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

#include <QOpenGLContext>
#include <QtGui/qopenglfunctions_4_0_core.h>

#include "funcs.h"

void *gl4_0core_funcs() {
    QOpenGLFunctions_4_0_Core* funcs = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_0_Core>();
    if (!funcs) {
        return 0;
    }
    funcs->initializeOpenGLFunctions();
    return funcs;
}


void gl4_0core_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glViewport(x, y, width, height);
}

void gl4_0core_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDepthRange(nearVal, farVal);
}

GLboolean gl4_0core_glIsEnabled(void *_glfuncs, GLenum cap)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsEnabled(cap);
}

void gl4_0core_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexLevelParameteriv(target, level, pname, params);
}

void gl4_0core_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexLevelParameterfv(target, level, pname, params);
}

void gl4_0core_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexParameteriv(target, pname, params);
}

void gl4_0core_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexParameterfv(target, pname, params);
}

void gl4_0core_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexImage(target, level, format, gltype, pixels);
}

void gl4_0core_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetIntegerv(pname, params);
}

void gl4_0core_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetFloatv(pname, params);
}

GLenum gl4_0core_glGetError(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetError();
}

void gl4_0core_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetDoublev(pname, params);
}

void gl4_0core_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetBooleanv(pname, params);
}

void gl4_0core_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glReadPixels(x, y, width, height, format, gltype, pixels);
}

void gl4_0core_glReadBuffer(void *_glfuncs, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glReadBuffer(mode);
}

void gl4_0core_glPixelStorei(void *_glfuncs, GLenum pname, GLint param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPixelStorei(pname, param);
}

void gl4_0core_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPixelStoref(pname, param);
}

void gl4_0core_glDepthFunc(void *_glfuncs, GLenum glfunc)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDepthFunc(glfunc);
}

void gl4_0core_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glStencilOp(fail, zfail, zpass);
}

void gl4_0core_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glStencilFunc(glfunc, ref, mask);
}

void gl4_0core_glLogicOp(void *_glfuncs, GLenum opcode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glLogicOp(opcode);
}

void gl4_0core_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendFunc(sfactor, dfactor);
}

void gl4_0core_glFlush(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFlush();
}

void gl4_0core_glFinish(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFinish();
}

void gl4_0core_glEnable(void *_glfuncs, GLenum cap)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEnable(cap);
}

void gl4_0core_glDisable(void *_glfuncs, GLenum cap)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDisable(cap);
}

void gl4_0core_glDepthMask(void *_glfuncs, GLboolean flag)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDepthMask(flag);
}

void gl4_0core_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glColorMask(red, green, blue, alpha);
}

void gl4_0core_glStencilMask(void *_glfuncs, GLuint mask)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glStencilMask(mask);
}

void gl4_0core_glClearDepth(void *_glfuncs, GLdouble depth)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearDepth(depth);
}

void gl4_0core_glClearStencil(void *_glfuncs, GLint s)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearStencil(s);
}

void gl4_0core_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearColor(red, green, blue, alpha);
}

void gl4_0core_glClear(void *_glfuncs, GLbitfield mask)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClear(mask);
}

void gl4_0core_glDrawBuffer(void *_glfuncs, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawBuffer(mode);
}

void gl4_0core_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexImage2D(target, level, internalFormat, width, height, border, format, gltype, pixels);
}

void gl4_0core_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexImage1D(target, level, internalFormat, width, border, format, gltype, pixels);
}

void gl4_0core_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexParameteriv(target, pname, params);
}

void gl4_0core_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexParameteri(target, pname, param);
}

void gl4_0core_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexParameterfv(target, pname, params);
}

void gl4_0core_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexParameterf(target, pname, param);
}

void gl4_0core_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glScissor(x, y, width, height);
}

void gl4_0core_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPolygonMode(face, mode);
}

void gl4_0core_glPointSize(void *_glfuncs, GLfloat size)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPointSize(size);
}

void gl4_0core_glLineWidth(void *_glfuncs, GLfloat width)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glLineWidth(width);
}

void gl4_0core_glHint(void *_glfuncs, GLenum target, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glHint(target, mode);
}

void gl4_0core_glFrontFace(void *_glfuncs, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFrontFace(mode);
}

void gl4_0core_glCullFace(void *_glfuncs, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCullFace(mode);
}

void gl4_0core_glIndexubv(void *_glfuncs, const GLubyte* c)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glIndexubv(c);
}

void gl4_0core_glIndexub(void *_glfuncs, GLubyte c)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glIndexub(c);
}

