMatrixd = Switch_LoadTransposeMatrixd;\r
+PFN_PTRC_GLLOADTRANSPOSEMATRIXFPROC _ptrc_glLoadTransposeMatrixf = Switch_LoadTransposeMatrixf;\r
+PFN_PTRC_GLMULTTRANSPOSEMATRIXDPROC _ptrc_glMultTransposeMatrixd = Switch_MultTransposeMatrixd;\r
+PFN_PTRC_GLMULTTRANSPOSEMATRIXFPROC _ptrc_glMultTransposeMatrixf = Switch_MultTransposeMatrixf;\r
+PFN_PTRC_GLMULTITEXCOORD1DPROC _ptrc_glMultiTexCoord1d = Switch_MultiTexCoord1d;\r
+PFN_PTRC_GLMULTITEXCOORD1DVPROC _ptrc_glMultiTexCoord1dv = Switch_MultiTexCoord1dv;\r
+PFN_PTRC_GLMULTITEXCOORD1FPROC _ptrc_glMultiTexCoord1f = Switch_MultiTexCoord1f;\r
+PFN_PTRC_GLMULTITEXCOORD1FVPROC _ptrc_glMultiTexCoord1fv = Switch_MultiTexCoord1fv;\r
+PFN_PTRC_GLMULTITEXCOORD1IPROC _ptrc_glMultiTexCoord1i = Switch_MultiTexCoord1i;\r
+PFN_PTRC_GLMULTITEXCOORD1IVPROC _ptrc_glMultiTexCoord1iv = Switch_MultiTexCoord1iv;\r
+PFN_PTRC_GLMULTITEXCOORD1SPROC _ptrc_glMultiTexCoord1s = Switch_MultiTexCoord1s;\r
+PFN_PTRC_GLMULTITEXCOORD1SVPROC _ptrc_glMultiTexCoord1sv = Switch_MultiTexCoord1sv;\r
+PFN_PTRC_GLMULTITEXCOORD2DPROC _ptrc_glMultiTexCoord2d = Switch_MultiTexCoord2d;\r
+PFN_PTRC_GLMULTITEXCOORD2DVPROC _ptrc_glMultiTexCoord2dv = Switch_MultiTexCoord2dv;\r
+PFN_PTRC_GLMULTITEXCOORD2FPROC _ptrc_glMultiTexCoord2f = Switch_MultiTexCoord2f;\r
+PFN_PTRC_GLMULTITEXCOORD2FVPROC _ptrc_glMultiTexCoord2fv = Switch_MultiTexCoord2fv;\r
+PFN_PTRC_GLMULTITEXCOORD2IPROC _ptrc_glMultiTexCoord2i = Switch_MultiTexCoord2i;\r
+PFN_PTRC_GLMULTITEXCOORD2IVPROC _ptrc_glMultiTexCoord2iv = Switch_MultiTexCoord2iv;\r
+PFN_PTRC_GLMULTITEXCOORD2SPROC _ptrc_glMultiTexCoord2s = Switch_MultiTexCoord2s;\r
+PFN_PTRC_GLMULTITEXCOORD2SVPROC _ptrc_glMultiTexCoord2sv = Switch_MultiTexCoord2sv;\r
+PFN_PTRC_GLMULTITEXCOORD3DPROC _ptrc_glMultiTexCoord3d = Switch_MultiTexCoord3d;\r
+PFN_PTRC_GLMULTITEXCOORD3DVPROC _ptrc_glMultiTexCoord3dv = Switch_MultiTexCoord3dv;\r
+PFN_PTRC_GLMULTITEXCOORD3FPROC _ptrc_glMultiTexCoord3f = Switch_MultiTexCoord3f;\r
+PFN_PTRC_GLMULTITEXCOORD3FVPROC _ptrc_glMultiTexCoord3fv = Switch_MultiTexCoord3fv;\r
+PFN_PTRC_GLMULTITEXCOORD3IPROC _ptrc_glMultiTexCoord3i = Switch_MultiTexCoord3i;\r
+PFN_PTRC_GLMULTITEXCOORD3IVPROC _ptrc_glMultiTexCoord3iv = Switch_MultiTexCoord3iv;\r
+PFN_PTRC_GLMULTITEXCOORD3SPROC _ptrc_glMultiTexCoord3s = Switch_MultiTexCoord3s;\r
+PFN_PTRC_GLMULTITEXCOORD3SVPROC _ptrc_glMultiTexCoord3sv = Switch_MultiTexCoord3sv;\r
+PFN_PTRC_GLMULTITEXCOORD4DPROC _ptrc_glMultiTexCoord4d = Switch_MultiTexCoord4d;\r
+PFN_PTRC_GLMULTITEXCOORD4DVPROC _ptrc_glMultiTexCoord4dv = Switch_MultiTexCoord4dv;\r
+PFN_PTRC_GLMULTITEXCOORD4FPROC _ptrc_glMultiTexCoord4f = Switch_MultiTexCoord4f;\r
+PFN_PTRC_GLMULTITEXCOORD4FVPROC _ptrc_glMultiTexCoord4fv = Switch_MultiTexCoord4fv;\r
+PFN_PTRC_GLMULTITEXCOORD4IPROC _ptrc_glMultiTexCoord4i = Switch_MultiTexCoord4i;\r
+PFN_PTRC_GLMULTITEXCOORD4IVPROC _ptrc_glMultiTexCoord4iv = Switch_MultiTexCoord4iv;\r
+PFN_PTRC_GLMULTITEXCOORD4SPROC _ptrc_glMultiTexCoord4s = Switch_MultiTexCoord4s;\r
+PFN_PTRC_GLMULTITEXCOORD4SVPROC _ptrc_glMultiTexCoord4sv = Switch_MultiTexCoord4sv;\r
+PFN_PTRC_GLSAMPLECOVERAGEPROC _ptrc_glSampleCoverage = Switch_SampleCoverage;\r
+\r
+// Extension: 1.4\r
+PFN_PTRC_GLBLENDFUNCSEPARATEPROC _ptrc_glBlendFuncSeparate = Switch_BlendFuncSeparate;\r
+PFN_PTRC_GLFOGCOORDPOINTERPROC _ptrc_glFogCoordPointer = Switch_FogCoordPointer;\r
+PFN_PTRC_GLFOGCOORDDPROC _ptrc_glFogCoordd = Switch_FogCoordd;\r
+PFN_PTRC_GLFOGCOORDDVPROC _ptrc_glFogCoorddv = Switch_FogCoorddv;\r
+PFN_PTRC_GLFOGCOORDFPROC _ptrc_glFogCoordf = Switch_FogCoordf;\r
+PFN_PTRC_GLFOGCOORDFVPROC _ptrc_glFogCoordfv = Switch_FogCoordfv;\r
+PFN_PTRC_GLMULTIDRAWARRAYSPROC _ptrc_glMultiDrawArrays = Switch_MultiDrawArrays;\r
+PFN_PTRC_GLMULTIDRAWELEMENTSPROC _ptrc_glMultiDrawElements = Switch_MultiDrawElements;\r
+PFN_PTRC_GLPOINTPARAMETERFPROC _ptrc_glPointParameterf = Switch_PointParameterf;\r
+PFN_PTRC_GLPOINTPARAMETERFVPROC _ptrc_glPointParameterfv = Switch_PointParameterfv;\r
+PFN_PTRC_GLPOINTPARAMETERIPROC _ptrc_glPointParameteri = Switch_PointParameteri;\r
+PFN_PTRC_GLPOINTPARAMETERIVPROC _ptrc_glPointParameteriv = Switch_PointParameteriv;\r
+PFN_PTRC_GLSECONDARYCOLOR3BPROC _ptrc_glSecondaryColor3b = Switch_SecondaryColor3b;\r
+PFN_PTRC_GLSECONDARYCOLOR3BVPROC _ptrc_glSecondaryColor3bv = Switch_SecondaryColor3bv;\r
+PFN_PTRC_GLSECONDARYCOLOR3DPROC _ptrc_glSecondaryColor3d = Switch_SecondaryColor3d;\r
+PFN_PTRC_GLSECONDARYCOLOR3DVPROC _ptrc_glSecondaryColor3dv = Switch_SecondaryColor3dv;\r
+PFN_PTRC_GLSECONDARYCOLOR3FPROC _ptrc_glSecondaryColor3f = Switch_SecondaryColor3f;\r
+PFN_PTRC_GLSECONDARYCOLOR3FVPROC _ptrc_glSecondaryColor3fv = Switch_SecondaryColor3fv;\r
+PFN_PTRC_GLSECONDARYCOLOR3IPROC _ptrc_glSecondaryColor3i = Switch_SecondaryColor3i;\r
+PFN_PTRC_GLSECONDARYCOLOR3IVPROC _ptrc_glSecondaryColor3iv = Switch_SecondaryColor3iv;\r
+PFN_PTRC_GLSECONDARYCOLOR3SPROC _ptrc_glSecondaryColor3s = Switch_SecondaryColor3s;\r
+PFN_PTRC_GLSECONDARYCOLOR3SVPROC _ptrc_glSecondaryColor3sv = Switch_SecondaryColor3sv;\r
+PFN_PTRC_GLSECONDARYCOLOR3UBPROC _ptrc_glSecondaryColor3ub = Switch_SecondaryColor3ub;\r
+PFN_PTRC_GLSECONDARYCOLOR3UBVPROC _ptrc_glSecondaryColor3ubv = Switch_SecondaryColor3ubv;\r
+PFN_PTRC_GLSECONDARYCOLOR3UIPROC _ptrc_glSecondaryColor3ui = Switch_SecondaryColor3ui;\r
+PFN_PTRC_GLSECONDARYCOLOR3UIVPROC _ptrc_glSecondaryColor3uiv = Switch_SecondaryColor3uiv;\r
+PFN_PTRC_GLSECONDARYCOLOR3USPROC _ptrc_glSecondaryColor3us = Switch_SecondaryColor3us;\r
+PFN_PTRC_GLSECONDARYCOLOR3USVPROC _ptrc_glSecondaryColor3usv = Switch_SecondaryColor3usv;\r
+PFN_PTRC_GLSECONDARYCOLORPOINTERPROC _ptrc_glSecondaryColorPointer = Switch_SecondaryColorPointer;\r
+PFN_PTRC_GLWINDOWPOS2DPROC _ptrc_glWindowPos2d = Switch_WindowPos2d;\r
+PFN_PTRC_GLWINDOWPOS2DVPROC _ptrc_glWindowPos2dv = Switch_WindowPos2dv;\r
+PFN_PTRC_GLWINDOWPOS2FPROC _ptrc_glWindowPos2f = Switch_WindowPos2f;\r
+PFN_PTRC_GLWINDOWPOS2FVPROC _ptrc_glWindowPos2fv = Switch_WindowPos2fv;\r
+PFN_PTRC_GLWINDOWPOS2IPROC _ptrc_glWindowPos2i = Switch_WindowPos2i;\r
+PFN_PTRC_GLWINDOWPOS2IVPROC _ptrc_glWindowPos2iv = Switch_WindowPos2iv;\r
+PFN_PTRC_GLWINDOWPOS2SPROC _ptrc_glWindowPos2s = Switch_WindowPos2s;\r
+PFN_PTRC_GLWINDOWPOS2SVPROC _ptrc_glWindowPos2sv = Switch_WindowPos2sv;\r
+PFN_PTRC_GLWINDOWPOS3DPROC _ptrc_glWindowPos3d = Switch_WindowPos3d;\r
+PFN_PTRC_GLWINDOWPOS3DVPROC _ptrc_glWindowPos3dv = Switch_WindowPos3dv;\r
+PFN_PTRC_GLWINDOWPOS3FPROC _ptrc_glWindowPos3f = Switch_WindowPos3f;\r
+PFN_PTRC_GLWINDOWPOS3FVPROC _ptrc_glWindowPos3fv = Switch_WindowPos3fv;\r
+PFN_PTRC_GLWINDOWPOS3IPROC _ptrc_glWindowPos3i = Switch_WindowPos3i;\r
+PFN_PTRC_GLWINDOWPOS3IVPROC _ptrc_glWindowPos3iv = Switch_WindowPos3iv;\r
+PFN_PTRC_GLWINDOWPOS3SPROC _ptrc_glWindowPos3s = Switch_WindowPos3s;\r
+PFN_PTRC_GLWINDOWPOS3SVPROC _ptrc_glWindowPos3sv = Switch_WindowPos3sv;\r
+\r
+// Extension: 1.5\r
+PFN_PTRC_GLBEGINQUERYPROC _ptrc_glBeginQuery = Switch_BeginQuery;\r
+PFN_PTRC_GLBINDBUFFERPROC _ptrc_glBindBuffer = Switch_BindBuffer;\r
+PFN_PTRC_GLBUFFERDATAPROC _ptrc_glBufferData = Switch_BufferData;\r
+PFN_PTRC_GLBUFFERSUBDATAPROC _ptrc_glBufferSubData = Switch_BufferSubData;\r
+PFN_PTRC_GLDELETEBUFFERSPROC _ptrc_glDeleteBuffers = Switch_DeleteBuffers;\r
+PFN_PTRC_GLDELETEQUERIESPROC _ptrc_glDeleteQueries = Switch_DeleteQueries;\r
+PFN_PTRC_GLENDQUERYPROC _ptrc_glEndQuery = Switch_EndQuery;\r
+PFN_PTRC_GLGENBUFFERSPROC _ptrc_glGenBuffers = Switch_GenBuffers;\r
+PFN_PTRC_GLGENQUERIESPROC _ptrc_glGenQueries = Switch_GenQueries;\r
+PFN_PTRC_GLGETBUFFERPARAMETERIVPROC _ptrc_glGetBufferParameteriv = Switch_GetBufferParameteriv;\r
+PFN_PTRC_GLGETBUFFERPOINTERVPROC _ptrc_glGetBufferPointerv = Switch_GetBufferPointerv;\r
+PFN_PTRC_GLGETBUFFERSUBDATAPROC _ptrc_glGetBufferSubData = Switch_GetBufferSubData;\r
+PFN_PTRC_GLGETQUERYOBJECTIVPROC _ptrc_glGetQueryObjectiv = Switch_GetQueryObjectiv;\r
+PFN_PTRC_GLGETQUERYOBJECTUIVPROC _ptrc_glGetQueryObjectuiv = Switch_GetQueryObjectuiv;\r
+PFN_PTRC_GLGETQUERYIVPROC _ptrc_glGetQueryiv = Switch_GetQueryiv;\r
+PFN_PTRC_GLISBUFFERPROC _ptrc_glIsBuffer = Switch_IsBuffer;\r
+PFN_PTRC_GLISQUERYPROC _ptrc_glIsQuery = Switch_IsQuery;\r
+PFN_PTRC_GLMAPBUFFERPROC _ptrc_glMapBuffer = Switch_MapBuffer;\r
+PFN_PTRC_GLUNMAPBUFFERPROC _ptrc_glUnmapBuffer = Switch_UnmapBuffer;\r
+\r
+// Extension: 2.0\r
+PFN_PTRC_GLATTACHSHADERPROC _ptrc_glAttachShader = Switch_AttachShader;\r
+PFN_PTRC_GLBINDATTRIBLOCATIONPROC _ptrc_glBindAttribLocation = Switch_BindAttribLocation;\r
+PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC _ptrc_glBlendEquationSeparate = Switch_BlendEquationSeparate;\r
+PFN_PTRC_GLCOMPILESHADERPROC _ptrc_glCompileShader = Switch_CompileShader;\r
+PFN_PTRC_GLCREATEPROGRAMPROC _ptrc_glCreateProgram = Switch_CreateProgram;\r
+PFN_PTRC_GLCREATESHADERPROC _ptrc_glCreateShader = Switch_CreateShader;\r
+PFN_PTRC_GLDELETEPROGRAMPROC _ptrc_glDeleteProgram = Switch_DeleteProgram;\r
+PFN_PTRC_GLDELETESHADERPROC _ptrc_glDeleteShader = Switch_DeleteShader;\r
+PFN_PTRC_GLDETACHSHADERPROC _ptrc_glDetachShader = Switch_DetachShader;\r
+PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC _ptrc_glDisableVertexAttribArray = Switch_DisableVertexAttribArray;\r
+PFN_PTRC_GLDRAWBUFFERSPROC _ptrc_glDrawBuffers = Switch_DrawBuffers;\r
+PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC _ptrc_glEnableVertexAttribArray = Switch_EnableVertexAttribArray;\r
+PFN_PTRC_GLGETACTIVEATTRIBPROC _ptrc_glGetActiveAttrib = Switch_GetActiveAttrib;\r
+PFN_PTRC_GLGETACTIVEUNIFORMPROC _ptrc_glGetActiveUniform = Switch_GetActiveUniform;\r
+PFN_PTRC_GLGETATTACHEDSHADERSPROC _ptrc_glGetAttachedShaders = Switch_GetAttachedShaders;\r
+PFN_PTRC_GLGETATTRIBLOCATIONPROC _ptrc_glGetAttribLocation = Switch_GetAttribLocation;\r
+PFN_PTRC_GLGETPROGRAMINFOLOGPROC _ptrc_glGetProgramInfoLog = Switch_GetProgramInfoLog;\r
+PFN_PTRC_GLGETPROGRAMIVPROC _ptrc_glGetProgramiv = Switch_GetProgramiv;\r
+PFN_PTRC_GLGETSHADERINFOLOGPROC _ptrc_glGetShaderInfoLog = Switch_GetShaderInfoLog;\r
+PFN_PTRC_GLGETSHADERSOURCEPROC _ptrc_glGetShaderSource = Switch_GetShaderSource;\r
+PFN_PTRC_GLGETSHADERIVPROC _ptrc_glGetShaderiv = Switch_GetShaderiv;\r
+PFN_PTRC_GLGETUNIFORMLOCATIONPROC _ptrc_glGetUniformLocation = Switch_GetUniformLocation;\r
+PFN_PTRC_GLGETUNIFORMFVPROC _ptrc_glGetUniformfv = Switch_GetUniformfv;\r
+PFN_PTRC_GLGETUNIFORMIVPROC _ptrc_glGetUniformiv = Switch_GetUniformiv;\r
+PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC _ptrc_glGetVertexAttribPointerv = Switch_GetVertexAttribPointerv;\r
+PFN_PTRC_GLGETVERTEXATTRIBDVPROC _ptrc_glGetVertexAttribdv = Switch_GetVertexAttribdv;\r
+PFN_PTRC_GLGETVERTEXATTRIBFVPROC _ptrc_glGetVertexAttribfv = Switch_GetVertexAttribfv;\r
+PFN_PTRC_GLGETVERTEXATTRIBIVPROC _ptrc_glGetVertexAttribiv = Switch_GetVertexAttribiv;\r
+PFN_PTRC_GLISPROGRAMPROC _ptrc_glIsProgram = Switch_IsProgram;\r
+PFN_PTRC_GLISSHADERPROC _ptrc_glIsShader = Switch_IsShader;\r
+PFN_PTRC_GLLINKPROGRAMPROC _ptrc_glLinkProgram = Switch_LinkProgram;\r
+PFN_PTRC_GLSHADERSOURCEPROC _ptrc_glShaderSource = Switch_ShaderSource;\r
+PFN_PTRC_GLSTENCILFUNCSEPARATEPROC _ptrc_glStencilFuncSeparate = Switch_StencilFuncSeparate;\r
+PFN_PTRC_GLSTENCILMASKSEPARATEPROC _ptrc_glStencilMaskSeparate = Switch_StencilMaskSeparate;\r
+PFN_PTRC_GLSTENCILOPSEPARATEPROC _ptrc_glStencilOpSeparate = Switch_StencilOpSeparate;\r
+PFN_PTRC_GLUNIFORM1FPROC _ptrc_glUniform1f = Switch_Uniform1f;\r
+PFN_PTRC_GLUNIFORM1FVPROC _ptrc_glUniform1fv = Switch_Uniform1fv;\r
+PFN_PTRC_GLUNIFORM1IPROC _ptrc_glUniform1i = Switch_Uniform1i;\r
+PFN_PTRC_GLUNIFORM1IVPROC _ptrc_glUniform1iv = Switch_Uniform1iv;\r
+PFN_PTRC_GLUNIFORM2FPROC _ptrc_glUniform2f = Switch_Uniform2f;\r
+PFN_PTRC_GLUNIFORM2FVPROC _ptrc_glUniform2fv = Switch_Uniform2fv;\r
+PFN_PTRC_GLUNIFORM2IPROC _ptrc_glUniform2i = Switch_Uniform2i;\r
+PFN_PTRC_GLUNIFORM2IVPROC _ptrc_glUniform2iv = Switch_Uniform2iv;\r
+PFN_PTRC_GLUNIFORM3FPROC _ptrc_glUniform3f = Switch_Uniform3f;\r
+PFN_PTRC_GLUNIFORM3FVPROC _ptrc_glUniform3fv = Switch_Uniform3fv;\r
+PFN_PTRC_GLUNIFORM3IPROC _ptrc_glUniform3i = Switch_Uniform3i;\r
+PFN_PTRC_GLUNIFORM3IVPROC _ptrc_glUniform3iv = Switch_Uniform3iv;\r
+PFN_PTRC_GLUNIFORM4FPROC _ptrc_glUniform4f = Switch_Uniform4f;\r
+PFN_PTRC_GLUNIFORM4FVPROC _ptrc_glUniform4fv = Switch_Uniform4fv;\r
+PFN_PTRC_GLUNIFORM4IPROC _ptrc_glUniform4i = Switch_Uniform4i;\r
+PFN_PTRC_GLUNIFORM4IVPROC _ptrc_glUniform4iv = Switch_Uniform4iv;\r
+PFN_PTRC_GLUNIFORMMATRIX2FVPROC _ptrc_glUniformMatrix2fv = Switch_UniformMatrix2fv;\r
+PFN_PTRC_GLUNIFORMMATRIX3FVPROC _ptrc_glUniformMatrix3fv = Switch_UniformMatrix3fv;\r
+PFN_PTRC_GLUNIFORMMATRIX4FVPROC _ptrc_glUniformMatrix4fv = Switch_UniformMatrix4fv;\r
+PFN_PTRC_GLUSEPROGRAMPROC _ptrc_glUseProgram = Switch_UseProgram;\r
+PFN_PTRC_GLVALIDATEPROGRAMPROC _ptrc_glValidateProgram = Switch_ValidateProgram;\r
+PFN_PTRC_GLVERTEXATTRIB1DPROC _ptrc_glVertexAttrib1d = Switch_VertexAttrib1d;\r
+PFN_PTRC_GLVERTEXATTRIB1DVPROC _ptrc_glVertexAttrib1dv = Switch_VertexAttrib1dv;\r
+PFN_PTRC_GLVERTEXATTRIB1FPROC _ptrc_glVertexAttrib1f = Switch_VertexAttrib1f;\r
+PFN_PTRC_GLVERTEXATTRIB1FVPROC _ptrc_glVertexAttrib1fv = Switch_VertexAttrib1fv;\r
+PFN_PTRC_GLVERTEXATTRIB1SPROC _ptrc_glVertexAttrib1s = Switch_VertexAttrib1s;\r
+PFN_PTRC_GLVERTEXATTRIB1SVPROC _ptrc_glVertexAttrib1sv = Switch_VertexAttrib1sv;\r
+PFN_PTRC_GLVERTEXATTRIB2DPROC _ptrc_glVertexAttrib2d = Switch_VertexAttrib2d;\r
+PFN_PTRC_GLVERTEXATTRIB2DVPROC _ptrc_glVertexAttrib2dv = Switch_VertexAttrib2dv;\r
+PFN_PTRC_GLVERTEXATTRIB2FPROC _ptrc_glVertexAttrib2f = Switch_VertexAttrib2f;\r
+PFN_PTRC_GLVERTEXATTRIB2FVPROC _ptrc_glVertexAttrib2fv = Switch_VertexAttrib2fv;\r
+PFN_PTRC_GLVERTEXATTRIB2SPROC _ptrc_glVertexAttrib2s = Switch_VertexAttrib2s;\r
+PFN_PTRC_GLVERTEXATTRIB2SVPROC _ptrc_glVertexAttrib2sv = Switch_VertexAttrib2sv;\r
+PFN_PTRC_GLVERTEXATTRIB3DPROC _ptrc_glVertexAttrib3d = Switch_VertexAttrib3d;\r
+PFN_PTRC_GLVERTEXATTRIB3DVPROC _ptrc_glVertexAttrib3dv = Switch_VertexAttrib3dv;\r
+PFN_PTRC_GLVERTEXATTRIB3FPROC _ptrc_glVertexAttrib3f = Switch_VertexAttrib3f;\r
+PFN_PTRC_GLVERTEXATTRIB3FVPROC _ptrc_glVertexAttrib3fv = Switch_VertexAttrib3fv;\r
+PFN_PTRC_GLVERTEXATTRIB3SPROC _ptrc_glVertexAttrib3s = Switch_VertexAttrib3s;\r
+PFN_PTRC_GLVERTEXATTRIB3SVPROC _ptrc_glVertexAttrib3sv = Switch_VertexAttrib3sv;\r
+PFN_PTRC_GLVERTEXATTRIB4NBVPROC _ptrc_glVertexAttrib4Nbv = Switch_VertexAttrib4Nbv;\r
+PFN_PTRC_GLVERTEXATTRIB4NIVPROC _ptrc_glVertexAttrib4Niv = Switch_VertexAttrib4Niv;\r
+PFN_PTRC_GLVERTEXATTRIB4NSVPROC _ptrc_glVertexAttrib4Nsv = Switch_VertexAttrib4Nsv;\r
+PFN_PTRC_GLVERTEXATTRIB4NUBPROC _ptrc_glVertexAttrib4Nub = Switch_VertexAttrib4Nub;\r
+PFN_PTRC_GLVERTEXATTRIB4NUBVPROC _ptrc_glVertexAttrib4Nubv = Switch_VertexAttrib4Nubv;\r
+PFN_PTRC_GLVERTEXATTRIB4NUIVPROC _ptrc_glVertexAttrib4Nuiv = Switch_VertexAttrib4Nuiv;\r
+PFN_PTRC_GLVERTEXATTRIB4NUSVPROC _ptrc_glVertexAttrib4Nusv = Switch_VertexAttrib4Nusv;\r
+PFN_PTRC_GLVERTEXATTRIB4BVPROC _ptrc_glVertexAttrib4bv = Switch_VertexAttrib4bv;\r
+PFN_PTRC_GLVERTEXATTRIB4DPROC _ptrc_glVertexAttrib4d = Switch_VertexAttrib4d;\r
+PFN_PTRC_GLVERTEXATTRIB4DVPROC _ptrc_glVertexAttrib4dv = Switch_VertexAttrib4dv;\r
+PFN_PTRC_GLVERTEXATTRIB4FPROC _ptrc_glVertexAttrib4f = Switch_VertexAttrib4f;\r
+PFN_PTRC_GLVERTEXATTRIB4FVPROC _ptrc_glVertexAttrib4fv = Switch_VertexAttrib4fv;\r
+PFN_PTRC_GLVERTEXATTRIB4IVPROC _ptrc_glVertexAttrib4iv = Switch_VertexAttrib4iv;\r
+PFN_PTRC_GLVERTEXATTRIB4SPROC _ptrc_glVertexAttrib4s = Switch_VertexAttrib4s;\r
+PFN_PTRC_GLVERTEXATTRIB4SVPROC _ptrc_glVertexAttrib4sv = Switch_VertexAttrib4sv;\r
+PFN_PTRC_GLVERTEXATTRIB4UBVPROC _ptrc_glVertexAttrib4ubv = Switch_VertexAttrib4ubv;\r
+PFN_PTRC_GLVERTEXATTRIB4UIVPROC _ptrc_glVertexAttrib4uiv = Switch_VertexAttrib4uiv;\r
+PFN_PTRC_GLVERTEXATTRIB4USVPROC _ptrc_glVertexAttrib4usv = Switch_VertexAttrib4usv;\r
+PFN_PTRC_GLVERTEXATTRIBPOINTERPROC _ptrc_glVertexAttribPointer = Switch_VertexAttribPointer;\r
+\r
+// Extension: 2.1\r
+PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC _ptrc_glUniformMatrix2x3fv = Switch_UniformMatrix2x3fv;\r
+PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC _ptrc_glUniformMatrix2x4fv = Switch_UniformMatrix2x4fv;\r
+PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC _ptrc_glUniformMatrix3x2fv = Switch_UniformMatrix3x2fv;\r
+PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC _ptrc_glUniformMatrix3x4fv = Switch_UniformMatrix3x4fv;\r
+PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC _ptrc_glUniformMatrix4x2fv = Switch_UniformMatrix4x2fv;\r
+PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC _ptrc_glUniformMatrix4x3fv = Switch_UniformMatrix4x3fv;\r
+\r
+// Extension: 3.0\r
+PFN_PTRC_GLBEGINCONDITIONALRENDERPROC _ptrc_glBeginConditionalRender = Switch_BeginConditionalRender;\r
+PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC _ptrc_glBeginTransformFeedback = Switch_BeginTransformFeedback;\r
+PFN_PTRC_GLBINDBUFFERBASEPROC _ptrc_glBindBufferBase = Switch_BindBufferBase;\r
+PFN_PTRC_GLBINDBUFFERRANGEPROC _ptrc_glBindBufferRange = Switch_BindBufferRange;\r
+PFN_PTRC_GLBINDFRAGDATALOCATIONPROC _ptrc_glBindFragDataLocation = Switch_BindFragDataLocation;\r
+PFN_PTRC_GLBINDFRAMEBUFFERPROC _ptrc_glBindFramebuffer = Switch_BindFramebuffer;\r
+PFN_PTRC_GLBINDRENDERBUFFERPROC _ptrc_glBindRenderbuffer = Switch_BindRenderbuffer;\r
+PFN_PTRC_GLBINDVERTEXARRAYPROC _ptrc_glBindVertexArray = Switch_BindVertexArray;\r
+PFN_PTRC_GLBLITFRAMEBUFFERPROC _ptrc_glBlitFramebuffer = Switch_BlitFramebuffer;\r
+PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC _ptrc_glCheckFramebufferStatus = Switch_CheckFramebufferStatus;\r
+PFN_PTRC_GLCLAMPCOLORPROC _ptrc_glClampColor = Switch_ClampColor;\r
+PFN_PTRC_GLCLEARBUFFERFIPROC _ptrc_glClearBufferfi = Switch_ClearBufferfi;\r
+PFN_PTRC_GLCLEARBUFFERFVPROC _ptrc_glClearBufferfv = Switch_ClearBufferfv;\r
+PFN_PTRC_GLCLEARBUFFERIVPROC _ptrc_glClearBufferiv = Switch_ClearBufferiv;\r
+PFN_PTRC_GLCLEARBUFFERUIVPROC _ptrc_glClearBufferuiv = Switch_ClearBufferuiv;\r
+PFN_PTRC_GLCOLORMASKIPROC _ptrc_glColorMaski = Switch_ColorMaski;\r
+PFN_PTRC_GLDELETEFRAMEBUFFERSPROC _ptrc_glDeleteFramebuffers = Switch_DeleteFramebuffers;\r
+PFN_PTRC_GLDELETERENDERBUFFERSPROC _ptrc_glDeleteRenderbuffers = Switch_DeleteRenderbuffers;\r
+PFN_PTRC_GLDELETEVERTEXARRAYSPROC _ptrc_glDeleteVertexArrays = Switch_DeleteVertexArrays;\r
+PFN_PTRC_GLDISABLEIPROC _ptrc_glDisablei = Switch_Disablei;\r
+PFN_PTRC_GLENABLEIPROC _ptrc_glEnablei = Switch_Enablei;\r
+PFN_PTRC_GLENDCONDITIONALRENDERPROC _ptrc_glEndConditionalRender = Switch_EndConditionalRender;\r
+PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC _ptrc_glEndTransformFeedback = Switch_EndTransformFeedback;\r
+PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC _ptrc_glFlushMappedBufferRange = Switch_FlushMappedBufferRange;\r
+PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC _ptrc_glFramebufferRenderbuffer = Switch_FramebufferRenderbuffer;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC _ptrc_glFramebufferTexture1D = Switch_FramebufferTexture1D;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC _ptrc_glFramebufferTexture2D = Switch_FramebufferTexture2D;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC _ptrc_glFramebufferTexture3D = Switch_FramebufferTexture3D;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC _ptrc_glFramebufferTextureLayer = Switch_FramebufferTextureLayer;\r
+PFN_PTRC_GLGENFRAMEBUFFERSPROC _ptrc_glGenFramebuffers = Switch_GenFramebuffers;\r
+PFN_PTRC_GLGENRENDERBUFFERSPROC _ptrc_glGenRenderbuffers = Switch_GenRenderbuffers;\r
+PFN_PTRC_GLGENVERTEXARRAYSPROC _ptrc_glGenVertexArrays = Switch_GenVertexArrays;\r
+PFN_PTRC_GLGENERATEMIPMAPPROC _ptrc_glGenerateMipmap = Switch_GenerateMipmap;\r
+PFN_PTRC_GLGETBOOLEANI_VPROC _ptrc_glGetBooleani_v = Switch_GetBooleani_v;\r
+PFN_PTRC_GLGETFRAGDATALOCATIONPROC _ptrc_glGetFragDataLocation = Switch_GetFragDataLocation;\r
+PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC _ptrc_glGetFramebufferAttachmentParameteriv = Switch_GetFramebufferAttachmentParameteriv;\r
+PFN_PTRC_GLGETINTEGERI_VPROC _ptrc_glGetIntegeri_v = Switch_GetIntegeri_v;\r
+PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC _ptrc_glGetRenderbufferParameteriv = Switch_GetRenderbufferParameteriv;\r
+PFN_PTRC_GLGETSTRINGIPROC _ptrc_glGetStringi = Switch_GetStringi;\r
+PFN_PTRC_GLGETTEXPARAMETERIIVPROC _ptrc_glGetTexParameterIiv = Switch_GetTexParameterIiv;\r
+PFN_PTRC_GLGETTEXPARAMETERIUIVPROC _ptrc_glGetTexParameterIuiv = Switch_GetTexParameterIuiv;\r
+PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC _ptrc_glGetTransformFeedbackVarying = Switch_GetTransformFeedbackVarying;\r
+PFN_PTRC_GLGETUNIFORMUIVPROC _ptrc_glGetUniformuiv = Switch_GetUniformuiv;\r
+PFN_PTRC_GLGETVERTEXATTRIBIIVPROC _ptrc_glGetVertexAttribIiv = Switch_GetVertexAttribIiv;\r
+PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC _ptrc_glGetVertexAttribIuiv = Switch_GetVertexAttribIuiv;\r
+PFN_PTRC_GLISENABLEDIPROC _ptrc_glIsEnabledi = Switch_IsEnabledi;\r
+PFN_PTRC_GLISFRAMEBUFFERPROC _ptrc_glIsFramebuffer = Switch_IsFramebuffer;\r
+PFN_PTRC_GLISRENDERBUFFERPROC _ptrc_glIsRenderbuffer = Switch_IsRenderbuffer;\r
+PFN_PTRC_GLISVERTEXARRAYPROC _ptrc_glIsVertexArray = Switch_IsVertexArray;\r
+PFN_PTRC_GLMAPBUFFERRANGEPROC _ptrc_glMapBufferRange = Switch_MapBufferRange;\r
+PFN_PTRC_GLRENDERBUFFERSTORAGEPROC _ptrc_glRenderbufferStorage = Switch_RenderbufferStorage;\r
+PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC _ptrc_glRenderbufferStorageMultisample = Switch_RenderbufferStorageMultisample;\r
+PFN_PTRC_GLTEXPARAMETERIIVPROC _ptrc_glTexParameterIiv = Switch_TexParameterIiv;\r
+PFN_PTRC_GLTEXPARAMETERIUIVPROC _ptrc_glTexParameterIuiv = Switch_TexParameterIuiv;\r
+PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC _ptrc_glTransformFeedbackVaryings = Switch_TransformFeedbackVaryings;\r
+PFN_PTRC_GLUNIFORM1UIPROC _ptrc_glUniform1ui = Switch_Uniform1ui;\r
+PFN_PTRC_GLUNIFORM1UIVPROC _ptrc_glUniform1uiv = Switch_Uniform1uiv;\r
+PFN_PTRC_GLUNIFORM2UIPROC _ptrc_glUniform2ui = Switch_Uniform2ui;\r
+PFN_PTRC_GLUNIFORM2UIVPROC _ptrc_glUniform2uiv = Switch_Uniform2uiv;\r
+PFN_PTRC_GLUNIFORM3UIPROC _ptrc_glUniform3ui = Switch_Uniform3ui;\r
+PFN_PTRC_GLUNIFORM3UIVPROC _ptrc_glUniform3uiv = Switch_Uniform3uiv;\r
+PFN_PTRC_GLUNIFORM4UIPROC _ptrc_glUniform4ui = Switch_Uniform4ui;\r
+PFN_PTRC_GLUNIFORM4UIVPROC _ptrc_glUniform4uiv = Switch_Uniform4uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI1IPROC _ptrc_glVertexAttribI1i = Switch_VertexAttribI1i;\r
+PFN_PTRC_GLVERTEXATTRIBI1IVPROC _ptrc_glVertexAttribI1iv = Switch_VertexAttribI1iv;\r
+PFN_PTRC_GLVERTEXATTRIBI1UIPROC _ptrc_glVertexAttribI1ui = Switch_VertexAttribI1ui;\r
+PFN_PTRC_GLVERTEXATTRIBI1UIVPROC _ptrc_glVertexAttribI1uiv = Switch_VertexAttribI1uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI2IPROC _ptrc_glVertexAttribI2i = Switch_VertexAttribI2i;\r
+PFN_PTRC_GLVERTEXATTRIBI2IVPROC _ptrc_glVertexAttribI2iv = Switch_VertexAttribI2iv;\r
+PFN_PTRC_GLVERTEXATTRIBI2UIPROC _ptrc_glVertexAttribI2ui = Switch_VertexAttribI2ui;\r
+PFN_PTRC_GLVERTEXATTRIBI2UIVPROC _ptrc_glVertexAttribI2uiv = Switch_VertexAttribI2uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI3IPROC _ptrc_glVertexAttribI3i = Switch_VertexAttribI3i;\r
+PFN_PTRC_GLVERTEXATTRIBI3IVPROC _ptrc_glVertexAttribI3iv = Switch_VertexAttribI3iv;\r
+PFN_PTRC_GLVERTEXATTRIBI3UIPROC _ptrc_glVertexAttribI3ui = Switch_VertexAttribI3ui;\r
+PFN_PTRC_GLVERTEXATTRIBI3UIVPROC _ptrc_glVertexAttribI3uiv = Switch_VertexAttribI3uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI4BVPROC _ptrc_glVertexAttribI4bv = Switch_VertexAttribI4bv;\r
+PFN_PTRC_GLVERTEXATTRIBI4IPROC _ptrc_glVertexAttribI4i = Switch_VertexAttribI4i;\r
+PFN_PTRC_GLVERTEXATTRIBI4IVPROC _ptrc_glVertexAttribI4iv = Switch_VertexAttribI4iv;\r
+PFN_PTRC_GLVERTEXATTRIBI4SVPROC _ptrc_glVertexAttribI4sv = Switch_VertexAttribI4sv;\r
+PFN_PTRC_GLVERTEXATTRIBI4UBVPROC _ptrc_glVertexAttribI4ubv = Switch_VertexAttribI4ubv;\r
+PFN_PTRC_GLVERTEXATTRIBI4UIPROC _ptrc_glVertexAttribI4ui = Switch_VertexAttribI4ui;\r
+PFN_PTRC_GLVERTEXATTRIBI4UIVPROC _ptrc_glVertexAttribI4uiv = Switch_VertexAttribI4uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI4USVPROC _ptrc_glVertexAttribI4usv = Switch_VertexAttribI4usv;\r
+PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC _ptrc_glVertexAttribIPointer = Switch_VertexAttribIPointer;\r
+\r
+// Extension: 3.1\r
+PFN_PTRC_GLCOPYBUFFERSUBDATAPROC _ptrc_glCopyBufferSubData = Switch_CopyBufferSubData;\r
+PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC _ptrc_glDrawArraysInstanced = Switch_DrawArraysInstanced;\r
+PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC _ptrc_glDrawElementsInstanced = Switch_DrawElementsInstanced;\r
+PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC _ptrc_glGetActiveUniformBlockName = Switch_GetActiveUniformBlockName;\r
+PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC _ptrc_glGetActiveUniformBlockiv = Switch_GetActiveUniformBlockiv;\r
+PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC _ptrc_glGetActiveUniformName = Switch_GetActiveUniformName;\r
+PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC _ptrc_glGetActiveUniformsiv = Switch_GetActiveUniformsiv;\r
+PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC _ptrc_glGetUniformBlockIndex = Switch_GetUniformBlockIndex;\r
+PFN_PTRC_GLGETUNIFORMINDICESPROC _ptrc_glGetUniformIndices = Switch_GetUniformIndices;\r
+PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC _ptrc_glPrimitiveRestartIndex = Switch_PrimitiveRestartIndex;\r
+PFN_PTRC_GLTEXBUFFERPROC _ptrc_glTexBuffer = Switch_TexBuffer;\r
+PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC _ptrc_glUniformBlockBinding = Switch_UniformBlockBinding;\r
+\r
+\r
+// Extension: 1.0\r
+static void CODEGEN_FUNCPTR Switch_Accum(GLenum op, GLfloat value)\r
+{\r
+       _ptrc_glAccum = (PFN_PTRC_GLACCUMPROC)IntGetProcAddress("glAccum");\r
+       _ptrc_glAccum(op, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_AlphaFunc(GLenum func, GLfloat ref)\r
+{\r
+       _ptrc_glAlphaFunc = (PFN_PTRC_GLALPHAFUNCPROC)IntGetProcAddress("glAlphaFunc");\r
+       _ptrc_glAlphaFunc(func, ref);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Begin(GLenum mode)\r
+{\r
+       _ptrc_glBegin = (PFN_PTRC_GLBEGINPROC)IntGetProcAddress("glBegin");\r
+       _ptrc_glBegin(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)\r
+{\r
+       _ptrc_glBitmap = (PFN_PTRC_GLBITMAPPROC)IntGetProcAddress("glBitmap");\r
+       _ptrc_glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlendFunc(GLenum sfactor, GLenum dfactor)\r
+{\r
+       _ptrc_glBlendFunc = (PFN_PTRC_GLBLENDFUNCPROC)IntGetProcAddress("glBlendFunc");\r
+       _ptrc_glBlendFunc(sfactor, dfactor);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CallList(GLuint list)\r
+{\r
+       _ptrc_glCallList = (PFN_PTRC_GLCALLLISTPROC)IntGetProcAddress("glCallList");\r
+       _ptrc_glCallList(list);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CallLists(GLsizei n, GLenum type, const GLvoid * lists)\r
+{\r
+       _ptrc_glCallLists = (PFN_PTRC_GLCALLLISTSPROC)IntGetProcAddress("glCallLists");\r
+       _ptrc_glCallLists(n, type, lists);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Clear(GLbitfield mask)\r
+{\r
+       _ptrc_glClear = (PFN_PTRC_GLCLEARPROC)IntGetProcAddress("glClear");\r
+       _ptrc_glClear(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+       _ptrc_glClearAccum = (PFN_PTRC_GLCLEARACCUMPROC)IntGetProcAddress("glClearAccum");\r
+       _ptrc_glClearAccum(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+       _ptrc_glClearColor = (PFN_PTRC_GLCLEARCOLORPROC)IntGetProcAddress("glClearColor");\r
+       _ptrc_glClearColor(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearDepth(GLdouble depth)\r
+{\r
+       _ptrc_glClearDepth = (PFN_PTRC_GLCLEARDEPTHPROC)IntGetProcAddress("glClearDepth");\r
+       _ptrc_glClearDepth(depth);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearIndex(GLfloat c)\r
+{\r
+       _ptrc_glClearIndex = (PFN_PTRC_GLCLEARINDEXPROC)IntGetProcAddress("glClearIndex");\r
+       _ptrc_glClearIndex(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearStencil(GLint s)\r
+{\r
+       _ptrc_glClearStencil = (PFN_PTRC_GLCLEARSTENCILPROC)IntGetProcAddress("glClearStencil");\r
+       _ptrc_glClearStencil(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClipPlane(GLenum plane, const GLdouble * equation)\r
+{\r
+       _ptrc_glClipPlane = (PFN_PTRC_GLCLIPPLANEPROC)IntGetProcAddress("glClipPlane");\r
+       _ptrc_glClipPlane(plane, equation);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3b(GLbyte red, GLbyte green, GLbyte blue)\r
+{\r
+       _ptrc_glColor3b = (PFN_PTRC_GLCOLOR3BPROC)IntGetProcAddress("glColor3b");\r
+       _ptrc_glColor3b(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3bv(const GLbyte * v)\r
+{\r
+       _ptrc_glColor3bv = (PFN_PTRC_GLCOLOR3BVPROC)IntGetProcAddress("glColor3bv");\r
+       _ptrc_glColor3bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3d(GLdouble red, GLdouble green, GLdouble blue)\r
+{\r
+       _ptrc_glColor3d = (PFN_PTRC_GLCOLOR3DPROC)IntGetProcAddress("glColor3d");\r
+       _ptrc_glColor3d(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glColor3dv = (PFN_PTRC_GLCOLOR3DVPROC)IntGetProcAddress("glColor3dv");\r
+       _ptrc_glColor3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3f(GLfloat red, GLfloat green, GLfloat blue)\r
+{\r
+       _ptrc_glColor3f = (PFN_PTRC_GLCOLOR3FPROC)IntGetProcAddress("glColor3f");\r
+       _ptrc_glColor3f(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glColor3fv = (PFN_PTRC_GLCOLOR3FVPROC)IntGetProcAddress("glColor3fv");\r
+       _ptrc_glColor3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3i(GLint red, GLint green, GLint blue)\r
+{\r
+       _ptrc_glColor3i = (PFN_PTRC_GLCOLOR3IPROC)IntGetProcAddress("glColor3i");\r
+       _ptrc_glColor3i(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3iv(const GLint * v)\r
+{\r
+       _ptrc_glColor3iv = (PFN_PTRC_GLCOLOR3IVPROC)IntGetProcAddress("glColor3iv");\r
+       _ptrc_glColor3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3s(GLshort red, GLshort green, GLshort blue)\r
+{\r
+       _ptrc_glColor3s = (PFN_PTRC_GLCOLOR3SPROC)IntGetProcAddress("glColor3s");\r
+       _ptrc_glColor3s(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3sv(const GLshort * v)\r
+{\r
+       _ptrc_glColor3sv = (PFN_PTRC_GLCOLOR3SVPROC)IntGetProcAddress("glColor3sv");\r
+       _ptrc_glColor3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3ub(GLubyte red, GLubyte green, GLubyte blue)\r
+{\r
+       _ptrc_glColor3ub = (PFN_PTRC_GLCOLOR3UBPROC)IntGetProcAddress("glColor3ub");\r
+       _ptrc_glColor3ub(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3ubv(const GLubyte * v)\r
+{\r
+       _ptrc_glColor3ubv = (PFN_PTRC_GLCOLOR3UBVPROC)IntGetProcAddress("glColor3ubv");\r
+       _ptrc_glColor3ubv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3ui(GLuint red, GLuint green, GLuint blue)\r
+{\r
+       _ptrc_glColor3ui = (PFN_PTRC_GLCOLOR3UIPROC)IntGetProcAddress("glColor3ui");\r
+       _ptrc_glColor3ui(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3uiv(const GLuint * v)\r
+{\r
+       _ptrc_glColor3uiv = (PFN_PTRC_GLCOLOR3UIVPROC)IntGetProcAddress("glColor3uiv");\r
+       _ptrc_glColor3uiv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3us(GLushort red, GLushort green, GLushort blue)\r
+{\r
+       _ptrc_glColor3us = (PFN_PTRC_GLCOLOR3USPROC)IntGetProcAddress("glColor3us");\r
+       _ptrc_glColor3us(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3usv(const GLushort * v)\r
+{\r
+       _ptrc_glColor3usv = (PFN_PTRC_GLCOLOR3USVPROC)IntGetProcAddress("glColor3usv");\r
+       _ptrc_glColor3usv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)\r
+{\r
+       _ptrc_glColor4b = (PFN_PTRC_GLCOLOR4BPROC)IntGetProcAddress("glColor4b");\r
+       _ptrc_glColor4b(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4bv(const GLbyte * v)\r
+{\r
+       _ptrc_glColor4bv = (PFN_PTRC_GLCOLOR4BVPROC)IntGetProcAddress("glColor4bv");\r
+       _ptrc_glColor4bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)\r
+{\r
+       _ptrc_glColor4d = (PFN_PTRC_GLCOLOR4DPROC)IntGetProcAddress("glColor4d");\r
+       _ptrc_glColor4d(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4dv(const GLdouble * v)\r
+{\r
+       _ptrc_glColor4dv = (PFN_PTRC_GLCOLOR4DVPROC)IntGetProcAddress("glColor4dv");\r
+       _ptrc_glColor4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+       _ptrc_glColor4f = (PFN_PTRC_GLCOLOR4FPROC)IntGetProcAddress("glColor4f");\r
+       _ptrc_glColor4f(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4fv(const GLfloat * v)\r
+{\r
+       _ptrc_glColor4fv = (PFN_PTRC_GLCOLOR4FVPROC)IntGetProcAddress("glColor4fv");\r
+       _ptrc_glColor4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4i(GLint red, GLint green, GLint blue, GLint alpha)\r
+{\r
+       _ptrc_glColor4i = (PFN_PTRC_GLCOLOR4IPROC)IntGetProcAddress("glColor4i");\r
+       _ptrc_glColor4i(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4iv(const GLint * v)\r
+{\r
+       _ptrc_glColor4iv = (PFN_PTRC_GLCOLOR4IVPROC)IntGetProcAddress("glColor4iv");\r
+       _ptrc_glColor4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)\r
+{\r
+       _ptrc_glColor4s = (PFN_PTRC_GLCOLOR4SPROC)IntGetProcAddress("glColor4s");\r
+       _ptrc_glColor4s(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4sv(const GLshort * v)\r
+{\r
+       _ptrc_glColor4sv = (PFN_PTRC_GLCOLOR4SVPROC)IntGetProcAddress("glColor4sv");\r
+       _ptrc_glColor4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)\r
+{\r
+       _ptrc_glColor4ub = (PFN_PTRC_GLCOLOR4UBPROC)IntGetProcAddress("glColor4ub");\r
+       _ptrc_glColor4ub(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4ubv(const GLubyte * v)\r
+{\r
+       _ptrc_glColor4ubv = (PFN_PTRC_GLCOLOR4UBVPROC)IntGetProcAddress("glColor4ubv");\r
+       _ptrc_glColor4ubv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)\r
+{\r
+       _ptrc_glColor4ui = (PFN_PTRC_GLCOLOR4UIPROC)IntGetProcAddress("glColor4ui");\r
+       _ptrc_glColor4ui(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4uiv(const GLuint * v)\r
+{\r
+       _ptrc_glColor4uiv = (PFN_PTRC_GLCOLOR4UIVPROC)IntGetProcAddress("glColor4uiv");\r
+       _ptrc_glColor4uiv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)\r
+{\r
+       _ptrc_glColor4us = (PFN_PTRC_GLCOLOR4USPROC)IntGetProcAddress("glColor4us");\r
+       _ptrc_glColor4us(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4usv(const GLushort * v)\r
+{\r
+       _ptrc_glColor4usv = (PFN_PTRC_GLCOLOR4USVPROC)IntGetProcAddress("glColor4usv");\r
+       _ptrc_glColor4usv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)\r
+{\r
+       _ptrc_glColorMask = (PFN_PTRC_GLCOLORMASKPROC)IntGetProcAddress("glColorMask");\r
+       _ptrc_glColorMask(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorMaterial(GLenum face, GLenum mode)\r
+{\r
+       _ptrc_glColorMaterial = (PFN_PTRC_GLCOLORMATERIALPROC)IntGetProcAddress("glColorMaterial");\r
+       _ptrc_glColorMaterial(face, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)\r
+{\r
+       _ptrc_glCopyPixels = (PFN_PTRC_GLCOPYPIXELSPROC)IntGetProcAddress("glCopyPixels");\r
+       _ptrc_glCopyPixels(x, y, width, height, type);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CullFace(GLenum mode)\r
+{\r
+       _ptrc_glCullFace = (PFN_PTRC_GLCULLFACEPROC)IntGetProcAddress("glCullFace");\r
+       _ptrc_glCullFace(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteLists(GLuint list, GLsizei range)\r
+{\r
+       _ptrc_glDeleteLists = (PFN_PTRC_GLDELETELISTSPROC)IntGetProcAddress("glDeleteLists");\r
+       _ptrc_glDeleteLists(list, range);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DepthFunc(GLenum func)\r
+{\r
+       _ptrc_glDepthFunc = (PFN_PTRC_GLDEPTHFUNCPROC)IntGetProcAddress("glDepthFunc");\r
+       _ptrc_glDepthFunc(func);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DepthMask(GLboolean flag)\r
+{\r
+       _ptrc_glDepthMask = (PFN_PTRC_GLDEPTHMASKPROC)IntGetProcAddress("glDepthMask");\r
+       _ptrc_glDepthMask(flag);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DepthRange(GLdouble ren_near, GLdouble ren_far)\r
+{\r
+       _ptrc_glDepthRange = (PFN_PTRC_GLDEPTHRANGEPROC)IntGetProcAddress("glDepthRange");\r
+       _ptrc_glDepthRange(ren_near, ren_far);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Disable(GLenum cap)\r
+{\r
+       _ptrc_glDisable = (PFN_PTRC_GLDISABLEPROC)IntGetProcAddress("glDisable");\r
+       _ptrc_glDisable(cap);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffer(GLenum mode)\r
+{\r
+       _ptrc_glDrawBuffer = (PFN_PTRC_GLDRAWBUFFERPROC)IntGetProcAddress("glDrawBuffer");\r
+       _ptrc_glDrawBuffer(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glDrawPixels = (PFN_PTRC_GLDRAWPIXELSPROC)IntGetProcAddress("glDrawPixels");\r
+       _ptrc_glDrawPixels(width, height, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlag(GLboolean flag)\r
+{\r
+       _ptrc_glEdgeFlag = (PFN_PTRC_GLEDGEFLAGPROC)IntGetProcAddress("glEdgeFlag");\r
+       _ptrc_glEdgeFlag(flag);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagv(const GLboolean * flag)\r
+{\r
+       _ptrc_glEdgeFlagv = (PFN_PTRC_GLEDGEFLAGVPROC)IntGetProcAddress("glEdgeFlagv");\r
+       _ptrc_glEdgeFlagv(flag);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Enable(GLenum cap)\r
+{\r
+       _ptrc_glEnable = (PFN_PTRC_GLENABLEPROC)IntGetProcAddress("glEnable");\r
+       _ptrc_glEnable(cap);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_End()\r
+{\r
+       _ptrc_glEnd = (PFN_PTRC_GLENDPROC)IntGetProcAddress("glEnd");\r
+       _ptrc_glEnd();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndList()\r
+{\r
+       _ptrc_glEndList = (PFN_PTRC_GLENDLISTPROC)IntGetProcAddress("glEndList");\r
+       _ptrc_glEndList();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1d(GLdouble u)\r
+{\r
+       _ptrc_glEvalCoord1d = (PFN_PTRC_GLEVALCOORD1DPROC)IntGetProcAddress("glEvalCoord1d");\r
+       _ptrc_glEvalCoord1d(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1dv(const GLdouble * u)\r
+{\r
+       _ptrc_glEvalCoord1dv = (PFN_PTRC_GLEVALCOORD1DVPROC)IntGetProcAddress("glEvalCoord1dv");\r
+       _ptrc_glEvalCoord1dv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1f(GLfloat u)\r
+{\r
+       _ptrc_glEvalCoord1f = (PFN_PTRC_GLEVALCOORD1FPROC)IntGetProcAddress("glEvalCoord1f");\r
+       _ptrc_glEvalCoord1f(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1fv(const GLfloat * u)\r
+{\r
+       _ptrc_glEvalCoord1fv = (PFN_PTRC_GLEVALCOORD1FVPROC)IntGetProcAddress("glEvalCoord1fv");\r
+       _ptrc_glEvalCoord1fv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2d(GLdouble u, GLdouble v)\r
+{\r
+       _ptrc_glEvalCoord2d = (PFN_PTRC_GLEVALCOORD2DPROC)IntGetProcAddress("glEvalCoord2d");\r
+       _ptrc_glEvalCoord2d(u, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2dv(const GLdouble * u)\r
+{\r
+       _ptrc_glEvalCoord2dv = (PFN_PTRC_GLEVALCOORD2DVPROC)IntGetProcAddress("glEvalCoord2dv");\r
+       _ptrc_glEvalCoord2dv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2f(GLfloat u, GLfloat v)\r
+{\r
+       _ptrc_glEvalCoord2f = (PFN_PTRC_GLEVALCOORD2FPROC)IntGetProcAddress("glEvalCoord2f");\r
+       _ptrc_glEvalCoord2f(u, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2fv(const GLfloat * u)\r
+{\r
+       _ptrc_glEvalCoord2fv = (PFN_PTRC_GLEVALCOORD2FVPROC)IntGetProcAddress("glEvalCoord2fv");\r
+       _ptrc_glEvalCoord2fv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh1(GLenum mode, GLint i1, GLint i2)\r
+{\r
+       _ptrc_glEvalMesh1 = (PFN_PTRC_GLEVALMESH1PROC)IntGetProcAddress("glEvalMesh1");\r
+       _ptrc_glEvalMesh1(mode, i1, i2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)\r
+{\r
+       _ptrc_glEvalMesh2 = (PFN_PTRC_GLEVALMESH2PROC)IntGetProcAddress("glEvalMesh2");\r
+       _ptrc_glEvalMesh2(mode, i1, i2, j1, j2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint1(GLint i)\r
+{\r
+       _ptrc_glEvalPoint1 = (PFN_PTRC_GLEVALPOINT1PROC)IntGetProcAddress("glEvalPoint1");\r
+       _ptrc_glEvalPoint1(i);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint2(GLint i, GLint j)\r
+{\r
+       _ptrc_glEvalPoint2 = (PFN_PTRC_GLEVALPOINT2PROC)IntGetProcAddress("glEvalPoint2");\r
+       _ptrc_glEvalPoint2(i, j);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer)\r
+{\r
+       _ptrc_glFeedbackBuffer = (PFN_PTRC_GLFEEDBACKBUFFERPROC)IntGetProcAddress("glFeedbackBuffer");\r
+       _ptrc_glFeedbackBuffer(size, type, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Finish()\r
+{\r
+       _ptrc_glFinish = (PFN_PTRC_GLFINISHPROC)IntGetProcAddress("glFinish");\r
+       _ptrc_glFinish();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Flush()\r
+{\r
+       _ptrc_glFlush = (PFN_PTRC_GLFLUSHPROC)IntGetProcAddress("glFlush");\r
+       _ptrc_glFlush();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogf(GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glFogf = (PFN_PTRC_GLFOGFPROC)IntGetProcAddress("glFogf");\r
+       _ptrc_glFogf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogfv(GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glFogfv = (PFN_PTRC_GLFOGFVPROC)IntGetProcAddress("glFogfv");\r
+       _ptrc_glFogfv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogi(GLenum pname, GLint param)\r
+{\r
+       _ptrc_glFogi = (PFN_PTRC_GLFOGIPROC)IntGetProcAddress("glFogi");\r
+       _ptrc_glFogi(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogiv(GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glFogiv = (PFN_PTRC_GLFOGIVPROC)IntGetProcAddress("glFogiv");\r
+       _ptrc_glFogiv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FrontFace(GLenum mode)\r
+{\r
+       _ptrc_glFrontFace = (PFN_PTRC_GLFRONTFACEPROC)IntGetProcAddress("glFrontFace");\r
+       _ptrc_glFrontFace(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)\r
+{\r
+       _ptrc_glFrustum = (PFN_PTRC_GLFRUSTUMPROC)IntGetProcAddress("glFrustum");\r
+       _ptrc_glFrustum(left, right, bottom, top, zNear, zFar);\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_GenLists(GLsizei range)\r
+{\r
+       _ptrc_glGenLists = (PFN_PTRC_GLGENLISTSPROC)IntGetProcAddress("glGenLists");\r
+       return _ptrc_glGenLists(range);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBooleanv(GLenum pname, GLboolean * params)\r
+{\r
+       _ptrc_glGetBooleanv = (PFN_PTRC_GLGETBOOLEANVPROC)IntGetProcAddress("glGetBooleanv");\r
+       _ptrc_glGetBooleanv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetClipPlane(GLenum plane, GLdouble * equation)\r
+{\r
+       _ptrc_glGetClipPlane = (PFN_PTRC_GLGETCLIPPLANEPROC)IntGetProcAddress("glGetClipPlane");\r
+       _ptrc_glGetClipPlane(plane, equation);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetDoublev(GLenum pname, GLdouble * params)\r
+{\r
+       _ptrc_glGetDoublev = (PFN_PTRC_GLGETDOUBLEVPROC)IntGetProcAddress("glGetDoublev");\r
+       _ptrc_glGetDoublev(pname, params);\r
+}\r
+\r
+static GLenum CODEGEN_FUNCPTR Switch_GetError()\r
+{\r
+       _ptrc_glGetError = (PFN_PTRC_GLGETERRORPROC)IntGetProcAddress("glGetError");\r
+       return _ptrc_glGetError();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetFloatv(GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetFloatv = (PFN_PTRC_GLGETFLOATVPROC)IntGetProcAddress("glGetFloatv");\r
+       _ptrc_glGetFloatv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetIntegerv(GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetIntegerv = (PFN_PTRC_GLGETINTEGERVPROC)IntGetProcAddress("glGetIntegerv");\r
+       _ptrc_glGetIntegerv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetLightfv(GLenum light, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetLightfv = (PFN_PTRC_GLGETLIGHTFVPROC)IntGetProcAddress("glGetLightfv");\r
+       _ptrc_glGetLightfv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetLightiv(GLenum light, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetLightiv = (PFN_PTRC_GLGETLIGHTIVPROC)IntGetProcAddress("glGetLightiv");\r
+       _ptrc_glGetLightiv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMapdv(GLenum target, GLenum query, GLdouble * v)\r
+{\r
+       _ptrc_glGetMapdv = (PFN_PTRC_GLGETMAPDVPROC)IntGetProcAddress("glGetMapdv");\r
