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// ** file automatically generated by glgen -- do not edit manually **

#ifndef __cplusplus
#include <inttypes.h>
#include <stddef.h>
typedef unsigned int    GLenum;
typedef unsigned char   GLboolean;
typedef unsigned int    GLbitfield;
typedef void        GLvoid;
typedef char            GLchar;
typedef signed char GLbyte;     /* 1-byte signed */
typedef short       GLshort;    /* 2-byte signed */
typedef int     GLint;      /* 4-byte signed */
typedef unsigned char   GLubyte;    /* 1-byte unsigned */
typedef unsigned short  GLushort;   /* 2-byte unsigned */
typedef unsigned int    GLuint;     /* 4-byte unsigned */
typedef int     GLsizei;    /* 4-byte signed */
typedef float       GLfloat;    /* single precision float */
typedef float       GLclampf;   /* single precision float in [0,1] */
typedef double      GLdouble;   /* double precision float */
typedef double      GLclampd;   /* double precision float in [0,1] */
typedef int64_t         GLint64;
typedef uint64_t        GLuint64;
typedef ptrdiff_t       GLintptr;
typedef ptrdiff_t       GLsizeiptr;
typedef ptrdiff_t       GLintptrARB;
typedef ptrdiff_t       GLsizeiptrARB;
typedef struct __GLsync *GLsync;
#endif

#ifdef __cplusplus
extern "C" {
#endif

void *gl3_1_funcs();