GLboolean gl4_0core_glIsTexture(void *_glfuncs, GLuint texture)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsTexture(texture);
}

void gl4_0core_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenTextures(n, textures);
}

void gl4_0core_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteTextures(n, textures);
}

void gl4_0core_glBindTexture(void *_glfuncs, GLenum target, GLuint texture)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindTexture(target, texture);
}

void gl4_0core_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, gltype, pixels);
}

void gl4_0core_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexSubImage1D(target, level, xoffset, width, format, gltype, pixels);
}

void gl4_0core_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}

void gl4_0core_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCopyTexSubImage1D(target, level, xoffset, x, y, width);
}

void gl4_0core_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}

void gl4_0core_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCopyTexImage1D(target, level, internalFormat, x, y, width, border);
}

void gl4_0core_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPolygonOffset(factor, units);
}

void gl4_0core_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawElements(mode, count, gltype, indices);
}

void gl4_0core_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawArrays(mode, first, count);
}

void gl4_0core_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}

void gl4_0core_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)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, gltype, pixels);
}

void gl4_0core_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, gltype, pixels);
}

void gl4_0core_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawRangeElements(mode, start, end, count, gltype, indices);
}

void gl4_0core_glBlendEquation(void *_glfuncs, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendEquation(mode);
}

void gl4_0core_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendColor(red, green, blue, alpha);
}

void gl4_0core_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetCompressedTexImage(target, level, img);
}

void gl4_0core_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
}

void gl4_0core_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

void gl4_0core_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)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}

void gl4_0core_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompressedTexImage1D(target, level, internalFormat, width, border, imageSize, data);
}

void gl4_0core_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompressedTexImage2D(target, level, internalFormat, width, height, border, imageSize, data);
}

void gl4_0core_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompressedTexImage3D(target, level, internalFormat, width, height, depth, border, imageSize, data);
}

void gl4_0core_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSampleCoverage(value, invert);
}

void gl4_0core_glActiveTexture(void *_glfuncs, GLenum texture)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glActiveTexture(texture);
}

void gl4_0core_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPointParameteriv(pname, params);
}

void gl4_0core_glPointParameteri(void *_glfuncs, GLenum pname, GLint param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPointParameteri(pname, param);
}

void gl4_0core_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPointParameterfv(pname, params);
}

void gl4_0core_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPointParameterf(pname, param);
}

void gl4_0core_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiDrawArrays(mode, first, count, drawcount);
}

void gl4_0core_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}

void gl4_0core_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetBufferParameteriv(target, pname, params);
}

GLboolean gl4_0core_glUnmapBuffer(void *_glfuncs, GLenum target)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glUnmapBuffer(target);
}

void gl4_0core_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetBufferSubData(target, offset, size, data);
}

void gl4_0core_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBufferSubData(target, offset, size, data);
}

void gl4_0core_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBufferData(target, size, data, usage);
}

GLboolean gl4_0core_glIsBuffer(void *_glfuncs, GLuint buffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsBuffer(buffer);
}

void gl4_0core_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenBuffers(n, buffers);
}

void gl4_0core_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteBuffers(n, buffers);
}

void gl4_0core_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindBuffer(target, buffer);
}

void gl4_0core_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetQueryObjectuiv(id, pname, params);
}

void gl4_0core_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetQueryObjectiv(id, pname, params);
}

void gl4_0core_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetQueryiv(target, pname, params);
}

void gl4_0core_glEndQuery(void *_glfuncs, GLenum target)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEndQuery(target);
}

void gl4_0core_glBeginQuery(void *_glfuncs, GLenum target, GLuint id)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBeginQuery(target, id);
}