+       _ptrc_glGetMapdv(target, query, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMapfv(GLenum target, GLenum query, GLfloat * v)\r
+{\r
+       _ptrc_glGetMapfv = (PFN_PTRC_GLGETMAPFVPROC)IntGetProcAddress("glGetMapfv");\r
+       _ptrc_glGetMapfv(target, query, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMapiv(GLenum target, GLenum query, GLint * v)\r
+{\r
+       _ptrc_glGetMapiv = (PFN_PTRC_GLGETMAPIVPROC)IntGetProcAddress("glGetMapiv");\r
+       _ptrc_glGetMapiv(target, query, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialfv(GLenum face, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetMaterialfv = (PFN_PTRC_GLGETMATERIALFVPROC)IntGetProcAddress("glGetMaterialfv");\r
+       _ptrc_glGetMaterialfv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialiv(GLenum face, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetMaterialiv = (PFN_PTRC_GLGETMATERIALIVPROC)IntGetProcAddress("glGetMaterialiv");\r
+       _ptrc_glGetMaterialiv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapfv(GLenum map, GLfloat * values)\r
+{\r
+       _ptrc_glGetPixelMapfv = (PFN_PTRC_GLGETPIXELMAPFVPROC)IntGetProcAddress("glGetPixelMapfv");\r
+       _ptrc_glGetPixelMapfv(map, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapuiv(GLenum map, GLuint * values)\r
+{\r
+       _ptrc_glGetPixelMapuiv = (PFN_PTRC_GLGETPIXELMAPUIVPROC)IntGetProcAddress("glGetPixelMapuiv");\r
+       _ptrc_glGetPixelMapuiv(map, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapusv(GLenum map, GLushort * values)\r
+{\r
+       _ptrc_glGetPixelMapusv = (PFN_PTRC_GLGETPIXELMAPUSVPROC)IntGetProcAddress("glGetPixelMapusv");\r
+       _ptrc_glGetPixelMapusv(map, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPolygonStipple(GLubyte * mask)\r
+{\r
+       _ptrc_glGetPolygonStipple = (PFN_PTRC_GLGETPOLYGONSTIPPLEPROC)IntGetProcAddress("glGetPolygonStipple");\r
+       _ptrc_glGetPolygonStipple(mask);\r
+}\r
+\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetString(GLenum name)\r
+{\r
+       _ptrc_glGetString = (PFN_PTRC_GLGETSTRINGPROC)IntGetProcAddress("glGetString");\r
+       return _ptrc_glGetString(name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnvfv(GLenum target, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetTexEnvfv = (PFN_PTRC_GLGETTEXENVFVPROC)IntGetProcAddress("glGetTexEnvfv");\r
+       _ptrc_glGetTexEnvfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnviv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetTexEnviv = (PFN_PTRC_GLGETTEXENVIVPROC)IntGetProcAddress("glGetTexEnviv");\r
+       _ptrc_glGetTexEnviv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexGendv(GLenum coord, GLenum pname, GLdouble * params)\r
+{\r
+       _ptrc_glGetTexGendv = (PFN_PTRC_GLGETTEXGENDVPROC)IntGetProcAddress("glGetTexGendv");\r
+       _ptrc_glGetTexGendv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexGenfv(GLenum coord, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetTexGenfv = (PFN_PTRC_GLGETTEXGENFVPROC)IntGetProcAddress("glGetTexGenfv");\r
+       _ptrc_glGetTexGenfv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexGeniv(GLenum coord, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetTexGeniv = (PFN_PTRC_GLGETTEXGENIVPROC)IntGetProcAddress("glGetTexGeniv");\r
+       _ptrc_glGetTexGeniv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels)\r
+{\r
+       _ptrc_glGetTexImage = (PFN_PTRC_GLGETTEXIMAGEPROC)IntGetProcAddress("glGetTexImage");\r
+       _ptrc_glGetTexImage(target, level, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetTexLevelParameterfv = (PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC)IntGetProcAddress("glGetTexLevelParameterfv");\r
+       _ptrc_glGetTexLevelParameterfv(target, level, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetTexLevelParameteriv = (PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC)IntGetProcAddress("glGetTexLevelParameteriv");\r
+       _ptrc_glGetTexLevelParameteriv(target, level, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterfv(GLenum target, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetTexParameterfv = (PFN_PTRC_GLGETTEXPARAMETERFVPROC)IntGetProcAddress("glGetTexParameterfv");\r
+       _ptrc_glGetTexParameterfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameteriv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetTexParameteriv = (PFN_PTRC_GLGETTEXPARAMETERIVPROC)IntGetProcAddress("glGetTexParameteriv");\r
+       _ptrc_glGetTexParameteriv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Hint(GLenum target, GLenum mode)\r
+{\r
+       _ptrc_glHint = (PFN_PTRC_GLHINTPROC)IntGetProcAddress("glHint");\r
+       _ptrc_glHint(target, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_IndexMask(GLuint mask)\r
+{\r
+       _ptrc_glIndexMask = (PFN_PTRC_GLINDEXMASKPROC)IntGetProcAddress("glIndexMask");\r
+       _ptrc_glIndexMask(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexd(GLdouble c)\r
+{\r
+       _ptrc_glIndexd = (PFN_PTRC_GLINDEXDPROC)IntGetProcAddress("glIndexd");\r
+       _ptrc_glIndexd(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexdv(const GLdouble * c)\r
+{\r
+       _ptrc_glIndexdv = (PFN_PTRC_GLINDEXDVPROC)IntGetProcAddress("glIndexdv");\r
+       _ptrc_glIndexdv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexf(GLfloat c)\r
+{\r
+       _ptrc_glIndexf = (PFN_PTRC_GLINDEXFPROC)IntGetProcAddress("glIndexf");\r
+       _ptrc_glIndexf(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexfv(const GLfloat * c)\r
+{\r
+       _ptrc_glIndexfv = (PFN_PTRC_GLINDEXFVPROC)IntGetProcAddress("glIndexfv");\r
+       _ptrc_glIndexfv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexi(GLint c)\r
+{\r
+       _ptrc_glIndexi = (PFN_PTRC_GLINDEXIPROC)IntGetProcAddress("glIndexi");\r
+       _ptrc_glIndexi(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexiv(const GLint * c)\r
+{\r
+       _ptrc_glIndexiv = (PFN_PTRC_GLINDEXIVPROC)IntGetProcAddress("glIndexiv");\r
+       _ptrc_glIndexiv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexs(GLshort c)\r
+{\r
+       _ptrc_glIndexs = (PFN_PTRC_GLINDEXSPROC)IntGetProcAddress("glIndexs");\r
+       _ptrc_glIndexs(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexsv(const GLshort * c)\r
+{\r
+       _ptrc_glIndexsv = (PFN_PTRC_GLINDEXSVPROC)IntGetProcAddress("glIndexsv");\r
+       _ptrc_glIndexsv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_InitNames()\r
+{\r
+       _ptrc_glInitNames = (PFN_PTRC_GLINITNAMESPROC)IntGetProcAddress("glInitNames");\r
+       _ptrc_glInitNames();\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabled(GLenum cap)\r
+{\r
+       _ptrc_glIsEnabled = (PFN_PTRC_GLISENABLEDPROC)IntGetProcAddress("glIsEnabled");\r
+       return _ptrc_glIsEnabled(cap);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsList(GLuint list)\r
+{\r
+       _ptrc_glIsList = (PFN_PTRC_GLISLISTPROC)IntGetProcAddress("glIsList");\r
+       return _ptrc_glIsList(list);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModelf(GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glLightModelf = (PFN_PTRC_GLLIGHTMODELFPROC)IntGetProcAddress("glLightModelf");\r
+       _ptrc_glLightModelf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModelfv(GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glLightModelfv = (PFN_PTRC_GLLIGHTMODELFVPROC)IntGetProcAddress("glLightModelfv");\r
+       _ptrc_glLightModelfv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModeli(GLenum pname, GLint param)\r
+{\r
+       _ptrc_glLightModeli = (PFN_PTRC_GLLIGHTMODELIPROC)IntGetProcAddress("glLightModeli");\r
+       _ptrc_glLightModeli(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModeliv(GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glLightModeliv = (PFN_PTRC_GLLIGHTMODELIVPROC)IntGetProcAddress("glLightModeliv");\r
+       _ptrc_glLightModeliv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lightf(GLenum light, GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glLightf = (PFN_PTRC_GLLIGHTFPROC)IntGetProcAddress("glLightf");\r
+       _ptrc_glLightf(light, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lightfv(GLenum light, GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glLightfv = (PFN_PTRC_GLLIGHTFVPROC)IntGetProcAddress("glLightfv");\r
+       _ptrc_glLightfv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lighti(GLenum light, GLenum pname, GLint param)\r
+{\r
+       _ptrc_glLighti = (PFN_PTRC_GLLIGHTIPROC)IntGetProcAddress("glLighti");\r
+       _ptrc_glLighti(light, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lightiv(GLenum light, GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glLightiv = (PFN_PTRC_GLLIGHTIVPROC)IntGetProcAddress("glLightiv");\r
+       _ptrc_glLightiv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LineStipple(GLint factor, GLushort pattern)\r
+{\r
+       _ptrc_glLineStipple = (PFN_PTRC_GLLINESTIPPLEPROC)IntGetProcAddress("glLineStipple");\r
+       _ptrc_glLineStipple(factor, pattern);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LineWidth(GLfloat width)\r
+{\r
+       _ptrc_glLineWidth = (PFN_PTRC_GLLINEWIDTHPROC)IntGetProcAddress("glLineWidth");\r
+       _ptrc_glLineWidth(width);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ListBase(GLuint base)\r
+{\r
+       _ptrc_glListBase = (PFN_PTRC_GLLISTBASEPROC)IntGetProcAddress("glListBase");\r
+       _ptrc_glListBase(base);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadIdentity()\r
+{\r
+       _ptrc_glLoadIdentity = (PFN_PTRC_GLLOADIDENTITYPROC)IntGetProcAddress("glLoadIdentity");\r
+       _ptrc_glLoadIdentity();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixd(const GLdouble * m)\r
+{\r
+       _ptrc_glLoadMatrixd = (PFN_PTRC_GLLOADMATRIXDPROC)IntGetProcAddress("glLoadMatrixd");\r
+       _ptrc_glLoadMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixf(const GLfloat * m)\r
+{\r
+       _ptrc_glLoadMatrixf = (PFN_PTRC_GLLOADMATRIXFPROC)IntGetProcAddress("glLoadMatrixf");\r
+       _ptrc_glLoadMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadName(GLuint name)\r
+{\r
+       _ptrc_glLoadName = (PFN_PTRC_GLLOADNAMEPROC)IntGetProcAddress("glLoadName");\r
+       _ptrc_glLoadName(name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LogicOp(GLenum opcode)\r
+{\r
+       _ptrc_glLogicOp = (PFN_PTRC_GLLOGICOPPROC)IntGetProcAddress("glLogicOp");\r
+       _ptrc_glLogicOp(opcode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points)\r
+{\r
+       _ptrc_glMap1d = (PFN_PTRC_GLMAP1DPROC)IntGetProcAddress("glMap1d");\r
+       _ptrc_glMap1d(target, u1, u2, stride, order, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points)\r
+{\r
+       _ptrc_glMap1f = (PFN_PTRC_GLMAP1FPROC)IntGetProcAddress("glMap1f");\r
+       _ptrc_glMap1f(target, u1, u2, stride, order, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points)\r
+{\r
+       _ptrc_glMap2d = (PFN_PTRC_GLMAP2DPROC)IntGetProcAddress("glMap2d");\r
+       _ptrc_glMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points)\r
+{\r
+       _ptrc_glMap2f = (PFN_PTRC_GLMAP2FPROC)IntGetProcAddress("glMap2f");\r
+       _ptrc_glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1d(GLint un, GLdouble u1, GLdouble u2)\r
+{\r
+       _ptrc_glMapGrid1d = (PFN_PTRC_GLMAPGRID1DPROC)IntGetProcAddress("glMapGrid1d");\r
+       _ptrc_glMapGrid1d(un, u1, u2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1f(GLint un, GLfloat u1, GLfloat u2)\r
+{\r
+       _ptrc_glMapGrid1f = (PFN_PTRC_GLMAPGRID1FPROC)IntGetProcAddress("glMapGrid1f");\r
+       _ptrc_glMapGrid1f(un, u1, u2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)\r
+{\r
+       _ptrc_glMapGrid2d = (PFN_PTRC_GLMAPGRID2DPROC)IntGetProcAddress("glMapGrid2d");\r
+       _ptrc_glMapGrid2d(un, u1, u2, vn, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)\r
+{\r
+       _ptrc_glMapGrid2f = (PFN_PTRC_GLMAPGRID2FPROC)IntGetProcAddress("glMapGrid2f");\r
+       _ptrc_glMapGrid2f(un, u1, u2, vn, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materialf(GLenum face, GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glMaterialf = (PFN_PTRC_GLMATERIALFPROC)IntGetProcAddress("glMaterialf");\r
+       _ptrc_glMaterialf(face, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materialfv(GLenum face, GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glMaterialfv = (PFN_PTRC_GLMATERIALFVPROC)IntGetProcAddress("glMaterialfv");\r
+       _ptrc_glMaterialfv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materiali(GLenum face, GLenum pname, GLint param)\r
+{\r
+       _ptrc_glMateriali = (PFN_PTRC_GLMATERIALIPROC)IntGetProcAddress("glMateriali");\r
+       _ptrc_glMateriali(face, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materialiv(GLenum face, GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glMaterialiv = (PFN_PTRC_GLMATERIALIVPROC)IntGetProcAddress("glMaterialiv");\r
+       _ptrc_glMaterialiv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MatrixMode(GLenum mode)\r
+{\r
+       _ptrc_glMatrixMode = (PFN_PTRC_GLMATRIXMODEPROC)IntGetProcAddress("glMatrixMode");\r
+       _ptrc_glMatrixMode(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixd(const GLdouble * m)\r
+{\r
+       _ptrc_glMultMatrixd = (PFN_PTRC_GLMULTMATRIXDPROC)IntGetProcAddress("glMultMatrixd");\r
+       _ptrc_glMultMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixf(const GLfloat * m)\r
+{\r
+       _ptrc_glMultMatrixf = (PFN_PTRC_GLMULTMATRIXFPROC)IntGetProcAddress("glMultMatrixf");\r
+       _ptrc_glMultMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_NewList(GLuint list, GLenum mode)\r
+{\r
+       _ptrc_glNewList = (PFN_PTRC_GLNEWLISTPROC)IntGetProcAddress("glNewList");\r
+       _ptrc_glNewList(list, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3b(GLbyte nx, GLbyte ny, GLbyte nz)\r
+{\r
+       _ptrc_glNormal3b = (PFN_PTRC_GLNORMAL3BPROC)IntGetProcAddress("glNormal3b");\r
+       _ptrc_glNormal3b(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3bv(const GLbyte * v)\r
+{\r
+       _ptrc_glNormal3bv = (PFN_PTRC_GLNORMAL3BVPROC)IntGetProcAddress("glNormal3bv");\r
+       _ptrc_glNormal3bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3d(GLdouble nx, GLdouble ny, GLdouble nz)\r
+{\r
+       _ptrc_glNormal3d = (PFN_PTRC_GLNORMAL3DPROC)IntGetProcAddress("glNormal3d");\r
+       _ptrc_glNormal3d(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glNormal3dv = (PFN_PTRC_GLNORMAL3DVPROC)IntGetProcAddress("glNormal3dv");\r
+       _ptrc_glNormal3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3f(GLfloat nx, GLfloat ny, GLfloat nz)\r
+{\r
+       _ptrc_glNormal3f = (PFN_PTRC_GLNORMAL3FPROC)IntGetProcAddress("glNormal3f");\r
+       _ptrc_glNormal3f(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glNormal3fv = (PFN_PTRC_GLNORMAL3FVPROC)IntGetProcAddress("glNormal3fv");\r
+       _ptrc_glNormal3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3i(GLint nx, GLint ny, GLint nz)\r
+{\r
+       _ptrc_glNormal3i = (PFN_PTRC_GLNORMAL3IPROC)IntGetProcAddress("glNormal3i");\r
+       _ptrc_glNormal3i(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3iv(const GLint * v)\r
+{\r
+       _ptrc_glNormal3iv = (PFN_PTRC_GLNORMAL3IVPROC)IntGetProcAddress("glNormal3iv");\r
+       _ptrc_glNormal3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3s(GLshort nx, GLshort ny, GLshort nz)\r
+{\r
+       _ptrc_glNormal3s = (PFN_PTRC_GLNORMAL3SPROC)IntGetProcAddress("glNormal3s");\r
+       _ptrc_glNormal3s(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3sv(const GLshort * v)\r
+{\r
+       _ptrc_glNormal3sv = (PFN_PTRC_GLNORMAL3SVPROC)IntGetProcAddress("glNormal3sv");\r
+       _ptrc_glNormal3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)\r
+{\r
+       _ptrc_glOrtho = (PFN_PTRC_GLORTHOPROC)IntGetProcAddress("glOrtho");\r
+       _ptrc_glOrtho(left, right, bottom, top, zNear, zFar);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PassThrough(GLfloat token)\r
+{\r
+       _ptrc_glPassThrough = (PFN_PTRC_GLPASSTHROUGHPROC)IntGetProcAddress("glPassThrough");\r
+       _ptrc_glPassThrough(token);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values)\r
+{\r
+       _ptrc_glPixelMapfv = (PFN_PTRC_GLPIXELMAPFVPROC)IntGetProcAddress("glPixelMapfv");\r
+       _ptrc_glPixelMapfv(map, mapsize, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values)\r
+{\r
+       _ptrc_glPixelMapuiv = (PFN_PTRC_GLPIXELMAPUIVPROC)IntGetProcAddress("glPixelMapuiv");\r
+       _ptrc_glPixelMapuiv(map, mapsize, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values)\r
+{\r
+       _ptrc_glPixelMapusv = (PFN_PTRC_GLPIXELMAPUSVPROC)IntGetProcAddress("glPixelMapusv");\r
+       _ptrc_glPixelMapusv(map, mapsize, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelStoref(GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glPixelStoref = (PFN_PTRC_GLPIXELSTOREFPROC)IntGetProcAddress("glPixelStoref");\r
+       _ptrc_glPixelStoref(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelStorei(GLenum pname, GLint param)\r
+{\r
+       _ptrc_glPixelStorei = (PFN_PTRC_GLPIXELSTOREIPROC)IntGetProcAddress("glPixelStorei");\r
+       _ptrc_glPixelStorei(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferf(GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glPixelTransferf = (PFN_PTRC_GLPIXELTRANSFERFPROC)IntGetProcAddress("glPixelTransferf");\r
+       _ptrc_glPixelTransferf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferi(GLenum pname, GLint param)\r
+{\r
+       _ptrc_glPixelTransferi = (PFN_PTRC_GLPIXELTRANSFERIPROC)IntGetProcAddress("glPixelTransferi");\r
+       _ptrc_glPixelTransferi(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelZoom(GLfloat xfactor, GLfloat yfactor)\r
+{\r
+       _ptrc_glPixelZoom = (PFN_PTRC_GLPIXELZOOMPROC)IntGetProcAddress("glPixelZoom");\r
+       _ptrc_glPixelZoom(xfactor, yfactor);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointSize(GLfloat size)\r
+{\r
+       _ptrc_glPointSize = (PFN_PTRC_GLPOINTSIZEPROC)IntGetProcAddress("glPointSize");\r
+       _ptrc_glPointSize(size);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PolygonMode(GLenum face, GLenum mode)\r
+{\r
+       _ptrc_glPolygonMode = (PFN_PTRC_GLPOLYGONMODEPROC)IntGetProcAddress("glPolygonMode");\r
+       _ptrc_glPolygonMode(face, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PolygonStipple(const GLubyte * mask)\r
+{\r
+       _ptrc_glPolygonStipple = (PFN_PTRC_GLPOLYGONSTIPPLEPROC)IntGetProcAddress("glPolygonStipple");\r
+       _ptrc_glPolygonStipple(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopAttrib()\r
+{\r
+       _ptrc_glPopAttrib = (PFN_PTRC_GLPOPATTRIBPROC)IntGetProcAddress("glPopAttrib");\r
+       _ptrc_glPopAttrib();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopMatrix()\r
+{\r
+       _ptrc_glPopMatrix = (PFN_PTRC_GLPOPMATRIXPROC)IntGetProcAddress("glPopMatrix");\r
+       _ptrc_glPopMatrix();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopName()\r
+{\r
+       _ptrc_glPopName = (PFN_PTRC_GLPOPNAMEPROC)IntGetProcAddress("glPopName");\r
+       _ptrc_glPopName();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushAttrib(GLbitfield mask)\r
+{\r
+       _ptrc_glPushAttrib = (PFN_PTRC_GLPUSHATTRIBPROC)IntGetProcAddress("glPushAttrib");\r
+       _ptrc_glPushAttrib(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushMatrix()\r
+{\r
+       _ptrc_glPushMatrix = (PFN_PTRC_GLPUSHMATRIXPROC)IntGetProcAddress("glPushMatrix");\r
+       _ptrc_glPushMatrix();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushName(GLuint name)\r
+{\r
+       _ptrc_glPushName = (PFN_PTRC_GLPUSHNAMEPROC)IntGetProcAddress("glPushName");\r
+       _ptrc_glPushName(name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2d(GLdouble x, GLdouble y)\r
+{\r
+       _ptrc_glRasterPos2d = (PFN_PTRC_GLRASTERPOS2DPROC)IntGetProcAddress("glRasterPos2d");\r
+       _ptrc_glRasterPos2d(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2dv(const GLdouble * v)\r
+{\r
+       _ptrc_glRasterPos2dv = (PFN_PTRC_GLRASTERPOS2DVPROC)IntGetProcAddress("glRasterPos2dv");\r
+       _ptrc_glRasterPos2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2f(GLfloat x, GLfloat y)\r
+{\r
+       _ptrc_glRasterPos2f = (PFN_PTRC_GLRASTERPOS2FPROC)IntGetProcAddress("glRasterPos2f");\r
+       _ptrc_glRasterPos2f(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2fv(const GLfloat * v)\r
+{\r
+       _ptrc_glRasterPos2fv = (PFN_PTRC_GLRASTERPOS2FVPROC)IntGetProcAddress("glRasterPos2fv");\r
+       _ptrc_glRasterPos2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2i(GLint x, GLint y)\r
+{\r
+       _ptrc_glRasterPos2i = (PFN_PTRC_GLRASTERPOS2IPROC)IntGetProcAddress("glRasterPos2i");\r
+       _ptrc_glRasterPos2i(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2iv(const GLint * v)\r
+{\r
+       _ptrc_glRasterPos2iv = (PFN_PTRC_GLRASTERPOS2IVPROC)IntGetProcAddress("glRasterPos2iv");\r
+       _ptrc_glRasterPos2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2s(GLshort x, GLshort y)\r
+{\r
+       _ptrc_glRasterPos2s = (PFN_PTRC_GLRASTERPOS2SPROC)IntGetProcAddress("glRasterPos2s");\r
+       _ptrc_glRasterPos2s(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2sv(const GLshort * v)\r
+{\r
+       _ptrc_glRasterPos2sv = (PFN_PTRC_GLRASTERPOS2SVPROC)IntGetProcAddress("glRasterPos2sv");\r
+       _ptrc_glRasterPos2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glRasterPos3d = (PFN_PTRC_GLRASTERPOS3DPROC)IntGetProcAddress("glRasterPos3d");\r
+       _ptrc_glRasterPos3d(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glRasterPos3dv = (PFN_PTRC_GLRASTERPOS3DVPROC)IntGetProcAddress("glRasterPos3dv");\r
+       _ptrc_glRasterPos3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glRasterPos3f = (PFN_PTRC_GLRASTERPOS3FPROC)IntGetProcAddress("glRasterPos3f");\r
+       _ptrc_glRasterPos3f(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glRasterPos3fv = (PFN_PTRC_GLRASTERPOS3FVPROC)IntGetProcAddress("glRasterPos3fv");\r
+       _ptrc_glRasterPos3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3i(GLint x, GLint y, GLint z)\r
+{\r
+       _ptrc_glRasterPos3i = (PFN_PTRC_GLRASTERPOS3IPROC)IntGetProcAddress("glRasterPos3i");\r
+       _ptrc_glRasterPos3i(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3iv(const GLint * v)\r
+{\r
+       _ptrc_glRasterPos3iv = (PFN_PTRC_GLRASTERPOS3IVPROC)IntGetProcAddress("glRasterPos3iv");\r
+       _ptrc_glRasterPos3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3s(GLshort x, GLshort y, GLshort z)\r
+{\r
+       _ptrc_glRasterPos3s = (PFN_PTRC_GLRASTERPOS3SPROC)IntGetProcAddress("glRasterPos3s");\r
+       _ptrc_glRasterPos3s(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3sv(const GLshort * v)\r
+{\r
+       _ptrc_glRasterPos3sv = (PFN_PTRC_GLRASTERPOS3SVPROC)IntGetProcAddress("glRasterPos3sv");\r
+       _ptrc_glRasterPos3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)\r
+{\r
+       _ptrc_glRasterPos4d = (PFN_PTRC_GLRASTERPOS4DPROC)IntGetProcAddress("glRasterPos4d");\r
+       _ptrc_glRasterPos4d(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4dv(const GLdouble * v)\r
+{\r
+       _ptrc_glRasterPos4dv = (PFN_PTRC_GLRASTERPOS4DVPROC)IntGetProcAddress("glRasterPos4dv");\r
+       _ptrc_glRasterPos4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)\r
+{\r
+       _ptrc_glRasterPos4f = (PFN_PTRC_GLRASTERPOS4FPROC)IntGetProcAddress("glRasterPos4f");\r
+       _ptrc_glRasterPos4f(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4fv(const GLfloat * v)\r
+{\r
+       _ptrc_glRasterPos4fv = (PFN_PTRC_GLRASTERPOS4FVPROC)IntGetProcAddress("glRasterPos4fv");\r
+       _ptrc_glRasterPos4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4i(GLint x, GLint y, GLint z, GLint w)\r
+{\r
+       _ptrc_glRasterPos4i = (PFN_PTRC_GLRASTERPOS4IPROC)IntGetProcAddress("glRasterPos4i");\r
+       _ptrc_glRasterPos4i(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4iv(const GLint * v)\r
+{\r
+       _ptrc_glRasterPos4iv = (PFN_PTRC_GLRASTERPOS4IVPROC)IntGetProcAddress("glRasterPos4iv");\r
+       _ptrc_glRasterPos4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)\r
+{\r
+       _ptrc_glRasterPos4s = (PFN_PTRC_GLRASTERPOS4SPROC)IntGetProcAddress("glRasterPos4s");\r
+       _ptrc_glRasterPos4s(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4sv(const GLshort * v)\r
+{\r
+       _ptrc_glRasterPos4sv = (PFN_PTRC_GLRASTERPOS4SVPROC)IntGetProcAddress("glRasterPos4sv");\r
+       _ptrc_glRasterPos4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ReadBuffer(GLenum mode)\r
+{\r
+       _ptrc_glReadBuffer = (PFN_PTRC_GLREADBUFFERPROC)IntGetProcAddress("glReadBuffer");\r
+       _ptrc_glReadBuffer(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels)\r
+{\r
+       _ptrc_glReadPixels = (PFN_PTRC_GLREADPIXELSPROC)IntGetProcAddress("glReadPixels");\r
+       _ptrc_glReadPixels(x, y, width, height, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)\r
+{\r
+       _ptrc_glRectd = (PFN_PTRC_GLRECTDPROC)IntGetProcAddress("glRectd");\r
+       _ptrc_glRectd(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectdv(const GLdouble * v1, const GLdouble * v2)\r
+{\r
+       _ptrc_glRectdv = (PFN_PTRC_GLRECTDVPROC)IntGetProcAddress("glRectdv");\r
+       _ptrc_glRectdv(v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)\r
+{\r
+       _ptrc_glRectf = (PFN_PTRC_GLRECTFPROC)IntGetProcAddress("glRectf");\r
+       _ptrc_glRectf(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectfv(const GLfloat * v1, const GLfloat * v2)\r
+{\r
+       _ptrc_glRectfv = (PFN_PTRC_GLRECTFVPROC)IntGetProcAddress("glRectfv");\r
+       _ptrc_glRectfv(v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Recti(GLint x1, GLint y1, GLint x2, GLint y2)\r
+{\r
+       _ptrc_glRecti = (PFN_PTRC_GLRECTIPROC)IntGetProcAddress("glRecti");\r
+       _ptrc_glRecti(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectiv(const GLint * v1, const GLint * v2)\r
+{\r
+       _ptrc_glRectiv = (PFN_PTRC_GLRECTIVPROC)IntGetProcAddress("glRectiv");\r
+       _ptrc_glRectiv(v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)\r
+{\r
+       _ptrc_glRects = (PFN_PTRC_GLRECTSPROC)IntGetProcAddress("glRects");\r
+       _ptrc_glRects(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectsv(const GLshort * v1, const GLshort * v2)\r
+{\r
+       _ptrc_glRectsv = (PFN_PTRC_GLRECTSVPROC)IntGetProcAddress("glRectsv");\r
+       _ptrc_glRectsv(v1, v2);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_RenderMode(GLenum mode)\r
+{\r
+       _ptrc_glRenderMode = (PFN_PTRC_GLRENDERMODEPROC)IntGetProcAddress("glRenderMode");\r
+       return _ptrc_glRenderMode(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glRotated = (PFN_PTRC_GLROTATEDPROC)IntGetProcAddress("glRotated");\r
+       _ptrc_glRotated(angle, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glRotatef = (PFN_PTRC_GLROTATEFPROC)IntGetProcAddress("glRotatef");\r
+       _ptrc_glRotatef(angle, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Scaled(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glScaled = (PFN_PTRC_GLSCALEDPROC)IntGetProcAddress("glScaled");\r
+       _ptrc_glScaled(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Scalef(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glScalef = (PFN_PTRC_GLSCALEFPROC)IntGetProcAddress("glScalef");\r
+       _ptrc_glScalef(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Scissor(GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+       _ptrc_glScissor = (PFN_PTRC_GLSCISSORPROC)IntGetProcAddress("glScissor");\r
+       _ptrc_glScissor(x, y, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SelectBuffer(GLsizei size, GLuint * buffer)\r
+{\r
+       _ptrc_glSelectBuffer = (PFN_PTRC_GLSELECTBUFFERPROC)IntGetProcAddress("glSelectBuffer");\r
+       _ptrc_glSelectBuffer(size, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ShadeModel(GLenum mode)\r
+{\r
+       _ptrc_glShadeModel = (PFN_PTRC_GLSHADEMODELPROC)IntGetProcAddress("glShadeModel");\r
+       _ptrc_glShadeModel(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilFunc(GLenum func, GLint ref, GLuint mask)\r
+{\r
+       _ptrc_glStencilFunc = (PFN_PTRC_GLSTENCILFUNCPROC)IntGetProcAddress("glStencilFunc");\r
+       _ptrc_glStencilFunc(func, ref, mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilMask(GLuint mask)\r
+{\r
+       _ptrc_glStencilMask = (PFN_PTRC_GLSTENCILMASKPROC)IntGetProcAddress("glStencilMask");\r
+       _ptrc_glStencilMask(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)\r
+{\r
+       _ptrc_glStencilOp = (PFN_PTRC_GLSTENCILOPPROC)IntGetProcAddress("glStencilOp");\r
+       _ptrc_glStencilOp(fail, zfail, zpass);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1d(GLdouble s)\r
+{\r
+       _ptrc_glTexCoord1d = (PFN_PTRC_GLTEXCOORD1DPROC)IntGetProcAddress("glTexCoord1d");\r
+       _ptrc_glTexCoord1d(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1dv(const GLdouble * v)\r
+{\r
+       _ptrc_glTexCoord1dv = (PFN_PTRC_GLTEXCOORD1DVPROC)IntGetProcAddress("glTexCoord1dv");\r
+       _ptrc_glTexCoord1dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1f(GLfloat s)\r
+{\r
+       _ptrc_glTexCoord1f = (PFN_PTRC_GLTEXCOORD1FPROC)IntGetProcAddress("glTexCoord1f");\r
+       _ptrc_glTexCoord1f(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1fv(const GLfloat * v)\r
+{\r
+       _ptrc_glTexCoord1fv = (PFN_PTRC_GLTEXCOORD1FVPROC)IntGetProcAddress("glTexCoord1fv");\r
+       _ptrc_glTexCoord1fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1i(GLint s)\r
+{\r
+       _ptrc_glTexCoord1i = (PFN_PTRC_GLTEXCOORD1IPROC)IntGetProcAddress("glTexCoord1i");\r
+       _ptrc_glTexCoord1i(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1iv(const GLint * v)\r
+{\r
+       _ptrc_glTexCoord1iv = (PFN_PTRC_GLTEXCOORD1IVPROC)IntGetProcAddress("glTexCoord1iv");\r
+       _ptrc_glTexCoord1iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1s(GLshort s)\r
+{\r
+       _ptrc_glTexCoord1s = (PFN_PTRC_GLTEXCOORD1SPROC)IntGetProcAddress("glTexCoord1s");\r
+       _ptrc_glTexCoord1s(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1sv(const GLshort * v)\r
+{\r
+       _ptrc_glTexCoord1sv = (PFN_PTRC_GLTEXCOORD1SVPROC)IntGetProcAddress("glTexCoord1sv");\r
+       _ptrc_glTexCoord1sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2d(GLdouble s, GLdouble t)\r
+{\r
+       _ptrc_glTexCoord2d = (PFN_PTRC_GLTEXCOORD2DPROC)IntGetProcAddress("glTexCoord2d");\r
+       _ptrc_glTexCoord2d(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2dv(const GLdouble * v)\r
+{\r
+       _ptrc_glTexCoord2dv = (PFN_PTRC_GLTEXCOORD2DVPROC)IntGetProcAddress("glTexCoord2dv");\r
+       _ptrc_glTexCoord2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2f(GLfloat s, GLfloat t)\r
+{\r
+       _ptrc_glTexCoord2f = (PFN_PTRC_GLTEXCOORD2FPROC)IntGetProcAddress("glTexCoord2f");\r
+       _ptrc_glTexCoord2f(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2fv(const GLfloat * v)\r
+{\r
+       _ptrc_glTexCoord2fv = (PFN_PTRC_GLTEXCOORD2FVPROC)IntGetProcAddress("glTexCoord2fv");\r
+       _ptrc_glTexCoord2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2i(GLint s, GLint t)\r
+{\r
+       _ptrc_glTexCoord2i = (PFN_PTRC_GLTEXCOORD2IPROC)IntGetProcAddress("glTexCoord2i");\r
+       _ptrc_glTexCoord2i(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2iv(const GLint * v)\r
+{\r
+       _ptrc_glTexCoord2iv = (PFN_PTRC_GLTEXCOORD2IVPROC)IntGetProcAddress("glTexCoord2iv");\r
+       _ptrc_glTexCoord2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2s(GLshort s, GLshort t)\r
+{\r
+       _ptrc_glTexCoord2s = (PFN_PTRC_GLTEXCOORD2SPROC)IntGetProcAddress("glTexCoord2s");\r
+       _ptrc_glTexCoord2s(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2sv(const GLshort * v)\r
+{\r
+       _ptrc_glTexCoord2sv = (PFN_PTRC_GLTEXCOORD2SVPROC)IntGetProcAddress("glTexCoord2sv");\r
+       _ptrc_glTexCoord2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3d(GLdouble s, GLdouble t, GLdouble r)\r
+{\r
+       _ptrc_glTexCoord3d = (PFN_PTRC_GLTEXCOORD3DPROC)IntGetProcAddress("glTexCoord3d");\r
+       _ptrc_glTexCoord3d(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glTexCoord3dv = (PFN_PTRC_GLTEXCOORD3DVPROC)IntGetProcAddress("glTexCoord3dv");\r
+       _ptrc_glTexCoord3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3f(GLfloat s, GLfloat t, GLfloat r)\r
+{\r
+       _ptrc_glTexCoord3f = (PFN_PTRC_GLTEXCOORD3FPROC)IntGetProcAddress("glTexCoord3f");\r
+       _ptrc_glTexCoord3f(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glTexCoord3fv = (PFN_PTRC_GLTEXCOORD3FVPROC)IntGetProcAddress("glTexCoord3fv");\r
+       _ptrc_glTexCoord3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3i(GLint s, GLint t, GLint r)\r
+{\r
+       _ptrc_glTexCoord3i = (PFN_PTRC_GLTEXCOORD3IPROC)IntGetProcAddress("glTexCoord3i");\r
+       _ptrc_glTexCoord3i(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3iv(const GLint * v)\r
+{\r
+       _ptrc_glTexCoord3iv = (PFN_PTRC_GLTEXCOORD3IVPROC)IntGetProcAddress("glTexCoord3iv");\r
+       _ptrc_glTexCoord3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3s(GLshort s, GLshort t, GLshort r)\r
+{\r
+       _ptrc_glTexCoord3s = (PFN_PTRC_GLTEXCOORD3SPROC)IntGetProcAddress("glTexCoord3s");\r
+       _ptrc_glTexCoord3s(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3sv(const GLshort * v)\r
+{\r
+       _ptrc_glTexCoord3sv = (PFN_PTRC_GLTEXCOORD3SVPROC)IntGetProcAddress("glTexCoord3sv");\r
+       _ptrc_glTexCoord3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)\r
+{\r
+       _ptrc_glTexCoord4d = (PFN_PTRC_GLTEXCOORD4DPROC)IntGetProcAddress("glTexCoord4d");\r
+       _ptrc_glTexCoord4d(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4dv(const GLdouble * v)\r
+{\r
+       _ptrc_glTexCoord4dv = (PFN_PTRC_GLTEXCOORD4DVPROC)IntGetProcAddress("glTexCoord4dv");\r
+       _ptrc_glTexCoord4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)\r
+{\r
+       _ptrc_glTexCoord4f = (PFN_PTRC_GLTEXCOORD4FPROC)IntGetProcAddress("glTexCoord4f");\r
+       _ptrc_glTexCoord4f(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4fv(const GLfloat * v)\r
+{\r
+       _ptrc_glTexCoord4fv = (PFN_PTRC_GLTEXCOORD4FVPROC)IntGetProcAddress("glTexCoord4fv");\r
+       _ptrc_glTexCoord4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4i(GLint s, GLint t, GLint r, GLint q)\r
+{\r
+       _ptrc_glTexCoord4i = (PFN_PTRC_GLTEXCOORD4IPROC)IntGetProcAddress("glTexCoord4i");\r
+       _ptrc_glTexCoord4i(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4iv(const GLint * v)\r
+{\r
+       _ptrc_glTexCoord4iv = (PFN_PTRC_GLTEXCOORD4IVPROC)IntGetProcAddress("glTexCoord4iv");\r
+       _ptrc_glTexCoord4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)\r
+{\r
+       _ptrc_glTexCoord4s = (PFN_PTRC_GLTEXCOORD4SPROC)IntGetProcAddress("glTexCoord4s");\r
+       _ptrc_glTexCoord4s(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4sv(const GLshort * v)\r
+{\r
+       _ptrc_glTexCoord4sv = (PFN_PTRC_GLTEXCOORD4SVPROC)IntGetProcAddress("glTexCoord4sv");\r
+       _ptrc_glTexCoord4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnvf(GLenum target, GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glTexEnvf = (PFN_PTRC_GLTEXENVFPROC)IntGetProcAddress("glTexEnvf");\r
+       _ptrc_glTexEnvf(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnvfv(GLenum target, GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glTexEnvfv = (PFN_PTRC_GLTEXENVFVPROC)IntGetProcAddress("glTexEnvfv");\r
+       _ptrc_glTexEnvfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnvi(GLenum target, GLenum pname, GLint param)\r
+{\r
+       _ptrc_glTexEnvi = (PFN_PTRC_GLTEXENVIPROC)IntGetProcAddress("glTexEnvi");\r
+       _ptrc_glTexEnvi(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnviv(GLenum target, GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glTexEnviv = (PFN_PTRC_GLTEXENVIVPROC)IntGetProcAddress("glTexEnviv");\r
+       _ptrc_glTexEnviv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGend(GLenum coord, GLenum pname, GLdouble param)\r
+{\r
+       _ptrc_glTexGend = (PFN_PTRC_GLTEXGENDPROC)IntGetProcAddress("glTexGend");\r
+       _ptrc_glTexGend(coord, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGendv(GLenum coord, GLenum pname, const GLdouble * params)\r
+{\r
+       _ptrc_glTexGendv = (PFN_PTRC_GLTEXGENDVPROC)IntGetProcAddress("glTexGendv");\r
+       _ptrc_glTexGendv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGenf(GLenum coord, GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glTexGenf = (PFN_PTRC_GLTEXGENFPROC)IntGetProcAddress("glTexGenf");\r
+       _ptrc_glTexGenf(coord, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGenfv(GLenum coord, GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glTexGenfv = (PFN_PTRC_GLTEXGENFVPROC)IntGetProcAddress("glTexGenfv");\r
+       _ptrc_glTexGenfv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGeni(GLenum coord, GLenum pname, GLint param)\r
+{\r
+       _ptrc_glTexGeni = (PFN_PTRC_GLTEXGENIPROC)IntGetProcAddress("glTexGeni");\r
+       _ptrc_glTexGeni(coord, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGeniv(GLenum coord, GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glTexGeniv = (PFN_PTRC_GLTEXGENIVPROC)IntGetProcAddress("glTexGeniv");\r
+       _ptrc_glTexGeniv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glTexImage1D = (PFN_PTRC_GLTEXIMAGE1DPROC)IntGetProcAddress("glTexImage1D");\r
+       _ptrc_glTexImage1D(target, level, internalformat, width, border, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glTexImage2D = (PFN_PTRC_GLTEXIMAGE2DPROC)IntGetProcAddress("glTexImage2D");\r
+       _ptrc_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterf(GLenum target, GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glTexParameterf = (PFN_PTRC_GLTEXPARAMETERFPROC)IntGetProcAddress("glTexParameterf");\r
+       _ptrc_glTexParameterf(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterfv(GLenum target, GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glTexParameterfv = (PFN_PTRC_GLTEXPARAMETERFVPROC)IntGetProcAddress("glTexParameterfv");\r
+       _ptrc_glTexParameterfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameteri(GLenum target, GLenum pname, GLint param)\r
+{\r
+       _ptrc_glTexParameteri = (PFN_PTRC_GLTEXPARAMETERIPROC)IntGetProcAddress("glTexParameteri");\r
+       _ptrc_glTexParameteri(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameteriv(GLenum target, GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glTexParameteriv = (PFN_PTRC_GLTEXPARAMETERIVPROC)IntGetProcAddress("glTexParameteriv");\r
+       _ptrc_glTexParameteriv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Translated(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glTranslated = (PFN_PTRC_GLTRANSLATEDPROC)IntGetProcAddress("glTranslated");\r
+       _ptrc_glTranslated(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Translatef(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glTranslatef = (PFN_PTRC_GLTRANSLATEFPROC)IntGetProcAddress("glTranslatef");\r
+       _ptrc_glTranslatef(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2d(GLdouble x, GLdouble y)\r
+{\r
+       _ptrc_glVertex2d = (PFN_PTRC_GLVERTEX2DPROC)IntGetProcAddress("glVertex2d");\r
+       _ptrc_glVertex2d(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2dv(const GLdouble * v)\r
+{\r
+       _ptrc_glVertex2dv = (PFN_PTRC_GLVERTEX2DVPROC)IntGetProcAddress("glVertex2dv");\r
+       _ptrc_glVertex2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2f(GLfloat x, GLfloat y)\r
+{\r
+       _ptrc_glVertex2f = (PFN_PTRC_GLVERTEX2FPROC)IntGetProcAddress("glVertex2f");\r
+       _ptrc_glVertex2f(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2fv(const GLfloat * v)\r
+{\r
+       _ptrc_glVertex2fv = (PFN_PTRC_GLVERTEX2FVPROC)IntGetProcAddress("glVertex2fv");\r
+       _ptrc_glVertex2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2i(GLint x, GLint y)\r
+{\r
+       _ptrc_glVertex2i = (PFN_PTRC_GLVERTEX2IPROC)IntGetProcAddress("glVertex2i");\r
+       _ptrc_glVertex2i(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2iv(const GLint * v)\r
+{\r
+       _ptrc_glVertex2iv = (PFN_PTRC_GLVERTEX2IVPROC)IntGetProcAddress("glVertex2iv");\r
+       _ptrc_glVertex2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2s(GLshort x, GLshort y)\r
+{\r
+       _ptrc_glVertex2s = (PFN_PTRC_GLVERTEX2SPROC)IntGetProcAddress("glVertex2s");\r
+       _ptrc_glVertex2s(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2sv(const GLshort * v)\r
+{\r
+       _ptrc_glVertex2sv = (PFN_PTRC_GLVERTEX2SVPROC)IntGetProcAddress("glVertex2sv");\r
+       _ptrc_glVertex2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3d(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glVertex3d = (PFN_PTRC_GLVERTEX3DPROC)IntGetProcAddress("glVertex3d");\r
+       _ptrc_glVertex3d(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glVertex3dv = (PFN_PTRC_GLVERTEX3DVPROC)IntGetProcAddress("glVertex3dv");\r
+       _ptrc_glVertex3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3f(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glVertex3f = (PFN_PTRC_GLVERTEX3FPROC)IntGetProcAddress("glVertex3f");\r
+       _ptrc_glVertex3f(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glVertex3fv = (PFN_PTRC_GLVERTEX3FVPROC)IntGetProcAddress("glVertex3fv");\r
+       _ptrc_glVertex3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3i(GLint x, GLint y, GLint z)\r
+{\r
+       _ptrc_glVertex3i = (PFN_PTRC_GLVERTEX3IPROC)IntGetProcAddress("glVertex3i");\r
+       _ptrc_glVertex3i(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3iv(const GLint * v)\r
+{\r
+       _ptrc_glVertex3iv = (PFN_PTRC_GLVERTEX3IVPROC)IntGetProcAddress("glVertex3iv");\r
+       _ptrc_glVertex3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3s(GLshort x, GLshort y, GLshort z)\r
+{\r
+       _ptrc_glVertex3s = (PFN_PTRC_GLVERTEX3SPROC)IntGetProcAddress("glVertex3s");\r
+       _ptrc_glVertex3s(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3sv(const GLshort * v)\r
+{\r
+       _ptrc_glVertex3sv = (PFN_PTRC_GLVERTEX3SVPROC)IntGetProcAddress("glVertex3sv");\r
+       _ptrc_glVertex3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)\r
+{\r
+       _ptrc_glVertex4d = (PFN_PTRC_GLVERTEX4DPROC)IntGetProcAddress("glVertex4d");\r
+       _ptrc_glVertex4d(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4dv(const GLdouble * v)\r
+{\r
+       _ptrc_glVertex4dv = (PFN_PTRC_GLVERTEX4DVPROC)IntGetProcAddress("glVertex4dv");\r
+       _ptrc_glVertex4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)\r
+{\r
+       _ptrc_glVertex4f = (PFN_PTRC_GLVERTEX4FPROC)IntGetProcAddress("glVertex4f");\r
+       _ptrc_glVertex4f(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4fv(const GLfloat * v)\r
+{\r
+       _ptrc_glVertex4fv = (PFN_PTRC_GLVERTEX4FVPROC)IntGetProcAddress("glVertex4fv");\r
+       _ptrc_glVertex4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4i(GLint x, GLint y, GLint z, GLint w)\r
+{\r
+       _ptrc_glVertex4i = (PFN_PTRC_GLVERTEX4IPROC)IntGetProcAddress("glVertex4i");\r
+       _ptrc_glVertex4i(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4iv(const GLint * v)\r
+{\r
+       _ptrc_glVertex4iv = (PFN_PTRC_GLVERTEX4IVPROC)IntGetProcAddress("glVertex4iv");\r
+       _ptrc_glVertex4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4s(GLshort x, GLshort y, GLshort z, GLshort w)\r
+{\r
+       _ptrc_glVertex4s = (PFN_PTRC_GLVERTEX4SPROC)IntGetProcAddress("glVertex4s");\r
+       _ptrc_glVertex4s(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4sv(const GLshort * v)\r
+{\r
+       _ptrc_glVertex4sv = (PFN_PTRC_GLVERTEX4SVPROC)IntGetProcAddress("glVertex4sv");\r
+       _ptrc_glVertex4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+       _ptrc_glViewport = (PFN_PTRC_GLVIEWPORTPROC)IntGetProcAddress("glViewport");\r
+       _ptrc_glViewport(x, y, width, height);\r
+}\r
+\r
+\r
+// Extension: 1.1\r
+static GLboolean CODEGEN_FUNCPTR Switch_AreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences)\r
+{\r
+       _ptrc_glAreTexturesResident = (PFN_PTRC_GLARETEXTURESRESIDENTPROC)IntGetProcAddress("glAreTexturesResident");\r
+       return _ptrc_glAreTexturesResident(n, textures, residences);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ArrayElement(GLint i)\r
+{\r
+       _ptrc_glArrayElement = (PFN_PTRC_GLARRAYELEMENTPROC)IntGetProcAddress("glArrayElement");\r
+       _ptrc_glArrayElement(i);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindTexture(GLenum target, GLuint texture)\r
+{\r
+       _ptrc_glBindTexture = (PFN_PTRC_GLBINDTEXTUREPROC)IntGetProcAddress("glBindTexture");\r