void gl3_1_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height);
void gl3_1_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal);
GLboolean gl3_1_glIsEnabled(void *_glfuncs, GLenum cap);
void gl3_1_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params);
void gl3_1_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params);
void gl3_1_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl3_1_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params);
void gl3_1_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels);
void gl3_1_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params);
void gl3_1_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params);
GLenum gl3_1_glGetError(void *_glfuncs);
void gl3_1_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params);
void gl3_1_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params);
void gl3_1_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels);
void gl3_1_glReadBuffer(void *_glfuncs, GLenum mode);
void gl3_1_glPixelStorei(void *_glfuncs, GLenum pname, GLint param);
void gl3_1_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param);
void gl3_1_glDepthFunc(void *_glfuncs, GLenum glfunc);
void gl3_1_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass);
void gl3_1_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask);
void gl3_1_glLogicOp(void *_glfuncs, GLenum opcode);
void gl3_1_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor);
void gl3_1_glFlush(void *_glfuncs);
void gl3_1_glFinish(void *_glfuncs);
void gl3_1_glEnable(void *_glfuncs, GLenum cap);
void gl3_1_glDisable(void *_glfuncs, GLenum cap);
void gl3_1_glDepthMask(void *_glfuncs, GLboolean flag);
void gl3_1_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void gl3_1_glStencilMask(void *_glfuncs, GLuint mask);
void gl3_1_glClearDepth(void *_glfuncs, GLdouble depth);
void gl3_1_glClearStencil(void *_glfuncs, GLint s);
void gl3_1_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void gl3_1_glClear(void *_glfuncs, GLbitfield mask);
void gl3_1_glDrawBuffer(void *_glfuncs, GLenum mode);
void gl3_1_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl3_1_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl3_1_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params);
void gl3_1_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param);
void gl3_1_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params);
void gl3_1_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param);
void gl3_1_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height);
void gl3_1_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode);
void gl3_1_glPointSize(void *_glfuncs, GLfloat size);
void gl3_1_glLineWidth(void *_glfuncs, GLfloat width);
void gl3_1_glHint(void *_glfuncs, GLenum target, GLenum mode);
void gl3_1_glFrontFace(void *_glfuncs, GLenum mode);
void gl3_1_glCullFace(void *_glfuncs, GLenum mode);
void gl3_1_glIndexubv(void *_glfuncs, const GLubyte* c);
void gl3_1_glIndexub(void *_glfuncs, GLubyte c);
GLboolean gl3_1_glIsTexture(void *_glfuncs, GLuint texture);
void gl3_1_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures);
void gl3_1_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures);
void gl3_1_glBindTexture(void *_glfuncs, GLenum target, GLuint texture);
void gl3_1_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl3_1_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl3_1_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void gl3_1_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void gl3_1_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void gl3_1_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border);
void gl3_1_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units);
void gl3_1_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices);
void gl3_1_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count);
void gl3_1_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void gl3_1_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl3_1_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels);
void gl3_1_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices);
void gl3_1_glBlendEquation(void *_glfuncs, GLenum mode);
void gl3_1_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void gl3_1_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img);
void gl3_1_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data);
void gl3_1_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
void gl3_1_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
void gl3_1_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data);
void gl3_1_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
void gl3_1_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
void gl3_1_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert);
void gl3_1_glActiveTexture(void *_glfuncs, GLenum texture);
void gl3_1_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params);
void gl3_1_glPointParameteri(void *_glfuncs, GLenum pname, GLint param);
void gl3_1_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params);
void gl3_1_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param);
void gl3_1_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount);
void gl3_1_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
void gl3_1_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
GLboolean gl3_1_glUnmapBuffer(void *_glfuncs, GLenum target);
void gl3_1_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data);
void gl3_1_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
void gl3_1_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GLboolean gl3_1_glIsBuffer(void *_glfuncs, GLuint buffer);
void gl3_1_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers);
void gl3_1_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers);
void gl3_1_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer);
void gl3_1_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params);
void gl3_1_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params);
void gl3_1_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl3_1_glEndQuery(void *_glfuncs, GLenum target);
void gl3_1_glBeginQuery(void *_glfuncs, GLenum target, GLuint id);
GLboolean gl3_1_glIsQuery(void *_glfuncs, GLuint id);
void gl3_1_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids);
void gl3_1_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids);
void gl3_1_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset);
void gl3_1_glValidateProgram(void *_glfuncs, GLuint program);
void gl3_1_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl3_1_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl3_1_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl3_1_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value);
void gl3_1_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl3_1_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl3_1_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl3_1_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value);
void gl3_1_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void gl3_1_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2);
void gl3_1_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1);
void gl3_1_glUniform1i(void *_glfuncs, GLint location, GLint v0);
void gl3_1_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void gl3_1_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void gl3_1_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1);
void gl3_1_glUniform1f(void *_glfuncs, GLint location, GLfloat v0);
void gl3_1_glUseProgram(void *_glfuncs, GLuint program);
void gl3_1_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length);
void gl3_1_glLinkProgram(void *_glfuncs, GLuint program);
GLboolean gl3_1_glIsShader(void *_glfuncs, GLuint shader);
GLboolean gl3_1_glIsProgram(void *_glfuncs, GLuint program);
void gl3_1_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params);
void gl3_1_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params);
void gl3_1_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params);
void gl3_1_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params);
void gl3_1_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params);
GLint gl3_1_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name);
void gl3_1_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source);
void gl3_1_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void gl3_1_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params);
void gl3_1_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void gl3_1_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params);
GLint gl3_1_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name);
void gl3_1_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj);
void gl3_1_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name);
void gl3_1_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name);
void gl3_1_glEnableVertexAttribArray(void *_glfuncs, GLuint index);
void gl3_1_glDisableVertexAttribArray(void *_glfuncs, GLuint index);
void gl3_1_glDetachShader(void *_glfuncs, GLuint program, GLuint shader);
void gl3_1_glDeleteShader(void *_glfuncs, GLuint shader);
void gl3_1_glDeleteProgram(void *_glfuncs, GLuint program);
GLuint gl3_1_glCreateShader(void *_glfuncs, GLenum gltype);
GLuint gl3_1_glCreateProgram(void *_glfuncs);
void gl3_1_glCompileShader(void *_glfuncs, GLuint shader);
void gl3_1_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name);
void gl3_1_glAttachShader(void *_glfuncs, GLuint program, GLuint shader);
void gl3_1_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask);
void gl3_1_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask);
void gl3_1_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void gl3_1_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs);
void gl3_1_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha);
void gl3_1_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void gl3_1_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GLboolean gl3_1_glIsVertexArray(void *_glfuncs, GLuint array);
void gl3_1_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays);
void gl3_1_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays);
void gl3_1_glBindVertexArray(void *_glfuncs, GLuint array);
void gl3_1_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length);
void gl3_1_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
void gl3_1_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height);
void gl3_1_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void gl3_1_glGenerateMipmap(void *_glfuncs, GLenum target);
void gl3_1_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params);
void gl3_1_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void gl3_1_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void gl3_1_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void gl3_1_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GLenum gl3_1_glCheckFramebufferStatus(void *_glfuncs, GLenum target);
void gl3_1_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers);
void gl3_1_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers);
void gl3_1_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer);
GLboolean gl3_1_glIsFramebuffer(void *_glfuncs, GLuint framebuffer);
void gl3_1_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl3_1_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
void gl3_1_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers);
void gl3_1_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers);
void gl3_1_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer);
GLboolean gl3_1_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer);
void gl3_1_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void gl3_1_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value);
void gl3_1_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value);
void gl3_1_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value);
void gl3_1_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params);
void gl3_1_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params);
void gl3_1_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params);
void gl3_1_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params);
void gl3_1_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl3_1_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl3_1_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl3_1_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value);
void gl3_1_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void gl3_1_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2);
void gl3_1_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1);
void gl3_1_glUniform1ui(void *_glfuncs, GLint location, GLuint v0);
GLint gl3_1_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name);
void gl3_1_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name);
void gl3_1_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params);
void gl3_1_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params);
void gl3_1_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params);
void gl3_1_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer);
void gl3_1_glEndConditionalRender(void *_glfuncs);
void gl3_1_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode);
void gl3_1_glClampColor(void *_glfuncs, GLenum target, GLenum clamp);
void gl3_1_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name);
void gl3_1_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer);
void gl3_1_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
void gl3_1_glEndTransformFeedback(void *_glfuncs);
void gl3_1_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode);
GLboolean gl3_1_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index);
void gl3_1_glDisablei(void *_glfuncs, GLenum target, GLuint index);
void gl3_1_glEnablei(void *_glfuncs, GLenum target, GLuint index);
void gl3_1_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data);
void gl3_1_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data);
void gl3_1_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
void gl3_1_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
void gl3_1_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1);
void gl3_1_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);
void gl3_1_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
GLuint gl3_1_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName);
void gl3_1_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName);
void gl3_1_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
void gl3_1_glPrimitiveRestartIndex(void *_glfuncs, GLuint index);
void gl3_1_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer);
void gl3_1_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount);
void gl3_1_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount);


#ifdef __cplusplus
} // extern "C"
#endif