GLboolean gl4_0core_glIsQuery(void *_glfuncs, GLuint id)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsQuery(id);
}

void gl4_0core_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteQueries(n, ids);
}

void gl4_0core_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenQueries(n, ids);
}

void gl4_0core_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribPointer(index, size, gltype, normalized, stride, offset);
}

void gl4_0core_glValidateProgram(void *_glfuncs, GLuint program)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glValidateProgram(program);
}

void gl4_0core_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix4fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix3fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix2fv(location, count, transpose, value);
}

void gl4_0core_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4iv(location, count, value);
}

void gl4_0core_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3iv(location, count, value);
}

void gl4_0core_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2iv(location, count, value);
}

void gl4_0core_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1iv(location, count, value);
}

void gl4_0core_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4fv(location, count, value);
}

void gl4_0core_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3fv(location, count, value);
}

void gl4_0core_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2fv(location, count, value);
}

void gl4_0core_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1fv(location, count, value);
}

void gl4_0core_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4i(location, v0, v1, v2, v3);
}

void gl4_0core_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3i(location, v0, v1, v2);
}

void gl4_0core_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2i(location, v0, v1);
}

void gl4_0core_glUniform1i(void *_glfuncs, GLint location, GLint v0)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1i(location, v0);
}

void gl4_0core_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4f(location, v0, v1, v2, v3);
}

void gl4_0core_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3f(location, v0, v1, v2);
}

void gl4_0core_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2f(location, v0, v1);
}

void gl4_0core_glUniform1f(void *_glfuncs, GLint location, GLfloat v0)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1f(location, v0);
}

void gl4_0core_glUseProgram(void *_glfuncs, GLuint program)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUseProgram(program);
}

void gl4_0core_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glShaderSource(shader, count, source, length);
}

void gl4_0core_glLinkProgram(void *_glfuncs, GLuint program)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glLinkProgram(program);
}

GLboolean gl4_0core_glIsShader(void *_glfuncs, GLuint shader)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsShader(shader);
}

GLboolean gl4_0core_glIsProgram(void *_glfuncs, GLuint program)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsProgram(program);
}

void gl4_0core_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetVertexAttribiv(index, pname, params);
}

void gl4_0core_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetVertexAttribfv(index, pname, params);
}

void gl4_0core_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetVertexAttribdv(index, pname, params);
}

void gl4_0core_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetUniformiv(program, location, params);
}

void gl4_0core_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetUniformfv(program, location, params);
}

GLint gl4_0core_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetUniformLocation(program, name);
}

void gl4_0core_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetShaderSource(shader, bufSize, length, source);
}

void gl4_0core_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetShaderInfoLog(shader, bufSize, length, infoLog);
}

void gl4_0core_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetShaderiv(shader, pname, params);
}

void gl4_0core_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetProgramInfoLog(program, bufSize, length, infoLog);
}

void gl4_0core_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetProgramiv(program, pname, params);
}

GLint gl4_0core_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetAttribLocation(program, name);
}

void gl4_0core_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetAttachedShaders(program, maxCount, count, obj);
}

void gl4_0core_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveUniform(program, index, bufSize, length, size, gltype, name);
}

void gl4_0core_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveAttrib(program, index, bufSize, length, size, gltype, name);
}

void gl4_0core_glEnableVertexAttribArray(void *_glfuncs, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEnableVertexAttribArray(index);
}

void gl4_0core_glDisableVertexAttribArray(void *_glfuncs, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDisableVertexAttribArray(index);
}

void gl4_0core_glDetachShader(void *_glfuncs, GLuint program, GLuint shader)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDetachShader(program, shader);
}

void gl4_0core_glDeleteShader(void *_glfuncs, GLuint shader)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteShader(shader);
}

void gl4_0core_glDeleteProgram(void *_glfuncs, GLuint program)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteProgram(program);
}

GLuint gl4_0core_glCreateShader(void *_glfuncs, GLenum gltype)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glCreateShader(gltype);
}