+       _ptrc_glBindTexture(target, texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glColorPointer = (PFN_PTRC_GLCOLORPOINTERPROC)IntGetProcAddress("glColorPointer");\r
+       _ptrc_glColorPointer(size, type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)\r
+{\r
+       _ptrc_glCopyTexImage1D = (PFN_PTRC_GLCOPYTEXIMAGE1DPROC)IntGetProcAddress("glCopyTexImage1D");\r
+       _ptrc_glCopyTexImage1D(target, level, internalformat, x, y, width, border);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)\r
+{\r
+       _ptrc_glCopyTexImage2D = (PFN_PTRC_GLCOPYTEXIMAGE2DPROC)IntGetProcAddress("glCopyTexImage2D");\r
+       _ptrc_glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)\r
+{\r
+       _ptrc_glCopyTexSubImage1D = (PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC)IntGetProcAddress("glCopyTexSubImage1D");\r
+       _ptrc_glCopyTexSubImage1D(target, level, xoffset, x, y, width);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+       _ptrc_glCopyTexSubImage2D = (PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC)IntGetProcAddress("glCopyTexSubImage2D");\r
+       _ptrc_glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteTextures(GLsizei n, const GLuint * textures)\r
+{\r
+       _ptrc_glDeleteTextures = (PFN_PTRC_GLDELETETEXTURESPROC)IntGetProcAddress("glDeleteTextures");\r
+       _ptrc_glDeleteTextures(n, textures);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DisableClientState(GLenum ren_array)\r
+{\r
+       _ptrc_glDisableClientState = (PFN_PTRC_GLDISABLECLIENTSTATEPROC)IntGetProcAddress("glDisableClientState");\r
+       _ptrc_glDisableClientState(ren_array);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawArrays(GLenum mode, GLint first, GLsizei count)\r
+{\r
+       _ptrc_glDrawArrays = (PFN_PTRC_GLDRAWARRAYSPROC)IntGetProcAddress("glDrawArrays");\r
+       _ptrc_glDrawArrays(mode, first, count);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices)\r
+{\r
+       _ptrc_glDrawElements = (PFN_PTRC_GLDRAWELEMENTSPROC)IntGetProcAddress("glDrawElements");\r
+       _ptrc_glDrawElements(mode, count, type, indices);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagPointer(GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glEdgeFlagPointer = (PFN_PTRC_GLEDGEFLAGPOINTERPROC)IntGetProcAddress("glEdgeFlagPointer");\r
+       _ptrc_glEdgeFlagPointer(stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EnableClientState(GLenum ren_array)\r
+{\r
+       _ptrc_glEnableClientState = (PFN_PTRC_GLENABLECLIENTSTATEPROC)IntGetProcAddress("glEnableClientState");\r
+       _ptrc_glEnableClientState(ren_array);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenTextures(GLsizei n, GLuint * textures)\r
+{\r
+       _ptrc_glGenTextures = (PFN_PTRC_GLGENTEXTURESPROC)IntGetProcAddress("glGenTextures");\r
+       _ptrc_glGenTextures(n, textures);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPointerv(GLenum pname, GLvoid ** params)\r
+{\r
+       _ptrc_glGetPointerv = (PFN_PTRC_GLGETPOINTERVPROC)IntGetProcAddress("glGetPointerv");\r
+       _ptrc_glGetPointerv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_IndexPointer(GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glIndexPointer = (PFN_PTRC_GLINDEXPOINTERPROC)IntGetProcAddress("glIndexPointer");\r
+       _ptrc_glIndexPointer(type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexub(GLubyte c)\r
+{\r
+       _ptrc_glIndexub = (PFN_PTRC_GLINDEXUBPROC)IntGetProcAddress("glIndexub");\r
+       _ptrc_glIndexub(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexubv(const GLubyte * c)\r
+{\r
+       _ptrc_glIndexubv = (PFN_PTRC_GLINDEXUBVPROC)IntGetProcAddress("glIndexubv");\r
+       _ptrc_glIndexubv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glInterleavedArrays = (PFN_PTRC_GLINTERLEAVEDARRAYSPROC)IntGetProcAddress("glInterleavedArrays");\r
+       _ptrc_glInterleavedArrays(format, stride, pointer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsTexture(GLuint texture)\r
+{\r
+       _ptrc_glIsTexture = (PFN_PTRC_GLISTEXTUREPROC)IntGetProcAddress("glIsTexture");\r
+       return _ptrc_glIsTexture(texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_NormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glNormalPointer = (PFN_PTRC_GLNORMALPOINTERPROC)IntGetProcAddress("glNormalPointer");\r
+       _ptrc_glNormalPointer(type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PolygonOffset(GLfloat factor, GLfloat units)\r
+{\r
+       _ptrc_glPolygonOffset = (PFN_PTRC_GLPOLYGONOFFSETPROC)IntGetProcAddress("glPolygonOffset");\r
+       _ptrc_glPolygonOffset(factor, units);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopClientAttrib()\r
+{\r
+       _ptrc_glPopClientAttrib = (PFN_PTRC_GLPOPCLIENTATTRIBPROC)IntGetProcAddress("glPopClientAttrib");\r
+       _ptrc_glPopClientAttrib();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities)\r
+{\r
+       _ptrc_glPrioritizeTextures = (PFN_PTRC_GLPRIORITIZETEXTURESPROC)IntGetProcAddress("glPrioritizeTextures");\r
+       _ptrc_glPrioritizeTextures(n, textures, priorities);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushClientAttrib(GLbitfield mask)\r
+{\r
+       _ptrc_glPushClientAttrib = (PFN_PTRC_GLPUSHCLIENTATTRIBPROC)IntGetProcAddress("glPushClientAttrib");\r
+       _ptrc_glPushClientAttrib(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glTexCoordPointer = (PFN_PTRC_GLTEXCOORDPOINTERPROC)IntGetProcAddress("glTexCoordPointer");\r
+       _ptrc_glTexCoordPointer(size, type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glTexSubImage1D = (PFN_PTRC_GLTEXSUBIMAGE1DPROC)IntGetProcAddress("glTexSubImage1D");\r
+       _ptrc_glTexSubImage1D(target, level, xoffset, width, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glTexSubImage2D = (PFN_PTRC_GLTEXSUBIMAGE2DPROC)IntGetProcAddress("glTexSubImage2D");\r
+       _ptrc_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glVertexPointer = (PFN_PTRC_GLVERTEXPOINTERPROC)IntGetProcAddress("glVertexPointer");\r
+       _ptrc_glVertexPointer(size, type, stride, pointer);\r
+}\r
+\r
+\r
+// Extension: 1.2\r
+static void CODEGEN_FUNCPTR Switch_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+       _ptrc_glBlendColor = (PFN_PTRC_GLBLENDCOLORPROC)IntGetProcAddress("glBlendColor");\r
+       _ptrc_glBlendColor(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlendEquation(GLenum mode)\r
+{\r
+       _ptrc_glBlendEquation = (PFN_PTRC_GLBLENDEQUATIONPROC)IntGetProcAddress("glBlendEquation");\r
+       _ptrc_glBlendEquation(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+       _ptrc_glCopyTexSubImage3D = (PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC)IntGetProcAddress("glCopyTexSubImage3D");\r
+       _ptrc_glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices)\r
+{\r
+       _ptrc_glDrawRangeElements = (PFN_PTRC_GLDRAWRANGEELEMENTSPROC)IntGetProcAddress("glDrawRangeElements");\r
+       _ptrc_glDrawRangeElements(mode, start, end, count, type, indices);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glTexImage3D = (PFN_PTRC_GLTEXIMAGE3DPROC)IntGetProcAddress("glTexImage3D");\r
+       _ptrc_glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+       _ptrc_glTexSubImage3D = (PFN_PTRC_GLTEXSUBIMAGE3DPROC)IntGetProcAddress("glTexSubImage3D");\r
+       _ptrc_glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);\r
+}\r
+\r
+\r
+// Extension: 1.3\r
+static void CODEGEN_FUNCPTR Switch_ActiveTexture(GLenum texture)\r
+{\r
+       _ptrc_glActiveTexture = (PFN_PTRC_GLACTIVETEXTUREPROC)IntGetProcAddress("glActiveTexture");\r
+       _ptrc_glActiveTexture(texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClientActiveTexture(GLenum texture)\r
+{\r
+       _ptrc_glClientActiveTexture = (PFN_PTRC_GLCLIENTACTIVETEXTUREPROC)IntGetProcAddress("glClientActiveTexture");\r
+       _ptrc_glClientActiveTexture(texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data)\r
+{\r
+       _ptrc_glCompressedTexImage1D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC)IntGetProcAddress("glCompressedTexImage1D");\r
+       _ptrc_glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data)\r
+{\r
+       _ptrc_glCompressedTexImage2D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC)IntGetProcAddress("glCompressedTexImage2D");\r
+       _ptrc_glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data)\r
+{\r
+       _ptrc_glCompressedTexImage3D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC)IntGetProcAddress("glCompressedTexImage3D");\r
+       _ptrc_glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data)\r
+{\r
+       _ptrc_glCompressedTexSubImage1D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC)IntGetProcAddress("glCompressedTexSubImage1D");\r
+       _ptrc_glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data)\r
+{\r
+       _ptrc_glCompressedTexSubImage2D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC)IntGetProcAddress("glCompressedTexSubImage2D");\r
+       _ptrc_glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data)\r
+{\r
+       _ptrc_glCompressedTexSubImage3D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC)IntGetProcAddress("glCompressedTexSubImage3D");\r
+       _ptrc_glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetCompressedTexImage(GLenum target, GLint level, GLvoid * img)\r
+{\r
+       _ptrc_glGetCompressedTexImage = (PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC)IntGetProcAddress("glGetCompressedTexImage");\r
+       _ptrc_glGetCompressedTexImage(target, level, img);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixd(const GLdouble * m)\r
+{\r
+       _ptrc_glLoadTransposeMatrixd = (PFN_PTRC_GLLOADTRANSPOSEMATRIXDPROC)IntGetProcAddress("glLoadTransposeMatrixd");\r
+       _ptrc_glLoadTransposeMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixf(const GLfloat * m)\r
+{\r
+       _ptrc_glLoadTransposeMatrixf = (PFN_PTRC_GLLOADTRANSPOSEMATRIXFPROC)IntGetProcAddress("glLoadTransposeMatrixf");\r
+       _ptrc_glLoadTransposeMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixd(const GLdouble * m)\r
+{\r
+       _ptrc_glMultTransposeMatrixd = (PFN_PTRC_GLMULTTRANSPOSEMATRIXDPROC)IntGetProcAddress("glMultTransposeMatrixd");\r
+       _ptrc_glMultTransposeMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixf(const GLfloat * m)\r
+{\r
+       _ptrc_glMultTransposeMatrixf = (PFN_PTRC_GLMULTTRANSPOSEMATRIXFPROC)IntGetProcAddress("glMultTransposeMatrixf");\r
+       _ptrc_glMultTransposeMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1d(GLenum target, GLdouble s)\r
+{\r
+       _ptrc_glMultiTexCoord1d = (PFN_PTRC_GLMULTITEXCOORD1DPROC)IntGetProcAddress("glMultiTexCoord1d");\r
+       _ptrc_glMultiTexCoord1d(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1dv(GLenum target, const GLdouble * v)\r
+{\r
+       _ptrc_glMultiTexCoord1dv = (PFN_PTRC_GLMULTITEXCOORD1DVPROC)IntGetProcAddress("glMultiTexCoord1dv");\r
+       _ptrc_glMultiTexCoord1dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1f(GLenum target, GLfloat s)\r
+{\r
+       _ptrc_glMultiTexCoord1f = (PFN_PTRC_GLMULTITEXCOORD1FPROC)IntGetProcAddress("glMultiTexCoord1f");\r
+       _ptrc_glMultiTexCoord1f(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1fv(GLenum target, const GLfloat * v)\r
+{\r
+       _ptrc_glMultiTexCoord1fv = (PFN_PTRC_GLMULTITEXCOORD1FVPROC)IntGetProcAddress("glMultiTexCoord1fv");\r
+       _ptrc_glMultiTexCoord1fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1i(GLenum target, GLint s)\r
+{\r
+       _ptrc_glMultiTexCoord1i = (PFN_PTRC_GLMULTITEXCOORD1IPROC)IntGetProcAddress("glMultiTexCoord1i");\r
+       _ptrc_glMultiTexCoord1i(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1iv(GLenum target, const GLint * v)\r
+{\r
+       _ptrc_glMultiTexCoord1iv = (PFN_PTRC_GLMULTITEXCOORD1IVPROC)IntGetProcAddress("glMultiTexCoord1iv");\r
+       _ptrc_glMultiTexCoord1iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1s(GLenum target, GLshort s)\r
+{\r
+       _ptrc_glMultiTexCoord1s = (PFN_PTRC_GLMULTITEXCOORD1SPROC)IntGetProcAddress("glMultiTexCoord1s");\r
+       _ptrc_glMultiTexCoord1s(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1sv(GLenum target, const GLshort * v)\r
+{\r
+       _ptrc_glMultiTexCoord1sv = (PFN_PTRC_GLMULTITEXCOORD1SVPROC)IntGetProcAddress("glMultiTexCoord1sv");\r
+       _ptrc_glMultiTexCoord1sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)\r
+{\r
+       _ptrc_glMultiTexCoord2d = (PFN_PTRC_GLMULTITEXCOORD2DPROC)IntGetProcAddress("glMultiTexCoord2d");\r
+       _ptrc_glMultiTexCoord2d(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2dv(GLenum target, const GLdouble * v)\r
+{\r
+       _ptrc_glMultiTexCoord2dv = (PFN_PTRC_GLMULTITEXCOORD2DVPROC)IntGetProcAddress("glMultiTexCoord2dv");\r
+       _ptrc_glMultiTexCoord2dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)\r
+{\r
+       _ptrc_glMultiTexCoord2f = (PFN_PTRC_GLMULTITEXCOORD2FPROC)IntGetProcAddress("glMultiTexCoord2f");\r
+       _ptrc_glMultiTexCoord2f(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2fv(GLenum target, const GLfloat * v)\r
+{\r
+       _ptrc_glMultiTexCoord2fv = (PFN_PTRC_GLMULTITEXCOORD2FVPROC)IntGetProcAddress("glMultiTexCoord2fv");\r
+       _ptrc_glMultiTexCoord2fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2i(GLenum target, GLint s, GLint t)\r
+{\r
+       _ptrc_glMultiTexCoord2i = (PFN_PTRC_GLMULTITEXCOORD2IPROC)IntGetProcAddress("glMultiTexCoord2i");\r
+       _ptrc_glMultiTexCoord2i(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2iv(GLenum target, const GLint * v)\r
+{\r
+       _ptrc_glMultiTexCoord2iv = (PFN_PTRC_GLMULTITEXCOORD2IVPROC)IntGetProcAddress("glMultiTexCoord2iv");\r
+       _ptrc_glMultiTexCoord2iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2s(GLenum target, GLshort s, GLshort t)\r
+{\r
+       _ptrc_glMultiTexCoord2s = (PFN_PTRC_GLMULTITEXCOORD2SPROC)IntGetProcAddress("glMultiTexCoord2s");\r
+       _ptrc_glMultiTexCoord2s(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2sv(GLenum target, const GLshort * v)\r
+{\r
+       _ptrc_glMultiTexCoord2sv = (PFN_PTRC_GLMULTITEXCOORD2SVPROC)IntGetProcAddress("glMultiTexCoord2sv");\r
+       _ptrc_glMultiTexCoord2sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)\r
+{\r
+       _ptrc_glMultiTexCoord3d = (PFN_PTRC_GLMULTITEXCOORD3DPROC)IntGetProcAddress("glMultiTexCoord3d");\r
+       _ptrc_glMultiTexCoord3d(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3dv(GLenum target, const GLdouble * v)\r
+{\r
+       _ptrc_glMultiTexCoord3dv = (PFN_PTRC_GLMULTITEXCOORD3DVPROC)IntGetProcAddress("glMultiTexCoord3dv");\r
+       _ptrc_glMultiTexCoord3dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)\r
+{\r
+       _ptrc_glMultiTexCoord3f = (PFN_PTRC_GLMULTITEXCOORD3FPROC)IntGetProcAddress("glMultiTexCoord3f");\r
+       _ptrc_glMultiTexCoord3f(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3fv(GLenum target, const GLfloat * v)\r
+{\r
+       _ptrc_glMultiTexCoord3fv = (PFN_PTRC_GLMULTITEXCOORD3FVPROC)IntGetProcAddress("glMultiTexCoord3fv");\r
+       _ptrc_glMultiTexCoord3fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)\r
+{\r
+       _ptrc_glMultiTexCoord3i = (PFN_PTRC_GLMULTITEXCOORD3IPROC)IntGetProcAddress("glMultiTexCoord3i");\r
+       _ptrc_glMultiTexCoord3i(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3iv(GLenum target, const GLint * v)\r
+{\r
+       _ptrc_glMultiTexCoord3iv = (PFN_PTRC_GLMULTITEXCOORD3IVPROC)IntGetProcAddress("glMultiTexCoord3iv");\r
+       _ptrc_glMultiTexCoord3iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)\r
+{\r
+       _ptrc_glMultiTexCoord3s = (PFN_PTRC_GLMULTITEXCOORD3SPROC)IntGetProcAddress("glMultiTexCoord3s");\r
+       _ptrc_glMultiTexCoord3s(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3sv(GLenum target, const GLshort * v)\r
+{\r
+       _ptrc_glMultiTexCoord3sv = (PFN_PTRC_GLMULTITEXCOORD3SVPROC)IntGetProcAddress("glMultiTexCoord3sv");\r
+       _ptrc_glMultiTexCoord3sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)\r
+{\r
+       _ptrc_glMultiTexCoord4d = (PFN_PTRC_GLMULTITEXCOORD4DPROC)IntGetProcAddress("glMultiTexCoord4d");\r
+       _ptrc_glMultiTexCoord4d(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4dv(GLenum target, const GLdouble * v)\r
+{\r
+       _ptrc_glMultiTexCoord4dv = (PFN_PTRC_GLMULTITEXCOORD4DVPROC)IntGetProcAddress("glMultiTexCoord4dv");\r
+       _ptrc_glMultiTexCoord4dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)\r
+{\r
+       _ptrc_glMultiTexCoord4f = (PFN_PTRC_GLMULTITEXCOORD4FPROC)IntGetProcAddress("glMultiTexCoord4f");\r
+       _ptrc_glMultiTexCoord4f(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4fv(GLenum target, const GLfloat * v)\r
+{\r
+       _ptrc_glMultiTexCoord4fv = (PFN_PTRC_GLMULTITEXCOORD4FVPROC)IntGetProcAddress("glMultiTexCoord4fv");\r
+       _ptrc_glMultiTexCoord4fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)\r
+{\r
+       _ptrc_glMultiTexCoord4i = (PFN_PTRC_GLMULTITEXCOORD4IPROC)IntGetProcAddress("glMultiTexCoord4i");\r
+       _ptrc_glMultiTexCoord4i(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4iv(GLenum target, const GLint * v)\r
+{\r
+       _ptrc_glMultiTexCoord4iv = (PFN_PTRC_GLMULTITEXCOORD4IVPROC)IntGetProcAddress("glMultiTexCoord4iv");\r
+       _ptrc_glMultiTexCoord4iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)\r
+{\r
+       _ptrc_glMultiTexCoord4s = (PFN_PTRC_GLMULTITEXCOORD4SPROC)IntGetProcAddress("glMultiTexCoord4s");\r
+       _ptrc_glMultiTexCoord4s(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4sv(GLenum target, const GLshort * v)\r
+{\r
+       _ptrc_glMultiTexCoord4sv = (PFN_PTRC_GLMULTITEXCOORD4SVPROC)IntGetProcAddress("glMultiTexCoord4sv");\r
+       _ptrc_glMultiTexCoord4sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SampleCoverage(GLfloat value, GLboolean invert)\r
+{\r
+       _ptrc_glSampleCoverage = (PFN_PTRC_GLSAMPLECOVERAGEPROC)IntGetProcAddress("glSampleCoverage");\r
+       _ptrc_glSampleCoverage(value, invert);\r
+}\r
+\r
+\r
+// Extension: 1.4\r
+static void CODEGEN_FUNCPTR Switch_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)\r
+{\r
+       _ptrc_glBlendFuncSeparate = (PFN_PTRC_GLBLENDFUNCSEPARATEPROC)IntGetProcAddress("glBlendFuncSeparate");\r
+       _ptrc_glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glFogCoordPointer = (PFN_PTRC_GLFOGCOORDPOINTERPROC)IntGetProcAddress("glFogCoordPointer");\r
+       _ptrc_glFogCoordPointer(type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordd(GLdouble coord)\r
+{\r
+       _ptrc_glFogCoordd = (PFN_PTRC_GLFOGCOORDDPROC)IntGetProcAddress("glFogCoordd");\r
+       _ptrc_glFogCoordd(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoorddv(const GLdouble * coord)\r
+{\r
+       _ptrc_glFogCoorddv = (PFN_PTRC_GLFOGCOORDDVPROC)IntGetProcAddress("glFogCoorddv");\r
+       _ptrc_glFogCoorddv(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordf(GLfloat coord)\r
+{\r
+       _ptrc_glFogCoordf = (PFN_PTRC_GLFOGCOORDFPROC)IntGetProcAddress("glFogCoordf");\r
+       _ptrc_glFogCoordf(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordfv(const GLfloat * coord)\r
+{\r
+       _ptrc_glFogCoordfv = (PFN_PTRC_GLFOGCOORDFVPROC)IntGetProcAddress("glFogCoordfv");\r
+       _ptrc_glFogCoordfv(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount)\r
+{\r
+       _ptrc_glMultiDrawArrays = (PFN_PTRC_GLMULTIDRAWARRAYSPROC)IntGetProcAddress("glMultiDrawArrays");\r
+       _ptrc_glMultiDrawArrays(mode, first, count, drawcount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount)\r
+{\r
+       _ptrc_glMultiDrawElements = (PFN_PTRC_GLMULTIDRAWELEMENTSPROC)IntGetProcAddress("glMultiDrawElements");\r
+       _ptrc_glMultiDrawElements(mode, count, type, indices, drawcount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameterf(GLenum pname, GLfloat param)\r
+{\r
+       _ptrc_glPointParameterf = (PFN_PTRC_GLPOINTPARAMETERFPROC)IntGetProcAddress("glPointParameterf");\r
+       _ptrc_glPointParameterf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameterfv(GLenum pname, const GLfloat * params)\r
+{\r
+       _ptrc_glPointParameterfv = (PFN_PTRC_GLPOINTPARAMETERFVPROC)IntGetProcAddress("glPointParameterfv");\r
+       _ptrc_glPointParameterfv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameteri(GLenum pname, GLint param)\r
+{\r
+       _ptrc_glPointParameteri = (PFN_PTRC_GLPOINTPARAMETERIPROC)IntGetProcAddress("glPointParameteri");\r
+       _ptrc_glPointParameteri(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameteriv(GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glPointParameteriv = (PFN_PTRC_GLPOINTPARAMETERIVPROC)IntGetProcAddress("glPointParameteriv");\r
+       _ptrc_glPointParameteriv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)\r
+{\r
+       _ptrc_glSecondaryColor3b = (PFN_PTRC_GLSECONDARYCOLOR3BPROC)IntGetProcAddress("glSecondaryColor3b");\r
+       _ptrc_glSecondaryColor3b(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3bv(const GLbyte * v)\r
+{\r
+       _ptrc_glSecondaryColor3bv = (PFN_PTRC_GLSECONDARYCOLOR3BVPROC)IntGetProcAddress("glSecondaryColor3bv");\r
+       _ptrc_glSecondaryColor3bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)\r
+{\r
+       _ptrc_glSecondaryColor3d = (PFN_PTRC_GLSECONDARYCOLOR3DPROC)IntGetProcAddress("glSecondaryColor3d");\r
+       _ptrc_glSecondaryColor3d(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glSecondaryColor3dv = (PFN_PTRC_GLSECONDARYCOLOR3DVPROC)IntGetProcAddress("glSecondaryColor3dv");\r
+       _ptrc_glSecondaryColor3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)\r
+{\r
+       _ptrc_glSecondaryColor3f = (PFN_PTRC_GLSECONDARYCOLOR3FPROC)IntGetProcAddress("glSecondaryColor3f");\r
+       _ptrc_glSecondaryColor3f(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glSecondaryColor3fv = (PFN_PTRC_GLSECONDARYCOLOR3FVPROC)IntGetProcAddress("glSecondaryColor3fv");\r
+       _ptrc_glSecondaryColor3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3i(GLint red, GLint green, GLint blue)\r
+{\r
+       _ptrc_glSecondaryColor3i = (PFN_PTRC_GLSECONDARYCOLOR3IPROC)IntGetProcAddress("glSecondaryColor3i");\r
+       _ptrc_glSecondaryColor3i(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3iv(const GLint * v)\r
+{\r
+       _ptrc_glSecondaryColor3iv = (PFN_PTRC_GLSECONDARYCOLOR3IVPROC)IntGetProcAddress("glSecondaryColor3iv");\r
+       _ptrc_glSecondaryColor3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3s(GLshort red, GLshort green, GLshort blue)\r
+{\r
+       _ptrc_glSecondaryColor3s = (PFN_PTRC_GLSECONDARYCOLOR3SPROC)IntGetProcAddress("glSecondaryColor3s");\r
+       _ptrc_glSecondaryColor3s(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3sv(const GLshort * v)\r
+{\r
+       _ptrc_glSecondaryColor3sv = (PFN_PTRC_GLSECONDARYCOLOR3SVPROC)IntGetProcAddress("glSecondaryColor3sv");\r
+       _ptrc_glSecondaryColor3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)\r
+{\r
+       _ptrc_glSecondaryColor3ub = (PFN_PTRC_GLSECONDARYCOLOR3UBPROC)IntGetProcAddress("glSecondaryColor3ub");\r
+       _ptrc_glSecondaryColor3ub(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ubv(const GLubyte * v)\r
+{\r
+       _ptrc_glSecondaryColor3ubv = (PFN_PTRC_GLSECONDARYCOLOR3UBVPROC)IntGetProcAddress("glSecondaryColor3ubv");\r
+       _ptrc_glSecondaryColor3ubv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ui(GLuint red, GLuint green, GLuint blue)\r
+{\r
+       _ptrc_glSecondaryColor3ui = (PFN_PTRC_GLSECONDARYCOLOR3UIPROC)IntGetProcAddress("glSecondaryColor3ui");\r
+       _ptrc_glSecondaryColor3ui(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3uiv(const GLuint * v)\r
+{\r
+       _ptrc_glSecondaryColor3uiv = (PFN_PTRC_GLSECONDARYCOLOR3UIVPROC)IntGetProcAddress("glSecondaryColor3uiv");\r
+       _ptrc_glSecondaryColor3uiv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3us(GLushort red, GLushort green, GLushort blue)\r
+{\r
+       _ptrc_glSecondaryColor3us = (PFN_PTRC_GLSECONDARYCOLOR3USPROC)IntGetProcAddress("glSecondaryColor3us");\r
+       _ptrc_glSecondaryColor3us(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3usv(const GLushort * v)\r
+{\r
+       _ptrc_glSecondaryColor3usv = (PFN_PTRC_GLSECONDARYCOLOR3USVPROC)IntGetProcAddress("glSecondaryColor3usv");\r
+       _ptrc_glSecondaryColor3usv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glSecondaryColorPointer = (PFN_PTRC_GLSECONDARYCOLORPOINTERPROC)IntGetProcAddress("glSecondaryColorPointer");\r
+       _ptrc_glSecondaryColorPointer(size, type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2d(GLdouble x, GLdouble y)\r
+{\r
+       _ptrc_glWindowPos2d = (PFN_PTRC_GLWINDOWPOS2DPROC)IntGetProcAddress("glWindowPos2d");\r
+       _ptrc_glWindowPos2d(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2dv(const GLdouble * v)\r
+{\r
+       _ptrc_glWindowPos2dv = (PFN_PTRC_GLWINDOWPOS2DVPROC)IntGetProcAddress("glWindowPos2dv");\r
+       _ptrc_glWindowPos2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2f(GLfloat x, GLfloat y)\r
+{\r
+       _ptrc_glWindowPos2f = (PFN_PTRC_GLWINDOWPOS2FPROC)IntGetProcAddress("glWindowPos2f");\r
+       _ptrc_glWindowPos2f(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2fv(const GLfloat * v)\r
+{\r
+       _ptrc_glWindowPos2fv = (PFN_PTRC_GLWINDOWPOS2FVPROC)IntGetProcAddress("glWindowPos2fv");\r
+       _ptrc_glWindowPos2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2i(GLint x, GLint y)\r
+{\r
+       _ptrc_glWindowPos2i = (PFN_PTRC_GLWINDOWPOS2IPROC)IntGetProcAddress("glWindowPos2i");\r
+       _ptrc_glWindowPos2i(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2iv(const GLint * v)\r
+{\r
+       _ptrc_glWindowPos2iv = (PFN_PTRC_GLWINDOWPOS2IVPROC)IntGetProcAddress("glWindowPos2iv");\r
+       _ptrc_glWindowPos2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2s(GLshort x, GLshort y)\r
+{\r
+       _ptrc_glWindowPos2s = (PFN_PTRC_GLWINDOWPOS2SPROC)IntGetProcAddress("glWindowPos2s");\r
+       _ptrc_glWindowPos2s(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2sv(const GLshort * v)\r
+{\r
+       _ptrc_glWindowPos2sv = (PFN_PTRC_GLWINDOWPOS2SVPROC)IntGetProcAddress("glWindowPos2sv");\r
+       _ptrc_glWindowPos2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3d(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glWindowPos3d = (PFN_PTRC_GLWINDOWPOS3DPROC)IntGetProcAddress("glWindowPos3d");\r
+       _ptrc_glWindowPos3d(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3dv(const GLdouble * v)\r
+{\r
+       _ptrc_glWindowPos3dv = (PFN_PTRC_GLWINDOWPOS3DVPROC)IntGetProcAddress("glWindowPos3dv");\r
+       _ptrc_glWindowPos3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3f(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glWindowPos3f = (PFN_PTRC_GLWINDOWPOS3FPROC)IntGetProcAddress("glWindowPos3f");\r
+       _ptrc_glWindowPos3f(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3fv(const GLfloat * v)\r
+{\r
+       _ptrc_glWindowPos3fv = (PFN_PTRC_GLWINDOWPOS3FVPROC)IntGetProcAddress("glWindowPos3fv");\r
+       _ptrc_glWindowPos3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3i(GLint x, GLint y, GLint z)\r
+{\r
+       _ptrc_glWindowPos3i = (PFN_PTRC_GLWINDOWPOS3IPROC)IntGetProcAddress("glWindowPos3i");\r
+       _ptrc_glWindowPos3i(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3iv(const GLint * v)\r
+{\r
+       _ptrc_glWindowPos3iv = (PFN_PTRC_GLWINDOWPOS3IVPROC)IntGetProcAddress("glWindowPos3iv");\r
+       _ptrc_glWindowPos3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3s(GLshort x, GLshort y, GLshort z)\r
+{\r
+       _ptrc_glWindowPos3s = (PFN_PTRC_GLWINDOWPOS3SPROC)IntGetProcAddress("glWindowPos3s");\r
+       _ptrc_glWindowPos3s(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3sv(const GLshort * v)\r
+{\r
+       _ptrc_glWindowPos3sv = (PFN_PTRC_GLWINDOWPOS3SVPROC)IntGetProcAddress("glWindowPos3sv");\r
+       _ptrc_glWindowPos3sv(v);\r
+}\r
+\r
+\r
+// Extension: 1.5\r
+static void CODEGEN_FUNCPTR Switch_BeginQuery(GLenum target, GLuint id)\r
+{\r
+       _ptrc_glBeginQuery = (PFN_PTRC_GLBEGINQUERYPROC)IntGetProcAddress("glBeginQuery");\r
+       _ptrc_glBeginQuery(target, id);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindBuffer(GLenum target, GLuint buffer)\r
+{\r
+       _ptrc_glBindBuffer = (PFN_PTRC_GLBINDBUFFERPROC)IntGetProcAddress("glBindBuffer");\r
+       _ptrc_glBindBuffer(target, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)\r
+{\r
+       _ptrc_glBufferData = (PFN_PTRC_GLBUFFERDATAPROC)IntGetProcAddress("glBufferData");\r
+       _ptrc_glBufferData(target, size, data, usage);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)\r
+{\r
+       _ptrc_glBufferSubData = (PFN_PTRC_GLBUFFERSUBDATAPROC)IntGetProcAddress("glBufferSubData");\r
+       _ptrc_glBufferSubData(target, offset, size, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteBuffers(GLsizei n, const GLuint * buffers)\r
+{\r
+       _ptrc_glDeleteBuffers = (PFN_PTRC_GLDELETEBUFFERSPROC)IntGetProcAddress("glDeleteBuffers");\r
+       _ptrc_glDeleteBuffers(n, buffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteQueries(GLsizei n, const GLuint * ids)\r
+{\r
+       _ptrc_glDeleteQueries = (PFN_PTRC_GLDELETEQUERIESPROC)IntGetProcAddress("glDeleteQueries");\r
+       _ptrc_glDeleteQueries(n, ids);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndQuery(GLenum target)\r
+{\r
+       _ptrc_glEndQuery = (PFN_PTRC_GLENDQUERYPROC)IntGetProcAddress("glEndQuery");\r
+       _ptrc_glEndQuery(target);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenBuffers(GLsizei n, GLuint * buffers)\r
+{\r
+       _ptrc_glGenBuffers = (PFN_PTRC_GLGENBUFFERSPROC)IntGetProcAddress("glGenBuffers");\r
+       _ptrc_glGenBuffers(n, buffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenQueries(GLsizei n, GLuint * ids)\r
+{\r
+       _ptrc_glGenQueries = (PFN_PTRC_GLGENQUERIESPROC)IntGetProcAddress("glGenQueries");\r
+       _ptrc_glGenQueries(n, ids);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBufferParameteriv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetBufferParameteriv = (PFN_PTRC_GLGETBUFFERPARAMETERIVPROC)IntGetProcAddress("glGetBufferParameteriv");\r
+       _ptrc_glGetBufferParameteriv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params)\r
+{\r
+       _ptrc_glGetBufferPointerv = (PFN_PTRC_GLGETBUFFERPOINTERVPROC)IntGetProcAddress("glGetBufferPointerv");\r
+       _ptrc_glGetBufferPointerv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data)\r
+{\r
+       _ptrc_glGetBufferSubData = (PFN_PTRC_GLGETBUFFERSUBDATAPROC)IntGetProcAddress("glGetBufferSubData");\r
+       _ptrc_glGetBufferSubData(target, offset, size, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectiv(GLuint id, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetQueryObjectiv = (PFN_PTRC_GLGETQUERYOBJECTIVPROC)IntGetProcAddress("glGetQueryObjectiv");\r
+       _ptrc_glGetQueryObjectiv(id, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params)\r
+{\r
+       _ptrc_glGetQueryObjectuiv = (PFN_PTRC_GLGETQUERYOBJECTUIVPROC)IntGetProcAddress("glGetQueryObjectuiv");\r
+       _ptrc_glGetQueryObjectuiv(id, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetQueryiv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetQueryiv = (PFN_PTRC_GLGETQUERYIVPROC)IntGetProcAddress("glGetQueryiv");\r
+       _ptrc_glGetQueryiv(target, pname, params);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsBuffer(GLuint buffer)\r
+{\r
+       _ptrc_glIsBuffer = (PFN_PTRC_GLISBUFFERPROC)IntGetProcAddress("glIsBuffer");\r
+       return _ptrc_glIsBuffer(buffer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsQuery(GLuint id)\r
+{\r
+       _ptrc_glIsQuery = (PFN_PTRC_GLISQUERYPROC)IntGetProcAddress("glIsQuery");\r
+       return _ptrc_glIsQuery(id);\r
+}\r
+\r
+static void * CODEGEN_FUNCPTR Switch_MapBuffer(GLenum target, GLenum access)\r
+{\r
+       _ptrc_glMapBuffer = (PFN_PTRC_GLMAPBUFFERPROC)IntGetProcAddress("glMapBuffer");\r
+       return _ptrc_glMapBuffer(target, access);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_UnmapBuffer(GLenum target)\r
+{\r
+       _ptrc_glUnmapBuffer = (PFN_PTRC_GLUNMAPBUFFERPROC)IntGetProcAddress("glUnmapBuffer");\r
+       return _ptrc_glUnmapBuffer(target);\r
+}\r
+\r
+\r
+// Extension: 2.0\r
+static void CODEGEN_FUNCPTR Switch_AttachShader(GLuint program, GLuint shader)\r
+{\r
+       _ptrc_glAttachShader = (PFN_PTRC_GLATTACHSHADERPROC)IntGetProcAddress("glAttachShader");\r
+       _ptrc_glAttachShader(program, shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindAttribLocation(GLuint program, GLuint index, const GLchar * name)\r
+{\r
+       _ptrc_glBindAttribLocation = (PFN_PTRC_GLBINDATTRIBLOCATIONPROC)IntGetProcAddress("glBindAttribLocation");\r
+       _ptrc_glBindAttribLocation(program, index, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)\r
+{\r
+       _ptrc_glBlendEquationSeparate = (PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC)IntGetProcAddress("glBlendEquationSeparate");\r
+       _ptrc_glBlendEquationSeparate(modeRGB, modeAlpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompileShader(GLuint shader)\r
+{\r
+       _ptrc_glCompileShader = (PFN_PTRC_GLCOMPILESHADERPROC)IntGetProcAddress("glCompileShader");\r
+       _ptrc_glCompileShader(shader);\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateProgram()\r
+{\r
+       _ptrc_glCreateProgram = (PFN_PTRC_GLCREATEPROGRAMPROC)IntGetProcAddress("glCreateProgram");\r
+       return _ptrc_glCreateProgram();\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateShader(GLenum type)\r
+{\r
+       _ptrc_glCreateShader = (PFN_PTRC_GLCREATESHADERPROC)IntGetProcAddress("glCreateShader");\r
+       return _ptrc_glCreateShader(type);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteProgram(GLuint program)\r
+{\r
+       _ptrc_glDeleteProgram = (PFN_PTRC_GLDELETEPROGRAMPROC)IntGetProcAddress("glDeleteProgram");\r
+       _ptrc_glDeleteProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteShader(GLuint shader)\r
+{\r
+       _ptrc_glDeleteShader = (PFN_PTRC_GLDELETESHADERPROC)IntGetProcAddress("glDeleteShader");\r
+       _ptrc_glDeleteShader(shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DetachShader(GLuint program, GLuint shader)\r
+{\r
+       _ptrc_glDetachShader = (PFN_PTRC_GLDETACHSHADERPROC)IntGetProcAddress("glDetachShader");\r
+       _ptrc_glDetachShader(program, shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DisableVertexAttribArray(GLuint index)\r
+{\r
+       _ptrc_glDisableVertexAttribArray = (PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC)IntGetProcAddress("glDisableVertexAttribArray");\r
+       _ptrc_glDisableVertexAttribArray(index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffers(GLsizei n, const GLenum * bufs)\r
+{\r
+       _ptrc_glDrawBuffers = (PFN_PTRC_GLDRAWBUFFERSPROC)IntGetProcAddress("glDrawBuffers");\r
+       _ptrc_glDrawBuffers(n, bufs);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EnableVertexAttribArray(GLuint index)\r
+{\r
+       _ptrc_glEnableVertexAttribArray = (PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC)IntGetProcAddress("glEnableVertexAttribArray");\r
+       _ptrc_glEnableVertexAttribArray(index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)\r
+{\r
+       _ptrc_glGetActiveAttrib = (PFN_PTRC_GLGETACTIVEATTRIBPROC)IntGetProcAddress("glGetActiveAttrib");\r
+       _ptrc_glGetActiveAttrib(program, index, bufSize, length, size, type, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)\r
+{\r
+       _ptrc_glGetActiveUniform = (PFN_PTRC_GLGETACTIVEUNIFORMPROC)IntGetProcAddress("glGetActiveUniform");\r
+       _ptrc_glGetActiveUniform(program, index, bufSize, length, size, type, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders)\r
+{\r
+       _ptrc_glGetAttachedShaders = (PFN_PTRC_GLGETATTACHEDSHADERSPROC)IntGetProcAddress("glGetAttachedShaders");\r
+       _ptrc_glGetAttachedShaders(program, maxCount, count, shaders);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_GetAttribLocation(GLuint program, const GLchar * name)\r
+{\r
+       _ptrc_glGetAttribLocation = (PFN_PTRC_GLGETATTRIBLOCATIONPROC)IntGetProcAddress("glGetAttribLocation");\r
+       return _ptrc_glGetAttribLocation(program, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog)\r
+{\r
+       _ptrc_glGetProgramInfoLog = (PFN_PTRC_GLGETPROGRAMINFOLOGPROC)IntGetProcAddress("glGetProgramInfoLog");\r
+       _ptrc_glGetProgramInfoLog(program, bufSize, length, infoLog);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetProgramiv(GLuint program, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetProgramiv = (PFN_PTRC_GLGETPROGRAMIVPROC)IntGetProcAddress("glGetProgramiv");\r
+       _ptrc_glGetProgramiv(program, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog)\r
+{\r
+       _ptrc_glGetShaderInfoLog = (PFN_PTRC_GLGETSHADERINFOLOGPROC)IntGetProcAddress("glGetShaderInfoLog");\r
+       _ptrc_glGetShaderInfoLog(shader, bufSize, length, infoLog);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source)\r
+{\r
+       _ptrc_glGetShaderSource = (PFN_PTRC_GLGETSHADERSOURCEPROC)IntGetProcAddress("glGetShaderSource");\r
+       _ptrc_glGetShaderSource(shader, bufSize, length, source);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetShaderiv(GLuint shader, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetShaderiv = (PFN_PTRC_GLGETSHADERIVPROC)IntGetProcAddress("glGetShaderiv");\r
+       _ptrc_glGetShaderiv(shader, pname, params);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_GetUniformLocation(GLuint program, const GLchar * name)\r
+{\r
+       _ptrc_glGetUniformLocation = (PFN_PTRC_GLGETUNIFORMLOCATIONPROC)IntGetProcAddress("glGetUniformLocation");\r
+       return _ptrc_glGetUniformLocation(program, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformfv(GLuint program, GLint location, GLfloat * params)\r
+{\r
+       _ptrc_glGetUniformfv = (PFN_PTRC_GLGETUNIFORMFVPROC)IntGetProcAddress("glGetUniformfv");\r
+       _ptrc_glGetUniformfv(program, location, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformiv(GLuint program, GLint location, GLint * params)\r
+{\r
+       _ptrc_glGetUniformiv = (PFN_PTRC_GLGETUNIFORMIVPROC)IntGetProcAddress("glGetUniformiv");\r
+       _ptrc_glGetUniformiv(program, location, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer)\r
+{\r
+       _ptrc_glGetVertexAttribPointerv = (PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC)IntGetProcAddress("glGetVertexAttribPointerv");\r
+       _ptrc_glGetVertexAttribPointerv(index, pname, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params)\r
+{\r
+       _ptrc_glGetVertexAttribdv = (PFN_PTRC_GLGETVERTEXATTRIBDVPROC)IntGetProcAddress("glGetVertexAttribdv");\r
+       _ptrc_glGetVertexAttribdv(index, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params)\r
+{\r
+       _ptrc_glGetVertexAttribfv = (PFN_PTRC_GLGETVERTEXATTRIBFVPROC)IntGetProcAddress("glGetVertexAttribfv");\r
+       _ptrc_glGetVertexAttribfv(index, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribiv(GLuint index, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetVertexAttribiv = (PFN_PTRC_GLGETVERTEXATTRIBIVPROC)IntGetProcAddress("glGetVertexAttribiv");\r
+       _ptrc_glGetVertexAttribiv(index, pname, params);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsProgram(GLuint program)\r
+{\r
+       _ptrc_glIsProgram = (PFN_PTRC_GLISPROGRAMPROC)IntGetProcAddress("glIsProgram");\r
+       return _ptrc_glIsProgram(program);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsShader(GLuint shader)\r
+{\r
+       _ptrc_glIsShader = (PFN_PTRC_GLISSHADERPROC)IntGetProcAddress("glIsShader");\r
+       return _ptrc_glIsShader(shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LinkProgram(GLuint program)\r
+{\r
+       _ptrc_glLinkProgram = (PFN_PTRC_GLLINKPROGRAMPROC)IntGetProcAddress("glLinkProgram");\r
+       _ptrc_glLinkProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length)\r
+{\r
+       _ptrc_glShaderSource = (PFN_PTRC_GLSHADERSOURCEPROC)IntGetProcAddress("glShaderSource");\r
+       _ptrc_glShaderSource(shader, count, string, length);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)\r
+{\r
+       _ptrc_glStencilFuncSeparate = (PFN_PTRC_GLSTENCILFUNCSEPARATEPROC)IntGetProcAddress("glStencilFuncSeparate");\r
+       _ptrc_glStencilFuncSeparate(face, func, ref, mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilMaskSeparate(GLenum face, GLuint mask)\r
+{\r
+       _ptrc_glStencilMaskSeparate = (PFN_PTRC_GLSTENCILMASKSEPARATEPROC)IntGetProcAddress("glStencilMaskSeparate");\r
+       _ptrc_glStencilMaskSeparate(face, mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)\r
+{\r
+       _ptrc_glStencilOpSeparate = (PFN_PTRC_GLSTENCILOPSEPARATEPROC)IntGetProcAddress("glStencilOpSeparate");\r
+       _ptrc_glStencilOpSeparate(face, sfail, dpfail, dppass);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1f(GLint location, GLfloat v0)\r
+{\r
+       _ptrc_glUniform1f = (PFN_PTRC_GLUNIFORM1FPROC)IntGetProcAddress("glUniform1f");\r
+       _ptrc_glUniform1f(location, v0);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+       _ptrc_glUniform1fv = (PFN_PTRC_GLUNIFORM1FVPROC)IntGetProcAddress("glUniform1fv");\r
+       _ptrc_glUniform1fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1i(GLint location, GLint v0)\r
+{\r
+       _ptrc_glUniform1i = (PFN_PTRC_GLUNIFORM1IPROC)IntGetProcAddress("glUniform1i");\r
+       _ptrc_glUniform1i(location, v0);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+       _ptrc_glUniform1iv = (PFN_PTRC_GLUNIFORM1IVPROC)IntGetProcAddress("glUniform1iv");\r
+       _ptrc_glUniform1iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2f(GLint location, GLfloat v0, GLfloat v1)\r
+{\r
+       _ptrc_glUniform2f = (PFN_PTRC_GLUNIFORM2FPROC)IntGetProcAddress("glUniform2f");\r
+       _ptrc_glUniform2f(location, v0, v1);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+       _ptrc_glUniform2fv = (PFN_PTRC_GLUNIFORM2FVPROC)IntGetProcAddress("glUniform2fv");\r
+       _ptrc_glUniform2fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2i(GLint location, GLint v0, GLint v1)\r
+{\r
+       _ptrc_glUniform2i = (PFN_PTRC_GLUNIFORM2IPROC)IntGetProcAddress("glUniform2i");\r
+       _ptrc_glUniform2i(location, v0, v1);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+       _ptrc_glUniform2iv = (PFN_PTRC_GLUNIFORM2IVPROC)IntGetProcAddress("glUniform2iv");\r
+       _ptrc_glUniform2iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)\r
+{\r
+       _ptrc_glUniform3f = (PFN_PTRC_GLUNIFORM3FPROC)IntGetProcAddress("glUniform3f");\r
+       _ptrc_glUniform3f(location, v0, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+       _ptrc_glUniform3fv = (PFN_PTRC_GLUNIFORM3FVPROC)IntGetProcAddress("glUniform3fv");\r
+       _ptrc_glUniform3fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2)\r
+{\r
+       _ptrc_glUniform3i = (PFN_PTRC_GLUNIFORM3IPROC)IntGetProcAddress("glUniform3i");\r
+       _ptrc_glUniform3i(location, v0, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+       _ptrc_glUniform3iv = (PFN_PTRC_GLUNIFORM3IVPROC)IntGetProcAddress("glUniform3iv");\r
+       _ptrc_glUniform3iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)\r
+{\r
+       _ptrc_glUniform4f = (PFN_PTRC_GLUNIFORM4FPROC)IntGetProcAddress("glUniform4f");\r
+       _ptrc_glUniform4f(location, v0, v1, v2, v3);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+       _ptrc_glUniform4fv = (PFN_PTRC_GLUNIFORM4FVPROC)IntGetProcAddress("glUniform4fv");\r
+       _ptrc_glUniform4fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)\r
+{\r
+       _ptrc_glUniform4i = (PFN_PTRC_GLUNIFORM4IPROC)IntGetProcAddress("glUniform4i");\r
+       _ptrc_glUniform4i(location, v0, v1, v2, v3);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+       _ptrc_glUniform4iv = (PFN_PTRC_GLUNIFORM4IVPROC)IntGetProcAddress("glUniform4iv");\r
+       _ptrc_glUniform4iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix2fv = (PFN_PTRC_GLUNIFORMMATRIX2FVPROC)IntGetProcAddress("glUniformMatrix2fv");\r
+       _ptrc_glUniformMatrix2fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix3fv = (PFN_PTRC_GLUNIFORMMATRIX3FVPROC)IntGetProcAddress("glUniformMatrix3fv");\r
+       _ptrc_glUniformMatrix3fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix4fv = (PFN_PTRC_GLUNIFORMMATRIX4FVPROC)IntGetProcAddress("glUniformMatrix4fv");\r
+       _ptrc_glUniformMatrix4fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UseProgram(GLuint program)\r
+{\r
+       _ptrc_glUseProgram = (PFN_PTRC_GLUSEPROGRAMPROC)IntGetProcAddress("glUseProgram");\r