GLuint gl4_0core_glCreateProgram(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glCreateProgram();
}

void gl4_0core_glCompileShader(void *_glfuncs, GLuint shader)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCompileShader(shader);
}

void gl4_0core_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindAttribLocation(program, index, name);
}

void gl4_0core_glAttachShader(void *_glfuncs, GLuint program, GLuint shader)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glAttachShader(program, shader);
}

void gl4_0core_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glStencilMaskSeparate(face, mask);
}

void gl4_0core_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glStencilFuncSeparate(face, glfunc, ref, mask);
}

void gl4_0core_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glStencilOpSeparate(face, sfail, dpfail, dppass);
}

void gl4_0core_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawBuffers(n, bufs);
}

void gl4_0core_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendEquationSeparate(modeRGB, modeAlpha);
}

void gl4_0core_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix4x3fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix3x4fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix4x2fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix2x4fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix3x2fv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix2x3fv(location, count, transpose, value);
}

GLboolean gl4_0core_glIsVertexArray(void *_glfuncs, GLuint array)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsVertexArray(array);
}

void gl4_0core_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenVertexArrays(n, arrays);
}

void gl4_0core_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteVertexArrays(n, arrays);
}

void gl4_0core_glBindVertexArray(void *_glfuncs, GLuint array)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindVertexArray(array);
}

void gl4_0core_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFlushMappedBufferRange(target, offset, length);
}

void gl4_0core_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFramebufferTextureLayer(target, attachment, texture, level, layer);
}

void gl4_0core_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height);
}

void gl4_0core_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}

void gl4_0core_glGenerateMipmap(void *_glfuncs, GLenum target)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenerateMipmap(target);
}

void gl4_0core_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}

void gl4_0core_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}

void gl4_0core_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
}

void gl4_0core_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFramebufferTexture2D(target, attachment, textarget, texture, level);
}

void gl4_0core_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFramebufferTexture1D(target, attachment, textarget, texture, level);
}

GLenum gl4_0core_glCheckFramebufferStatus(void *_glfuncs, GLenum target)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glCheckFramebufferStatus(target);
}

void gl4_0core_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenFramebuffers(n, framebuffers);
}

void gl4_0core_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteFramebuffers(n, framebuffers);
}

void gl4_0core_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindFramebuffer(target, framebuffer);
}

GLboolean gl4_0core_glIsFramebuffer(void *_glfuncs, GLuint framebuffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsFramebuffer(framebuffer);
}

void gl4_0core_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetRenderbufferParameteriv(target, pname, params);
}

void gl4_0core_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glRenderbufferStorage(target, internalFormat, width, height);
}

void gl4_0core_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenRenderbuffers(n, renderbuffers);
}

void gl4_0core_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteRenderbuffers(n, renderbuffers);
}

void gl4_0core_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindRenderbuffer(target, renderbuffer);
}

GLboolean gl4_0core_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsRenderbuffer(renderbuffer);
}

void gl4_0core_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearBufferfi(buffer, drawbuffer, depth, stencil);
}

void gl4_0core_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearBufferfv(buffer, drawbuffer, value);
}

void gl4_0core_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearBufferuiv(buffer, drawbuffer, value);
}

void gl4_0core_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClearBufferiv(buffer, drawbuffer, value);
}

void gl4_0core_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexParameterIuiv(target, pname, params);
}

void gl4_0core_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTexParameterIiv(target, pname, params);
}

void gl4_0core_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexParameterIuiv(target, pname, params);
}

void gl4_0core_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexParameterIiv(target, pname, params);
}

void gl4_0core_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4uiv(location, count, value);
}

void gl4_0core_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3uiv(location, count, value);
}

void gl4_0core_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2uiv(location, count, value);
}

void gl4_0core_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1uiv(location, count, value);
}

void gl4_0core_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4ui(location, v0, v1, v2, v3);
}

void gl4_0core_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3ui(location, v0, v1, v2);
}

void gl4_0core_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2ui(location, v0, v1);
}

void gl4_0core_glUniform1ui(void *_glfuncs, GLint location, GLuint v0)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1ui(location, v0);
}

GLint gl4_0core_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetFragDataLocation(program, name);
}

void gl4_0core_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindFragDataLocation(program, color, name);
}

void gl4_0core_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetUniformuiv(program, location, params);
}

void gl4_0core_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetVertexAttribIuiv(index, pname, params);
}

void gl4_0core_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetVertexAttribIiv(index, pname, params);
}

void gl4_0core_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribIPointer(index, size, gltype, stride, pointer);
}

void gl4_0core_glEndConditionalRender(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEndConditionalRender();
}

void gl4_0core_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBeginConditionalRender(id, mode);
}

void gl4_0core_glClampColor(void *_glfuncs, GLenum target, GLenum clamp)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glClampColor(target, clamp);
}

void gl4_0core_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetTransformFeedbackVarying(program, index, bufSize, length, size, gltype, name);
}

void gl4_0core_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindBufferBase(target, index, buffer);
}

void gl4_0core_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindBufferRange(target, index, buffer, offset, size);
}

void gl4_0core_glEndTransformFeedback(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEndTransformFeedback();
}

void gl4_0core_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBeginTransformFeedback(primitiveMode);
}

GLboolean gl4_0core_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsEnabledi(target, index);
}

void gl4_0core_glDisablei(void *_glfuncs, GLenum target, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDisablei(target, index);
}

void gl4_0core_glEnablei(void *_glfuncs, GLenum target, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEnablei(target, index);
}

void gl4_0core_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetIntegeri_v(target, index, data);
}

void gl4_0core_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetBooleani_v(target, index, data);
}

void gl4_0core_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glColorMaski(index, r, g, b, a);
}

void gl4_0core_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}

void gl4_0core_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformBlockBinding(program, v0, v1);
}

void gl4_0core_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}

void gl4_0core_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}

GLuint gl4_0core_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetUniformBlockIndex(program, uniformBlockName);
}

void gl4_0core_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
}

void gl4_0core_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}

void gl4_0core_glPrimitiveRestartIndex(void *_glfuncs, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPrimitiveRestartIndex(index);
}

void gl4_0core_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexBuffer(target, internalFormat, buffer);
}

void gl4_0core_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawElementsInstanced(mode, count, gltype, indices, instancecount);
}

void gl4_0core_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawArraysInstanced(mode, first, count, instancecount);
}

void gl4_0core_glSampleMaski(void *_glfuncs, GLuint index, GLbitfield mask)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSampleMaski(index, mask);
}

void gl4_0core_glGetMultisamplefv(void *_glfuncs, GLenum pname, GLuint index, GLfloat* val)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetMultisamplefv(pname, index, val);
}

void gl4_0core_glTexImage3DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexImage3DMultisample(target, samples, internalFormat, width, height, depth, fixedsamplelocations);
}

void gl4_0core_glTexImage2DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexImage2DMultisample(target, samples, internalFormat, width, height, fixedsamplelocations);
}

void gl4_0core_glGetSynciv(void *_glfuncs, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetSynciv(sync, pname, bufSize, length, values);
}

void gl4_0core_glGetInteger64v(void *_glfuncs, GLenum pname, GLint64* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetInteger64v(pname, params);
}

void gl4_0core_glWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glWaitSync(sync, flags, timeout);
}

GLenum gl4_0core_glClientWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glClientWaitSync(sync, flags, timeout);
}

void gl4_0core_glDeleteSync(void *_glfuncs, GLsync sync)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteSync(sync);
}

GLboolean gl4_0core_glIsSync(void *_glfuncs, GLsync sync)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsSync(sync);
}