+       _ptrc_glUseProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ValidateProgram(GLuint program)\r
+{\r
+       _ptrc_glValidateProgram = (PFN_PTRC_GLVALIDATEPROGRAMPROC)IntGetProcAddress("glValidateProgram");\r
+       _ptrc_glValidateProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1d(GLuint index, GLdouble x)\r
+{\r
+       _ptrc_glVertexAttrib1d = (PFN_PTRC_GLVERTEXATTRIB1DPROC)IntGetProcAddress("glVertexAttrib1d");\r
+       _ptrc_glVertexAttrib1d(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1dv(GLuint index, const GLdouble * v)\r
+{\r
+       _ptrc_glVertexAttrib1dv = (PFN_PTRC_GLVERTEXATTRIB1DVPROC)IntGetProcAddress("glVertexAttrib1dv");\r
+       _ptrc_glVertexAttrib1dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1f(GLuint index, GLfloat x)\r
+{\r
+       _ptrc_glVertexAttrib1f = (PFN_PTRC_GLVERTEXATTRIB1FPROC)IntGetProcAddress("glVertexAttrib1f");\r
+       _ptrc_glVertexAttrib1f(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1fv(GLuint index, const GLfloat * v)\r
+{\r
+       _ptrc_glVertexAttrib1fv = (PFN_PTRC_GLVERTEXATTRIB1FVPROC)IntGetProcAddress("glVertexAttrib1fv");\r
+       _ptrc_glVertexAttrib1fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1s(GLuint index, GLshort x)\r
+{\r
+       _ptrc_glVertexAttrib1s = (PFN_PTRC_GLVERTEXATTRIB1SPROC)IntGetProcAddress("glVertexAttrib1s");\r
+       _ptrc_glVertexAttrib1s(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1sv(GLuint index, const GLshort * v)\r
+{\r
+       _ptrc_glVertexAttrib1sv = (PFN_PTRC_GLVERTEXATTRIB1SVPROC)IntGetProcAddress("glVertexAttrib1sv");\r
+       _ptrc_glVertexAttrib1sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y)\r
+{\r
+       _ptrc_glVertexAttrib2d = (PFN_PTRC_GLVERTEXATTRIB2DPROC)IntGetProcAddress("glVertexAttrib2d");\r
+       _ptrc_glVertexAttrib2d(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2dv(GLuint index, const GLdouble * v)\r
+{\r
+       _ptrc_glVertexAttrib2dv = (PFN_PTRC_GLVERTEXATTRIB2DVPROC)IntGetProcAddress("glVertexAttrib2dv");\r
+       _ptrc_glVertexAttrib2dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y)\r
+{\r
+       _ptrc_glVertexAttrib2f = (PFN_PTRC_GLVERTEXATTRIB2FPROC)IntGetProcAddress("glVertexAttrib2f");\r
+       _ptrc_glVertexAttrib2f(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2fv(GLuint index, const GLfloat * v)\r
+{\r
+       _ptrc_glVertexAttrib2fv = (PFN_PTRC_GLVERTEXATTRIB2FVPROC)IntGetProcAddress("glVertexAttrib2fv");\r
+       _ptrc_glVertexAttrib2fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2s(GLuint index, GLshort x, GLshort y)\r
+{\r
+       _ptrc_glVertexAttrib2s = (PFN_PTRC_GLVERTEXATTRIB2SPROC)IntGetProcAddress("glVertexAttrib2s");\r
+       _ptrc_glVertexAttrib2s(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2sv(GLuint index, const GLshort * v)\r
+{\r
+       _ptrc_glVertexAttrib2sv = (PFN_PTRC_GLVERTEXATTRIB2SVPROC)IntGetProcAddress("glVertexAttrib2sv");\r
+       _ptrc_glVertexAttrib2sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+       _ptrc_glVertexAttrib3d = (PFN_PTRC_GLVERTEXATTRIB3DPROC)IntGetProcAddress("glVertexAttrib3d");\r
+       _ptrc_glVertexAttrib3d(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3dv(GLuint index, const GLdouble * v)\r
+{\r
+       _ptrc_glVertexAttrib3dv = (PFN_PTRC_GLVERTEXATTRIB3DVPROC)IntGetProcAddress("glVertexAttrib3dv");\r
+       _ptrc_glVertexAttrib3dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+       _ptrc_glVertexAttrib3f = (PFN_PTRC_GLVERTEXATTRIB3FPROC)IntGetProcAddress("glVertexAttrib3f");\r
+       _ptrc_glVertexAttrib3f(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3fv(GLuint index, const GLfloat * v)\r
+{\r
+       _ptrc_glVertexAttrib3fv = (PFN_PTRC_GLVERTEXATTRIB3FVPROC)IntGetProcAddress("glVertexAttrib3fv");\r
+       _ptrc_glVertexAttrib3fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)\r
+{\r
+       _ptrc_glVertexAttrib3s = (PFN_PTRC_GLVERTEXATTRIB3SPROC)IntGetProcAddress("glVertexAttrib3s");\r
+       _ptrc_glVertexAttrib3s(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3sv(GLuint index, const GLshort * v)\r
+{\r
+       _ptrc_glVertexAttrib3sv = (PFN_PTRC_GLVERTEXATTRIB3SVPROC)IntGetProcAddress("glVertexAttrib3sv");\r
+       _ptrc_glVertexAttrib3sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nbv(GLuint index, const GLbyte * v)\r
+{\r
+       _ptrc_glVertexAttrib4Nbv = (PFN_PTRC_GLVERTEXATTRIB4NBVPROC)IntGetProcAddress("glVertexAttrib4Nbv");\r
+       _ptrc_glVertexAttrib4Nbv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Niv(GLuint index, const GLint * v)\r
+{\r
+       _ptrc_glVertexAttrib4Niv = (PFN_PTRC_GLVERTEXATTRIB4NIVPROC)IntGetProcAddress("glVertexAttrib4Niv");\r
+       _ptrc_glVertexAttrib4Niv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nsv(GLuint index, const GLshort * v)\r
+{\r
+       _ptrc_glVertexAttrib4Nsv = (PFN_PTRC_GLVERTEXATTRIB4NSVPROC)IntGetProcAddress("glVertexAttrib4Nsv");\r
+       _ptrc_glVertexAttrib4Nsv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)\r
+{\r
+       _ptrc_glVertexAttrib4Nub = (PFN_PTRC_GLVERTEXATTRIB4NUBPROC)IntGetProcAddress("glVertexAttrib4Nub");\r
+       _ptrc_glVertexAttrib4Nub(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nubv(GLuint index, const GLubyte * v)\r
+{\r
+       _ptrc_glVertexAttrib4Nubv = (PFN_PTRC_GLVERTEXATTRIB4NUBVPROC)IntGetProcAddress("glVertexAttrib4Nubv");\r
+       _ptrc_glVertexAttrib4Nubv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nuiv(GLuint index, const GLuint * v)\r
+{\r
+       _ptrc_glVertexAttrib4Nuiv = (PFN_PTRC_GLVERTEXATTRIB4NUIVPROC)IntGetProcAddress("glVertexAttrib4Nuiv");\r
+       _ptrc_glVertexAttrib4Nuiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nusv(GLuint index, const GLushort * v)\r
+{\r
+       _ptrc_glVertexAttrib4Nusv = (PFN_PTRC_GLVERTEXATTRIB4NUSVPROC)IntGetProcAddress("glVertexAttrib4Nusv");\r
+       _ptrc_glVertexAttrib4Nusv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4bv(GLuint index, const GLbyte * v)\r
+{\r
+       _ptrc_glVertexAttrib4bv = (PFN_PTRC_GLVERTEXATTRIB4BVPROC)IntGetProcAddress("glVertexAttrib4bv");\r
+       _ptrc_glVertexAttrib4bv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)\r
+{\r
+       _ptrc_glVertexAttrib4d = (PFN_PTRC_GLVERTEXATTRIB4DPROC)IntGetProcAddress("glVertexAttrib4d");\r
+       _ptrc_glVertexAttrib4d(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4dv(GLuint index, const GLdouble * v)\r
+{\r
+       _ptrc_glVertexAttrib4dv = (PFN_PTRC_GLVERTEXATTRIB4DVPROC)IntGetProcAddress("glVertexAttrib4dv");\r
+       _ptrc_glVertexAttrib4dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)\r
+{\r
+       _ptrc_glVertexAttrib4f = (PFN_PTRC_GLVERTEXATTRIB4FPROC)IntGetProcAddress("glVertexAttrib4f");\r
+       _ptrc_glVertexAttrib4f(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4fv(GLuint index, const GLfloat * v)\r
+{\r
+       _ptrc_glVertexAttrib4fv = (PFN_PTRC_GLVERTEXATTRIB4FVPROC)IntGetProcAddress("glVertexAttrib4fv");\r
+       _ptrc_glVertexAttrib4fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4iv(GLuint index, const GLint * v)\r
+{\r
+       _ptrc_glVertexAttrib4iv = (PFN_PTRC_GLVERTEXATTRIB4IVPROC)IntGetProcAddress("glVertexAttrib4iv");\r
+       _ptrc_glVertexAttrib4iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)\r
+{\r
+       _ptrc_glVertexAttrib4s = (PFN_PTRC_GLVERTEXATTRIB4SPROC)IntGetProcAddress("glVertexAttrib4s");\r
+       _ptrc_glVertexAttrib4s(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4sv(GLuint index, const GLshort * v)\r
+{\r
+       _ptrc_glVertexAttrib4sv = (PFN_PTRC_GLVERTEXATTRIB4SVPROC)IntGetProcAddress("glVertexAttrib4sv");\r
+       _ptrc_glVertexAttrib4sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4ubv(GLuint index, const GLubyte * v)\r
+{\r
+       _ptrc_glVertexAttrib4ubv = (PFN_PTRC_GLVERTEXATTRIB4UBVPROC)IntGetProcAddress("glVertexAttrib4ubv");\r
+       _ptrc_glVertexAttrib4ubv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4uiv(GLuint index, const GLuint * v)\r
+{\r
+       _ptrc_glVertexAttrib4uiv = (PFN_PTRC_GLVERTEXATTRIB4UIVPROC)IntGetProcAddress("glVertexAttrib4uiv");\r
+       _ptrc_glVertexAttrib4uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4usv(GLuint index, const GLushort * v)\r
+{\r
+       _ptrc_glVertexAttrib4usv = (PFN_PTRC_GLVERTEXATTRIB4USVPROC)IntGetProcAddress("glVertexAttrib4usv");\r
+       _ptrc_glVertexAttrib4usv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glVertexAttribPointer = (PFN_PTRC_GLVERTEXATTRIBPOINTERPROC)IntGetProcAddress("glVertexAttribPointer");\r
+       _ptrc_glVertexAttribPointer(index, size, type, normalized, stride, pointer);\r
+}\r
+\r
+\r
+// Extension: 2.1\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix2x3fv = (PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC)IntGetProcAddress("glUniformMatrix2x3fv");\r
+       _ptrc_glUniformMatrix2x3fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix2x4fv = (PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC)IntGetProcAddress("glUniformMatrix2x4fv");\r
+       _ptrc_glUniformMatrix2x4fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix3x2fv = (PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC)IntGetProcAddress("glUniformMatrix3x2fv");\r
+       _ptrc_glUniformMatrix3x2fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix3x4fv = (PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC)IntGetProcAddress("glUniformMatrix3x4fv");\r
+       _ptrc_glUniformMatrix3x4fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix4x2fv = (PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC)IntGetProcAddress("glUniformMatrix4x2fv");\r
+       _ptrc_glUniformMatrix4x2fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+       _ptrc_glUniformMatrix4x3fv = (PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC)IntGetProcAddress("glUniformMatrix4x3fv");\r
+       _ptrc_glUniformMatrix4x3fv(location, count, transpose, value);\r
+}\r
+\r
+\r
+// Extension: 3.0\r
+static void CODEGEN_FUNCPTR Switch_BeginConditionalRender(GLuint id, GLenum mode)\r
+{\r
+       _ptrc_glBeginConditionalRender = (PFN_PTRC_GLBEGINCONDITIONALRENDERPROC)IntGetProcAddress("glBeginConditionalRender");\r
+       _ptrc_glBeginConditionalRender(id, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BeginTransformFeedback(GLenum primitiveMode)\r
+{\r
+       _ptrc_glBeginTransformFeedback = (PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC)IntGetProcAddress("glBeginTransformFeedback");\r
+       _ptrc_glBeginTransformFeedback(primitiveMode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindBufferBase(GLenum target, GLuint index, GLuint buffer)\r
+{\r
+       _ptrc_glBindBufferBase = (PFN_PTRC_GLBINDBUFFERBASEPROC)IntGetProcAddress("glBindBufferBase");\r
+       _ptrc_glBindBufferBase(target, index, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)\r
+{\r
+       _ptrc_glBindBufferRange = (PFN_PTRC_GLBINDBUFFERRANGEPROC)IntGetProcAddress("glBindBufferRange");\r
+       _ptrc_glBindBufferRange(target, index, buffer, offset, size);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindFragDataLocation(GLuint program, GLuint color, const GLchar * name)\r
+{\r
+       _ptrc_glBindFragDataLocation = (PFN_PTRC_GLBINDFRAGDATALOCATIONPROC)IntGetProcAddress("glBindFragDataLocation");\r
+       _ptrc_glBindFragDataLocation(program, color, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindFramebuffer(GLenum target, GLuint framebuffer)\r
+{\r
+       _ptrc_glBindFramebuffer = (PFN_PTRC_GLBINDFRAMEBUFFERPROC)IntGetProcAddress("glBindFramebuffer");\r
+       _ptrc_glBindFramebuffer(target, framebuffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindRenderbuffer(GLenum target, GLuint renderbuffer)\r
+{\r
+       _ptrc_glBindRenderbuffer = (PFN_PTRC_GLBINDRENDERBUFFERPROC)IntGetProcAddress("glBindRenderbuffer");\r
+       _ptrc_glBindRenderbuffer(target, renderbuffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindVertexArray(GLuint ren_array)\r
+{\r
+       _ptrc_glBindVertexArray = (PFN_PTRC_GLBINDVERTEXARRAYPROC)IntGetProcAddress("glBindVertexArray");\r
+       _ptrc_glBindVertexArray(ren_array);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)\r
+{\r
+       _ptrc_glBlitFramebuffer = (PFN_PTRC_GLBLITFRAMEBUFFERPROC)IntGetProcAddress("glBlitFramebuffer");\r
+       _ptrc_glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);\r
+}\r
+\r
+static GLenum CODEGEN_FUNCPTR Switch_CheckFramebufferStatus(GLenum target)\r
+{\r
+       _ptrc_glCheckFramebufferStatus = (PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC)IntGetProcAddress("glCheckFramebufferStatus");\r
+       return _ptrc_glCheckFramebufferStatus(target);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClampColor(GLenum target, GLenum clamp)\r
+{\r
+       _ptrc_glClampColor = (PFN_PTRC_GLCLAMPCOLORPROC)IntGetProcAddress("glClampColor");\r
+       _ptrc_glClampColor(target, clamp);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)\r
+{\r
+       _ptrc_glClearBufferfi = (PFN_PTRC_GLCLEARBUFFERFIPROC)IntGetProcAddress("glClearBufferfi");\r
+       _ptrc_glClearBufferfi(buffer, drawbuffer, depth, stencil);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value)\r
+{\r
+       _ptrc_glClearBufferfv = (PFN_PTRC_GLCLEARBUFFERFVPROC)IntGetProcAddress("glClearBufferfv");\r
+       _ptrc_glClearBufferfv(buffer, drawbuffer, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value)\r
+{\r
+       _ptrc_glClearBufferiv = (PFN_PTRC_GLCLEARBUFFERIVPROC)IntGetProcAddress("glClearBufferiv");\r
+       _ptrc_glClearBufferiv(buffer, drawbuffer, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value)\r
+{\r
+       _ptrc_glClearBufferuiv = (PFN_PTRC_GLCLEARBUFFERUIVPROC)IntGetProcAddress("glClearBufferuiv");\r
+       _ptrc_glClearBufferuiv(buffer, drawbuffer, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)\r
+{\r
+       _ptrc_glColorMaski = (PFN_PTRC_GLCOLORMASKIPROC)IntGetProcAddress("glColorMaski");\r
+       _ptrc_glColorMaski(index, r, g, b, a);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteFramebuffers(GLsizei n, const GLuint * framebuffers)\r
+{\r
+       _ptrc_glDeleteFramebuffers = (PFN_PTRC_GLDELETEFRAMEBUFFERSPROC)IntGetProcAddress("glDeleteFramebuffers");\r
+       _ptrc_glDeleteFramebuffers(n, framebuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers)\r
+{\r
+       _ptrc_glDeleteRenderbuffers = (PFN_PTRC_GLDELETERENDERBUFFERSPROC)IntGetProcAddress("glDeleteRenderbuffers");\r
+       _ptrc_glDeleteRenderbuffers(n, renderbuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteVertexArrays(GLsizei n, const GLuint * arrays)\r
+{\r
+       _ptrc_glDeleteVertexArrays = (PFN_PTRC_GLDELETEVERTEXARRAYSPROC)IntGetProcAddress("glDeleteVertexArrays");\r
+       _ptrc_glDeleteVertexArrays(n, arrays);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Disablei(GLenum target, GLuint index)\r
+{\r
+       _ptrc_glDisablei = (PFN_PTRC_GLDISABLEIPROC)IntGetProcAddress("glDisablei");\r
+       _ptrc_glDisablei(target, index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Enablei(GLenum target, GLuint index)\r
+{\r
+       _ptrc_glEnablei = (PFN_PTRC_GLENABLEIPROC)IntGetProcAddress("glEnablei");\r
+       _ptrc_glEnablei(target, index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndConditionalRender()\r
+{\r
+       _ptrc_glEndConditionalRender = (PFN_PTRC_GLENDCONDITIONALRENDERPROC)IntGetProcAddress("glEndConditionalRender");\r
+       _ptrc_glEndConditionalRender();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndTransformFeedback()\r
+{\r
+       _ptrc_glEndTransformFeedback = (PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC)IntGetProcAddress("glEndTransformFeedback");\r
+       _ptrc_glEndTransformFeedback();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)\r
+{\r
+       _ptrc_glFlushMappedBufferRange = (PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC)IntGetProcAddress("glFlushMappedBufferRange");\r
+       _ptrc_glFlushMappedBufferRange(target, offset, length);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)\r
+{\r
+       _ptrc_glFramebufferRenderbuffer = (PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC)IntGetProcAddress("glFramebufferRenderbuffer");\r
+       _ptrc_glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)\r
+{\r
+       _ptrc_glFramebufferTexture1D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC)IntGetProcAddress("glFramebufferTexture1D");\r
+       _ptrc_glFramebufferTexture1D(target, attachment, textarget, texture, level);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)\r
+{\r
+       _ptrc_glFramebufferTexture2D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC)IntGetProcAddress("glFramebufferTexture2D");\r
+       _ptrc_glFramebufferTexture2D(target, attachment, textarget, texture, level);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)\r
+{\r
+       _ptrc_glFramebufferTexture3D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC)IntGetProcAddress("glFramebufferTexture3D");\r
+       _ptrc_glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)\r
+{\r
+       _ptrc_glFramebufferTextureLayer = (PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC)IntGetProcAddress("glFramebufferTextureLayer");\r
+       _ptrc_glFramebufferTextureLayer(target, attachment, texture, level, layer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenFramebuffers(GLsizei n, GLuint * framebuffers)\r
+{\r
+       _ptrc_glGenFramebuffers = (PFN_PTRC_GLGENFRAMEBUFFERSPROC)IntGetProcAddress("glGenFramebuffers");\r
+       _ptrc_glGenFramebuffers(n, framebuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenRenderbuffers(GLsizei n, GLuint * renderbuffers)\r
+{\r
+       _ptrc_glGenRenderbuffers = (PFN_PTRC_GLGENRENDERBUFFERSPROC)IntGetProcAddress("glGenRenderbuffers");\r
+       _ptrc_glGenRenderbuffers(n, renderbuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenVertexArrays(GLsizei n, GLuint * arrays)\r
+{\r
+       _ptrc_glGenVertexArrays = (PFN_PTRC_GLGENVERTEXARRAYSPROC)IntGetProcAddress("glGenVertexArrays");\r
+       _ptrc_glGenVertexArrays(n, arrays);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenerateMipmap(GLenum target)\r
+{\r
+       _ptrc_glGenerateMipmap = (PFN_PTRC_GLGENERATEMIPMAPPROC)IntGetProcAddress("glGenerateMipmap");\r
+       _ptrc_glGenerateMipmap(target);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBooleani_v(GLenum target, GLuint index, GLboolean * data)\r
+{\r
+       _ptrc_glGetBooleani_v = (PFN_PTRC_GLGETBOOLEANI_VPROC)IntGetProcAddress("glGetBooleani_v");\r
+       _ptrc_glGetBooleani_v(target, index, data);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_GetFragDataLocation(GLuint program, const GLchar * name)\r
+{\r
+       _ptrc_glGetFragDataLocation = (PFN_PTRC_GLGETFRAGDATALOCATIONPROC)IntGetProcAddress("glGetFragDataLocation");\r
+       return _ptrc_glGetFragDataLocation(program, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetFramebufferAttachmentParameteriv = (PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)IntGetProcAddress("glGetFramebufferAttachmentParameteriv");\r
+       _ptrc_glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetIntegeri_v(GLenum target, GLuint index, GLint * data)\r
+{\r
+       _ptrc_glGetIntegeri_v = (PFN_PTRC_GLGETINTEGERI_VPROC)IntGetProcAddress("glGetIntegeri_v");\r
+       _ptrc_glGetIntegeri_v(target, index, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetRenderbufferParameteriv = (PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC)IntGetProcAddress("glGetRenderbufferParameteriv");\r
+       _ptrc_glGetRenderbufferParameteriv(target, pname, params);\r
+}\r
+\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetStringi(GLenum name, GLuint index)\r
+{\r
+       _ptrc_glGetStringi = (PFN_PTRC_GLGETSTRINGIPROC)IntGetProcAddress("glGetStringi");\r
+       return _ptrc_glGetStringi(name, index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIiv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetTexParameterIiv = (PFN_PTRC_GLGETTEXPARAMETERIIVPROC)IntGetProcAddress("glGetTexParameterIiv");\r
+       _ptrc_glGetTexParameterIiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params)\r
+{\r
+       _ptrc_glGetTexParameterIuiv = (PFN_PTRC_GLGETTEXPARAMETERIUIVPROC)IntGetProcAddress("glGetTexParameterIuiv");\r
+       _ptrc_glGetTexParameterIuiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name)\r
+{\r
+       _ptrc_glGetTransformFeedbackVarying = (PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC)IntGetProcAddress("glGetTransformFeedbackVarying");\r
+       _ptrc_glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformuiv(GLuint program, GLint location, GLuint * params)\r
+{\r
+       _ptrc_glGetUniformuiv = (PFN_PTRC_GLGETUNIFORMUIVPROC)IntGetProcAddress("glGetUniformuiv");\r
+       _ptrc_glGetUniformuiv(program, location, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIiv(GLuint index, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetVertexAttribIiv = (PFN_PTRC_GLGETVERTEXATTRIBIIVPROC)IntGetProcAddress("glGetVertexAttribIiv");\r
+       _ptrc_glGetVertexAttribIiv(index, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params)\r
+{\r
+       _ptrc_glGetVertexAttribIuiv = (PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC)IntGetProcAddress("glGetVertexAttribIuiv");\r
+       _ptrc_glGetVertexAttribIuiv(index, pname, params);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabledi(GLenum target, GLuint index)\r
+{\r
+       _ptrc_glIsEnabledi = (PFN_PTRC_GLISENABLEDIPROC)IntGetProcAddress("glIsEnabledi");\r
+       return _ptrc_glIsEnabledi(target, index);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsFramebuffer(GLuint framebuffer)\r
+{\r
+       _ptrc_glIsFramebuffer = (PFN_PTRC_GLISFRAMEBUFFERPROC)IntGetProcAddress("glIsFramebuffer");\r
+       return _ptrc_glIsFramebuffer(framebuffer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsRenderbuffer(GLuint renderbuffer)\r
+{\r
+       _ptrc_glIsRenderbuffer = (PFN_PTRC_GLISRENDERBUFFERPROC)IntGetProcAddress("glIsRenderbuffer");\r
+       return _ptrc_glIsRenderbuffer(renderbuffer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsVertexArray(GLuint ren_array)\r
+{\r
+       _ptrc_glIsVertexArray = (PFN_PTRC_GLISVERTEXARRAYPROC)IntGetProcAddress("glIsVertexArray");\r
+       return _ptrc_glIsVertexArray(ren_array);\r
+}\r
+\r
+static void * CODEGEN_FUNCPTR Switch_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)\r
+{\r
+       _ptrc_glMapBufferRange = (PFN_PTRC_GLMAPBUFFERRANGEPROC)IntGetProcAddress("glMapBufferRange");\r
+       return _ptrc_glMapBufferRange(target, offset, length, access);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)\r
+{\r
+       _ptrc_glRenderbufferStorage = (PFN_PTRC_GLRENDERBUFFERSTORAGEPROC)IntGetProcAddress("glRenderbufferStorage");\r
+       _ptrc_glRenderbufferStorage(target, internalformat, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)\r
+{\r
+       _ptrc_glRenderbufferStorageMultisample = (PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC)IntGetProcAddress("glRenderbufferStorageMultisample");\r
+       _ptrc_glRenderbufferStorageMultisample(target, samples, internalformat, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIiv(GLenum target, GLenum pname, const GLint * params)\r
+{\r
+       _ptrc_glTexParameterIiv = (PFN_PTRC_GLTEXPARAMETERIIVPROC)IntGetProcAddress("glTexParameterIiv");\r
+       _ptrc_glTexParameterIiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIuiv(GLenum target, GLenum pname, const GLuint * params)\r
+{\r
+       _ptrc_glTexParameterIuiv = (PFN_PTRC_GLTEXPARAMETERIUIVPROC)IntGetProcAddress("glTexParameterIuiv");\r
+       _ptrc_glTexParameterIuiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode)\r
+{\r
+       _ptrc_glTransformFeedbackVaryings = (PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC)IntGetProcAddress("glTransformFeedbackVaryings");\r
+       _ptrc_glTransformFeedbackVaryings(program, count, varyings, bufferMode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1ui(GLint location, GLuint v0)\r
+{\r
+       _ptrc_glUniform1ui = (PFN_PTRC_GLUNIFORM1UIPROC)IntGetProcAddress("glUniform1ui");\r
+       _ptrc_glUniform1ui(location, v0);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+       _ptrc_glUniform1uiv = (PFN_PTRC_GLUNIFORM1UIVPROC)IntGetProcAddress("glUniform1uiv");\r
+       _ptrc_glUniform1uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2ui(GLint location, GLuint v0, GLuint v1)\r
+{\r
+       _ptrc_glUniform2ui = (PFN_PTRC_GLUNIFORM2UIPROC)IntGetProcAddress("glUniform2ui");\r
+       _ptrc_glUniform2ui(location, v0, v1);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+       _ptrc_glUniform2uiv = (PFN_PTRC_GLUNIFORM2UIVPROC)IntGetProcAddress("glUniform2uiv");\r
+       _ptrc_glUniform2uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)\r
+{\r
+       _ptrc_glUniform3ui = (PFN_PTRC_GLUNIFORM3UIPROC)IntGetProcAddress("glUniform3ui");\r
+       _ptrc_glUniform3ui(location, v0, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+       _ptrc_glUniform3uiv = (PFN_PTRC_GLUNIFORM3UIVPROC)IntGetProcAddress("glUniform3uiv");\r
+       _ptrc_glUniform3uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)\r
+{\r
+       _ptrc_glUniform4ui = (PFN_PTRC_GLUNIFORM4UIPROC)IntGetProcAddress("glUniform4ui");\r
+       _ptrc_glUniform4ui(location, v0, v1, v2, v3);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+       _ptrc_glUniform4uiv = (PFN_PTRC_GLUNIFORM4UIVPROC)IntGetProcAddress("glUniform4uiv");\r
+       _ptrc_glUniform4uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1i(GLuint index, GLint x)\r
+{\r
+       _ptrc_glVertexAttribI1i = (PFN_PTRC_GLVERTEXATTRIBI1IPROC)IntGetProcAddress("glVertexAttribI1i");\r
+       _ptrc_glVertexAttribI1i(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1iv(GLuint index, const GLint * v)\r
+{\r
+       _ptrc_glVertexAttribI1iv = (PFN_PTRC_GLVERTEXATTRIBI1IVPROC)IntGetProcAddress("glVertexAttribI1iv");\r
+       _ptrc_glVertexAttribI1iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1ui(GLuint index, GLuint x)\r
+{\r
+       _ptrc_glVertexAttribI1ui = (PFN_PTRC_GLVERTEXATTRIBI1UIPROC)IntGetProcAddress("glVertexAttribI1ui");\r
+       _ptrc_glVertexAttribI1ui(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1uiv(GLuint index, const GLuint * v)\r
+{\r
+       _ptrc_glVertexAttribI1uiv = (PFN_PTRC_GLVERTEXATTRIBI1UIVPROC)IntGetProcAddress("glVertexAttribI1uiv");\r
+       _ptrc_glVertexAttribI1uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2i(GLuint index, GLint x, GLint y)\r
+{\r
+       _ptrc_glVertexAttribI2i = (PFN_PTRC_GLVERTEXATTRIBI2IPROC)IntGetProcAddress("glVertexAttribI2i");\r
+       _ptrc_glVertexAttribI2i(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2iv(GLuint index, const GLint * v)\r
+{\r
+       _ptrc_glVertexAttribI2iv = (PFN_PTRC_GLVERTEXATTRIBI2IVPROC)IntGetProcAddress("glVertexAttribI2iv");\r
+       _ptrc_glVertexAttribI2iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2ui(GLuint index, GLuint x, GLuint y)\r
+{\r
+       _ptrc_glVertexAttribI2ui = (PFN_PTRC_GLVERTEXATTRIBI2UIPROC)IntGetProcAddress("glVertexAttribI2ui");\r
+       _ptrc_glVertexAttribI2ui(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2uiv(GLuint index, const GLuint * v)\r
+{\r
+       _ptrc_glVertexAttribI2uiv = (PFN_PTRC_GLVERTEXATTRIBI2UIVPROC)IntGetProcAddress("glVertexAttribI2uiv");\r
+       _ptrc_glVertexAttribI2uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)\r
+{\r
+       _ptrc_glVertexAttribI3i = (PFN_PTRC_GLVERTEXATTRIBI3IPROC)IntGetProcAddress("glVertexAttribI3i");\r
+       _ptrc_glVertexAttribI3i(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3iv(GLuint index, const GLint * v)\r
+{\r
+       _ptrc_glVertexAttribI3iv = (PFN_PTRC_GLVERTEXATTRIBI3IVPROC)IntGetProcAddress("glVertexAttribI3iv");\r
+       _ptrc_glVertexAttribI3iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)\r
+{\r
+       _ptrc_glVertexAttribI3ui = (PFN_PTRC_GLVERTEXATTRIBI3UIPROC)IntGetProcAddress("glVertexAttribI3ui");\r
+       _ptrc_glVertexAttribI3ui(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3uiv(GLuint index, const GLuint * v)\r
+{\r
+       _ptrc_glVertexAttribI3uiv = (PFN_PTRC_GLVERTEXATTRIBI3UIVPROC)IntGetProcAddress("glVertexAttribI3uiv");\r
+       _ptrc_glVertexAttribI3uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4bv(GLuint index, const GLbyte * v)\r
+{\r
+       _ptrc_glVertexAttribI4bv = (PFN_PTRC_GLVERTEXATTRIBI4BVPROC)IntGetProcAddress("glVertexAttribI4bv");\r
+       _ptrc_glVertexAttribI4bv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)\r
+{\r
+       _ptrc_glVertexAttribI4i = (PFN_PTRC_GLVERTEXATTRIBI4IPROC)IntGetProcAddress("glVertexAttribI4i");\r
+       _ptrc_glVertexAttribI4i(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4iv(GLuint index, const GLint * v)\r
+{\r
+       _ptrc_glVertexAttribI4iv = (PFN_PTRC_GLVERTEXATTRIBI4IVPROC)IntGetProcAddress("glVertexAttribI4iv");\r
+       _ptrc_glVertexAttribI4iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4sv(GLuint index, const GLshort * v)\r
+{\r
+       _ptrc_glVertexAttribI4sv = (PFN_PTRC_GLVERTEXATTRIBI4SVPROC)IntGetProcAddress("glVertexAttribI4sv");\r
+       _ptrc_glVertexAttribI4sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ubv(GLuint index, const GLubyte * v)\r
+{\r
+       _ptrc_glVertexAttribI4ubv = (PFN_PTRC_GLVERTEXATTRIBI4UBVPROC)IntGetProcAddress("glVertexAttribI4ubv");\r
+       _ptrc_glVertexAttribI4ubv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)\r
+{\r
+       _ptrc_glVertexAttribI4ui = (PFN_PTRC_GLVERTEXATTRIBI4UIPROC)IntGetProcAddress("glVertexAttribI4ui");\r
+       _ptrc_glVertexAttribI4ui(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4uiv(GLuint index, const GLuint * v)\r
+{\r
+       _ptrc_glVertexAttribI4uiv = (PFN_PTRC_GLVERTEXATTRIBI4UIVPROC)IntGetProcAddress("glVertexAttribI4uiv");\r
+       _ptrc_glVertexAttribI4uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4usv(GLuint index, const GLushort * v)\r
+{\r
+       _ptrc_glVertexAttribI4usv = (PFN_PTRC_GLVERTEXATTRIBI4USVPROC)IntGetProcAddress("glVertexAttribI4usv");\r
+       _ptrc_glVertexAttribI4usv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+       _ptrc_glVertexAttribIPointer = (PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC)IntGetProcAddress("glVertexAttribIPointer");\r
+       _ptrc_glVertexAttribIPointer(index, size, type, stride, pointer);\r
+}\r
+\r
+\r
+// Extension: 3.1\r
+static void CODEGEN_FUNCPTR Switch_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)\r
+{\r
+       _ptrc_glCopyBufferSubData = (PFN_PTRC_GLCOPYBUFFERSUBDATAPROC)IntGetProcAddress("glCopyBufferSubData");\r
+       _ptrc_glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)\r
+{\r
+       _ptrc_glDrawArraysInstanced = (PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC)IntGetProcAddress("glDrawArraysInstanced");\r
+       _ptrc_glDrawArraysInstanced(mode, first, count, instancecount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount)\r
+{\r
+       _ptrc_glDrawElementsInstanced = (PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC)IntGetProcAddress("glDrawElementsInstanced");\r
+       _ptrc_glDrawElementsInstanced(mode, count, type, indices, instancecount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName)\r
+{\r
+       _ptrc_glGetActiveUniformBlockName = (PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC)IntGetProcAddress("glGetActiveUniformBlockName");\r
+       _ptrc_glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetActiveUniformBlockiv = (PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC)IntGetProcAddress("glGetActiveUniformBlockiv");\r
+       _ptrc_glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName)\r
+{\r
+       _ptrc_glGetActiveUniformName = (PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC)IntGetProcAddress("glGetActiveUniformName");\r
+       _ptrc_glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params)\r
+{\r
+       _ptrc_glGetActiveUniformsiv = (PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC)IntGetProcAddress("glGetActiveUniformsiv");\r
+       _ptrc_glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_GetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName)\r
+{\r
+       _ptrc_glGetUniformBlockIndex = (PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC)IntGetProcAddress("glGetUniformBlockIndex");\r
+       return _ptrc_glGetUniformBlockIndex(program, uniformBlockName);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices)\r
+{\r
+       _ptrc_glGetUniformIndices = (PFN_PTRC_GLGETUNIFORMINDICESPROC)IntGetProcAddress("glGetUniformIndices");\r
+       _ptrc_glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PrimitiveRestartIndex(GLuint index)\r
+{\r
+       _ptrc_glPrimitiveRestartIndex = (PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC)IntGetProcAddress("glPrimitiveRestartIndex");\r
+       _ptrc_glPrimitiveRestartIndex(index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer)\r
+{\r
+       _ptrc_glTexBuffer = (PFN_PTRC_GLTEXBUFFERPROC)IntGetProcAddress("glTexBuffer");\r
+       _ptrc_glTexBuffer(target, internalformat, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)\r
+{\r
+       _ptrc_glUniformBlockBinding = (PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC)IntGetProcAddress("glUniformBlockBinding");\r
+       _ptrc_glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);\r
+}\r
+\r
+\r
+\r
+static void ClearExtensionVariables()\r
+{\r
+}\r
+\r
+typedef struct ogl_MapTable_s\r
+{\r
+       char *extName;\r
+       int *extVariable;\r
+}ogl_MapTable;\r
+\r
+static ogl_MapTable g_mappingTable[1]; //This is intensionally left uninitialized. \r
+\r
+static void LoadExtByName(const char *extensionName)\r
+{\r
+       ogl_MapTable *tableEnd = &g_mappingTable[0];\r
+       ogl_MapTable *entry = &g_mappingTable[0];\r
+       for(; entry != tableEnd; ++entry)\r
+       {\r
+               if(strcmp(entry->extName, extensionName) == 0)\r
+                       break;\r
+       }\r
+       \r
+       if(entry != tableEnd)\r
+               *(entry->extVariable) = 1;\r
+}\r
+\r
+void ProcExtsFromExtList()\r
+{\r
+       GLint iLoop;\r
+       GLint iNumExtensions = 0;\r
+       _ptrc_glGetIntegerv(GL_NUM_EXTENSIONS, &iNumExtensions);\r
+\r
+       for(iLoop = 0; iLoop < iNumExtensions; iLoop++)\r
+       {\r
+               const char *strExtensionName = (const char *)_ptrc_glGetStringi(GL_EXTENSIONS, iLoop);\r
+               LoadExtByName(strExtensionName);\r
+       }\r
+}\r
+\r
+void ogl_CheckExtensions()\r
+{\r
+       ClearExtensionVariables();\r
+       \r
+       ProcExtsFromExtList();\r
+}\r
+\r
diff --git a/slim_gl_demos/windows/gl_3_1_core.h b/slim_gl_demos/windows/gl_3_1_core.h
new file mode 100644 (file)
index 0000000..0bc72d5
--- /dev/null
@@ -0,0 +1,2646 @@
+#ifndef OPENGL_NOLOAD_STYLE_H\r
+#define OPENGL_NOLOAD_STYLE_H\r
+\r
+#if defined(__glew_h__) || defined(__GLEW_H__)\r
+#error Attempt to include auto-generated header after including glew.h\r
+#endif\r
+#if defined(__gl_h_) || defined(__GL_H__)\r
+#error Attempt to include auto-generated header after including gl.h\r
+#endif\r
+#if defined(__glext_h_) || defined(__GLEXT_H_)\r
+#error Attempt to include auto-generated header after including glext.h\r
+#endif\r
+#if defined(__gltypes_h_)\r
+#error Attempt to include auto-generated header after gltypes.h\r
+#endif\r
+#if defined(__gl_ATI_h_)\r
+#error Attempt to include auto-generated header after including glATI.h\r
+#endif\r
+\r
+#define __glew_h__\r
+#define __GLEW_H__\r
+#define __gl_h_\r
+#define __GL_H__\r
+#define __glext_h_\r
+#define __GLEXT_H_\r
+#define __gltypes_h_\r
+#define __gl_ATI_h_\r
+\r
+#ifndef APIENTRY\r
+       #if defined(__MINGW32__)\r
+               #ifndef WIN32_LEAN_AND_MEAN\r
+                       #define WIN32_LEAN_AND_MEAN 1\r
+               #endif\r
+               #ifndef NOMINMAX\r
+                       #define NOMINMAX\r
+               #endif\r
+               #include <windows.h>\r
+       #elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)\r
+               #ifndef WIN32_LEAN_AND_MEAN\r
+                       #define WIN32_LEAN_AND_MEAN 1\r
+               #endif\r
+               #ifndef NOMINMAX\r
+                       #define NOMINMAX\r
+               #endif\r
+               #include <windows.h>\r
+       #else\r
+               #define APIENTRY\r
+       #endif\r
+#endif /*APIENTRY*/\r
+\r
+#ifndef CODEGEN_FUNCPTR\r
+       #define CODEGEN_REMOVE_FUNCPTR\r
+       #if defined(_WIN32)\r
+               #define CODEGEN_FUNCPTR APIENTRY\r
+       #else\r
+               #define CODEGEN_FUNCPTR\r
+       #endif\r
+#endif /*CODEGEN_FUNCPTR*/\r
+\r
+#ifndef GLAPI\r
+       #define GLAPI extern\r
+#endif\r
+\r
+\r
+#ifndef GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+#define GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+\r
+\r
+#endif /*GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS*/\r
+\r
+#include <stddef.h>\r
+#ifndef GLEXT_64_TYPES_DEFINED\r
+/* This code block is duplicated in glxext.h, so must be protected */\r
+#define GLEXT_64_TYPES_DEFINED\r
+/* Define int32_t, int64_t, and uint64_t types for UST/MSC */\r
+/* (as used in the GL_EXT_timer_query extension). */\r
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L\r
+#include <inttypes.h>\r
+#elif defined(__sun__) || defined(__digital__)\r
+#include <inttypes.h>\r
+#if defined(__STDC__)\r
+#if defined(__arch64__) || defined(_LP64)\r
+typedef long int int64_t;\r
+typedef unsigned long int uint64_t;\r
+#else\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#endif /* __arch64__ */\r
+#endif /* __STDC__ */\r
+#elif defined( __VMS ) || defined(__sgi)\r
+#include <inttypes.h>\r
+#elif defined(__SCO__) || defined(__USLC__)\r
+#include <stdint.h>\r
+#elif defined(__UNIXOS2__) || defined(__SOL64__)\r
+typedef long int int32_t;\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#elif defined(_WIN32) && defined(__GNUC__)\r
+#include <stdint.h>\r
+#elif defined(_WIN32)\r
+typedef __int32 int32_t;\r
+typedef __int64 int64_t;\r
+typedef unsigned __int64 uint64_t;\r
+#else\r
+/* Fallback if nothing above works */\r
+#include <inttypes.h>\r
+#endif\r
+#endif\r
+       typedef unsigned int GLenum;\r
+       typedef unsigned char GLboolean;\r
+       typedef unsigned int GLbitfield;\r
+       typedef void GLvoid;\r
+       typedef signed char GLbyte;\r
+       typedef short GLshort;\r
+       typedef int GLint;\r
+       typedef unsigned char GLubyte;\r
+       typedef unsigned short GLushort;\r
+       typedef unsigned int GLuint;\r
+       typedef int GLsizei;\r
+       typedef float GLfloat;\r
+       typedef float GLclampf;\r
+       typedef double GLdouble;\r
+       typedef double GLclampd;\r
+       typedef char GLchar;\r
+       typedef char GLcharARB;\r
+       #ifdef __APPLE__\r
+typedef void *GLhandleARB;\r
+#else\r
+typedef unsigned int GLhandleARB;\r
+#endif\r
+               typedef unsigned short GLhalfARB;\r
+               typedef unsigned short GLhalf;\r
+               typedef GLint GLfixed;\r
+               typedef ptrdiff_t GLintptr;\r
+               typedef ptrdiff_t GLsizeiptr;\r
+               typedef int64_t GLint64;\r
+               typedef uint64_t GLuint64;\r
+               typedef ptrdiff_t GLintptrARB;\r
+               typedef ptrdiff_t GLsizeiptrARB;\r
+               typedef int64_t GLint64EXT;\r
+               typedef uint64_t GLuint64EXT;\r
+               typedef struct __GLsync *GLsync;\r
+               struct _cl_context;\r
+               struct _cl_event;\r
+               typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+               typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+               typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);\r
+               typedef unsigned short GLhalfNV;\r
+               typedef GLintptr GLvdpauSurfaceNV;\r
+               \r
+               #ifdef __cplusplus\r
+               extern "C" {\r
+               #endif /*__cplusplus*/\r
+               \r
+               /////////////////////////\r
+               // Extension Variables\r
+               \r
+               \r
+               // Version: 1.1\r
+               #define GL_2D                            0x0600\r
+               #define GL_2_BYTES                       0x1407\r
+               #define GL_3D                            0x0601\r
+               #define GL_3D_COLOR                      0x0602\r
+               #define GL_3D_COLOR_TEXTURE              0x0603\r
+               #define GL_3_BYTES                       0x1408\r
+               #define GL_4D_COLOR_TEXTURE              0x0604\r
+               #define GL_4_BYTES                       0x1409\r
+               #define GL_ACCUM                         0x0100\r
+               #define GL_ACCUM_ALPHA_BITS              0x0D5B\r
+               #define GL_ACCUM_BLUE_BITS               0x0D5A\r
+               #define GL_ACCUM_BUFFER_BIT              0x00000200\r
+               #define GL_ACCUM_CLEAR_VALUE             0x0B80\r
+               #define GL_ACCUM_GREEN_BITS              0x0D59\r
+               #define GL_ACCUM_RED_BITS                0x0D58\r
+               #define GL_ADD                           0x0104\r
+               #define GL_ALL_ATTRIB_BITS               0xFFFFFFFF\r
+               #define GL_ALPHA                         0x1906\r
+               #define GL_ALPHA12                       0x803D\r
+               #define GL_ALPHA16                       0x803E\r
+               #define GL_ALPHA4                        0x803B\r
+               #define GL_ALPHA8                        0x803C\r
+               #define GL_ALPHA_BIAS                    0x0D1D\r
+               #define GL_ALPHA_BITS                    0x0D55\r
+               #define GL_ALPHA_SCALE                   0x0D1C\r
+               #define GL_ALPHA_TEST                    0x0BC0\r
+               #define GL_ALPHA_TEST_FUNC               0x0BC1\r
+               #define GL_ALPHA_TEST_REF                0x0BC2\r
+               #define GL_ALWAYS                        0x0207\r
+               #define GL_AMBIENT                       0x1200\r
+               #define GL_AMBIENT_AND_DIFFUSE           0x1602\r
+               #define GL_AND                           0x1501\r
+               #define GL_AND_INVERTED                  0x1504\r
+               #define GL_AND_REVERSE                   0x1502\r
+               #define GL_ATTRIB_STACK_DEPTH            0x0BB0\r
+               #define GL_AUTO_NORMAL                   0x0D80\r
+               #define GL_AUX0                          0x0409\r
+               #define GL_AUX1                          0x040A\r
+               #define GL_AUX2                          0x040B\r
+               #define GL_AUX3                          0x040C\r
+               #define GL_AUX_BUFFERS                   0x0C00\r
+               #define GL_BACK                          0x0405\r
+               #define GL_BACK_LEFT                     0x0402\r
+               #define GL_BACK_RIGHT                    0x0403\r
+               #define GL_BITMAP                        0x1A00\r
+               #define GL_BITMAP_TOKEN                  0x0704\r
+               #define GL_BLEND                         0x0BE2\r
+               #define GL_BLEND_DST                     0x0BE0\r
+               #define GL_BLEND_SRC                     0x0BE1\r
+               #define GL_BLUE                          0x1905\r
+               #define GL_BLUE_BIAS                     0x0D1B\r
+               #define GL_BLUE_BITS                     0x0D54\r
+               #define GL_BLUE_SCALE                    0x0D1A\r
+               #define GL_BYTE                          0x1400\r
+               #define GL_C3F_V3F                       0x2A24\r
+               #define GL_C4F_N3F_V3F                   0x2A26\r
+               #define GL_C4UB_V2F                      0x2A22\r
+               #define GL_C4UB_V3F                      0x2A23\r
+               #define GL_CCW                           0x0901\r
+               #define GL_CLAMP                         0x2900\r
+               #define GL_CLEAR                         0x1500\r
+               #define GL_CLIENT_ALL_ATTRIB_BITS        0xFFFFFFFF\r
+               #define GL_CLIENT_ATTRIB_STACK_DEPTH     0x0BB1\r
+               #define GL_CLIENT_PIXEL_STORE_BIT        0x00000001\r
+               #define GL_CLIENT_VERTEX_ARRAY_BIT       0x00000002\r