GLsync gl4_0core_glFenceSync(void *_glfuncs, GLenum condition, GLbitfield flags)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glFenceSync(condition, flags);
}

void gl4_0core_glProvokingVertex(void *_glfuncs, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glProvokingVertex(mode);
}

void gl4_0core_glDrawElementsInstancedBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLint basevertex)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawElementsInstancedBaseVertex(mode, count, gltype, indices, instancecount, basevertex);
}

void gl4_0core_glDrawRangeElementsBaseVertex(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawRangeElementsBaseVertex(mode, start, end, count, gltype, indices, basevertex);
}

void gl4_0core_glDrawElementsBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawElementsBaseVertex(mode, count, gltype, indices, basevertex);
}

void gl4_0core_glFramebufferTexture(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glFramebufferTexture(target, attachment, texture, level);
}

void gl4_0core_glGetBufferParameteri64v(void *_glfuncs, GLenum target, GLenum pname, GLint64* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetBufferParameteri64v(target, pname, params);
}

void gl4_0core_glGetInteger64i_v(void *_glfuncs, GLenum target, GLuint index, GLint64* data)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetInteger64i_v(target, index, data);
}

void gl4_0core_glVertexAttribP4uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP4uiv(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP4ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP4ui(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP3uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP3uiv(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP3ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP3ui(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP2uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP2uiv(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP2ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP2ui(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP1uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP1uiv(index, gltype, normalized, value);
}

void gl4_0core_glVertexAttribP1ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribP1ui(index, gltype, normalized, value);
}

void gl4_0core_glSecondaryColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSecondaryColorP3uiv(gltype, color);
}

void gl4_0core_glSecondaryColorP3ui(void *_glfuncs, GLenum gltype, GLuint color)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSecondaryColorP3ui(gltype, color);
}

void gl4_0core_glColorP4uiv(void *_glfuncs, GLenum gltype, const GLuint* color)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glColorP4uiv(gltype, color);
}

void gl4_0core_glColorP4ui(void *_glfuncs, GLenum gltype, GLuint color)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glColorP4ui(gltype, color);
}

void gl4_0core_glColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glColorP3uiv(gltype, color);
}

void gl4_0core_glColorP3ui(void *_glfuncs, GLenum gltype, GLuint color)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glColorP3ui(gltype, color);
}

void gl4_0core_glNormalP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glNormalP3uiv(gltype, coords);
}

void gl4_0core_glNormalP3ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glNormalP3ui(gltype, coords);
}

void gl4_0core_glMultiTexCoordP4uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP4uiv(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP4ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP4ui(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP3uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP3uiv(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP3ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP3ui(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP2uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP2uiv(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP2ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP2ui(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP1uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP1uiv(texture, gltype, coords);
}

void gl4_0core_glMultiTexCoordP1ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMultiTexCoordP1ui(texture, gltype, coords);
}

void gl4_0core_glTexCoordP4uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP4uiv(gltype, coords);
}

void gl4_0core_glTexCoordP4ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP4ui(gltype, coords);
}

void gl4_0core_glTexCoordP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP3uiv(gltype, coords);
}

void gl4_0core_glTexCoordP3ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP3ui(gltype, coords);
}

void gl4_0core_glTexCoordP2uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP2uiv(gltype, coords);
}

void gl4_0core_glTexCoordP2ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP2ui(gltype, coords);
}

void gl4_0core_glTexCoordP1uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP1uiv(gltype, coords);
}

void gl4_0core_glTexCoordP1ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glTexCoordP1ui(gltype, coords);
}

void gl4_0core_glVertexP4uiv(void *_glfuncs, GLenum gltype, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexP4uiv(gltype, value);
}

void gl4_0core_glVertexP4ui(void *_glfuncs, GLenum gltype, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexP4ui(gltype, value);
}

void gl4_0core_glVertexP3uiv(void *_glfuncs, GLenum gltype, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexP3uiv(gltype, value);
}

void gl4_0core_glVertexP3ui(void *_glfuncs, GLenum gltype, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexP3ui(gltype, value);
}

void gl4_0core_glVertexP2uiv(void *_glfuncs, GLenum gltype, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexP2uiv(gltype, value);
}

void gl4_0core_glVertexP2ui(void *_glfuncs, GLenum gltype, GLuint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexP2ui(gltype, value);
}

void gl4_0core_glGetQueryObjectui64v(void *_glfuncs, GLuint id, GLenum pname, GLuint64* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetQueryObjectui64v(id, pname, params);
}

void gl4_0core_glGetQueryObjecti64v(void *_glfuncs, GLuint id, GLenum pname, GLint64* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetQueryObjecti64v(id, pname, params);
}

void gl4_0core_glQueryCounter(void *_glfuncs, GLuint id, GLenum target)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glQueryCounter(id, target);
}

void gl4_0core_glGetSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetSamplerParameterIuiv(sampler, pname, params);
}

void gl4_0core_glGetSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetSamplerParameterfv(sampler, pname, params);
}

void gl4_0core_glGetSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetSamplerParameterIiv(sampler, pname, params);
}

void gl4_0core_glGetSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetSamplerParameteriv(sampler, pname, params);
}

void gl4_0core_glSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLuint* param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSamplerParameterIuiv(sampler, pname, param);
}

void gl4_0core_glSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSamplerParameterIiv(sampler, pname, param);
}

void gl4_0core_glSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, const GLfloat* param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSamplerParameterfv(sampler, pname, param);
}

void gl4_0core_glSamplerParameterf(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSamplerParameterf(sampler, pname, param);
}

void gl4_0core_glSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSamplerParameteriv(sampler, pname, param);
}

void gl4_0core_glSamplerParameteri(void *_glfuncs, GLuint sampler, GLenum pname, GLint param)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glSamplerParameteri(sampler, pname, param);
}

void gl4_0core_glBindSampler(void *_glfuncs, GLuint unit, GLuint sampler)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindSampler(unit, sampler);
}

GLboolean gl4_0core_glIsSampler(void *_glfuncs, GLuint sampler)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsSampler(sampler);
}

void gl4_0core_glDeleteSamplers(void *_glfuncs, GLsizei count, const GLuint* samplers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteSamplers(count, samplers);
}

void gl4_0core_glGenSamplers(void *_glfuncs, GLsizei count, GLuint* samplers)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenSamplers(count, samplers);
}

GLint gl4_0core_glGetFragDataIndex(void *_glfuncs, GLuint program, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetFragDataIndex(program, name);
}

void gl4_0core_glBindFragDataLocationIndexed(void *_glfuncs, GLuint program, GLuint colorNumber, GLuint index, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindFragDataLocationIndexed(program, colorNumber, index, name);
}

void gl4_0core_glVertexAttribDivisor(void *_glfuncs, GLuint index, GLuint divisor)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glVertexAttribDivisor(index, divisor);
}

void gl4_0core_glGetQueryIndexediv(void *_glfuncs, GLenum target, GLuint index, GLenum pname, GLint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetQueryIndexediv(target, index, pname, params);
}

void gl4_0core_glEndQueryIndexed(void *_glfuncs, GLenum target, GLuint index)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glEndQueryIndexed(target, index);
}

void gl4_0core_glBeginQueryIndexed(void *_glfuncs, GLenum target, GLuint index, GLuint id)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBeginQueryIndexed(target, index, id);
}

void gl4_0core_glDrawTransformFeedbackStream(void *_glfuncs, GLenum mode, GLuint id, GLuint stream)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawTransformFeedbackStream(mode, id, stream);
}

void gl4_0core_glDrawTransformFeedback(void *_glfuncs, GLenum mode, GLuint id)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawTransformFeedback(mode, id);
}

void gl4_0core_glResumeTransformFeedback(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glResumeTransformFeedback();
}

void gl4_0core_glPauseTransformFeedback(void *_glfuncs)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPauseTransformFeedback();
}