+               #define GL_CLIP_PLANE0                   0x3000\r
+               #define GL_CLIP_PLANE1                   0x3001\r
+               #define GL_CLIP_PLANE2                   0x3002\r
+               #define GL_CLIP_PLANE3                   0x3003\r
+               #define GL_CLIP_PLANE4                   0x3004\r
+               #define GL_CLIP_PLANE5                   0x3005\r
+               #define GL_COEFF                         0x0A00\r
+               #define GL_COLOR                         0x1800\r
+               #define GL_COLOR_ARRAY                   0x8076\r
+               #define GL_COLOR_ARRAY_POINTER           0x8090\r
+               #define GL_COLOR_ARRAY_SIZE              0x8081\r
+               #define GL_COLOR_ARRAY_STRIDE            0x8083\r
+               #define GL_COLOR_ARRAY_TYPE              0x8082\r
+               #define GL_COLOR_BUFFER_BIT              0x00004000\r
+               #define GL_COLOR_CLEAR_VALUE             0x0C22\r
+               #define GL_COLOR_INDEX                   0x1900\r
+               #define GL_COLOR_INDEXES                 0x1603\r
+               #define GL_COLOR_LOGIC_OP                0x0BF2\r
+               #define GL_COLOR_MATERIAL                0x0B57\r
+               #define GL_COLOR_MATERIAL_FACE           0x0B55\r
+               #define GL_COLOR_MATERIAL_PARAMETER      0x0B56\r
+               #define GL_COLOR_WRITEMASK               0x0C23\r
+               #define GL_COMPILE                       0x1300\r
+               #define GL_COMPILE_AND_EXECUTE           0x1301\r
+               #define GL_CONSTANT_ATTENUATION          0x1207\r
+               #define GL_COPY                          0x1503\r
+               #define GL_COPY_INVERTED                 0x150C\r
+               #define GL_COPY_PIXEL_TOKEN              0x0706\r
+               #define GL_CULL_FACE                     0x0B44\r
+               #define GL_CULL_FACE_MODE                0x0B45\r
+               #define GL_CURRENT_BIT                   0x00000001\r
+               #define GL_CURRENT_COLOR                 0x0B00\r
+               #define GL_CURRENT_INDEX                 0x0B01\r
+               #define GL_CURRENT_NORMAL                0x0B02\r
+               #define GL_CURRENT_RASTER_COLOR          0x0B04\r
+               #define GL_CURRENT_RASTER_DISTANCE       0x0B09\r
+               #define GL_CURRENT_RASTER_INDEX          0x0B05\r
+               #define GL_CURRENT_RASTER_POSITION       0x0B07\r
+               #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08\r
+               #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06\r
+               #define GL_CURRENT_TEXTURE_COORDS        0x0B03\r
+               #define GL_CW                            0x0900\r
+               #define GL_DECAL                         0x2101\r
+               #define GL_DECR                          0x1E03\r
+               #define GL_DEPTH                         0x1801\r
+               #define GL_DEPTH_BIAS                    0x0D1F\r
+               #define GL_DEPTH_BITS                    0x0D56\r
+               #define GL_DEPTH_BUFFER_BIT              0x00000100\r
+               #define GL_DEPTH_CLEAR_VALUE             0x0B73\r
+               #define GL_DEPTH_COMPONENT               0x1902\r
+               #define GL_DEPTH_FUNC                    0x0B74\r
+               #define GL_DEPTH_RANGE                   0x0B70\r
+               #define GL_DEPTH_SCALE                   0x0D1E\r
+               #define GL_DEPTH_TEST                    0x0B71\r
+               #define GL_DEPTH_WRITEMASK               0x0B72\r
+               #define GL_DIFFUSE                       0x1201\r
+               #define GL_DITHER                        0x0BD0\r
+               #define GL_DOMAIN                        0x0A02\r
+               #define GL_DONT_CARE                     0x1100\r
+               #define GL_DOUBLE                        0x140A\r
+               #define GL_DOUBLEBUFFER                  0x0C32\r
+               #define GL_DRAW_BUFFER                   0x0C01\r
+               #define GL_DRAW_PIXEL_TOKEN              0x0705\r
+               #define GL_DST_ALPHA                     0x0304\r
+               #define GL_DST_COLOR                     0x0306\r
+               #define GL_EDGE_FLAG                     0x0B43\r
+               #define GL_EDGE_FLAG_ARRAY               0x8079\r
+               #define GL_EDGE_FLAG_ARRAY_POINTER       0x8093\r
+               #define GL_EDGE_FLAG_ARRAY_STRIDE        0x808C\r
+               #define GL_EMISSION                      0x1600\r
+               #define GL_ENABLE_BIT                    0x00002000\r
+               #define GL_EQUAL                         0x0202\r
+               #define GL_EQUIV                         0x1509\r
+               #define GL_EVAL_BIT                      0x00010000\r
+               #define GL_EXP                           0x0800\r
+               #define GL_EXP2                          0x0801\r
+               #define GL_EXTENSIONS                    0x1F03\r
+               #define GL_EYE_LINEAR                    0x2400\r
+               #define GL_EYE_PLANE                     0x2502\r
+               #define GL_FALSE                         0\r
+               #define GL_FASTEST                       0x1101\r
+               #define GL_FEEDBACK                      0x1C01\r
+               #define GL_FEEDBACK_BUFFER_POINTER       0x0DF0\r
+               #define GL_FEEDBACK_BUFFER_SIZE          0x0DF1\r
+               #define GL_FEEDBACK_BUFFER_TYPE          0x0DF2\r
+               #define GL_FILL                          0x1B02\r
+               #define GL_FLAT                          0x1D00\r
+               #define GL_FLOAT                         0x1406\r
+               #define GL_FOG                           0x0B60\r
+               #define GL_FOG_BIT                       0x00000080\r
+               #define GL_FOG_COLOR                     0x0B66\r
+               #define GL_FOG_DENSITY                   0x0B62\r
+               #define GL_FOG_END                       0x0B64\r
+               #define GL_FOG_HINT                      0x0C54\r
+               #define GL_FOG_INDEX                     0x0B61\r
+               #define GL_FOG_MODE                      0x0B65\r
+               #define GL_FOG_START                     0x0B63\r
+               #define GL_FRONT                         0x0404\r
+               #define GL_FRONT_AND_BACK                0x0408\r
+               #define GL_FRONT_FACE                    0x0B46\r
+               #define GL_FRONT_LEFT                    0x0400\r
+               #define GL_FRONT_RIGHT                   0x0401\r
+               #define GL_GEQUAL                        0x0206\r
+               #define GL_GREATER                       0x0204\r
+               #define GL_GREEN                         0x1904\r
+               #define GL_GREEN_BIAS                    0x0D19\r
+               #define GL_GREEN_BITS                    0x0D53\r
+               #define GL_GREEN_SCALE                   0x0D18\r
+               #define GL_HINT_BIT                      0x00008000\r
+               #define GL_INCR                          0x1E02\r
+               #define GL_INDEX_ARRAY                   0x8077\r
+               #define GL_INDEX_ARRAY_POINTER           0x8091\r
+               #define GL_INDEX_ARRAY_STRIDE            0x8086\r
+               #define GL_INDEX_ARRAY_TYPE              0x8085\r
+               #define GL_INDEX_BITS                    0x0D51\r
+               #define GL_INDEX_CLEAR_VALUE             0x0C20\r
+               #define GL_INDEX_LOGIC_OP                0x0BF1\r
+               #define GL_INDEX_MODE                    0x0C30\r
+               #define GL_INDEX_OFFSET                  0x0D13\r
+               #define GL_INDEX_SHIFT                   0x0D12\r
+               #define GL_INDEX_WRITEMASK               0x0C21\r
+               #define GL_INT                           0x1404\r
+               #define GL_INTENSITY                     0x8049\r
+               #define GL_INTENSITY12                   0x804C\r
+               #define GL_INTENSITY16                   0x804D\r
+               #define GL_INTENSITY4                    0x804A\r
+               #define GL_INTENSITY8                    0x804B\r
+               #define GL_INVALID_ENUM                  0x0500\r
+               #define GL_INVALID_OPERATION             0x0502\r
+               #define GL_INVALID_VALUE                 0x0501\r
+               #define GL_INVERT                        0x150A\r
+               #define GL_KEEP                          0x1E00\r
+               #define GL_LEFT                          0x0406\r
+               #define GL_LEQUAL                        0x0203\r
+               #define GL_LESS                          0x0201\r
+               #define GL_LIGHT0                        0x4000\r
+               #define GL_LIGHT1                        0x4001\r
+               #define GL_LIGHT2                        0x4002\r
+               #define GL_LIGHT3                        0x4003\r
+               #define GL_LIGHT4                        0x4004\r
+               #define GL_LIGHT5                        0x4005\r
+               #define GL_LIGHT6                        0x4006\r
+               #define GL_LIGHT7                        0x4007\r
+               #define GL_LIGHTING                      0x0B50\r
+               #define GL_LIGHTING_BIT                  0x00000040\r
+               #define GL_LIGHT_MODEL_AMBIENT           0x0B53\r
+               #define GL_LIGHT_MODEL_LOCAL_VIEWER      0x0B51\r
+               #define GL_LIGHT_MODEL_TWO_SIDE          0x0B52\r
+               #define GL_LINE                          0x1B01\r
+               #define GL_LINEAR                        0x2601\r
+               #define GL_LINEAR_ATTENUATION            0x1208\r
+               #define GL_LINEAR_MIPMAP_LINEAR          0x2703\r
+               #define GL_LINEAR_MIPMAP_NEAREST         0x2701\r
+               #define GL_LINES                         0x0001\r
+               #define GL_LINE_BIT                      0x00000004\r
+               #define GL_LINE_LOOP                     0x0002\r
+               #define GL_LINE_RESET_TOKEN              0x0707\r
+               #define GL_LINE_SMOOTH                   0x0B20\r
+               #define GL_LINE_SMOOTH_HINT              0x0C52\r
+               #define GL_LINE_STIPPLE                  0x0B24\r
+               #define GL_LINE_STIPPLE_PATTERN          0x0B25\r
+               #define GL_LINE_STIPPLE_REPEAT           0x0B26\r
+               #define GL_LINE_STRIP                    0x0003\r
+               #define GL_LINE_TOKEN                    0x0702\r
+               #define GL_LINE_WIDTH                    0x0B21\r
+               #define GL_LINE_WIDTH_GRANULARITY        0x0B23\r
+               #define GL_LINE_WIDTH_RANGE              0x0B22\r
+               #define GL_LIST_BASE                     0x0B32\r
+               #define GL_LIST_BIT                      0x00020000\r
+               #define GL_LIST_INDEX                    0x0B33\r
+               #define GL_LIST_MODE                     0x0B30\r
+               #define GL_LOAD                          0x0101\r
+               #define GL_LOGIC_OP                      0x0BF1\r
+               #define GL_LOGIC_OP_MODE                 0x0BF0\r
+               #define GL_LUMINANCE                     0x1909\r
+               #define GL_LUMINANCE12                   0x8041\r
+               #define GL_LUMINANCE12_ALPHA12           0x8047\r
+               #define GL_LUMINANCE12_ALPHA4            0x8046\r
+               #define GL_LUMINANCE16                   0x8042\r
+               #define GL_LUMINANCE16_ALPHA16           0x8048\r
+               #define GL_LUMINANCE4                    0x803F\r
+               #define GL_LUMINANCE4_ALPHA4             0x8043\r
+               #define GL_LUMINANCE6_ALPHA2             0x8044\r
+               #define GL_LUMINANCE8                    0x8040\r
+               #define GL_LUMINANCE8_ALPHA8             0x8045\r
+               #define GL_LUMINANCE_ALPHA               0x190A\r
+               #define GL_MAP1_COLOR_4                  0x0D90\r
+               #define GL_MAP1_GRID_DOMAIN              0x0DD0\r
+               #define GL_MAP1_GRID_SEGMENTS            0x0DD1\r
+               #define GL_MAP1_INDEX                    0x0D91\r
+               #define GL_MAP1_NORMAL                   0x0D92\r
+               #define GL_MAP1_TEXTURE_COORD_1          0x0D93\r
+               #define GL_MAP1_TEXTURE_COORD_2          0x0D94\r
+               #define GL_MAP1_TEXTURE_COORD_3          0x0D95\r
+               #define GL_MAP1_TEXTURE_COORD_4          0x0D96\r
+               #define GL_MAP1_VERTEX_3                 0x0D97\r
+               #define GL_MAP1_VERTEX_4                 0x0D98\r
+               #define GL_MAP2_COLOR_4                  0x0DB0\r
+               #define GL_MAP2_GRID_DOMAIN              0x0DD2\r
+               #define GL_MAP2_GRID_SEGMENTS            0x0DD3\r
+               #define GL_MAP2_INDEX                    0x0DB1\r
+               #define GL_MAP2_NORMAL                   0x0DB2\r
+               #define GL_MAP2_TEXTURE_COORD_1          0x0DB3\r
+               #define GL_MAP2_TEXTURE_COORD_2          0x0DB4\r
+               #define GL_MAP2_TEXTURE_COORD_3          0x0DB5\r
+               #define GL_MAP2_TEXTURE_COORD_4          0x0DB6\r
+               #define GL_MAP2_VERTEX_3                 0x0DB7\r
+               #define GL_MAP2_VERTEX_4                 0x0DB8\r
+               #define GL_MAP_COLOR                     0x0D10\r
+               #define GL_MAP_STENCIL                   0x0D11\r
+               #define GL_MATRIX_MODE                   0x0BA0\r
+               #define GL_MAX_ATTRIB_STACK_DEPTH        0x0D35\r
+               #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B\r
+               #define GL_MAX_CLIP_PLANES               0x0D32\r
+               #define GL_MAX_EVAL_ORDER                0x0D30\r
+               #define GL_MAX_LIGHTS                    0x0D31\r
+               #define GL_MAX_LIST_NESTING              0x0B31\r
+               #define GL_MAX_MODELVIEW_STACK_DEPTH     0x0D36\r
+               #define GL_MAX_NAME_STACK_DEPTH          0x0D37\r
+               #define GL_MAX_PIXEL_MAP_TABLE           0x0D34\r
+               #define GL_MAX_PROJECTION_STACK_DEPTH    0x0D38\r
+               #define GL_MAX_TEXTURE_SIZE              0x0D33\r
+               #define GL_MAX_TEXTURE_STACK_DEPTH       0x0D39\r
+               #define GL_MAX_VIEWPORT_DIMS             0x0D3A\r
+               #define GL_MODELVIEW                     0x1700\r
+               #define GL_MODELVIEW_MATRIX              0x0BA6\r
+               #define GL_MODELVIEW_STACK_DEPTH         0x0BA3\r
+               #define GL_MODULATE                      0x2100\r
+               #define GL_MULT                          0x0103\r
+               #define GL_N3F_V3F                       0x2A25\r
+               #define GL_NAME_STACK_DEPTH              0x0D70\r
+               #define GL_NAND                          0x150E\r
+               #define GL_NEAREST                       0x2600\r
+               #define GL_NEAREST_MIPMAP_LINEAR         0x2702\r
+               #define GL_NEAREST_MIPMAP_NEAREST        0x2700\r
+               #define GL_NEVER                         0x0200\r
+               #define GL_NICEST                        0x1102\r
+               #define GL_NONE                          0\r
+               #define GL_NOOP                          0x1505\r
+               #define GL_NOR                           0x1508\r
+               #define GL_NORMALIZE                     0x0BA1\r
+               #define GL_NORMAL_ARRAY                  0x8075\r
+               #define GL_NORMAL_ARRAY_POINTER          0x808F\r
+               #define GL_NORMAL_ARRAY_STRIDE           0x807F\r
+               #define GL_NORMAL_ARRAY_TYPE             0x807E\r
+               #define GL_NOTEQUAL                      0x0205\r
+               #define GL_NO_ERROR                      0\r
+               #define GL_OBJECT_LINEAR                 0x2401\r
+               #define GL_OBJECT_PLANE                  0x2501\r
+               #define GL_ONE                           1\r
+               #define GL_ONE_MINUS_DST_ALPHA           0x0305\r
+               #define GL_ONE_MINUS_DST_COLOR           0x0307\r
+               #define GL_ONE_MINUS_SRC_ALPHA           0x0303\r
+               #define GL_ONE_MINUS_SRC_COLOR           0x0301\r
+               #define GL_OR                            0x1507\r
+               #define GL_ORDER                         0x0A01\r
+               #define GL_OR_INVERTED                   0x150D\r
+               #define GL_OR_REVERSE                    0x150B\r
+               #define GL_OUT_OF_MEMORY                 0x0505\r
+               #define GL_PACK_ALIGNMENT                0x0D05\r
+               #define GL_PACK_LSB_FIRST                0x0D01\r
+               #define GL_PACK_ROW_LENGTH               0x0D02\r
+               #define GL_PACK_SKIP_PIXELS              0x0D04\r
+               #define GL_PACK_SKIP_ROWS                0x0D03\r
+               #define GL_PACK_SWAP_BYTES               0x0D00\r
+               #define GL_PASS_THROUGH_TOKEN            0x0700\r
+               #define GL_PERSPECTIVE_CORRECTION_HINT   0x0C50\r
+               #define GL_PIXEL_MAP_A_TO_A              0x0C79\r
+               #define GL_PIXEL_MAP_A_TO_A_SIZE         0x0CB9\r
+               #define GL_PIXEL_MAP_B_TO_B              0x0C78\r
+               #define GL_PIXEL_MAP_B_TO_B_SIZE         0x0CB8\r
+               #define GL_PIXEL_MAP_G_TO_G              0x0C77\r
+               #define GL_PIXEL_MAP_G_TO_G_SIZE         0x0CB7\r
+               #define GL_PIXEL_MAP_I_TO_A              0x0C75\r
+               #define GL_PIXEL_MAP_I_TO_A_SIZE         0x0CB5\r
+               #define GL_PIXEL_MAP_I_TO_B              0x0C74\r
+               #define GL_PIXEL_MAP_I_TO_B_SIZE         0x0CB4\r
+               #define GL_PIXEL_MAP_I_TO_G              0x0C73\r
+               #define GL_PIXEL_MAP_I_TO_G_SIZE         0x0CB3\r
+               #define GL_PIXEL_MAP_I_TO_I              0x0C70\r
+               #define GL_PIXEL_MAP_I_TO_I_SIZE         0x0CB0\r
+               #define GL_PIXEL_MAP_I_TO_R              0x0C72\r
+               #define GL_PIXEL_MAP_I_TO_R_SIZE         0x0CB2\r
+               #define GL_PIXEL_MAP_R_TO_R              0x0C76\r
+               #define GL_PIXEL_MAP_R_TO_R_SIZE         0x0CB6\r
+               #define GL_PIXEL_MAP_S_TO_S              0x0C71\r
+               #define GL_PIXEL_MAP_S_TO_S_SIZE         0x0CB1\r
+               #define GL_PIXEL_MODE_BIT                0x00000020\r
+               #define GL_POINT                         0x1B00\r
+               #define GL_POINTS                        0x0000\r
+               #define GL_POINT_BIT                     0x00000002\r
+               #define GL_POINT_SIZE                    0x0B11\r
+               #define GL_POINT_SIZE_GRANULARITY        0x0B13\r
+               #define GL_POINT_SIZE_RANGE              0x0B12\r
+               #define GL_POINT_SMOOTH                  0x0B10\r
+               #define GL_POINT_SMOOTH_HINT             0x0C51\r
+               #define GL_POINT_TOKEN                   0x0701\r
+               #define GL_POLYGON                       0x0009\r
+               #define GL_POLYGON_BIT                   0x00000008\r
+               #define GL_POLYGON_MODE                  0x0B40\r
+               #define GL_POLYGON_OFFSET_FACTOR         0x8038\r
+               #define GL_POLYGON_OFFSET_FILL           0x8037\r
+               #define GL_POLYGON_OFFSET_LINE           0x2A02\r
+               #define GL_POLYGON_OFFSET_POINT          0x2A01\r
+               #define GL_POLYGON_OFFSET_UNITS          0x2A00\r
+               #define GL_POLYGON_SMOOTH                0x0B41\r
+               #define GL_POLYGON_SMOOTH_HINT           0x0C53\r
+               #define GL_POLYGON_STIPPLE               0x0B42\r
+               #define GL_POLYGON_STIPPLE_BIT           0x00000010\r
+               #define GL_POLYGON_TOKEN                 0x0703\r
+               #define GL_POSITION                      0x1203\r
+               #define GL_PROJECTION                    0x1701\r
+               #define GL_PROJECTION_MATRIX             0x0BA7\r
+               #define GL_PROJECTION_STACK_DEPTH        0x0BA4\r
+               #define GL_PROXY_TEXTURE_1D              0x8063\r
+               #define GL_PROXY_TEXTURE_2D              0x8064\r
+               #define GL_Q                             0x2003\r
+               #define GL_QUADRATIC_ATTENUATION         0x1209\r
+               #define GL_QUADS                         0x0007\r
+               #define GL_QUAD_STRIP                    0x0008\r
+               #define GL_R                             0x2002\r
+               #define GL_R3_G3_B2                      0x2A10\r
+               #define GL_READ_BUFFER                   0x0C02\r
+               #define GL_RED                           0x1903\r
+               #define GL_RED_BIAS                      0x0D15\r
+               #define GL_RED_BITS                      0x0D52\r
+               #define GL_RED_SCALE                     0x0D14\r
+               #define GL_RENDER                        0x1C00\r
+               #define GL_RENDERER                      0x1F01\r
+               #define GL_RENDER_MODE                   0x0C40\r
+               #define GL_REPEAT                        0x2901\r
+               #define GL_REPLACE                       0x1E01\r
+               #define GL_RETURN                        0x0102\r
+               #define GL_RGB                           0x1907\r
+               #define GL_RGB10                         0x8052\r
+               #define GL_RGB10_A2                      0x8059\r
+               #define GL_RGB12                         0x8053\r
+               #define GL_RGB16                         0x8054\r
+               #define GL_RGB4                          0x804F\r
+               #define GL_RGB5                          0x8050\r
+               #define GL_RGB5_A1                       0x8057\r
+               #define GL_RGB8                          0x8051\r
+               #define GL_RGBA                          0x1908\r
+               #define GL_RGBA12                        0x805A\r
+               #define GL_RGBA16                        0x805B\r
+               #define GL_RGBA2                         0x8055\r
+               #define GL_RGBA4                         0x8056\r
+               #define GL_RGBA8                         0x8058\r
+               #define GL_RGBA_MODE                     0x0C31\r
+               #define GL_RIGHT                         0x0407\r
+               #define GL_S                             0x2000\r
+               #define GL_SCISSOR_BIT                   0x00080000\r
+               #define GL_SCISSOR_BOX                   0x0C10\r
+               #define GL_SCISSOR_TEST                  0x0C11\r
+               #define GL_SELECT                        0x1C02\r
+               #define GL_SELECTION_BUFFER_POINTER      0x0DF3\r
+               #define GL_SELECTION_BUFFER_SIZE         0x0DF4\r
+               #define GL_SET                           0x150F\r
+               #define GL_SHADE_MODEL                   0x0B54\r
+               #define GL_SHININESS                     0x1601\r
+               #define GL_SHORT                         0x1402\r
+               #define GL_SMOOTH                        0x1D01\r
+               #define GL_SPECULAR                      0x1202\r
+               #define GL_SPHERE_MAP                    0x2402\r
+               #define GL_SPOT_CUTOFF                   0x1206\r
+               #define GL_SPOT_DIRECTION                0x1204\r
+               #define GL_SPOT_EXPONENT                 0x1205\r
+               #define GL_SRC_ALPHA                     0x0302\r
+               #define GL_SRC_ALPHA_SATURATE            0x0308\r
+               #define GL_SRC_COLOR                     0x0300\r
+               #define GL_STACK_OVERFLOW                0x0503\r
+               #define GL_STACK_UNDERFLOW               0x0504\r
+               #define GL_STENCIL                       0x1802\r
+               #define GL_STENCIL_BITS                  0x0D57\r
+               #define GL_STENCIL_BUFFER_BIT            0x00000400\r
+               #define GL_STENCIL_CLEAR_VALUE           0x0B91\r
+               #define GL_STENCIL_FAIL                  0x0B94\r
+               #define GL_STENCIL_FUNC                  0x0B92\r
+               #define GL_STENCIL_INDEX                 0x1901\r
+               #define GL_STENCIL_PASS_DEPTH_FAIL       0x0B95\r
+               #define GL_STENCIL_PASS_DEPTH_PASS       0x0B96\r
+               #define GL_STENCIL_REF                   0x0B97\r
+               #define GL_STENCIL_TEST                  0x0B90\r
+               #define GL_STENCIL_VALUE_MASK            0x0B93\r
+               #define GL_STENCIL_WRITEMASK             0x0B98\r
+               #define GL_STEREO                        0x0C33\r
+               #define GL_SUBPIXEL_BITS                 0x0D50\r
+               #define GL_T                             0x2001\r
+               #define GL_T2F_C3F_V3F                   0x2A2A\r
+               #define GL_T2F_C4F_N3F_V3F               0x2A2C\r
+               #define GL_T2F_C4UB_V3F                  0x2A29\r
+               #define GL_T2F_N3F_V3F                   0x2A2B\r
+               #define GL_T2F_V3F                       0x2A27\r
+               #define GL_T4F_C4F_N3F_V4F               0x2A2D\r
+               #define GL_T4F_V4F                       0x2A28\r
+               #define GL_TEXTURE                       0x1702\r
+               #define GL_TEXTURE_1D                    0x0DE0\r
+               #define GL_TEXTURE_2D                    0x0DE1\r
+               #define GL_TEXTURE_ALPHA_SIZE            0x805F\r
+               #define GL_TEXTURE_BINDING_1D            0x8068\r
+               #define GL_TEXTURE_BINDING_2D            0x8069\r
+               #define GL_TEXTURE_BIT                   0x00040000\r
+               #define GL_TEXTURE_BLUE_SIZE             0x805E\r
+               #define GL_TEXTURE_BORDER                0x1005\r
+               #define GL_TEXTURE_BORDER_COLOR          0x1004\r
+               #define GL_TEXTURE_COMPONENTS            0x1003\r
+               #define GL_TEXTURE_COORD_ARRAY           0x8078\r
+               #define GL_TEXTURE_COORD_ARRAY_POINTER   0x8092\r
+               #define GL_TEXTURE_COORD_ARRAY_SIZE      0x8088\r
+               #define GL_TEXTURE_COORD_ARRAY_STRIDE    0x808A\r
+               #define GL_TEXTURE_COORD_ARRAY_TYPE      0x8089\r
+               #define GL_TEXTURE_ENV                   0x2300\r
+               #define GL_TEXTURE_ENV_COLOR             0x2201\r
+               #define GL_TEXTURE_ENV_MODE              0x2200\r
+               #define GL_TEXTURE_GEN_MODE              0x2500\r
+               #define GL_TEXTURE_GEN_Q                 0x0C63\r
+               #define GL_TEXTURE_GEN_R                 0x0C62\r
+               #define GL_TEXTURE_GEN_S                 0x0C60\r
+               #define GL_TEXTURE_GEN_T                 0x0C61\r
+               #define GL_TEXTURE_GREEN_SIZE            0x805D\r
+               #define GL_TEXTURE_HEIGHT                0x1001\r
+               #define GL_TEXTURE_INTENSITY_SIZE        0x8061\r
+               #define GL_TEXTURE_INTERNAL_FORMAT       0x1003\r
+               #define GL_TEXTURE_LUMINANCE_SIZE        0x8060\r
+               #define GL_TEXTURE_MAG_FILTER            0x2800\r
+               #define GL_TEXTURE_MATRIX                0x0BA8\r
+               #define GL_TEXTURE_MIN_FILTER            0x2801\r
+               #define GL_TEXTURE_PRIORITY              0x8066\r
+               #define GL_TEXTURE_RED_SIZE              0x805C\r
+               #define GL_TEXTURE_RESIDENT              0x8067\r
+               #define GL_TEXTURE_STACK_DEPTH           0x0BA5\r
+               #define GL_TEXTURE_WIDTH                 0x1000\r
+               #define GL_TEXTURE_WRAP_S                0x2802\r
+               #define GL_TEXTURE_WRAP_T                0x2803\r
+               #define GL_TRANSFORM_BIT                 0x00001000\r
+               #define GL_TRIANGLES                     0x0004\r
+               #define GL_TRIANGLE_FAN                  0x0006\r
+               #define GL_TRIANGLE_STRIP                0x0005\r
+               #define GL_TRUE                          1\r
+               #define GL_UNPACK_ALIGNMENT              0x0CF5\r
+               #define GL_UNPACK_LSB_FIRST              0x0CF1\r
+               #define GL_UNPACK_ROW_LENGTH             0x0CF2\r
+               #define GL_UNPACK_SKIP_PIXELS            0x0CF4\r
+               #define GL_UNPACK_SKIP_ROWS              0x0CF3\r
+               #define GL_UNPACK_SWAP_BYTES             0x0CF0\r
+               #define GL_UNSIGNED_BYTE                 0x1401\r
+               #define GL_UNSIGNED_INT                  0x1405\r
+               #define GL_UNSIGNED_SHORT                0x1403\r
+               #define GL_V2F                           0x2A20\r
+               #define GL_V3F                           0x2A21\r
+               #define GL_VENDOR                        0x1F00\r
+               #define GL_VERSION                       0x1F02\r
+               #define GL_VERTEX_ARRAY                  0x8074\r
+               #define GL_VERTEX_ARRAY_POINTER          0x808E\r
+               #define GL_VERTEX_ARRAY_SIZE             0x807A\r
+               #define GL_VERTEX_ARRAY_STRIDE           0x807C\r
+               #define GL_VERTEX_ARRAY_TYPE             0x807B\r
+               #define GL_VIEWPORT                      0x0BA2\r
+               #define GL_VIEWPORT_BIT                  0x00000800\r
+               #define GL_XOR                           0x1506\r
+               #define GL_ZERO                          0\r
+               #define GL_ZOOM_X                        0x0D16\r
+               #define GL_ZOOM_Y                        0x0D17\r
+               \r
+               // Version: 1.2\r
+               #define GL_ALIASED_LINE_WIDTH_RANGE      0x846E\r
+               #define GL_ALIASED_POINT_SIZE_RANGE      0x846D\r
+               #define GL_BGR                           0x80E0\r
+               #define GL_BGRA                          0x80E1\r
+               #define GL_CLAMP_TO_EDGE                 0x812F\r
+               #define GL_LIGHT_MODEL_COLOR_CONTROL     0x81F8\r
+               #define GL_MAX_3D_TEXTURE_SIZE           0x8073\r
+               #define GL_MAX_ELEMENTS_INDICES          0x80E9\r
+               #define GL_MAX_ELEMENTS_VERTICES         0x80E8\r
+               #define GL_PACK_IMAGE_HEIGHT             0x806C\r
+               #define GL_PACK_SKIP_IMAGES              0x806B\r
+               #define GL_PROXY_TEXTURE_3D              0x8070\r
+               #define GL_RESCALE_NORMAL                0x803A\r
+               #define GL_SEPARATE_SPECULAR_COLOR       0x81FA\r
+               #define GL_SINGLE_COLOR                  0x81F9\r
+               #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23\r
+               #define GL_SMOOTH_LINE_WIDTH_RANGE       0x0B22\r
+               #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13\r
+               #define GL_SMOOTH_POINT_SIZE_RANGE       0x0B12\r
+               #define GL_TEXTURE_3D                    0x806F\r
+               #define GL_TEXTURE_BASE_LEVEL            0x813C\r
+               #define GL_TEXTURE_BINDING_3D            0x806A\r
+               #define GL_TEXTURE_DEPTH                 0x8071\r
+               #define GL_TEXTURE_MAX_LEVEL             0x813D\r
+               #define GL_TEXTURE_MAX_LOD               0x813B\r
+               #define GL_TEXTURE_MIN_LOD               0x813A\r
+               #define GL_TEXTURE_WRAP_R                0x8072\r
+               #define GL_UNPACK_IMAGE_HEIGHT           0x806E\r
+               #define GL_UNPACK_SKIP_IMAGES            0x806D\r
+               #define GL_UNSIGNED_BYTE_2_3_3_REV       0x8362\r
+               #define GL_UNSIGNED_BYTE_3_3_2           0x8032\r
+               #define GL_UNSIGNED_INT_10_10_10_2       0x8036\r
+               #define GL_UNSIGNED_INT_2_10_10_10_REV   0x8368\r
+               #define GL_UNSIGNED_INT_8_8_8_8          0x8035\r
+               #define GL_UNSIGNED_INT_8_8_8_8_REV      0x8367\r
+               #define GL_UNSIGNED_SHORT_1_5_5_5_REV    0x8366\r
+               #define GL_UNSIGNED_SHORT_4_4_4_4        0x8033\r
+               #define GL_UNSIGNED_SHORT_4_4_4_4_REV    0x8365\r
+               #define GL_UNSIGNED_SHORT_5_5_5_1        0x8034\r
+               #define GL_UNSIGNED_SHORT_5_6_5          0x8363\r
+               #define GL_UNSIGNED_SHORT_5_6_5_REV      0x8364\r
+               \r
+               // Version: 1.3\r
+               #define GL_ACTIVE_TEXTURE                0x84E0\r
+               #define GL_ADD_SIGNED                    0x8574\r
+               #define GL_CLAMP_TO_BORDER               0x812D\r
+               #define GL_CLIENT_ACTIVE_TEXTURE         0x84E1\r
+               #define GL_COMBINE                       0x8570\r
+               #define GL_COMBINE_ALPHA                 0x8572\r
+               #define GL_COMBINE_RGB                   0x8571\r
+               #define GL_COMPRESSED_ALPHA              0x84E9\r
+               #define GL_COMPRESSED_INTENSITY          0x84EC\r
+               #define GL_COMPRESSED_LUMINANCE          0x84EA\r
+               #define GL_COMPRESSED_LUMINANCE_ALPHA    0x84EB\r
+               #define GL_COMPRESSED_RGB                0x84ED\r
+               #define GL_COMPRESSED_RGBA               0x84EE\r
+               #define GL_COMPRESSED_TEXTURE_FORMATS    0x86A3\r
+               #define GL_CONSTANT                      0x8576\r
+               #define GL_DOT3_RGB                      0x86AE\r
+               #define GL_DOT3_RGBA                     0x86AF\r
+               #define GL_INTERPOLATE                   0x8575\r
+               #define GL_MAX_CUBE_MAP_TEXTURE_SIZE     0x851C\r
+               #define GL_MAX_TEXTURE_UNITS             0x84E2\r
+               #define GL_MULTISAMPLE                   0x809D\r
+               #define GL_MULTISAMPLE_BIT               0x20000000\r
+               #define GL_NORMAL_MAP                    0x8511\r
+               #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2\r
+               #define GL_OPERAND0_ALPHA                0x8598\r
+               #define GL_OPERAND0_RGB                  0x8590\r
+               #define GL_OPERAND1_ALPHA                0x8599\r
+               #define GL_OPERAND1_RGB                  0x8591\r
+               #define GL_OPERAND2_ALPHA                0x859A\r
+               #define GL_OPERAND2_RGB                  0x8592\r
+               #define GL_PREVIOUS                      0x8578\r
+               #define GL_PRIMARY_COLOR                 0x8577\r
+               #define GL_PROXY_TEXTURE_CUBE_MAP        0x851B\r
+               #define GL_REFLECTION_MAP                0x8512\r
+               #define GL_RGB_SCALE                     0x8573\r
+               #define GL_SAMPLES                       0x80A9\r
+               #define GL_SAMPLE_ALPHA_TO_COVERAGE      0x809E\r
+               #define GL_SAMPLE_ALPHA_TO_ONE           0x809F\r
+               #define GL_SAMPLE_BUFFERS                0x80A8\r
+               #define GL_SAMPLE_COVERAGE               0x80A0\r
+               #define GL_SAMPLE_COVERAGE_INVERT        0x80AB\r
+               #define GL_SAMPLE_COVERAGE_VALUE         0x80AA\r
+               #define GL_SOURCE0_ALPHA                 0x8588\r
+               #define GL_SOURCE0_RGB                   0x8580\r
+               #define GL_SOURCE1_ALPHA                 0x8589\r
+               #define GL_SOURCE1_RGB                   0x8581\r
+               #define GL_SOURCE2_ALPHA                 0x858A\r
+               #define GL_SOURCE2_RGB                   0x8582\r
+               #define GL_SUBTRACT                      0x84E7\r
+               #define GL_TEXTURE0                      0x84C0\r
+               #define GL_TEXTURE1                      0x84C1\r
+               #define GL_TEXTURE10                     0x84CA\r
+               #define GL_TEXTURE11                     0x84CB\r
+               #define GL_TEXTURE12                     0x84CC\r
+               #define GL_TEXTURE13                     0x84CD\r
+               #define GL_TEXTURE14                     0x84CE\r
+               #define GL_TEXTURE15                     0x84CF\r
+               #define GL_TEXTURE16                     0x84D0\r
+               #define GL_TEXTURE17                     0x84D1\r
+               #define GL_TEXTURE18                     0x84D2\r
+               #define GL_TEXTURE19                     0x84D3\r
+               #define GL_TEXTURE2                      0x84C2\r
+               #define GL_TEXTURE20                     0x84D4\r
+               #define GL_TEXTURE21                     0x84D5\r
+               #define GL_TEXTURE22                     0x84D6\r
+               #define GL_TEXTURE23                     0x84D7\r
+               #define GL_TEXTURE24                     0x84D8\r
+               #define GL_TEXTURE25                     0x84D9\r
+               #define GL_TEXTURE26                     0x84DA\r
+               #define GL_TEXTURE27                     0x84DB\r
+               #define GL_TEXTURE28                     0x84DC\r
+               #define GL_TEXTURE29                     0x84DD\r
+               #define GL_TEXTURE3                      0x84C3\r
+               #define GL_TEXTURE30                     0x84DE\r
+               #define GL_TEXTURE31                     0x84DF\r
+               #define GL_TEXTURE4                      0x84C4\r
+               #define GL_TEXTURE5                      0x84C5\r
+               #define GL_TEXTURE6                      0x84C6\r
+               #define GL_TEXTURE7                      0x84C7\r
+               #define GL_TEXTURE8                      0x84C8\r
+               #define GL_TEXTURE9                      0x84C9\r
+               #define GL_TEXTURE_BINDING_CUBE_MAP      0x8514\r
+               #define GL_TEXTURE_COMPRESSED            0x86A1\r
+               #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0\r
+               #define GL_TEXTURE_COMPRESSION_HINT      0x84EF\r
+               #define GL_TEXTURE_CUBE_MAP              0x8513\r
+               #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X   0x8516\r
+               #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y   0x8518\r
+               #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z   0x851A\r
+               #define GL_TEXTURE_CUBE_MAP_POSITIVE_X   0x8515\r
+               #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y   0x8517\r
+               #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z   0x8519\r
+               #define GL_TRANSPOSE_COLOR_MATRIX        0x84E6\r
+               #define GL_TRANSPOSE_MODELVIEW_MATRIX    0x84E3\r
+               #define GL_TRANSPOSE_PROJECTION_MATRIX   0x84E4\r
+               #define GL_TRANSPOSE_TEXTURE_MATRIX      0x84E5\r
+               \r
+               // Version: 1.4\r
+               #define GL_BLEND_COLOR                   0x8005\r
+               #define GL_BLEND_DST_ALPHA               0x80CA\r
+               #define GL_BLEND_DST_RGB                 0x80C8\r
+               #define GL_BLEND_EQUATION                0x8009\r
+               #define GL_BLEND_SRC_ALPHA               0x80CB\r
+               #define GL_BLEND_SRC_RGB                 0x80C9\r
+               #define GL_COLOR_SUM                     0x8458\r
+               #define GL_COMPARE_R_TO_TEXTURE          0x884E\r
+               #define GL_CONSTANT_ALPHA                0x8003\r
+               #define GL_CONSTANT_COLOR                0x8001\r
+               #define GL_CURRENT_FOG_COORDINATE        0x8453\r
+               #define GL_CURRENT_SECONDARY_COLOR       0x8459\r
+               #define GL_DECR_WRAP                     0x8508\r
+               #define GL_DEPTH_COMPONENT16             0x81A5\r
+               #define GL_DEPTH_COMPONENT24             0x81A6\r
+               #define GL_DEPTH_COMPONENT32             0x81A7\r
+               #define GL_DEPTH_TEXTURE_MODE            0x884B\r
+               #define GL_FOG_COORDINATE                0x8451\r
+               #define GL_FOG_COORDINATE_ARRAY          0x8457\r
+               #define GL_FOG_COORDINATE_ARRAY_POINTER  0x8456\r
+               #define GL_FOG_COORDINATE_ARRAY_STRIDE   0x8455\r
+               #define GL_FOG_COORDINATE_ARRAY_TYPE     0x8454\r
+               #define GL_FOG_COORDINATE_SOURCE         0x8450\r
+               #define GL_FRAGMENT_DEPTH                0x8452\r
+               #define GL_FUNC_ADD                      0x8006\r
+               #define GL_FUNC_REVERSE_SUBTRACT         0x800B\r
+               #define GL_FUNC_SUBTRACT                 0x800A\r
+               #define GL_GENERATE_MIPMAP               0x8191\r
+               #define GL_GENERATE_MIPMAP_HINT          0x8192\r
+               #define GL_INCR_WRAP                     0x8507\r
+               #define GL_MAX                           0x8008\r
+               #define GL_MAX_TEXTURE_LOD_BIAS          0x84FD\r
+               #define GL_MIN                           0x8007\r
+               #define GL_MIRRORED_REPEAT               0x8370\r
+               #define GL_ONE_MINUS_CONSTANT_ALPHA      0x8004\r
+               #define GL_ONE_MINUS_CONSTANT_COLOR      0x8002\r
+               #define GL_POINT_DISTANCE_ATTENUATION    0x8129\r
+               #define GL_POINT_FADE_THRESHOLD_SIZE     0x8128\r
+               #define GL_POINT_SIZE_MAX                0x8127\r
+               #define GL_POINT_SIZE_MIN                0x8126\r
+               #define GL_SECONDARY_COLOR_ARRAY         0x845E\r
+               #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D\r
+               #define GL_SECONDARY_COLOR_ARRAY_SIZE    0x845A\r
+               #define GL_SECONDARY_COLOR_ARRAY_STRIDE  0x845C\r
+               #define GL_SECONDARY_COLOR_ARRAY_TYPE    0x845B\r
+               #define GL_TEXTURE_COMPARE_FUNC          0x884D\r
+               #define GL_TEXTURE_COMPARE_MODE          0x884C\r
+               #define GL_TEXTURE_DEPTH_SIZE            0x884A\r
+               #define GL_TEXTURE_FILTER_CONTROL        0x8500\r
+               #define GL_TEXTURE_LOD_BIAS              0x8501\r
+               \r
+               // Version: 1.5\r
+               #define GL_ARRAY_BUFFER                  0x8892\r
+               #define GL_ARRAY_BUFFER_BINDING          0x8894\r
+               #define GL_BUFFER_ACCESS                 0x88BB\r
+               #define GL_BUFFER_MAPPED                 0x88BC\r
+               #define GL_BUFFER_MAP_POINTER            0x88BD\r
+               #define GL_BUFFER_SIZE                   0x8764\r
+               #define GL_BUFFER_USAGE                  0x8765\r
+               #define GL_COLOR_ARRAY_BUFFER_BINDING    0x8898\r
+               #define GL_CURRENT_FOG_COORD             0x8453\r
+               #define GL_CURRENT_QUERY                 0x8865\r
+               #define GL_DYNAMIC_COPY                  0x88EA\r
+               #define GL_DYNAMIC_DRAW                  0x88E8\r
+               #define GL_DYNAMIC_READ                  0x88E9\r
+               #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B\r
+               #define GL_ELEMENT_ARRAY_BUFFER          0x8893\r
+               #define GL_ELEMENT_ARRAY_BUFFER_BINDING  0x8895\r
+               #define GL_FOG_COORD                     0x8451\r
+               #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D\r