GLboolean gl4_0core_glIsTransformFeedback(void *_glfuncs, GLuint id)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glIsTransformFeedback(id);
}

void gl4_0core_glGenTransformFeedbacks(void *_glfuncs, GLsizei n, GLuint* ids)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGenTransformFeedbacks(n, ids);
}

void gl4_0core_glDeleteTransformFeedbacks(void *_glfuncs, GLsizei n, const GLuint* ids)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDeleteTransformFeedbacks(n, ids);
}

void gl4_0core_glBindTransformFeedback(void *_glfuncs, GLenum target, GLuint id)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBindTransformFeedback(target, id);
}

void gl4_0core_glPatchParameterfv(void *_glfuncs, GLenum pname, const GLfloat* values)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPatchParameterfv(pname, values);
}

void gl4_0core_glPatchParameteri(void *_glfuncs, GLenum pname, GLint value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glPatchParameteri(pname, value);
}

void gl4_0core_glGetProgramStageiv(void *_glfuncs, GLuint program, GLenum shadertype, GLenum pname, GLint* values)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetProgramStageiv(program, shadertype, pname, values);
}

void gl4_0core_glGetUniformSubroutineuiv(void *_glfuncs, GLenum shadertype, GLint location, GLuint* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetUniformSubroutineuiv(shadertype, location, params);
}

void gl4_0core_glUniformSubroutinesuiv(void *_glfuncs, GLenum shadertype, GLsizei count, const GLuint* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformSubroutinesuiv(shadertype, count, value);
}

void gl4_0core_glGetActiveSubroutineName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveSubroutineName(program, shadertype, index, bufSize, length, name);
}

void gl4_0core_glGetActiveSubroutineUniformName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveSubroutineUniformName(program, shadertype, index, bufSize, length, name);
}

void gl4_0core_glGetActiveSubroutineUniformiv(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
}

GLuint gl4_0core_glGetSubroutineIndex(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetSubroutineIndex(program, shadertype, name);
}

GLint gl4_0core_glGetSubroutineUniformLocation(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    return _qglfuncs->glGetSubroutineUniformLocation(program, shadertype, name);
}

void gl4_0core_glGetUniformdv(void *_glfuncs, GLuint program, GLint location, GLdouble* params)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glGetUniformdv(program, location, params);
}

void gl4_0core_glUniformMatrix4x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix4x3dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix4x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix4x2dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix3x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix3x4dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix3x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix3x2dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix2x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix2x4dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix2x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix2x3dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix4dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix3dv(location, count, transpose, value);
}

void gl4_0core_glUniformMatrix2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniformMatrix2dv(location, count, transpose, value);
}

void gl4_0core_glUniform4dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4dv(location, count, value);
}

void gl4_0core_glUniform3dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3dv(location, count, value);
}

void gl4_0core_glUniform2dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2dv(location, count, value);
}

void gl4_0core_glUniform1dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1dv(location, count, value);
}

void gl4_0core_glUniform4d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform4d(location, v0, v1, v2, v3);
}

void gl4_0core_glUniform3d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform3d(location, v0, v1, v2);
}

void gl4_0core_glUniform2d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform2d(location, v0, v1);
}

void gl4_0core_glUniform1d(void *_glfuncs, GLint location, GLdouble v0)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glUniform1d(location, v0);
}

void gl4_0core_glDrawElementsIndirect(void *_glfuncs, GLenum mode, GLenum gltype, const GLvoid* indirect)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawElementsIndirect(mode, gltype, indirect);
}

void gl4_0core_glDrawArraysIndirect(void *_glfuncs, GLenum mode, const GLvoid* indirect)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glDrawArraysIndirect(mode, indirect);
}

void gl4_0core_glBlendFuncSeparatei(void *_glfuncs, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}

void gl4_0core_glBlendFunci(void *_glfuncs, GLuint buf, GLenum src, GLenum dst)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendFunci(buf, src, dst);
}

void gl4_0core_glBlendEquationSeparatei(void *_glfuncs, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendEquationSeparatei(buf, modeRGB, modeAlpha);
}

void gl4_0core_glBlendEquationi(void *_glfuncs, GLuint buf, GLenum mode)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glBlendEquationi(buf, mode);
}

void gl4_0core_glMinSampleShading(void *_glfuncs, GLfloat value)
{
    QOpenGLFunctions_4_0_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_0_Core*>(_glfuncs);
    _qglfuncs->glMinSampleShading(value);
}