+               #define GL_FOG_COORD_ARRAY               0x8457\r
+               #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D\r
+               #define GL_FOG_COORD_ARRAY_POINTER       0x8456\r
+               #define GL_FOG_COORD_ARRAY_STRIDE        0x8455\r
+               #define GL_FOG_COORD_ARRAY_TYPE          0x8454\r
+               #define GL_FOG_COORD_SRC                 0x8450\r
+               #define GL_INDEX_ARRAY_BUFFER_BINDING    0x8899\r
+               #define GL_NORMAL_ARRAY_BUFFER_BINDING   0x8897\r
+               #define GL_QUERY_COUNTER_BITS            0x8864\r
+               #define GL_QUERY_RESULT                  0x8866\r
+               #define GL_QUERY_RESULT_AVAILABLE        0x8867\r
+               #define GL_READ_ONLY                     0x88B8\r
+               #define GL_READ_WRITE                    0x88BA\r
+               #define GL_SAMPLES_PASSED                0x8914\r
+               #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C\r
+               #define GL_SRC0_ALPHA                    0x8588\r
+               #define GL_SRC0_RGB                      0x8580\r
+               #define GL_SRC1_ALPHA                    0x8589\r
+               #define GL_SRC1_RGB                      0x8581\r
+               #define GL_SRC2_ALPHA                    0x858A\r
+               #define GL_SRC2_RGB                      0x8582\r
+               #define GL_STATIC_COPY                   0x88E6\r
+               #define GL_STATIC_DRAW                   0x88E4\r
+               #define GL_STATIC_READ                   0x88E5\r
+               #define GL_STREAM_COPY                   0x88E2\r
+               #define GL_STREAM_DRAW                   0x88E0\r
+               #define GL_STREAM_READ                   0x88E1\r
+               #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A\r
+               #define GL_VERTEX_ARRAY_BUFFER_BINDING   0x8896\r
+               #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F\r
+               #define GL_WEIGHT_ARRAY_BUFFER_BINDING   0x889E\r
+               #define GL_WRITE_ONLY                    0x88B9\r
+               \r
+               // Version: 2.0\r
+               #define GL_ACTIVE_ATTRIBUTES             0x8B89\r
+               #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH   0x8B8A\r
+               #define GL_ACTIVE_UNIFORMS               0x8B86\r
+               #define GL_ACTIVE_UNIFORM_MAX_LENGTH     0x8B87\r
+               #define GL_ATTACHED_SHADERS              0x8B85\r
+               #define GL_BLEND_EQUATION_ALPHA          0x883D\r
+               #define GL_BLEND_EQUATION_RGB            0x8009\r
+               #define GL_BOOL                          0x8B56\r
+               #define GL_BOOL_VEC2                     0x8B57\r
+               #define GL_BOOL_VEC3                     0x8B58\r
+               #define GL_BOOL_VEC4                     0x8B59\r
+               #define GL_COMPILE_STATUS                0x8B81\r
+               #define GL_COORD_REPLACE                 0x8862\r
+               #define GL_CURRENT_PROGRAM               0x8B8D\r
+               #define GL_CURRENT_VERTEX_ATTRIB         0x8626\r
+               #define GL_DELETE_STATUS                 0x8B80\r
+               #define GL_DRAW_BUFFER0                  0x8825\r
+               #define GL_DRAW_BUFFER1                  0x8826\r
+               #define GL_DRAW_BUFFER10                 0x882F\r
+               #define GL_DRAW_BUFFER11                 0x8830\r
+               #define GL_DRAW_BUFFER12                 0x8831\r
+               #define GL_DRAW_BUFFER13                 0x8832\r
+               #define GL_DRAW_BUFFER14                 0x8833\r
+               #define GL_DRAW_BUFFER15                 0x8834\r
+               #define GL_DRAW_BUFFER2                  0x8827\r
+               #define GL_DRAW_BUFFER3                  0x8828\r
+               #define GL_DRAW_BUFFER4                  0x8829\r
+               #define GL_DRAW_BUFFER5                  0x882A\r
+               #define GL_DRAW_BUFFER6                  0x882B\r
+               #define GL_DRAW_BUFFER7                  0x882C\r
+               #define GL_DRAW_BUFFER8                  0x882D\r
+               #define GL_DRAW_BUFFER9                  0x882E\r
+               #define GL_FLOAT_MAT2                    0x8B5A\r
+               #define GL_FLOAT_MAT3                    0x8B5B\r
+               #define GL_FLOAT_MAT4                    0x8B5C\r
+               #define GL_FLOAT_VEC2                    0x8B50\r
+               #define GL_FLOAT_VEC3                    0x8B51\r
+               #define GL_FLOAT_VEC4                    0x8B52\r
+               #define GL_FRAGMENT_SHADER               0x8B30\r
+               #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B\r
+               #define GL_INFO_LOG_LENGTH               0x8B84\r
+               #define GL_INT_VEC2                      0x8B53\r
+               #define GL_INT_VEC3                      0x8B54\r
+               #define GL_INT_VEC4                      0x8B55\r
+               #define GL_LINK_STATUS                   0x8B82\r
+               #define GL_LOWER_LEFT                    0x8CA1\r
+               #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D\r
+               #define GL_MAX_DRAW_BUFFERS              0x8824\r
+               #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49\r
+               #define GL_MAX_TEXTURE_COORDS            0x8871\r
+               #define GL_MAX_TEXTURE_IMAGE_UNITS       0x8872\r
+               #define GL_MAX_VARYING_FLOATS            0x8B4B\r
+               #define GL_MAX_VERTEX_ATTRIBS            0x8869\r
+               #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C\r
+               #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A\r
+               #define GL_POINT_SPRITE                  0x8861\r
+               #define GL_POINT_SPRITE_COORD_ORIGIN     0x8CA0\r
+               #define GL_SAMPLER_1D                    0x8B5D\r
+               #define GL_SAMPLER_1D_SHADOW             0x8B61\r
+               #define GL_SAMPLER_2D                    0x8B5E\r
+               #define GL_SAMPLER_2D_SHADOW             0x8B62\r
+               #define GL_SAMPLER_3D                    0x8B5F\r
+               #define GL_SAMPLER_CUBE                  0x8B60\r
+               #define GL_SHADER_SOURCE_LENGTH          0x8B88\r
+               #define GL_SHADER_TYPE                   0x8B4F\r
+               #define GL_SHADING_LANGUAGE_VERSION      0x8B8C\r
+               #define GL_STENCIL_BACK_FAIL             0x8801\r
+               #define GL_STENCIL_BACK_FUNC             0x8800\r
+               #define GL_STENCIL_BACK_PASS_DEPTH_FAIL  0x8802\r
+               #define GL_STENCIL_BACK_PASS_DEPTH_PASS  0x8803\r
+               #define GL_STENCIL_BACK_REF              0x8CA3\r
+               #define GL_STENCIL_BACK_VALUE_MASK       0x8CA4\r
+               #define GL_STENCIL_BACK_WRITEMASK        0x8CA5\r
+               #define GL_UPPER_LEFT                    0x8CA2\r
+               #define GL_VALIDATE_STATUS               0x8B83\r
+               #define GL_VERTEX_ATTRIB_ARRAY_ENABLED   0x8622\r
+               #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\r
+               #define GL_VERTEX_ATTRIB_ARRAY_POINTER   0x8645\r
+               #define GL_VERTEX_ATTRIB_ARRAY_SIZE      0x8623\r
+               #define GL_VERTEX_ATTRIB_ARRAY_STRIDE    0x8624\r
+               #define GL_VERTEX_ATTRIB_ARRAY_TYPE      0x8625\r
+               #define GL_VERTEX_PROGRAM_POINT_SIZE     0x8642\r
+               #define GL_VERTEX_PROGRAM_TWO_SIDE       0x8643\r
+               #define GL_VERTEX_SHADER                 0x8B31\r
+               \r
+               // Version: 2.1\r
+               #define GL_COMPRESSED_SLUMINANCE         0x8C4A\r
+               #define GL_COMPRESSED_SLUMINANCE_ALPHA   0x8C4B\r
+               #define GL_COMPRESSED_SRGB               0x8C48\r
+               #define GL_COMPRESSED_SRGB_ALPHA         0x8C49\r
+               #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F\r
+               #define GL_FLOAT_MAT2x3                  0x8B65\r
+               #define GL_FLOAT_MAT2x4                  0x8B66\r
+               #define GL_FLOAT_MAT3x2                  0x8B67\r
+               #define GL_FLOAT_MAT3x4                  0x8B68\r
+               #define GL_FLOAT_MAT4x2                  0x8B69\r
+               #define GL_FLOAT_MAT4x3                  0x8B6A\r
+               #define GL_PIXEL_PACK_BUFFER             0x88EB\r
+               #define GL_PIXEL_PACK_BUFFER_BINDING     0x88ED\r
+               #define GL_PIXEL_UNPACK_BUFFER           0x88EC\r
+               #define GL_PIXEL_UNPACK_BUFFER_BINDING   0x88EF\r
+               #define GL_SLUMINANCE                    0x8C46\r
+               #define GL_SLUMINANCE8                   0x8C47\r
+               #define GL_SLUMINANCE8_ALPHA8            0x8C45\r
+               #define GL_SLUMINANCE_ALPHA              0x8C44\r
+               #define GL_SRGB                          0x8C40\r
+               #define GL_SRGB8                         0x8C41\r
+               #define GL_SRGB8_ALPHA8                  0x8C43\r
+               #define GL_SRGB_ALPHA                    0x8C42\r
+               \r
+               // Version: 3.0\r
+               #define GL_ALPHA_INTEGER                 0x8D97\r
+               #define GL_BGRA_INTEGER                  0x8D9B\r
+               #define GL_BGR_INTEGER                   0x8D9A\r
+               #define GL_BLUE_INTEGER                  0x8D96\r
+               #define GL_BUFFER_ACCESS_FLAGS           0x911F\r
+               #define GL_BUFFER_MAP_LENGTH             0x9120\r
+               #define GL_BUFFER_MAP_OFFSET             0x9121\r
+               #define GL_CLAMP_FRAGMENT_COLOR          0x891B\r
+               #define GL_CLAMP_READ_COLOR              0x891C\r
+               #define GL_CLAMP_VERTEX_COLOR            0x891A\r
+               #define GL_CLIP_DISTANCE0                0x3000\r
+               #define GL_CLIP_DISTANCE1                0x3001\r
+               #define GL_CLIP_DISTANCE2                0x3002\r
+               #define GL_CLIP_DISTANCE3                0x3003\r
+               #define GL_CLIP_DISTANCE4                0x3004\r
+               #define GL_CLIP_DISTANCE5                0x3005\r
+               #define GL_CLIP_DISTANCE6                0x3006\r
+               #define GL_CLIP_DISTANCE7                0x3007\r
+               #define GL_COLOR_ATTACHMENT0             0x8CE0\r
+               #define GL_COLOR_ATTACHMENT1             0x8CE1\r
+               #define GL_COLOR_ATTACHMENT10            0x8CEA\r
+               #define GL_COLOR_ATTACHMENT11            0x8CEB\r
+               #define GL_COLOR_ATTACHMENT12            0x8CEC\r
+               #define GL_COLOR_ATTACHMENT13            0x8CED\r
+               #define GL_COLOR_ATTACHMENT14            0x8CEE\r
+               #define GL_COLOR_ATTACHMENT15            0x8CEF\r
+               #define GL_COLOR_ATTACHMENT2             0x8CE2\r
+               #define GL_COLOR_ATTACHMENT3             0x8CE3\r
+               #define GL_COLOR_ATTACHMENT4             0x8CE4\r
+               #define GL_COLOR_ATTACHMENT5             0x8CE5\r
+               #define GL_COLOR_ATTACHMENT6             0x8CE6\r
+               #define GL_COLOR_ATTACHMENT7             0x8CE7\r
+               #define GL_COLOR_ATTACHMENT8             0x8CE8\r
+               #define GL_COLOR_ATTACHMENT9             0x8CE9\r
+               #define GL_COMPARE_REF_TO_TEXTURE        0x884E\r
+               #define GL_COMPRESSED_RED                0x8225\r
+               #define GL_COMPRESSED_RED_RGTC1          0x8DBB\r
+               #define GL_COMPRESSED_RG                 0x8226\r
+               #define GL_COMPRESSED_RG_RGTC2           0x8DBD\r
+               #define GL_COMPRESSED_SIGNED_RED_RGTC1   0x8DBC\r
+               #define GL_COMPRESSED_SIGNED_RG_RGTC2    0x8DBE\r
+               #define GL_CONTEXT_FLAGS                 0x821E\r
+               #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001\r
+               #define GL_DEPTH24_STENCIL8              0x88F0\r
+               #define GL_DEPTH32F_STENCIL8             0x8CAD\r
+               #define GL_DEPTH_ATTACHMENT              0x8D00\r
+               #define GL_DEPTH_COMPONENT32F            0x8CAC\r
+               #define GL_DEPTH_STENCIL                 0x84F9\r
+               #define GL_DEPTH_STENCIL_ATTACHMENT      0x821A\r
+               #define GL_DRAW_FRAMEBUFFER              0x8CA9\r
+               #define GL_DRAW_FRAMEBUFFER_BINDING      0x8CA6\r
+               #define GL_FIXED_ONLY                    0x891D\r
+               #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD\r
+               #define GL_FRAMEBUFFER                   0x8D40\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\r
+               #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2\r
+               #define GL_FRAMEBUFFER_BINDING           0x8CA6\r
+               #define GL_FRAMEBUFFER_COMPLETE          0x8CD5\r
+               #define GL_FRAMEBUFFER_DEFAULT           0x8218\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56\r
+               #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC\r
+               #define GL_FRAMEBUFFER_SRGB              0x8DB9\r
+               #define GL_FRAMEBUFFER_UNDEFINED         0x8219\r
+               #define GL_FRAMEBUFFER_UNSUPPORTED       0x8CDD\r
+               #define GL_GREEN_INTEGER                 0x8D95\r
+               #define GL_HALF_FLOAT                    0x140B\r
+               #define GL_INTERLEAVED_ATTRIBS           0x8C8C\r
+               #define GL_INT_SAMPLER_1D                0x8DC9\r
+               #define GL_INT_SAMPLER_1D_ARRAY          0x8DCE\r
+               #define GL_INT_SAMPLER_2D                0x8DCA\r
+               #define GL_INT_SAMPLER_2D_ARRAY          0x8DCF\r
+               #define GL_INT_SAMPLER_3D                0x8DCB\r
+               #define GL_INT_SAMPLER_CUBE              0x8DCC\r
+               #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506\r
+               #define GL_MAJOR_VERSION                 0x821B\r
+               #define GL_MAP_FLUSH_EXPLICIT_BIT        0x0010\r
+               #define GL_MAP_INVALIDATE_BUFFER_BIT     0x0008\r
+               #define GL_MAP_INVALIDATE_RANGE_BIT      0x0004\r
+               #define GL_MAP_READ_BIT                  0x0001\r
+               #define GL_MAP_UNSYNCHRONIZED_BIT        0x0020\r
+               #define GL_MAP_WRITE_BIT                 0x0002\r
+               #define GL_MAX_ARRAY_TEXTURE_LAYERS      0x88FF\r
+               #define GL_MAX_CLIP_DISTANCES            0x0D32\r
+               #define GL_MAX_COLOR_ATTACHMENTS         0x8CDF\r
+               #define GL_MAX_PROGRAM_TEXEL_OFFSET      0x8905\r
+               #define GL_MAX_RENDERBUFFER_SIZE         0x84E8\r
+               #define GL_MAX_SAMPLES                   0x8D57\r
+               #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A\r
+               #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B\r
+               #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80\r
+               #define GL_MAX_VARYING_COMPONENTS        0x8B4B\r
+               #define GL_MINOR_VERSION                 0x821C\r
+               #define GL_MIN_PROGRAM_TEXEL_OFFSET      0x8904\r
+               #define GL_NUM_EXTENSIONS                0x821D\r
+               #define GL_PRIMITIVES_GENERATED          0x8C87\r
+               #define GL_PROXY_TEXTURE_1D_ARRAY        0x8C19\r
+               #define GL_PROXY_TEXTURE_2D_ARRAY        0x8C1B\r
+               #define GL_QUERY_BY_REGION_NO_WAIT       0x8E16\r
+               #define GL_QUERY_BY_REGION_WAIT          0x8E15\r
+               #define GL_QUERY_NO_WAIT                 0x8E14\r
+               #define GL_QUERY_WAIT                    0x8E13\r
+               #define GL_R11F_G11F_B10F                0x8C3A\r
+               #define GL_R16                           0x822A\r
+               #define GL_R16F                          0x822D\r
+               #define GL_R16I                          0x8233\r
+               #define GL_R16UI                         0x8234\r
+               #define GL_R32F                          0x822E\r
+               #define GL_R32I                          0x8235\r
+               #define GL_R32UI                         0x8236\r
+               #define GL_R8                            0x8229\r
+               #define GL_R8I                           0x8231\r
+               #define GL_R8UI                          0x8232\r
+               #define GL_RASTERIZER_DISCARD            0x8C89\r
+               #define GL_READ_FRAMEBUFFER              0x8CA8\r
+               #define GL_READ_FRAMEBUFFER_BINDING      0x8CAA\r
+               #define GL_RED_INTEGER                   0x8D94\r
+               #define GL_RENDERBUFFER                  0x8D41\r
+               #define GL_RENDERBUFFER_ALPHA_SIZE       0x8D53\r
+               #define GL_RENDERBUFFER_BINDING          0x8CA7\r
+               #define GL_RENDERBUFFER_BLUE_SIZE        0x8D52\r
+               #define GL_RENDERBUFFER_DEPTH_SIZE       0x8D54\r
+               #define GL_RENDERBUFFER_GREEN_SIZE       0x8D51\r
+               #define GL_RENDERBUFFER_HEIGHT           0x8D43\r
+               #define GL_RENDERBUFFER_INTERNAL_FORMAT  0x8D44\r
+               #define GL_RENDERBUFFER_RED_SIZE         0x8D50\r
+               #define GL_RENDERBUFFER_SAMPLES          0x8CAB\r
+               #define GL_RENDERBUFFER_STENCIL_SIZE     0x8D55\r
+               #define GL_RENDERBUFFER_WIDTH            0x8D42\r
+               #define GL_RG                            0x8227\r
+               #define GL_RG16                          0x822C\r
+               #define GL_RG16F                         0x822F\r
+               #define GL_RG16I                         0x8239\r
+               #define GL_RG16UI                        0x823A\r
+               #define GL_RG32F                         0x8230\r
+               #define GL_RG32I                         0x823B\r
+               #define GL_RG32UI                        0x823C\r
+               #define GL_RG8                           0x822B\r
+               #define GL_RG8I                          0x8237\r
+               #define GL_RG8UI                         0x8238\r
+               #define GL_RGB16F                        0x881B\r
+               #define GL_RGB16I                        0x8D89\r
+               #define GL_RGB16UI                       0x8D77\r
+               #define GL_RGB32F                        0x8815\r
+               #define GL_RGB32I                        0x8D83\r
+               #define GL_RGB32UI                       0x8D71\r
+               #define GL_RGB8I                         0x8D8F\r
+               #define GL_RGB8UI                        0x8D7D\r
+               #define GL_RGB9_E5                       0x8C3D\r
+               #define GL_RGBA16F                       0x881A\r
+               #define GL_RGBA16I                       0x8D88\r
+               #define GL_RGBA16UI                      0x8D76\r
+               #define GL_RGBA32F                       0x8814\r
+               #define GL_RGBA32I                       0x8D82\r
+               #define GL_RGBA32UI                      0x8D70\r
+               #define GL_RGBA8I                        0x8D8E\r
+               #define GL_RGBA8UI                       0x8D7C\r
+               #define GL_RGBA_INTEGER                  0x8D99\r
+               #define GL_RGB_INTEGER                   0x8D98\r
+               #define GL_RG_INTEGER                    0x8228\r
+               #define GL_SAMPLER_1D_ARRAY              0x8DC0\r
+               #define GL_SAMPLER_1D_ARRAY_SHADOW       0x8DC3\r
+               #define GL_SAMPLER_2D_ARRAY              0x8DC1\r
+               #define GL_SAMPLER_2D_ARRAY_SHADOW       0x8DC4\r
+               #define GL_SAMPLER_CUBE_SHADOW           0x8DC5\r
+               #define GL_SEPARATE_ATTRIBS              0x8C8D\r
+               #define GL_STENCIL_ATTACHMENT            0x8D20\r
+               #define GL_STENCIL_INDEX1                0x8D46\r
+               #define GL_STENCIL_INDEX16               0x8D49\r
+               #define GL_STENCIL_INDEX4                0x8D47\r
+               #define GL_STENCIL_INDEX8                0x8D48\r
+               #define GL_TEXTURE_1D_ARRAY              0x8C18\r
+               #define GL_TEXTURE_2D_ARRAY              0x8C1A\r
+               #define GL_TEXTURE_ALPHA_TYPE            0x8C13\r
+               #define GL_TEXTURE_BINDING_1D_ARRAY      0x8C1C\r
+               #define GL_TEXTURE_BINDING_2D_ARRAY      0x8C1D\r
+               #define GL_TEXTURE_BLUE_TYPE             0x8C12\r
+               #define GL_TEXTURE_DEPTH_TYPE            0x8C16\r
+               #define GL_TEXTURE_GREEN_TYPE            0x8C11\r
+               #define GL_TEXTURE_RED_TYPE              0x8C10\r
+               #define GL_TEXTURE_SHARED_SIZE           0x8C3F\r
+               #define GL_TEXTURE_STENCIL_SIZE          0x88F1\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER     0x8C8E\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85\r
+               #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84\r
+               #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88\r
+               #define GL_TRANSFORM_FEEDBACK_VARYINGS   0x8C83\r
+               #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76\r
+               #define GL_UNSIGNED_INT_10F_11F_11F_REV  0x8C3B\r
+               #define GL_UNSIGNED_INT_24_8             0x84FA\r
+               #define GL_UNSIGNED_INT_5_9_9_9_REV      0x8C3E\r
+               #define GL_UNSIGNED_INT_SAMPLER_1D       0x8DD1\r
+               #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6\r
+               #define GL_UNSIGNED_INT_SAMPLER_2D       0x8DD2\r
+               #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7\r
+               #define GL_UNSIGNED_INT_SAMPLER_3D       0x8DD3\r
+               #define GL_UNSIGNED_INT_SAMPLER_CUBE     0x8DD4\r
+               #define GL_UNSIGNED_INT_VEC2             0x8DC6\r
+               #define GL_UNSIGNED_INT_VEC3             0x8DC7\r
+               #define GL_UNSIGNED_INT_VEC4             0x8DC8\r
+               #define GL_UNSIGNED_NORMALIZED           0x8C17\r
+               #define GL_VERTEX_ARRAY_BINDING          0x85B5\r
+               #define GL_VERTEX_ATTRIB_ARRAY_INTEGER   0x88FD\r
+               \r
+               // Version: 3.1\r
+               #define GL_ACTIVE_UNIFORM_BLOCKS         0x8A36\r
+               #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35\r
+               #define GL_COPY_READ_BUFFER              0x8F36\r
+               #define GL_COPY_WRITE_BUFFER             0x8F37\r
+               #define GL_INT_SAMPLER_2D_RECT           0x8DCD\r
+               #define GL_INT_SAMPLER_BUFFER            0x8DD0\r
+               #define GL_INVALID_INDEX                 0xFFFFFFFF\r
+               #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33\r
+               #define GL_MAX_COMBINED_UNIFORM_BLOCKS   0x8A2E\r
+               #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31\r
+               #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS   0x8A2D\r
+               #define GL_MAX_RECTANGLE_TEXTURE_SIZE    0x84F8\r
+               #define GL_MAX_TEXTURE_BUFFER_SIZE       0x8C2B\r
+               #define GL_MAX_UNIFORM_BLOCK_SIZE        0x8A30\r
+               #define GL_MAX_UNIFORM_BUFFER_BINDINGS   0x8A2F\r
+               #define GL_MAX_VERTEX_UNIFORM_BLOCKS     0x8A2B\r
+               #define GL_PRIMITIVE_RESTART             0x8F9D\r
+               #define GL_PRIMITIVE_RESTART_INDEX       0x8F9E\r
+               #define GL_PROXY_TEXTURE_RECTANGLE       0x84F7\r
+               #define GL_R16_SNORM                     0x8F98\r
+               #define GL_R8_SNORM                      0x8F94\r
+               #define GL_RG16_SNORM                    0x8F99\r
+               #define GL_RG8_SNORM                     0x8F95\r
+               #define GL_RGB16_SNORM                   0x8F9A\r
+               #define GL_RGB8_SNORM                    0x8F96\r
+               #define GL_RGBA16_SNORM                  0x8F9B\r
+               #define GL_RGBA8_SNORM                   0x8F97\r
+               #define GL_SAMPLER_2D_RECT               0x8B63\r
+               #define GL_SAMPLER_2D_RECT_SHADOW        0x8B64\r
+               #define GL_SAMPLER_BUFFER                0x8DC2\r
+               #define GL_SIGNED_NORMALIZED             0x8F9C\r
+               #define GL_TEXTURE_BINDING_BUFFER        0x8C2C\r
+               #define GL_TEXTURE_BINDING_RECTANGLE     0x84F6\r
+               #define GL_TEXTURE_BUFFER                0x8C2A\r
+               #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D\r
+               #define GL_TEXTURE_RECTANGLE             0x84F5\r
+               #define GL_UNIFORM_ARRAY_STRIDE          0x8A3C\r
+               #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42\r
+               #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43\r
+               #define GL_UNIFORM_BLOCK_BINDING         0x8A3F\r
+               #define GL_UNIFORM_BLOCK_DATA_SIZE       0x8A40\r
+               #define GL_UNIFORM_BLOCK_INDEX           0x8A3A\r
+               #define GL_UNIFORM_BLOCK_NAME_LENGTH     0x8A41\r
+               #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46\r
+               #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44\r
+               #define GL_UNIFORM_BUFFER                0x8A11\r
+               #define GL_UNIFORM_BUFFER_BINDING        0x8A28\r
+               #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34\r
+               #define GL_UNIFORM_BUFFER_SIZE           0x8A2A\r
+               #define GL_UNIFORM_BUFFER_START          0x8A29\r
+               #define GL_UNIFORM_IS_ROW_MAJOR          0x8A3E\r
+               #define GL_UNIFORM_MATRIX_STRIDE         0x8A3D\r
+               #define GL_UNIFORM_NAME_LENGTH           0x8A39\r
+               #define GL_UNIFORM_OFFSET                0x8A3B\r
+               #define GL_UNIFORM_SIZE                  0x8A38\r
+               #define GL_UNIFORM_TYPE                  0x8A37\r
+               #define GL_UNSIGNED_INT_SAMPLER_2D_RECT  0x8DD5\r
+               #define GL_UNSIGNED_INT_SAMPLER_BUFFER   0x8DD8\r
+               \r
+               \r
+               // Extension: 1.0\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glAccum)(GLenum op, GLfloat value);\r
+               #define glAccum _ptrc_glAccum\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glAlphaFunc)(GLenum func, GLfloat ref);\r
+               #define glAlphaFunc _ptrc_glAlphaFunc\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBegin)(GLenum mode);\r
+               #define glBegin _ptrc_glBegin\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBitmap)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);\r
+               #define glBitmap _ptrc_glBitmap\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBlendFunc)(GLenum sfactor, GLenum dfactor);\r
+               #define glBlendFunc _ptrc_glBlendFunc\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCallList)(GLuint list);\r
+               #define glCallList _ptrc_glCallList\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCallLists)(GLsizei n, GLenum type, const GLvoid * lists);\r
+               #define glCallLists _ptrc_glCallLists\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClear)(GLbitfield mask);\r
+               #define glClear _ptrc_glClear\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearAccum)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               #define glClearAccum _ptrc_glClearAccum\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               #define glClearColor _ptrc_glClearColor\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearDepth)(GLdouble depth);\r
+               #define glClearDepth _ptrc_glClearDepth\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearIndex)(GLfloat c);\r
+               #define glClearIndex _ptrc_glClearIndex\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearStencil)(GLint s);\r
+               #define glClearStencil _ptrc_glClearStencil\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClipPlane)(GLenum plane, const GLdouble * equation);\r
+               #define glClipPlane _ptrc_glClipPlane\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3b)(GLbyte red, GLbyte green, GLbyte blue);\r
+               #define glColor3b _ptrc_glColor3b\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3bv)(const GLbyte * v);\r
+               #define glColor3bv _ptrc_glColor3bv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3d)(GLdouble red, GLdouble green, GLdouble blue);\r
+               #define glColor3d _ptrc_glColor3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3dv)(const GLdouble * v);\r
+               #define glColor3dv _ptrc_glColor3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3f)(GLfloat red, GLfloat green, GLfloat blue);\r
+               #define glColor3f _ptrc_glColor3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3fv)(const GLfloat * v);\r
+               #define glColor3fv _ptrc_glColor3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3i)(GLint red, GLint green, GLint blue);\r
+               #define glColor3i _ptrc_glColor3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3iv)(const GLint * v);\r
+               #define glColor3iv _ptrc_glColor3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3s)(GLshort red, GLshort green, GLshort blue);\r
+               #define glColor3s _ptrc_glColor3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3sv)(const GLshort * v);\r
+               #define glColor3sv _ptrc_glColor3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3ub)(GLubyte red, GLubyte green, GLubyte blue);\r
+               #define glColor3ub _ptrc_glColor3ub\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3ubv)(const GLubyte * v);\r
+               #define glColor3ubv _ptrc_glColor3ubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3ui)(GLuint red, GLuint green, GLuint blue);\r
+               #define glColor3ui _ptrc_glColor3ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3uiv)(const GLuint * v);\r
+               #define glColor3uiv _ptrc_glColor3uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3us)(GLushort red, GLushort green, GLushort blue);\r
+               #define glColor3us _ptrc_glColor3us\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor3usv)(const GLushort * v);\r
+               #define glColor3usv _ptrc_glColor3usv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4b)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\r
+               #define glColor4b _ptrc_glColor4b\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4bv)(const GLbyte * v);\r
+               #define glColor4bv _ptrc_glColor4bv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4d)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\r
+               #define glColor4d _ptrc_glColor4d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4dv)(const GLdouble * v);\r
+               #define glColor4dv _ptrc_glColor4dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               #define glColor4f _ptrc_glColor4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4fv)(const GLfloat * v);\r
+               #define glColor4fv _ptrc_glColor4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4i)(GLint red, GLint green, GLint blue, GLint alpha);\r
+               #define glColor4i _ptrc_glColor4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4iv)(const GLint * v);\r
+               #define glColor4iv _ptrc_glColor4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4s)(GLshort red, GLshort green, GLshort blue, GLshort alpha);\r
+               #define glColor4s _ptrc_glColor4s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4sv)(const GLshort * v);\r
+               #define glColor4sv _ptrc_glColor4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\r
+               #define glColor4ub _ptrc_glColor4ub\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4ubv)(const GLubyte * v);\r
+               #define glColor4ubv _ptrc_glColor4ubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4ui)(GLuint red, GLuint green, GLuint blue, GLuint alpha);\r
+               #define glColor4ui _ptrc_glColor4ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4uiv)(const GLuint * v);\r
+               #define glColor4uiv _ptrc_glColor4uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4us)(GLushort red, GLushort green, GLushort blue, GLushort alpha);\r
+               #define glColor4us _ptrc_glColor4us\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColor4usv)(const GLushort * v);\r
+               #define glColor4usv _ptrc_glColor4usv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\r
+               #define glColorMask _ptrc_glColorMask\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColorMaterial)(GLenum face, GLenum mode);\r
+               #define glColorMaterial _ptrc_glColorMaterial\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\r
+               #define glCopyPixels _ptrc_glCopyPixels\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCullFace)(GLenum mode);\r
+               #define glCullFace _ptrc_glCullFace\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteLists)(GLuint list, GLsizei range);\r
+               #define glDeleteLists _ptrc_glDeleteLists\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDepthFunc)(GLenum func);\r
+               #define glDepthFunc _ptrc_glDepthFunc\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDepthMask)(GLboolean flag);\r
+               #define glDepthMask _ptrc_glDepthMask\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDepthRange)(GLdouble ren_near, GLdouble ren_far);\r
+               #define glDepthRange _ptrc_glDepthRange\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDisable)(GLenum cap);\r
+               #define glDisable _ptrc_glDisable\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawBuffer)(GLenum mode);\r
+               #define glDrawBuffer _ptrc_glDrawBuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawPixels)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glDrawPixels _ptrc_glDrawPixels\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlag)(GLboolean flag);\r
+               #define glEdgeFlag _ptrc_glEdgeFlag\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlagv)(const GLboolean * flag);\r
+               #define glEdgeFlagv _ptrc_glEdgeFlagv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEnable)(GLenum cap);\r
+               #define glEnable _ptrc_glEnable\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEnd)();\r
+               #define glEnd _ptrc_glEnd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEndList)();\r
+               #define glEndList _ptrc_glEndList\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1d)(GLdouble u);\r
+               #define glEvalCoord1d _ptrc_glEvalCoord1d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1dv)(const GLdouble * u);\r
+               #define glEvalCoord1dv _ptrc_glEvalCoord1dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1f)(GLfloat u);\r
+               #define glEvalCoord1f _ptrc_glEvalCoord1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1fv)(const GLfloat * u);\r
+               #define glEvalCoord1fv _ptrc_glEvalCoord1fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2d)(GLdouble u, GLdouble v);\r
+               #define glEvalCoord2d _ptrc_glEvalCoord2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2dv)(const GLdouble * u);\r
+               #define glEvalCoord2dv _ptrc_glEvalCoord2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2f)(GLfloat u, GLfloat v);\r
+               #define glEvalCoord2f _ptrc_glEvalCoord2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2fv)(const GLfloat * u);\r
+               #define glEvalCoord2fv _ptrc_glEvalCoord2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalMesh1)(GLenum mode, GLint i1, GLint i2);\r
+               #define glEvalMesh1 _ptrc_glEvalMesh1\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalMesh2)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\r
+               #define glEvalMesh2 _ptrc_glEvalMesh2\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalPoint1)(GLint i);\r
+               #define glEvalPoint1 _ptrc_glEvalPoint1\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEvalPoint2)(GLint i, GLint j);\r
+               #define glEvalPoint2 _ptrc_glEvalPoint2\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFeedbackBuffer)(GLsizei size, GLenum type, GLfloat * buffer);\r
+               #define glFeedbackBuffer _ptrc_glFeedbackBuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFinish)();\r
+               #define glFinish _ptrc_glFinish\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFlush)();\r
+               #define glFlush _ptrc_glFlush\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogf)(GLenum pname, GLfloat param);\r
+               #define glFogf _ptrc_glFogf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogfv)(GLenum pname, const GLfloat * params);\r
+               #define glFogfv _ptrc_glFogfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogi)(GLenum pname, GLint param);\r
+               #define glFogi _ptrc_glFogi\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogiv)(GLenum pname, const GLint * params);\r
+               #define glFogiv _ptrc_glFogiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFrontFace)(GLenum mode);\r
+               #define glFrontFace _ptrc_glFrontFace\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+               #define glFrustum _ptrc_glFrustum\r
+               extern GLuint (CODEGEN_FUNCPTR *_ptrc_glGenLists)(GLsizei range);\r
+               #define glGenLists _ptrc_glGenLists\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetBooleanv)(GLenum pname, GLboolean * params);\r
+               #define glGetBooleanv _ptrc_glGetBooleanv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetClipPlane)(GLenum plane, GLdouble * equation);\r
+               #define glGetClipPlane _ptrc_glGetClipPlane\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetDoublev)(GLenum pname, GLdouble * params);\r
+               #define glGetDoublev _ptrc_glGetDoublev\r
+               extern GLenum (CODEGEN_FUNCPTR *_ptrc_glGetError)();\r
+               #define glGetError _ptrc_glGetError\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetFloatv)(GLenum pname, GLfloat * params);\r
+               #define glGetFloatv _ptrc_glGetFloatv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetIntegerv)(GLenum pname, GLint * params);\r
+               #define glGetIntegerv _ptrc_glGetIntegerv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetLightfv)(GLenum light, GLenum pname, GLfloat * params);\r
+               #define glGetLightfv _ptrc_glGetLightfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetLightiv)(GLenum light, GLenum pname, GLint * params);\r
+               #define glGetLightiv _ptrc_glGetLightiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetMapdv)(GLenum target, GLenum query, GLdouble * v);\r
+               #define glGetMapdv _ptrc_glGetMapdv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetMapfv)(GLenum target, GLenum query, GLfloat * v);\r
+               #define glGetMapfv _ptrc_glGetMapfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetMapiv)(GLenum target, GLenum query, GLint * v);\r
+               #define glGetMapiv _ptrc_glGetMapiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetMaterialfv)(GLenum face, GLenum pname, GLfloat * params);\r
+               #define glGetMaterialfv _ptrc_glGetMaterialfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetMaterialiv)(GLenum face, GLenum pname, GLint * params);\r
+               #define glGetMaterialiv _ptrc_glGetMaterialiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetPixelMapfv)(GLenum map, GLfloat * values);\r
+               #define glGetPixelMapfv _ptrc_glGetPixelMapfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetPixelMapuiv)(GLenum map, GLuint * values);\r
+               #define glGetPixelMapuiv _ptrc_glGetPixelMapuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetPixelMapusv)(GLenum map, GLushort * values);\r
+               #define glGetPixelMapusv _ptrc_glGetPixelMapusv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetPolygonStipple)(GLubyte * mask);\r
+               #define glGetPolygonStipple _ptrc_glGetPolygonStipple\r
+               extern const GLubyte * (CODEGEN_FUNCPTR *_ptrc_glGetString)(GLenum name);\r
+               #define glGetString _ptrc_glGetString\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexEnvfv)(GLenum target, GLenum pname, GLfloat * params);\r
+               #define glGetTexEnvfv _ptrc_glGetTexEnvfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexEnviv)(GLenum target, GLenum pname, GLint * params);\r
+               #define glGetTexEnviv _ptrc_glGetTexEnviv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexGendv)(GLenum coord, GLenum pname, GLdouble * params);\r
+               #define glGetTexGendv _ptrc_glGetTexGendv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexGenfv)(GLenum coord, GLenum pname, GLfloat * params);\r
+               #define glGetTexGenfv _ptrc_glGetTexGenfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexGeniv)(GLenum coord, GLenum pname, GLint * params);\r
+               #define glGetTexGeniv _ptrc_glGetTexGeniv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);\r
+               #define glGetTexImage _ptrc_glGetTexImage\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat * params);\r
+               #define glGetTexLevelParameterfv _ptrc_glGetTexLevelParameterfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint * params);\r
+               #define glGetTexLevelParameteriv _ptrc_glGetTexLevelParameteriv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat * params);\r
+               #define glGetTexParameterfv _ptrc_glGetTexParameterfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameteriv)(GLenum target, GLenum pname, GLint * params);\r
+               #define glGetTexParameteriv _ptrc_glGetTexParameteriv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glHint)(GLenum target, GLenum mode);\r
+               #define glHint _ptrc_glHint\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexMask)(GLuint mask);\r
+               #define glIndexMask _ptrc_glIndexMask\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexd)(GLdouble c);\r
+               #define glIndexd _ptrc_glIndexd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexdv)(const GLdouble * c);\r
+               #define glIndexdv _ptrc_glIndexdv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexf)(GLfloat c);\r
+               #define glIndexf _ptrc_glIndexf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexfv)(const GLfloat * c);\r
+               #define glIndexfv _ptrc_glIndexfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexi)(GLint c);\r
+               #define glIndexi _ptrc_glIndexi\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexiv)(const GLint * c);\r
+               #define glIndexiv _ptrc_glIndexiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexs)(GLshort c);\r
+               #define glIndexs _ptrc_glIndexs\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexsv)(const GLshort * c);\r
+               #define glIndexsv _ptrc_glIndexsv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glInitNames)();\r
+               #define glInitNames _ptrc_glInitNames\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsEnabled)(GLenum cap);\r
+               #define glIsEnabled _ptrc_glIsEnabled\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsList)(GLuint list);\r
+               #define glIsList _ptrc_glIsList\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightModelf)(GLenum pname, GLfloat param);\r
+               #define glLightModelf _ptrc_glLightModelf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightModelfv)(GLenum pname, const GLfloat * params);\r
+               #define glLightModelfv _ptrc_glLightModelfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightModeli)(GLenum pname, GLint param);\r
+               #define glLightModeli _ptrc_glLightModeli\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightModeliv)(GLenum pname, const GLint * params);\r
+               #define glLightModeliv _ptrc_glLightModeliv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightf)(GLenum light, GLenum pname, GLfloat param);\r
+               #define glLightf _ptrc_glLightf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightfv)(GLenum light, GLenum pname, const GLfloat * params);\r
+               #define glLightfv _ptrc_glLightfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLighti)(GLenum light, GLenum pname, GLint param);\r
+               #define glLighti _ptrc_glLighti\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLightiv)(GLenum light, GLenum pname, const GLint * params);\r
+               #define glLightiv _ptrc_glLightiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLineStipple)(GLint factor, GLushort pattern);\r
+               #define glLineStipple _ptrc_glLineStipple\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLineWidth)(GLfloat width);\r
+               #define glLineWidth _ptrc_glLineWidth\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glListBase)(GLuint base);\r
+               #define glListBase _ptrc_glListBase\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLoadIdentity)();\r
+               #define glLoadIdentity _ptrc_glLoadIdentity\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLoadMatrixd)(const GLdouble * m);\r
+               #define glLoadMatrixd _ptrc_glLoadMatrixd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLoadMatrixf)(const GLfloat * m);\r
+               #define glLoadMatrixf _ptrc_glLoadMatrixf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLoadName)(GLuint name);\r
+               #define glLoadName _ptrc_glLoadName\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLogicOp)(GLenum opcode);\r
+               #define glLogicOp _ptrc_glLogicOp\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMap1d)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);\r
+               #define glMap1d _ptrc_glMap1d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMap1f)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);\r
+               #define glMap1f _ptrc_glMap1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMap2d)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);\r
+               #define glMap2d _ptrc_glMap2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMap2f)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);\r
+               #define glMap2f _ptrc_glMap2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid1d)(GLint un, GLdouble u1, GLdouble u2);\r
+               #define glMapGrid1d _ptrc_glMapGrid1d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid1f)(GLint un, GLfloat u1, GLfloat u2);\r
+               #define glMapGrid1f _ptrc_glMapGrid1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid2d)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\r
+               #define glMapGrid2d _ptrc_glMapGrid2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid2f)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\r
+               #define glMapGrid2f _ptrc_glMapGrid2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMaterialf)(GLenum face, GLenum pname, GLfloat param);\r
+               #define glMaterialf _ptrc_glMaterialf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMaterialfv)(GLenum face, GLenum pname, const GLfloat * params);\r
+               #define glMaterialfv _ptrc_glMaterialfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMateriali)(GLenum face, GLenum pname, GLint param);\r
+               #define glMateriali _ptrc_glMateriali\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMaterialiv)(GLenum face, GLenum pname, const GLint * params);\r
+               #define glMaterialiv _ptrc_glMaterialiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMatrixMode)(GLenum mode);\r
+               #define glMatrixMode _ptrc_glMatrixMode\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultMatrixd)(const GLdouble * m);\r
+               #define glMultMatrixd _ptrc_glMultMatrixd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultMatrixf)(const GLfloat * m);\r
+               #define glMultMatrixf _ptrc_glMultMatrixf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNewList)(GLuint list, GLenum mode);\r
+               #define glNewList _ptrc_glNewList\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3b)(GLbyte nx, GLbyte ny, GLbyte nz);\r
+               #define glNormal3b _ptrc_glNormal3b\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3bv)(const GLbyte * v);\r
+               #define glNormal3bv _ptrc_glNormal3bv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3d)(GLdouble nx, GLdouble ny, GLdouble nz);\r
+               #define glNormal3d _ptrc_glNormal3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3dv)(const GLdouble * v);\r
+               #define glNormal3dv _ptrc_glNormal3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3f)(GLfloat nx, GLfloat ny, GLfloat nz);\r
+               #define glNormal3f _ptrc_glNormal3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3fv)(const GLfloat * v);\r
+               #define glNormal3fv _ptrc_glNormal3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3i)(GLint nx, GLint ny, GLint nz);\r
+               #define glNormal3i _ptrc_glNormal3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3iv)(const GLint * v);\r
+               #define glNormal3iv _ptrc_glNormal3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3s)(GLshort nx, GLshort ny, GLshort nz);\r
+               #define glNormal3s _ptrc_glNormal3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3sv)(const GLshort * v);\r
+               #define glNormal3sv _ptrc_glNormal3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+               #define glOrtho _ptrc_glOrtho\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPassThrough)(GLfloat token);\r
+               #define glPassThrough _ptrc_glPassThrough\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelMapfv)(GLenum map, GLsizei mapsize, const GLfloat * values);\r
+               #define glPixelMapfv _ptrc_glPixelMapfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelMapuiv)(GLenum map, GLsizei mapsize, const GLuint * values);\r
+               #define glPixelMapuiv _ptrc_glPixelMapuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelMapusv)(GLenum map, GLsizei mapsize, const GLushort * values);\r
+               #define glPixelMapusv _ptrc_glPixelMapusv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelStoref)(GLenum pname, GLfloat param);\r
+               #define glPixelStoref _ptrc_glPixelStoref\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelStorei)(GLenum pname, GLint param);\r
+               #define glPixelStorei _ptrc_glPixelStorei\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelTransferf)(GLenum pname, GLfloat param);\r
+               #define glPixelTransferf _ptrc_glPixelTransferf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelTransferi)(GLenum pname, GLint param);\r
+               #define glPixelTransferi _ptrc_glPixelTransferi\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPixelZoom)(GLfloat xfactor, GLfloat yfactor);\r
+               #define glPixelZoom _ptrc_glPixelZoom\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPointSize)(GLfloat size);\r
+               #define glPointSize _ptrc_glPointSize\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonMode)(GLenum face, GLenum mode);\r
+               #define glPolygonMode _ptrc_glPolygonMode\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonStipple)(const GLubyte * mask);\r
+               #define glPolygonStipple _ptrc_glPolygonStipple\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPopAttrib)();\r
+               #define glPopAttrib _ptrc_glPopAttrib\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPopMatrix)();\r
+               #define glPopMatrix _ptrc_glPopMatrix\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPopName)();\r
+               #define glPopName _ptrc_glPopName\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPushAttrib)(GLbitfield mask);\r
+               #define glPushAttrib _ptrc_glPushAttrib\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPushMatrix)();\r
+               #define glPushMatrix _ptrc_glPushMatrix\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPushName)(GLuint name);\r
+               #define glPushName _ptrc_glPushName\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2d)(GLdouble x, GLdouble y);\r
+               #define glRasterPos2d _ptrc_glRasterPos2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2dv)(const GLdouble * v);\r
+               #define glRasterPos2dv _ptrc_glRasterPos2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2f)(GLfloat x, GLfloat y);\r
+               #define glRasterPos2f _ptrc_glRasterPos2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2fv)(const GLfloat * v);\r
+               #define glRasterPos2fv _ptrc_glRasterPos2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2i)(GLint x, GLint y);\r
+               #define glRasterPos2i _ptrc_glRasterPos2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2iv)(const GLint * v);\r
+               #define glRasterPos2iv _ptrc_glRasterPos2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2s)(GLshort x, GLshort y);\r
+               #define glRasterPos2s _ptrc_glRasterPos2s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2sv)(const GLshort * v);\r
+               #define glRasterPos2sv _ptrc_glRasterPos2sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3d)(GLdouble x, GLdouble y, GLdouble z);\r
+               #define glRasterPos3d _ptrc_glRasterPos3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3dv)(const GLdouble * v);\r
+               #define glRasterPos3dv _ptrc_glRasterPos3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3f)(GLfloat x, GLfloat y, GLfloat z);\r
+               #define glRasterPos3f _ptrc_glRasterPos3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3fv)(const GLfloat * v);\r
+               #define glRasterPos3fv _ptrc_glRasterPos3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3i)(GLint x, GLint y, GLint z);\r
+               #define glRasterPos3i _ptrc_glRasterPos3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3iv)(const GLint * v);\r
+               #define glRasterPos3iv _ptrc_glRasterPos3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3s)(GLshort x, GLshort y, GLshort z);\r
+               #define glRasterPos3s _ptrc_glRasterPos3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3sv)(const GLshort * v);\r
+               #define glRasterPos3sv _ptrc_glRasterPos3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+               #define glRasterPos4d _ptrc_glRasterPos4d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4dv)(const GLdouble * v);\r
+               #define glRasterPos4dv _ptrc_glRasterPos4dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+               #define glRasterPos4f _ptrc_glRasterPos4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4fv)(const GLfloat * v);\r
+               #define glRasterPos4fv _ptrc_glRasterPos4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4i)(GLint x, GLint y, GLint z, GLint w);\r
+               #define glRasterPos4i _ptrc_glRasterPos4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4iv)(const GLint * v);\r
+               #define glRasterPos4iv _ptrc_glRasterPos4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4s)(GLshort x, GLshort y, GLshort z, GLshort w);\r
+               #define glRasterPos4s _ptrc_glRasterPos4s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4sv)(const GLshort * v);\r
+               #define glRasterPos4sv _ptrc_glRasterPos4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glReadBuffer)(GLenum mode);\r
+               #define glReadBuffer _ptrc_glReadBuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);\r
+               #define glReadPixels _ptrc_glReadPixels\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRectd)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\r
+               #define glRectd _ptrc_glRectd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRectdv)(const GLdouble * v1, const GLdouble * v2);\r
+               #define glRectdv _ptrc_glRectdv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRectf)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\r
+               #define glRectf _ptrc_glRectf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRectfv)(const GLfloat * v1, const GLfloat * v2);\r
+               #define glRectfv _ptrc_glRectfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRecti)(GLint x1, GLint y1, GLint x2, GLint y2);\r
+               #define glRecti _ptrc_glRecti\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRectiv)(const GLint * v1, const GLint * v2);\r
+               #define glRectiv _ptrc_glRectiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRects)(GLshort x1, GLshort y1, GLshort x2, GLshort y2);\r
+               #define glRects _ptrc_glRects\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRectsv)(const GLshort * v1, const GLshort * v2);\r
+               #define glRectsv _ptrc_glRectsv\r
+               extern GLint (CODEGEN_FUNCPTR *_ptrc_glRenderMode)(GLenum mode);\r
+               #define glRenderMode _ptrc_glRenderMode\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\r
+               #define glRotated _ptrc_glRotated\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\r
+               #define glRotatef _ptrc_glRotatef\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glScaled)(GLdouble x, GLdouble y, GLdouble z);\r
+               #define glScaled _ptrc_glScaled\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glScalef)(GLfloat x, GLfloat y, GLfloat z);\r
+               #define glScalef _ptrc_glScalef\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glScissor)(GLint x, GLint y, GLsizei width, GLsizei height);\r
+               #define glScissor _ptrc_glScissor\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSelectBuffer)(GLsizei size, GLuint * buffer);\r
+               #define glSelectBuffer _ptrc_glSelectBuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glShadeModel)(GLenum mode);\r
+               #define glShadeModel _ptrc_glShadeModel\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glStencilFunc)(GLenum func, GLint ref, GLuint mask);\r
+               #define glStencilFunc _ptrc_glStencilFunc\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glStencilMask)(GLuint mask);\r
+               #define glStencilMask _ptrc_glStencilMask\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass);\r
+               #define glStencilOp _ptrc_glStencilOp\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1d)(GLdouble s);\r
+               #define glTexCoord1d _ptrc_glTexCoord1d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1dv)(const GLdouble * v);\r
+               #define glTexCoord1dv _ptrc_glTexCoord1dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1f)(GLfloat s);\r
+               #define glTexCoord1f _ptrc_glTexCoord1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1fv)(const GLfloat * v);\r
+               #define glTexCoord1fv _ptrc_glTexCoord1fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1i)(GLint s);\r
+               #define glTexCoord1i _ptrc_glTexCoord1i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1iv)(const GLint * v);\r
+               #define glTexCoord1iv _ptrc_glTexCoord1iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1s)(GLshort s);\r
+               #define glTexCoord1s _ptrc_glTexCoord1s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1sv)(const GLshort * v);\r
+               #define glTexCoord1sv _ptrc_glTexCoord1sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2d)(GLdouble s, GLdouble t);\r
+               #define glTexCoord2d _ptrc_glTexCoord2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2dv)(const GLdouble * v);\r
+               #define glTexCoord2dv _ptrc_glTexCoord2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2f)(GLfloat s, GLfloat t);\r
+               #define glTexCoord2f _ptrc_glTexCoord2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2fv)(const GLfloat * v);\r
+               #define glTexCoord2fv _ptrc_glTexCoord2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2i)(GLint s, GLint t);\r
+               #define glTexCoord2i _ptrc_glTexCoord2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2iv)(const GLint * v);\r
+               #define glTexCoord2iv _ptrc_glTexCoord2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2s)(GLshort s, GLshort t);\r
+               #define glTexCoord2s _ptrc_glTexCoord2s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2sv)(const GLshort * v);\r
+               #define glTexCoord2sv _ptrc_glTexCoord2sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3d)(GLdouble s, GLdouble t, GLdouble r);\r
+               #define glTexCoord3d _ptrc_glTexCoord3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3dv)(const GLdouble * v);\r
+               #define glTexCoord3dv _ptrc_glTexCoord3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3f)(GLfloat s, GLfloat t, GLfloat r);\r
+               #define glTexCoord3f _ptrc_glTexCoord3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3fv)(const GLfloat * v);\r
+               #define glTexCoord3fv _ptrc_glTexCoord3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3i)(GLint s, GLint t, GLint r);\r
+               #define glTexCoord3i _ptrc_glTexCoord3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3iv)(const GLint * v);\r
+               #define glTexCoord3iv _ptrc_glTexCoord3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3s)(GLshort s, GLshort t, GLshort r);\r
+               #define glTexCoord3s _ptrc_glTexCoord3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3sv)(const GLshort * v);\r
+               #define glTexCoord3sv _ptrc_glTexCoord3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4d)(GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+               #define glTexCoord4d _ptrc_glTexCoord4d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4dv)(const GLdouble * v);\r
+               #define glTexCoord4dv _ptrc_glTexCoord4dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+               #define glTexCoord4f _ptrc_glTexCoord4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4fv)(const GLfloat * v);\r
+               #define glTexCoord4fv _ptrc_glTexCoord4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4i)(GLint s, GLint t, GLint r, GLint q);\r
+               #define glTexCoord4i _ptrc_glTexCoord4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4iv)(const GLint * v);\r
+               #define glTexCoord4iv _ptrc_glTexCoord4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4s)(GLshort s, GLshort t, GLshort r, GLshort q);\r
+               #define glTexCoord4s _ptrc_glTexCoord4s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4sv)(const GLshort * v);\r
+               #define glTexCoord4sv _ptrc_glTexCoord4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnvf)(GLenum target, GLenum pname, GLfloat param);\r
+               #define glTexEnvf _ptrc_glTexEnvf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnvfv)(GLenum target, GLenum pname, const GLfloat * params);\r
+               #define glTexEnvfv _ptrc_glTexEnvfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnvi)(GLenum target, GLenum pname, GLint param);\r
+               #define glTexEnvi _ptrc_glTexEnvi\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnviv)(GLenum target, GLenum pname, const GLint * params);\r
+               #define glTexEnviv _ptrc_glTexEnviv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexGend)(GLenum coord, GLenum pname, GLdouble param);\r
+               #define glTexGend _ptrc_glTexGend\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexGendv)(GLenum coord, GLenum pname, const GLdouble * params);\r
+               #define glTexGendv _ptrc_glTexGendv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexGenf)(GLenum coord, GLenum pname, GLfloat param);\r
+               #define glTexGenf _ptrc_glTexGenf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexGenfv)(GLenum coord, GLenum pname, const GLfloat * params);\r
+               #define glTexGenfv _ptrc_glTexGenfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexGeni)(GLenum coord, GLenum pname, GLint param);\r
+               #define glTexGeni _ptrc_glTexGeni\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexGeniv)(GLenum coord, GLenum pname, const GLint * params);\r
+               #define glTexGeniv _ptrc_glTexGeniv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage1D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glTexImage1D _ptrc_glTexImage1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glTexImage2D _ptrc_glTexImage2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterf)(GLenum target, GLenum pname, GLfloat param);\r
+               #define glTexParameterf _ptrc_glTexParameterf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterfv)(GLenum target, GLenum pname, const GLfloat * params);\r
+               #define glTexParameterfv _ptrc_glTexParameterfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameteri)(GLenum target, GLenum pname, GLint param);\r
+               #define glTexParameteri _ptrc_glTexParameteri\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameteriv)(GLenum target, GLenum pname, const GLint * params);\r
+               #define glTexParameteriv _ptrc_glTexParameteriv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTranslated)(GLdouble x, GLdouble y, GLdouble z);\r
+               #define glTranslated _ptrc_glTranslated\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTranslatef)(GLfloat x, GLfloat y, GLfloat z);\r
+               #define glTranslatef _ptrc_glTranslatef\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2d)(GLdouble x, GLdouble y);\r
+               #define glVertex2d _ptrc_glVertex2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2dv)(const GLdouble * v);\r
+               #define glVertex2dv _ptrc_glVertex2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2f)(GLfloat x, GLfloat y);\r
+               #define glVertex2f _ptrc_glVertex2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2fv)(const GLfloat * v);\r
+               #define glVertex2fv _ptrc_glVertex2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2i)(GLint x, GLint y);\r
+               #define glVertex2i _ptrc_glVertex2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2iv)(const GLint * v);\r
+               #define glVertex2iv _ptrc_glVertex2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2s)(GLshort x, GLshort y);\r
+               #define glVertex2s _ptrc_glVertex2s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2sv)(const GLshort * v);\r
+               #define glVertex2sv _ptrc_glVertex2sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3d)(GLdouble x, GLdouble y, GLdouble z);\r
+               #define glVertex3d _ptrc_glVertex3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3dv)(const GLdouble * v);\r
+               #define glVertex3dv _ptrc_glVertex3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3f)(GLfloat x, GLfloat y, GLfloat z);\r
+               #define glVertex3f _ptrc_glVertex3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3fv)(const GLfloat * v);\r
+               #define glVertex3fv _ptrc_glVertex3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3i)(GLint x, GLint y, GLint z);\r
+               #define glVertex3i _ptrc_glVertex3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3iv)(const GLint * v);\r
+               #define glVertex3iv _ptrc_glVertex3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3s)(GLshort x, GLshort y, GLshort z);\r
+               #define glVertex3s _ptrc_glVertex3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3sv)(const GLshort * v);\r
+               #define glVertex3sv _ptrc_glVertex3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+               #define glVertex4d _ptrc_glVertex4d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4dv)(const GLdouble * v);\r
+               #define glVertex4dv _ptrc_glVertex4dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+               #define glVertex4f _ptrc_glVertex4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4fv)(const GLfloat * v);\r
+               #define glVertex4fv _ptrc_glVertex4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4i)(GLint x, GLint y, GLint z, GLint w);\r
+               #define glVertex4i _ptrc_glVertex4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4iv)(const GLint * v);\r
+               #define glVertex4iv _ptrc_glVertex4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4s)(GLshort x, GLshort y, GLshort z, GLshort w);\r
+               #define glVertex4s _ptrc_glVertex4s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4sv)(const GLshort * v);\r
+               #define glVertex4sv _ptrc_glVertex4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glViewport)(GLint x, GLint y, GLsizei width, GLsizei height);\r
+               #define glViewport _ptrc_glViewport\r
+               \r
+               // Extension: 1.1\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glAreTexturesResident)(GLsizei n, const GLuint * textures, GLboolean * residences);\r
+               #define glAreTexturesResident _ptrc_glAreTexturesResident\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glArrayElement)(GLint i);\r
+               #define glArrayElement _ptrc_glArrayElement\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindTexture)(GLenum target, GLuint texture);\r
+               #define glBindTexture _ptrc_glBindTexture\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glColorPointer _ptrc_glColorPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\r
+               #define glCopyTexImage1D _ptrc_glCopyTexImage1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\r
+               #define glCopyTexImage2D _ptrc_glCopyTexImage2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\r
+               #define glCopyTexSubImage1D _ptrc_glCopyTexSubImage1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+               #define glCopyTexSubImage2D _ptrc_glCopyTexSubImage2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteTextures)(GLsizei n, const GLuint * textures);\r
+               #define glDeleteTextures _ptrc_glDeleteTextures\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDisableClientState)(GLenum ren_array);\r
+               #define glDisableClientState _ptrc_glDisableClientState\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawArrays)(GLenum mode, GLint first, GLsizei count);\r
+               #define glDrawArrays _ptrc_glDrawArrays\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);\r
+               #define glDrawElements _ptrc_glDrawElements\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlagPointer)(GLsizei stride, const GLvoid * pointer);\r
+               #define glEdgeFlagPointer _ptrc_glEdgeFlagPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEnableClientState)(GLenum ren_array);\r
+               #define glEnableClientState _ptrc_glEnableClientState\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenTextures)(GLsizei n, GLuint * textures);\r
+               #define glGenTextures _ptrc_glGenTextures\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetPointerv)(GLenum pname, GLvoid ** params);\r
+               #define glGetPointerv _ptrc_glGetPointerv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexPointer)(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glIndexPointer _ptrc_glIndexPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexub)(GLubyte c);\r
+               #define glIndexub _ptrc_glIndexub\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glIndexubv)(const GLubyte * c);\r
+               #define glIndexubv _ptrc_glIndexubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glInterleavedArrays)(GLenum format, GLsizei stride, const GLvoid * pointer);\r
+               #define glInterleavedArrays _ptrc_glInterleavedArrays\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsTexture)(GLuint texture);\r
+               #define glIsTexture _ptrc_glIsTexture\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glNormalPointer)(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glNormalPointer _ptrc_glNormalPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonOffset)(GLfloat factor, GLfloat units);\r
+               #define glPolygonOffset _ptrc_glPolygonOffset\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPopClientAttrib)();\r
+               #define glPopClientAttrib _ptrc_glPopClientAttrib\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPrioritizeTextures)(GLsizei n, const GLuint * textures, const GLfloat * priorities);\r
+               #define glPrioritizeTextures _ptrc_glPrioritizeTextures\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPushClientAttrib)(GLbitfield mask);\r
+               #define glPushClientAttrib _ptrc_glPushClientAttrib\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glTexCoordPointer _ptrc_glTexCoordPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glTexSubImage1D _ptrc_glTexSubImage1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glTexSubImage2D _ptrc_glTexSubImage2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glVertexPointer _ptrc_glVertexPointer\r
+               \r
+               // Extension: 1.2\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBlendColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+               #define glBlendColor _ptrc_glBlendColor\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBlendEquation)(GLenum mode);\r
+               #define glBlendEquation _ptrc_glBlendEquation\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+               #define glCopyTexSubImage3D _ptrc_glCopyTexSubImage3D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);\r
+               #define glDrawRangeElements _ptrc_glDrawRangeElements\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage3D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glTexImage3D _ptrc_glTexImage3D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);\r
+               #define glTexSubImage3D _ptrc_glTexSubImage3D\r
+               \r
+               // Extension: 1.3\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glActiveTexture)(GLenum texture);\r
+               #define glActiveTexture _ptrc_glActiveTexture\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClientActiveTexture)(GLenum texture);\r
+               #define glClientActiveTexture _ptrc_glClientActiveTexture\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);\r
+               #define glCompressedTexImage1D _ptrc_glCompressedTexImage1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);\r
+               #define glCompressedTexImage2D _ptrc_glCompressedTexImage2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);\r
+               #define glCompressedTexImage3D _ptrc_glCompressedTexImage3D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+               #define glCompressedTexSubImage1D _ptrc_glCompressedTexSubImage1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+               #define glCompressedTexSubImage2D _ptrc_glCompressedTexSubImage2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+               #define glCompressedTexSubImage3D _ptrc_glCompressedTexSubImage3D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetCompressedTexImage)(GLenum target, GLint level, GLvoid * img);\r
+               #define glGetCompressedTexImage _ptrc_glGetCompressedTexImage\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLoadTransposeMatrixd)(const GLdouble * m);\r
+               #define glLoadTransposeMatrixd _ptrc_glLoadTransposeMatrixd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLoadTransposeMatrixf)(const GLfloat * m);\r
+               #define glLoadTransposeMatrixf _ptrc_glLoadTransposeMatrixf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultTransposeMatrixd)(const GLdouble * m);\r
+               #define glMultTransposeMatrixd _ptrc_glMultTransposeMatrixd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultTransposeMatrixf)(const GLfloat * m);\r
+               #define glMultTransposeMatrixf _ptrc_glMultTransposeMatrixf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1d)(GLenum target, GLdouble s);\r
+               #define glMultiTexCoord1d _ptrc_glMultiTexCoord1d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1dv)(GLenum target, const GLdouble * v);\r
+               #define glMultiTexCoord1dv _ptrc_glMultiTexCoord1dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1f)(GLenum target, GLfloat s);\r
+               #define glMultiTexCoord1f _ptrc_glMultiTexCoord1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1fv)(GLenum target, const GLfloat * v);\r
+               #define glMultiTexCoord1fv _ptrc_glMultiTexCoord1fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1i)(GLenum target, GLint s);\r
+               #define glMultiTexCoord1i _ptrc_glMultiTexCoord1i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1iv)(GLenum target, const GLint * v);\r
+               #define glMultiTexCoord1iv _ptrc_glMultiTexCoord1iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1s)(GLenum target, GLshort s);\r
+               #define glMultiTexCoord1s _ptrc_glMultiTexCoord1s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1sv)(GLenum target, const GLshort * v);\r
+               #define glMultiTexCoord1sv _ptrc_glMultiTexCoord1sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2d)(GLenum target, GLdouble s, GLdouble t);\r
+               #define glMultiTexCoord2d _ptrc_glMultiTexCoord2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2dv)(GLenum target, const GLdouble * v);\r
+               #define glMultiTexCoord2dv _ptrc_glMultiTexCoord2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2f)(GLenum target, GLfloat s, GLfloat t);\r
+               #define glMultiTexCoord2f _ptrc_glMultiTexCoord2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2fv)(GLenum target, const GLfloat * v);\r
+               #define glMultiTexCoord2fv _ptrc_glMultiTexCoord2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2i)(GLenum target, GLint s, GLint t);\r
+               #define glMultiTexCoord2i _ptrc_glMultiTexCoord2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2iv)(GLenum target, const GLint * v);\r
+               #define glMultiTexCoord2iv _ptrc_glMultiTexCoord2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2s)(GLenum target, GLshort s, GLshort t);\r
+               #define glMultiTexCoord2s _ptrc_glMultiTexCoord2s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2sv)(GLenum target, const GLshort * v);\r
+               #define glMultiTexCoord2sv _ptrc_glMultiTexCoord2sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3d)(GLenum target, GLdouble s, GLdouble t, GLdouble r);\r
+               #define glMultiTexCoord3d _ptrc_glMultiTexCoord3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3dv)(GLenum target, const GLdouble * v);\r
+               #define glMultiTexCoord3dv _ptrc_glMultiTexCoord3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3f)(GLenum target, GLfloat s, GLfloat t, GLfloat r);\r
+               #define glMultiTexCoord3f _ptrc_glMultiTexCoord3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3fv)(GLenum target, const GLfloat * v);\r
+               #define glMultiTexCoord3fv _ptrc_glMultiTexCoord3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3i)(GLenum target, GLint s, GLint t, GLint r);\r
+               #define glMultiTexCoord3i _ptrc_glMultiTexCoord3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3iv)(GLenum target, const GLint * v);\r
+               #define glMultiTexCoord3iv _ptrc_glMultiTexCoord3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3s)(GLenum target, GLshort s, GLshort t, GLshort r);\r
+               #define glMultiTexCoord3s _ptrc_glMultiTexCoord3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3sv)(GLenum target, const GLshort * v);\r
+               #define glMultiTexCoord3sv _ptrc_glMultiTexCoord3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4d)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+               #define glMultiTexCoord4d _ptrc_glMultiTexCoord4d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4dv)(GLenum target, const GLdouble * v);\r
+               #define glMultiTexCoord4dv _ptrc_glMultiTexCoord4dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4f)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+               #define glMultiTexCoord4f _ptrc_glMultiTexCoord4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4fv)(GLenum target, const GLfloat * v);\r
+               #define glMultiTexCoord4fv _ptrc_glMultiTexCoord4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4i)(GLenum target, GLint s, GLint t, GLint r, GLint q);\r
+               #define glMultiTexCoord4i _ptrc_glMultiTexCoord4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4iv)(GLenum target, const GLint * v);\r
+               #define glMultiTexCoord4iv _ptrc_glMultiTexCoord4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4s)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\r
+               #define glMultiTexCoord4s _ptrc_glMultiTexCoord4s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4sv)(GLenum target, const GLshort * v);\r
+               #define glMultiTexCoord4sv _ptrc_glMultiTexCoord4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSampleCoverage)(GLfloat value, GLboolean invert);\r
+               #define glSampleCoverage _ptrc_glSampleCoverage\r
+               \r
+               // Extension: 1.4\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\r
+               #define glBlendFuncSeparate _ptrc_glBlendFuncSeparate\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordPointer)(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glFogCoordPointer _ptrc_glFogCoordPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordd)(GLdouble coord);\r
+               #define glFogCoordd _ptrc_glFogCoordd\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoorddv)(const GLdouble * coord);\r
+               #define glFogCoorddv _ptrc_glFogCoorddv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordf)(GLfloat coord);\r
+               #define glFogCoordf _ptrc_glFogCoordf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordfv)(const GLfloat * coord);\r
+               #define glFogCoordfv _ptrc_glFogCoordfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawArrays)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);\r
+               #define glMultiDrawArrays _ptrc_glMultiDrawArrays\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawElements)(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount);\r
+               #define glMultiDrawElements _ptrc_glMultiDrawElements\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameterf)(GLenum pname, GLfloat param);\r
+               #define glPointParameterf _ptrc_glPointParameterf\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameterfv)(GLenum pname, const GLfloat * params);\r
+               #define glPointParameterfv _ptrc_glPointParameterfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameteri)(GLenum pname, GLint param);\r
+               #define glPointParameteri _ptrc_glPointParameteri\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameteriv)(GLenum pname, const GLint * params);\r
+               #define glPointParameteriv _ptrc_glPointParameteriv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3b)(GLbyte red, GLbyte green, GLbyte blue);\r
+               #define glSecondaryColor3b _ptrc_glSecondaryColor3b\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3bv)(const GLbyte * v);\r
+               #define glSecondaryColor3bv _ptrc_glSecondaryColor3bv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3d)(GLdouble red, GLdouble green, GLdouble blue);\r
+               #define glSecondaryColor3d _ptrc_glSecondaryColor3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3dv)(const GLdouble * v);\r
+               #define glSecondaryColor3dv _ptrc_glSecondaryColor3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3f)(GLfloat red, GLfloat green, GLfloat blue);\r
+               #define glSecondaryColor3f _ptrc_glSecondaryColor3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3fv)(const GLfloat * v);\r
+               #define glSecondaryColor3fv _ptrc_glSecondaryColor3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3i)(GLint red, GLint green, GLint blue);\r
+               #define glSecondaryColor3i _ptrc_glSecondaryColor3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3iv)(const GLint * v);\r
+               #define glSecondaryColor3iv _ptrc_glSecondaryColor3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3s)(GLshort red, GLshort green, GLshort blue);\r
+               #define glSecondaryColor3s _ptrc_glSecondaryColor3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3sv)(const GLshort * v);\r
+               #define glSecondaryColor3sv _ptrc_glSecondaryColor3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3ub)(GLubyte red, GLubyte green, GLubyte blue);\r
+               #define glSecondaryColor3ub _ptrc_glSecondaryColor3ub\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3ubv)(const GLubyte * v);\r
+               #define glSecondaryColor3ubv _ptrc_glSecondaryColor3ubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3ui)(GLuint red, GLuint green, GLuint blue);\r
+               #define glSecondaryColor3ui _ptrc_glSecondaryColor3ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3uiv)(const GLuint * v);\r
+               #define glSecondaryColor3uiv _ptrc_glSecondaryColor3uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3us)(GLushort red, GLushort green, GLushort blue);\r
+               #define glSecondaryColor3us _ptrc_glSecondaryColor3us\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3usv)(const GLushort * v);\r
+               #define glSecondaryColor3usv _ptrc_glSecondaryColor3usv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glSecondaryColorPointer _ptrc_glSecondaryColorPointer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2d)(GLdouble x, GLdouble y);\r
+               #define glWindowPos2d _ptrc_glWindowPos2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2dv)(const GLdouble * v);\r
+               #define glWindowPos2dv _ptrc_glWindowPos2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2f)(GLfloat x, GLfloat y);\r
+               #define glWindowPos2f _ptrc_glWindowPos2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2fv)(const GLfloat * v);\r
+               #define glWindowPos2fv _ptrc_glWindowPos2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2i)(GLint x, GLint y);\r
+               #define glWindowPos2i _ptrc_glWindowPos2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2iv)(const GLint * v);\r
+               #define glWindowPos2iv _ptrc_glWindowPos2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2s)(GLshort x, GLshort y);\r
+               #define glWindowPos2s _ptrc_glWindowPos2s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2sv)(const GLshort * v);\r
+               #define glWindowPos2sv _ptrc_glWindowPos2sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3d)(GLdouble x, GLdouble y, GLdouble z);\r
+               #define glWindowPos3d _ptrc_glWindowPos3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3dv)(const GLdouble * v);\r
+               #define glWindowPos3dv _ptrc_glWindowPos3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3f)(GLfloat x, GLfloat y, GLfloat z);\r
+               #define glWindowPos3f _ptrc_glWindowPos3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3fv)(const GLfloat * v);\r
+               #define glWindowPos3fv _ptrc_glWindowPos3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3i)(GLint x, GLint y, GLint z);\r
+               #define glWindowPos3i _ptrc_glWindowPos3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3iv)(const GLint * v);\r
+               #define glWindowPos3iv _ptrc_glWindowPos3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3s)(GLshort x, GLshort y, GLshort z);\r
+               #define glWindowPos3s _ptrc_glWindowPos3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3sv)(const GLshort * v);\r
+               #define glWindowPos3sv _ptrc_glWindowPos3sv\r
+               \r
+               // Extension: 1.5\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBeginQuery)(GLenum target, GLuint id);\r
+               #define glBeginQuery _ptrc_glBeginQuery\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindBuffer)(GLenum target, GLuint buffer);\r
+               #define glBindBuffer _ptrc_glBindBuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBufferData)(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);\r
+               #define glBufferData _ptrc_glBufferData\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);\r
+               #define glBufferSubData _ptrc_glBufferSubData\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteBuffers)(GLsizei n, const GLuint * buffers);\r
+               #define glDeleteBuffers _ptrc_glDeleteBuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteQueries)(GLsizei n, const GLuint * ids);\r
+               #define glDeleteQueries _ptrc_glDeleteQueries\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEndQuery)(GLenum target);\r
+               #define glEndQuery _ptrc_glEndQuery\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenBuffers)(GLsizei n, GLuint * buffers);\r
+               #define glGenBuffers _ptrc_glGenBuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenQueries)(GLsizei n, GLuint * ids);\r
+               #define glGenQueries _ptrc_glGenQueries\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferParameteriv)(GLenum target, GLenum pname, GLint * params);\r
+               #define glGetBufferParameteriv _ptrc_glGetBufferParameteriv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferPointerv)(GLenum target, GLenum pname, GLvoid ** params);\r
+               #define glGetBufferPointerv _ptrc_glGetBufferPointerv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data);\r
+               #define glGetBufferSubData _ptrc_glGetBufferSubData\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectiv)(GLuint id, GLenum pname, GLint * params);\r
+               #define glGetQueryObjectiv _ptrc_glGetQueryObjectiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint * params);\r
+               #define glGetQueryObjectuiv _ptrc_glGetQueryObjectuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryiv)(GLenum target, GLenum pname, GLint * params);\r
+               #define glGetQueryiv _ptrc_glGetQueryiv\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsBuffer)(GLuint buffer);\r
+               #define glIsBuffer _ptrc_glIsBuffer\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsQuery)(GLuint id);\r
+               #define glIsQuery _ptrc_glIsQuery\r
+               extern void * (CODEGEN_FUNCPTR *_ptrc_glMapBuffer)(GLenum target, GLenum access);\r
+               #define glMapBuffer _ptrc_glMapBuffer\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glUnmapBuffer)(GLenum target);\r
+               #define glUnmapBuffer _ptrc_glUnmapBuffer\r
+               \r
+               // Extension: 2.0\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glAttachShader)(GLuint program, GLuint shader);\r
+               #define glAttachShader _ptrc_glAttachShader\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindAttribLocation)(GLuint program, GLuint index, const GLchar * name);\r
+               #define glBindAttribLocation _ptrc_glBindAttribLocation\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);\r
+               #define glBlendEquationSeparate _ptrc_glBlendEquationSeparate\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCompileShader)(GLuint shader);\r
+               #define glCompileShader _ptrc_glCompileShader\r
+               extern GLuint (CODEGEN_FUNCPTR *_ptrc_glCreateProgram)();\r
+               #define glCreateProgram _ptrc_glCreateProgram\r
+               extern GLuint (CODEGEN_FUNCPTR *_ptrc_glCreateShader)(GLenum type);\r
+               #define glCreateShader _ptrc_glCreateShader\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteProgram)(GLuint program);\r
+               #define glDeleteProgram _ptrc_glDeleteProgram\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteShader)(GLuint shader);\r
+               #define glDeleteShader _ptrc_glDeleteShader\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDetachShader)(GLuint program, GLuint shader);\r
+               #define glDetachShader _ptrc_glDetachShader\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDisableVertexAttribArray)(GLuint index);\r
+               #define glDisableVertexAttribArray _ptrc_glDisableVertexAttribArray\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawBuffers)(GLsizei n, const GLenum * bufs);\r
+               #define glDrawBuffers _ptrc_glDrawBuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEnableVertexAttribArray)(GLuint index);\r
+               #define glEnableVertexAttribArray _ptrc_glEnableVertexAttribArray\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+               #define glGetActiveAttrib _ptrc_glGetActiveAttrib\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+               #define glGetActiveUniform _ptrc_glGetActiveUniform\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders);\r
+               #define glGetAttachedShaders _ptrc_glGetAttachedShaders\r
+               extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetAttribLocation)(GLuint program, const GLchar * name);\r
+               #define glGetAttribLocation _ptrc_glGetAttribLocation\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+               #define glGetProgramInfoLog _ptrc_glGetProgramInfoLog\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetProgramiv)(GLuint program, GLenum pname, GLint * params);\r
+               #define glGetProgramiv _ptrc_glGetProgramiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+               #define glGetShaderInfoLog _ptrc_glGetShaderInfoLog\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source);\r
+               #define glGetShaderSource _ptrc_glGetShaderSource\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderiv)(GLuint shader, GLenum pname, GLint * params);\r
+               #define glGetShaderiv _ptrc_glGetShaderiv\r
+               extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetUniformLocation)(GLuint program, const GLchar * name);\r
+               #define glGetUniformLocation _ptrc_glGetUniformLocation\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformfv)(GLuint program, GLint location, GLfloat * params);\r
+               #define glGetUniformfv _ptrc_glGetUniformfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformiv)(GLuint program, GLint location, GLint * params);\r
+               #define glGetUniformiv _ptrc_glGetUniformiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid ** pointer);\r
+               #define glGetVertexAttribPointerv _ptrc_glGetVertexAttribPointerv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble * params);\r
+               #define glGetVertexAttribdv _ptrc_glGetVertexAttribdv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat * params);\r
+               #define glGetVertexAttribfv _ptrc_glGetVertexAttribfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribiv)(GLuint index, GLenum pname, GLint * params);\r
+               #define glGetVertexAttribiv _ptrc_glGetVertexAttribiv\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsProgram)(GLuint program);\r
+               #define glIsProgram _ptrc_glIsProgram\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsShader)(GLuint shader);\r
+               #define glIsShader _ptrc_glIsShader\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glLinkProgram)(GLuint program);\r
+               #define glLinkProgram _ptrc_glLinkProgram\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glShaderSource)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length);\r
+               #define glShaderSource _ptrc_glShaderSource\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);\r
+               #define glStencilFuncSeparate _ptrc_glStencilFuncSeparate\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glStencilMaskSeparate)(GLenum face, GLuint mask);\r
+               #define glStencilMaskSeparate _ptrc_glStencilMaskSeparate\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glStencilOpSeparate)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\r
+               #define glStencilOpSeparate _ptrc_glStencilOpSeparate\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1f)(GLint location, GLfloat v0);\r
+               #define glUniform1f _ptrc_glUniform1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1fv)(GLint location, GLsizei count, const GLfloat * value);\r
+               #define glUniform1fv _ptrc_glUniform1fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1i)(GLint location, GLint v0);\r
+               #define glUniform1i _ptrc_glUniform1i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1iv)(GLint location, GLsizei count, const GLint * value);\r
+               #define glUniform1iv _ptrc_glUniform1iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2f)(GLint location, GLfloat v0, GLfloat v1);\r
+               #define glUniform2f _ptrc_glUniform2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2fv)(GLint location, GLsizei count, const GLfloat * value);\r
+               #define glUniform2fv _ptrc_glUniform2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2i)(GLint location, GLint v0, GLint v1);\r
+               #define glUniform2i _ptrc_glUniform2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2iv)(GLint location, GLsizei count, const GLint * value);\r
+               #define glUniform2iv _ptrc_glUniform2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\r
+               #define glUniform3f _ptrc_glUniform3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3fv)(GLint location, GLsizei count, const GLfloat * value);\r
+               #define glUniform3fv _ptrc_glUniform3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2);\r
+               #define glUniform3i _ptrc_glUniform3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3iv)(GLint location, GLsizei count, const GLint * value);\r
+               #define glUniform3iv _ptrc_glUniform3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\r
+               #define glUniform4f _ptrc_glUniform4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4fv)(GLint location, GLsizei count, const GLfloat * value);\r
+               #define glUniform4fv _ptrc_glUniform4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\r
+               #define glUniform4i _ptrc_glUniform4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4iv)(GLint location, GLsizei count, const GLint * value);\r
+               #define glUniform4iv _ptrc_glUniform4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix2fv _ptrc_glUniformMatrix2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix3fv _ptrc_glUniformMatrix3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix4fv _ptrc_glUniformMatrix4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUseProgram)(GLuint program);\r
+               #define glUseProgram _ptrc_glUseProgram\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glValidateProgram)(GLuint program);\r
+               #define glValidateProgram _ptrc_glValidateProgram\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1d)(GLuint index, GLdouble x);\r
+               #define glVertexAttrib1d _ptrc_glVertexAttrib1d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1dv)(GLuint index, const GLdouble * v);\r
+               #define glVertexAttrib1dv _ptrc_glVertexAttrib1dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1f)(GLuint index, GLfloat x);\r
+               #define glVertexAttrib1f _ptrc_glVertexAttrib1f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1fv)(GLuint index, const GLfloat * v);\r
+               #define glVertexAttrib1fv _ptrc_glVertexAttrib1fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1s)(GLuint index, GLshort x);\r
+               #define glVertexAttrib1s _ptrc_glVertexAttrib1s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1sv)(GLuint index, const GLshort * v);\r
+               #define glVertexAttrib1sv _ptrc_glVertexAttrib1sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2d)(GLuint index, GLdouble x, GLdouble y);\r
+               #define glVertexAttrib2d _ptrc_glVertexAttrib2d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2dv)(GLuint index, const GLdouble * v);\r
+               #define glVertexAttrib2dv _ptrc_glVertexAttrib2dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y);\r
+               #define glVertexAttrib2f _ptrc_glVertexAttrib2f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2fv)(GLuint index, const GLfloat * v);\r
+               #define glVertexAttrib2fv _ptrc_glVertexAttrib2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2s)(GLuint index, GLshort x, GLshort y);\r
+               #define glVertexAttrib2s _ptrc_glVertexAttrib2s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2sv)(GLuint index, const GLshort * v);\r
+               #define glVertexAttrib2sv _ptrc_glVertexAttrib2sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z);\r
+               #define glVertexAttrib3d _ptrc_glVertexAttrib3d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3dv)(GLuint index, const GLdouble * v);\r
+               #define glVertexAttrib3dv _ptrc_glVertexAttrib3dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z);\r
+               #define glVertexAttrib3f _ptrc_glVertexAttrib3f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3fv)(GLuint index, const GLfloat * v);\r
+               #define glVertexAttrib3fv _ptrc_glVertexAttrib3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3s)(GLuint index, GLshort x, GLshort y, GLshort z);\r
+               #define glVertexAttrib3s _ptrc_glVertexAttrib3s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3sv)(GLuint index, const GLshort * v);\r
+               #define glVertexAttrib3sv _ptrc_glVertexAttrib3sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nbv)(GLuint index, const GLbyte * v);\r
+               #define glVertexAttrib4Nbv _ptrc_glVertexAttrib4Nbv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Niv)(GLuint index, const GLint * v);\r
+               #define glVertexAttrib4Niv _ptrc_glVertexAttrib4Niv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nsv)(GLuint index, const GLshort * v);\r
+               #define glVertexAttrib4Nsv _ptrc_glVertexAttrib4Nsv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\r
+               #define glVertexAttrib4Nub _ptrc_glVertexAttrib4Nub\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nubv)(GLuint index, const GLubyte * v);\r
+               #define glVertexAttrib4Nubv _ptrc_glVertexAttrib4Nubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nuiv)(GLuint index, const GLuint * v);\r
+               #define glVertexAttrib4Nuiv _ptrc_glVertexAttrib4Nuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nusv)(GLuint index, const GLushort * v);\r
+               #define glVertexAttrib4Nusv _ptrc_glVertexAttrib4Nusv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4bv)(GLuint index, const GLbyte * v);\r
+               #define glVertexAttrib4bv _ptrc_glVertexAttrib4bv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+               #define glVertexAttrib4d _ptrc_glVertexAttrib4d\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4dv)(GLuint index, const GLdouble * v);\r
+               #define glVertexAttrib4dv _ptrc_glVertexAttrib4dv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+               #define glVertexAttrib4f _ptrc_glVertexAttrib4f\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4fv)(GLuint index, const GLfloat * v);\r
+               #define glVertexAttrib4fv _ptrc_glVertexAttrib4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4iv)(GLuint index, const GLint * v);\r
+               #define glVertexAttrib4iv _ptrc_glVertexAttrib4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4s)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\r
+               #define glVertexAttrib4s _ptrc_glVertexAttrib4s\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4sv)(GLuint index, const GLshort * v);\r
+               #define glVertexAttrib4sv _ptrc_glVertexAttrib4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4ubv)(GLuint index, const GLubyte * v);\r
+               #define glVertexAttrib4ubv _ptrc_glVertexAttrib4ubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4uiv)(GLuint index, const GLuint * v);\r
+               #define glVertexAttrib4uiv _ptrc_glVertexAttrib4uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4usv)(GLuint index, const GLushort * v);\r
+               #define glVertexAttrib4usv _ptrc_glVertexAttrib4usv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);\r
+               #define glVertexAttribPointer _ptrc_glVertexAttribPointer\r
+               \r
+               // Extension: 2.1\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix2x3fv _ptrc_glUniformMatrix2x3fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix2x4fv _ptrc_glUniformMatrix2x4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix3x2fv _ptrc_glUniformMatrix3x2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix3x4fv _ptrc_glUniformMatrix3x4fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix4x2fv _ptrc_glUniformMatrix4x2fv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+               #define glUniformMatrix4x3fv _ptrc_glUniformMatrix4x3fv\r
+               \r
+               // Extension: 3.0\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBeginConditionalRender)(GLuint id, GLenum mode);\r
+               #define glBeginConditionalRender _ptrc_glBeginConditionalRender\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBeginTransformFeedback)(GLenum primitiveMode);\r
+               #define glBeginTransformFeedback _ptrc_glBeginTransformFeedback\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindBufferBase)(GLenum target, GLuint index, GLuint buffer);\r
+               #define glBindBufferBase _ptrc_glBindBufferBase\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\r
+               #define glBindBufferRange _ptrc_glBindBufferRange\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindFragDataLocation)(GLuint program, GLuint color, const GLchar * name);\r
+               #define glBindFragDataLocation _ptrc_glBindFragDataLocation\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindFramebuffer)(GLenum target, GLuint framebuffer);\r
+               #define glBindFramebuffer _ptrc_glBindFramebuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindRenderbuffer)(GLenum target, GLuint renderbuffer);\r
+               #define glBindRenderbuffer _ptrc_glBindRenderbuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBindVertexArray)(GLuint ren_array);\r
+               #define glBindVertexArray _ptrc_glBindVertexArray\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\r
+               #define glBlitFramebuffer _ptrc_glBlitFramebuffer\r
+               extern GLenum (CODEGEN_FUNCPTR *_ptrc_glCheckFramebufferStatus)(GLenum target);\r
+               #define glCheckFramebufferStatus _ptrc_glCheckFramebufferStatus\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClampColor)(GLenum target, GLenum clamp);\r
+               #define glClampColor _ptrc_glClampColor\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferfi)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\r
+               #define glClearBufferfi _ptrc_glClearBufferfi\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat * value);\r
+               #define glClearBufferfv _ptrc_glClearBufferfv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint * value);\r
+               #define glClearBufferiv _ptrc_glClearBufferiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint * value);\r
+               #define glClearBufferuiv _ptrc_glClearBufferuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glColorMaski)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\r
+               #define glColorMaski _ptrc_glColorMaski\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteFramebuffers)(GLsizei n, const GLuint * framebuffers);\r
+               #define glDeleteFramebuffers _ptrc_glDeleteFramebuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteRenderbuffers)(GLsizei n, const GLuint * renderbuffers);\r
+               #define glDeleteRenderbuffers _ptrc_glDeleteRenderbuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteVertexArrays)(GLsizei n, const GLuint * arrays);\r
+               #define glDeleteVertexArrays _ptrc_glDeleteVertexArrays\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDisablei)(GLenum target, GLuint index);\r
+               #define glDisablei _ptrc_glDisablei\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEnablei)(GLenum target, GLuint index);\r
+               #define glEnablei _ptrc_glEnablei\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEndConditionalRender)();\r
+               #define glEndConditionalRender _ptrc_glEndConditionalRender\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glEndTransformFeedback)();\r
+               #define glEndTransformFeedback _ptrc_glEndTransformFeedback\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFlushMappedBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length);\r
+               #define glFlushMappedBufferRange _ptrc_glFlushMappedBufferRange\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\r
+               #define glFramebufferRenderbuffer _ptrc_glFramebufferRenderbuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+               #define glFramebufferTexture1D _ptrc_glFramebufferTexture1D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+               #define glFramebufferTexture2D _ptrc_glFramebufferTexture2D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\r
+               #define glFramebufferTexture3D _ptrc_glFramebufferTexture3D\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\r
+               #define glFramebufferTextureLayer _ptrc_glFramebufferTextureLayer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenFramebuffers)(GLsizei n, GLuint * framebuffers);\r
+               #define glGenFramebuffers _ptrc_glGenFramebuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenRenderbuffers)(GLsizei n, GLuint * renderbuffers);\r
+               #define glGenRenderbuffers _ptrc_glGenRenderbuffers\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenVertexArrays)(GLsizei n, GLuint * arrays);\r
+               #define glGenVertexArrays _ptrc_glGenVertexArrays\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGenerateMipmap)(GLenum target);\r
+               #define glGenerateMipmap _ptrc_glGenerateMipmap\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetBooleani_v)(GLenum target, GLuint index, GLboolean * data);\r
+               #define glGetBooleani_v _ptrc_glGetBooleani_v\r
+               extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetFragDataLocation)(GLuint program, const GLchar * name);\r
+               #define glGetFragDataLocation _ptrc_glGetFragDataLocation\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params);\r
+               #define glGetFramebufferAttachmentParameteriv _ptrc_glGetFramebufferAttachmentParameteriv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetIntegeri_v)(GLenum target, GLuint index, GLint * data);\r
+               #define glGetIntegeri_v _ptrc_glGetIntegeri_v\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint * params);\r
+               #define glGetRenderbufferParameteriv _ptrc_glGetRenderbufferParameteriv\r
+               extern const GLubyte * (CODEGEN_FUNCPTR *_ptrc_glGetStringi)(GLenum name, GLuint index);\r
+               #define glGetStringi _ptrc_glGetStringi\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterIiv)(GLenum target, GLenum pname, GLint * params);\r
+               #define glGetTexParameterIiv _ptrc_glGetTexParameterIiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterIuiv)(GLenum target, GLenum pname, GLuint * params);\r
+               #define glGetTexParameterIuiv _ptrc_glGetTexParameterIuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetTransformFeedbackVarying)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\r
+               #define glGetTransformFeedbackVarying _ptrc_glGetTransformFeedbackVarying\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformuiv)(GLuint program, GLint location, GLuint * params);\r
+               #define glGetUniformuiv _ptrc_glGetUniformuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribIiv)(GLuint index, GLenum pname, GLint * params);\r
+               #define glGetVertexAttribIiv _ptrc_glGetVertexAttribIiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribIuiv)(GLuint index, GLenum pname, GLuint * params);\r
+               #define glGetVertexAttribIuiv _ptrc_glGetVertexAttribIuiv\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsEnabledi)(GLenum target, GLuint index);\r
+               #define glIsEnabledi _ptrc_glIsEnabledi\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsFramebuffer)(GLuint framebuffer);\r
+               #define glIsFramebuffer _ptrc_glIsFramebuffer\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsRenderbuffer)(GLuint renderbuffer);\r
+               #define glIsRenderbuffer _ptrc_glIsRenderbuffer\r
+               extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsVertexArray)(GLuint ren_array);\r
+               #define glIsVertexArray _ptrc_glIsVertexArray\r
+               extern void * (CODEGEN_FUNCPTR *_ptrc_glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\r
+               #define glMapBufferRange _ptrc_glMapBufferRange\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\r
+               #define glRenderbufferStorage _ptrc_glRenderbufferStorage\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\r
+               #define glRenderbufferStorageMultisample _ptrc_glRenderbufferStorageMultisample\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterIiv)(GLenum target, GLenum pname, const GLint * params);\r
+               #define glTexParameterIiv _ptrc_glTexParameterIiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterIuiv)(GLenum target, GLenum pname, const GLuint * params);\r
+               #define glTexParameterIuiv _ptrc_glTexParameterIuiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTransformFeedbackVaryings)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\r
+               #define glTransformFeedbackVaryings _ptrc_glTransformFeedbackVaryings\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1ui)(GLint location, GLuint v0);\r
+               #define glUniform1ui _ptrc_glUniform1ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1uiv)(GLint location, GLsizei count, const GLuint * value);\r
+               #define glUniform1uiv _ptrc_glUniform1uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2ui)(GLint location, GLuint v0, GLuint v1);\r
+               #define glUniform2ui _ptrc_glUniform2ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2uiv)(GLint location, GLsizei count, const GLuint * value);\r
+               #define glUniform2uiv _ptrc_glUniform2uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3ui)(GLint location, GLuint v0, GLuint v1, GLuint v2);\r
+               #define glUniform3ui _ptrc_glUniform3ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3uiv)(GLint location, GLsizei count, const GLuint * value);\r
+               #define glUniform3uiv _ptrc_glUniform3uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4ui)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\r
+               #define glUniform4ui _ptrc_glUniform4ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4uiv)(GLint location, GLsizei count, const GLuint * value);\r
+               #define glUniform4uiv _ptrc_glUniform4uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1i)(GLuint index, GLint x);\r
+               #define glVertexAttribI1i _ptrc_glVertexAttribI1i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1iv)(GLuint index, const GLint * v);\r
+               #define glVertexAttribI1iv _ptrc_glVertexAttribI1iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1ui)(GLuint index, GLuint x);\r
+               #define glVertexAttribI1ui _ptrc_glVertexAttribI1ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1uiv)(GLuint index, const GLuint * v);\r
+               #define glVertexAttribI1uiv _ptrc_glVertexAttribI1uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2i)(GLuint index, GLint x, GLint y);\r
+               #define glVertexAttribI2i _ptrc_glVertexAttribI2i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2iv)(GLuint index, const GLint * v);\r
+               #define glVertexAttribI2iv _ptrc_glVertexAttribI2iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2ui)(GLuint index, GLuint x, GLuint y);\r
+               #define glVertexAttribI2ui _ptrc_glVertexAttribI2ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2uiv)(GLuint index, const GLuint * v);\r
+               #define glVertexAttribI2uiv _ptrc_glVertexAttribI2uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3i)(GLuint index, GLint x, GLint y, GLint z);\r
+               #define glVertexAttribI3i _ptrc_glVertexAttribI3i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3iv)(GLuint index, const GLint * v);\r
+               #define glVertexAttribI3iv _ptrc_glVertexAttribI3iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3ui)(GLuint index, GLuint x, GLuint y, GLuint z);\r
+               #define glVertexAttribI3ui _ptrc_glVertexAttribI3ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3uiv)(GLuint index, const GLuint * v);\r
+               #define glVertexAttribI3uiv _ptrc_glVertexAttribI3uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4bv)(GLuint index, const GLbyte * v);\r
+               #define glVertexAttribI4bv _ptrc_glVertexAttribI4bv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w);\r
+               #define glVertexAttribI4i _ptrc_glVertexAttribI4i\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4iv)(GLuint index, const GLint * v);\r
+               #define glVertexAttribI4iv _ptrc_glVertexAttribI4iv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4sv)(GLuint index, const GLshort * v);\r
+               #define glVertexAttribI4sv _ptrc_glVertexAttribI4sv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4ubv)(GLuint index, const GLubyte * v);\r
+               #define glVertexAttribI4ubv _ptrc_glVertexAttribI4ubv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\r
+               #define glVertexAttribI4ui _ptrc_glVertexAttribI4ui\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4uiv)(GLuint index, const GLuint * v);\r
+               #define glVertexAttribI4uiv _ptrc_glVertexAttribI4uiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4usv)(GLuint index, const GLushort * v);\r
+               #define glVertexAttribI4usv _ptrc_glVertexAttribI4usv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribIPointer)(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+               #define glVertexAttribIPointer _ptrc_glVertexAttribIPointer\r
+               \r
+               // Extension: 3.1\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glCopyBufferSubData)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\r
+               #define glCopyBufferSubData _ptrc_glCopyBufferSubData\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);\r
+               #define glDrawArraysInstanced _ptrc_glDrawArraysInstanced\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount);\r
+               #define glDrawElementsInstanced _ptrc_glDrawElementsInstanced\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName);\r
+               #define glGetActiveUniformBlockName _ptrc_glGetActiveUniformBlockName\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params);\r
+               #define glGetActiveUniformBlockiv _ptrc_glGetActiveUniformBlockiv\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);\r
+               #define glGetActiveUniformName _ptrc_glGetActiveUniformName\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);\r
+               #define glGetActiveUniformsiv _ptrc_glGetActiveUniformsiv\r
+               extern GLuint (CODEGEN_FUNCPTR *_ptrc_glGetUniformBlockIndex)(GLuint program, const GLchar * uniformBlockName);\r
+               #define glGetUniformBlockIndex _ptrc_glGetUniformBlockIndex\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices);\r
+               #define glGetUniformIndices _ptrc_glGetUniformIndices\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glPrimitiveRestartIndex)(GLuint index);\r
+               #define glPrimitiveRestartIndex _ptrc_glPrimitiveRestartIndex\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glTexBuffer)(GLenum target, GLenum internalformat, GLuint buffer);\r
+               #define glTexBuffer _ptrc_glTexBuffer\r
+               extern void (CODEGEN_FUNCPTR *_ptrc_glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\r
+               #define glUniformBlockBinding _ptrc_glUniformBlockBinding\r
+               \r
+               void ogl_CheckExtensions();\r
+               \r
+               #ifdef __cplusplus\r
+               }\r
+               #endif /*__cplusplus*/\r
+               \r
+               #endif //OPENGL_NOLOAD_STYLE_H\r
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diff --git a/slim_gl_demos/wireframe.c b/slim_gl_demos/wireframe.c
new file mode 100644 (file)
index 0000000..15a3534
--- /dev/null
@@ -0,0 +1,235 @@
+/**
+
+Draws an Wavefront OBJ model as a wireframe. Also implements a WASD + mouselook camera so you can look around.
+
+**/
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+
+
+
+/**
+ * A small OBJ reader that only reads vertex positions and triangle faces.
+ */
+bool load_model(const char* filename, float** vertex_buffer, size_t* vertex_buffer_size, uint16_t** index_buffer, size_t* index_buffer_size) {
+       FILE* file = fopen(filename, "r");
+       if (file == NULL)
+               return false;
+       
+       // Count vertices and faces first
+       size_t vertex_count = 0, face_count = 0;
+       char line[1024];
+       while( fgets(line, 1024, file) != NULL ) {
+               if (line[0] == 'v' && line[1] == ' ')
+                       vertex_count++;
+               else if (line[0] == 'f')
+                       face_count++;
+       }
+       
+       // Allocate buffers
+       *vertex_buffer_size = vertex_count * sizeof(float)*3;
+       float* vb = malloc(*vertex_buffer_size);
+       *index_buffer_size = face_count * sizeof(uint16_t)*3;
+       uint16_t* ib = malloc(*index_buffer_size);
+       
+       // Read vertices and faces
+       size_t vi = 0, fi = 0;
+       rewind(file);
+       while( fgets(line, 1024, file) != NULL ) {
+               // Basic OBJ format (what kind of lines we have to expect):
+               // http://en.wikipedia.org/wiki/Wavefront_.obj_file
+               if (line[0] == 'v' && line[1] == ' ') {
+                       // vertex position (v)
+                       sscanf(line, "v %f %f %f", &vb[vi+0], &vb[vi+1], &vb[vi+2]);
+                       vi += 3;
+               } else if (line[0] == 'f') {
+                       // face (be aware: indices start with 1 instead of 0!)
+                       sscanf(line, "f %hu %hu %hu", &ib[fi+0], &ib[fi+1], &ib[fi+2]);
+                       ib[fi+0] -= 1;
+                       ib[fi+1] -= 1;
+                       ib[fi+2] -= 1;
+                       fi += 3;
+               }
+       }
+       
+       *vertex_buffer = vb;
+       *index_buffer = ib;
+       
+       // Print the vertex and index buffer for debugging
+       printf("%zu vertices, %zu bytes:\n", vertex_count, *vertex_buffer_size);
+       for(size_t i = 0; i < vertex_count; i++)
+               printf("  [%2zu]: % 6.1f % 6.1f % 6.1f\n", i, vb[i*3+0], vb[i*3+1], vb[i*3+2]);
+       printf("%zu faces, %zu bytes:\n", face_count, *index_buffer_size);
+       for(size_t i = 0; i < face_count; i++)
+               printf("  [%2zu]: %3hu %3hu %3hu\n", i, ib[i*3+0], ib[i*3+1], ib[i*3+2]);
+       
+       return true;
+}
+
+int main(int argc, char** argv) {
+       if (argc != 2) {
+               fprintf(stderr, "Usage: %s obj-model-file\n", argv[0]);
+               return 1;
+       }
+       
+       SDL_Init(SDL_INIT_VIDEO);
+       atexit(SDL_Quit);
+       
+       // Create an OpenGL 3.1 window
+       int ww = 800, wh = 600;
+       SDL_Window* win = SDL_CreateWindow("SlimGL OBJ wireframe", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ww, wh, SDL_WINDOW_OPENGL);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+       SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+       SDL_GL_SetSwapInterval(0);
+       
+       // Load OBJ model and create OpenGL vertex and index buffers
+       size_t vertex_buffer_size = 0;
+       float* vertex_buffer_ptr = NULL;
+       size_t index_buffer_size = 0;
+       uint16_t* index_buffer_ptr = NULL;
+       
+       if ( ! load_model(argv[1], &vertex_buffer_ptr, &vertex_buffer_size, &index_buffer_ptr, &index_buffer_size) ) {
+               fprintf(stderr, "Failed to load model %s\n", argv[1]);
+               return 1;
+       }
+       
+       GLuint vertex_buffer = sgl_buffer_new(vertex_buffer_ptr, vertex_buffer_size);
+       GLuint index_buffer = sgl_buffer_new(index_buffer_ptr, index_buffer_size);
+       free(vertex_buffer_ptr);
+       free(index_buffer_ptr);
+       
+       // Compile vertex and fragment shaders into an OpenGL program
+       GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+               uniform mat4 model_view;
+               uniform mat4 projection;
+               
+               in vec3 pos;
+               
+               void main() {
+                       vec4 camera_space = model_view * vec4(pos, 1);
+                       gl_Position = projection * camera_space;
+               }
+       ), SGL_GLSL("#version 140",
+               void main(){
+                       gl_FragColor = vec4(1, 1, 1, 1);
+               }
+       ), NULL);
+       if (!program)
+               return 1;
+       
+       // Setup projection, camera, model and model-view matrix
+       mat4_t projection_matrix = m4_perspective(60, (float)ww / wh, 0.1, 100);
+       //mat4_t projection_matrix = m4_ortho(-2, 2, -2, 2, -2, 2);
+       vec3_t camera_pos = {0, 0, 10}, camera_dir = {0, 0, -1}, camera_up = {0, 1, 0};
+       mat4_t model_matrix = m4_identity();
+       
+       // Switch to wireframe rendering
+       glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+       
+       // Don't render (cull) backfaces, that are faces the camera can only see from behind
+       glEnable(GL_CULL_FACE);
+       
+       SDL_Event event;
+       while( SDL_WaitEvent(&event) ) {
+               if (event.type == SDL_QUIT)
+                       break;
+               
+               bool redraw = false;
+               switch(event.type) {
+                       case SDL_WINDOWEVENT:
+                               if (event.window.event == SDL_WINDOWEVENT_EXPOSED)
+                                       redraw = true;
+                               break;
+                               
+                       case SDL_KEYDOWN:
+                               switch (event.key.keysym.sym) {
+                               case SDLK_LEFT:
+                                       model_matrix = m4_mul( m4_rotation_y(-0.1 * M_PI), model_matrix );
+                                       redraw = true;
+                                       break;
+                               case SDLK_RIGHT:
+                                       model_matrix = m4_mul( m4_rotation_y( 0.1 * M_PI), model_matrix );
+                                       redraw = true;
+                                       break;
+                               case SDLK_UP:
+                                       model_matrix = m4_mul( m4_rotation_x(-0.1 * M_PI), model_matrix );
+                                       redraw = true;
+                                       break;
+                               case SDLK_DOWN:
+                                       model_matrix = m4_mul( m4_rotation_x( 0.1 * M_PI), model_matrix );
+                                       redraw = true;
+                                       break;
+                               case SDLK_w:
+                                       camera_pos = v3_add(camera_pos, v3_muls(camera_dir, 0.5));
+                                       redraw = true;
+                                       break;
+                               case SDLK_s:
+                                       camera_pos = v3_add(camera_pos, v3_muls(camera_dir, -0.5));
+                                       redraw = true;
+                                       break;
+                               case SDLK_a:
+                                       camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), -0.5));
+                                       redraw = true;
+                                       break;
+                               case SDLK_d:
+                                       camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), 0.5));
+                                       redraw = true;
+                                       break;
+                               }
+                               break;
+                               
+                       case SDL_MOUSEBUTTONDOWN:
+                               SDL_SetRelativeMouseMode(true);
+                               break;
+                       case SDL_MOUSEBUTTONUP:
+                               SDL_SetRelativeMouseMode(false);
+                               break;
+                       case SDL_MOUSEMOTION:
+                               if ( SDL_GetRelativeMouseMode() ) {
+                                       if (event.motion.xrel != 0)
+                                               camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.xrel, camera_up), camera_dir );
+                                       if (event.motion.yrel != 0)
+                                               camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.yrel, v3_cross(camera_dir, camera_up)), camera_dir );
+                                       camera_dir = v3_norm(camera_dir);
+                                       redraw = true;
+                               }
+                               break;
+               }
+               
+               if (redraw) {
+                       mat4_t camera_matrix = m4_look_at(camera_pos, v3_add(camera_pos, camera_dir), camera_up);
+                       mat4_t model_view_matrix = m4_mul(camera_matrix, model_matrix);
+                       
+                       glClearColor(0, 0, 0.25, 1);
+                       glClear(GL_COLOR_BUFFER_BIT);
+                       sgl_draw(GL_TRIANGLES, program, "$sI model_view %4M projection %4M pos %3f", index_buffer, &model_view_matrix, &projection_matrix, vertex_buffer);
+                       SDL_GL_SwapWindow(win);
+               }
+       }
+       
+       // Cleanup
+       sgl_buffer_destroy(vertex_buffer);
+       sgl_buffer_destroy(index_buffer);
+       sgl_program_destroy(program);
+       
+       SDL_GL_DeleteContext(gl_ctx);
+       SDL_DestroyWindow(win);
+       
+       return 0;
+}
\ No newline at end of file