1.add fastpath APIs for OpenGLES_DDK
[platform/core/uifw/coregl.git] / src / coregl_export_gl.c
index 9b16d4b..c4c8dd7 100644 (file)
 #include "coregl_export.h"
 
 void
-glActiveTexture(GLenum texture)
+coregl_api_glActiveTexture(GLenum texture)
 {
        ovr_glActiveTexture(texture);
 }
 
 void
-glAttachShader(GLuint program, GLuint shader)
+coregl_api_glAttachShader(GLuint program, GLuint shader)
 {
        ovr_glAttachShader(program, shader);
 }
 
 void
-glBindAttribLocation(GLuint program, GLuint index, const char* name)
+coregl_api_glBindAttribLocation(GLuint program, GLuint index, const char* name)
 {
        ovr_glBindAttribLocation(program, index, name);
 }
 
 void
-glBindBuffer(GLenum target, GLuint buffer)
+coregl_api_glBindBuffer(GLenum target, GLuint buffer)
 {
        ovr_glBindBuffer(target, buffer);
 }
 
 void
-glBindFramebuffer(GLenum target, GLuint framebuffer)
+coregl_api_glBindFramebuffer(GLenum target, GLuint framebuffer)
 {
        ovr_glBindFramebuffer(target, framebuffer);
 }
 
 void
-glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+coregl_api_glBindRenderbuffer(GLenum target, GLuint renderbuffer)
 {
        ovr_glBindRenderbuffer(target, renderbuffer);
 }
 
 void
-glBindTexture(GLenum target, GLuint texture)
+coregl_api_glBindTexture(GLenum target, GLuint texture)
 {
        ovr_glBindTexture(target, texture);
 }
 
 void
-glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+coregl_api_glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
 {
        ovr_glBlendColor(red, green, blue, alpha);
 }
 
 void
-glBlendEquation(GLenum mode)
+coregl_api_glBlendEquation(GLenum mode)
 {
        ovr_glBlendEquation(mode);
 }
 
 void
-glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
+coregl_api_glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
 {
        ovr_glBlendEquationSeparate(modeRGB, modeAlpha);
 }
 
 void
-glBlendFunc(GLenum sfactor, GLenum dfactor)
+coregl_api_glBlendFunc(GLenum sfactor, GLenum dfactor)
 {
        ovr_glBlendFunc(sfactor, dfactor);
 }
 
 void
-glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+coregl_api_glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
 {
        ovr_glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
 }
 
 void
-glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage)
+coregl_api_glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage)
 {
        ovr_glBufferData(target, size, data, usage);
 }
 
 void
-glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data)
+coregl_api_glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data)
 {
        ovr_glBufferSubData(target, offset, size, data);
 }
 
 GLenum
-glCheckFramebufferStatus(GLenum target)
+coregl_api_glCheckFramebufferStatus(GLenum target)
 {
        return ovr_glCheckFramebufferStatus(target);
 }
 
 void
-glClear(GLbitfield mask)
+coregl_api_glClear(GLbitfield mask)
 {
        ovr_glClear(mask);
 }
 
 void
-glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+coregl_api_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
 {
        ovr_glClearColor(red, green, blue, alpha);
 }
 
 void
-glClearDepthf(GLclampf depth)
+coregl_api_glClearDepthf(GLclampf depth)
 {
        ovr_glClearDepthf(depth);
 }
 
 void
-glClearStencil(GLint s)
+coregl_api_glClearStencil(GLint s)
 {
        ovr_glClearStencil(s);
 }
 
 void
-glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+coregl_api_glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
 {
        ovr_glColorMask(red, green, blue, alpha);
 }
 
 void
-glCompileShader(GLuint shader)
+coregl_api_glCompileShader(GLuint shader)
 {
        ovr_glCompileShader(shader);
 }
 
 void
-glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
+coregl_api_glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
 {
        ovr_glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
 }
 
 void
-glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
+coregl_api_glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
 {
        ovr_glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
 }
 
 void
-glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+coregl_api_glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
 {
        ovr_glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
 }
 
 void
-glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+coregl_api_glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
 {
        ovr_glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
 }
 
 GLuint
-glCreateProgram(void)
+coregl_api_glCreateProgram(void)
 {
        return ovr_glCreateProgram();
 }
 
 GLuint
-glCreateShader(GLenum type)
+coregl_api_glCreateShader(GLenum type)
 {
        return ovr_glCreateShader(type);
 }
 
 void
-glCullFace(GLenum mode)
+coregl_api_glCullFace(GLenum mode)
 {
        ovr_glCullFace(mode);
 }
 
 void
-glDeleteBuffers(GLsizei n, const GLuint* buffers)
+coregl_api_glDeleteBuffers(GLsizei n, const GLuint* buffers)
 {
        ovr_glDeleteBuffers(n, buffers);
 }
 
 void
-glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
+coregl_api_glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
 {
        ovr_glDeleteFramebuffers(n, framebuffers);
 }
 
 void
-glDeleteProgram(GLuint program)
+coregl_api_glDeleteProgram(GLuint program)
 {
        ovr_glDeleteProgram(program);
 }
 
 void
-glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
+coregl_api_glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
 {
        ovr_glDeleteRenderbuffers(n, renderbuffers);
 }
 
 void
-glDeleteShader(GLuint shader)
+coregl_api_glDeleteShader(GLuint shader)
 {
        ovr_glDeleteShader(shader);
 }
 
 void
-glDeleteTextures(GLsizei n, const GLuint* textures)
+coregl_api_glDeleteTextures(GLsizei n, const GLuint* textures)
 {
        ovr_glDeleteTextures(n, textures);
 }
 
 void
-glDepthFunc(GLenum func)
+coregl_api_glDepthFunc(GLenum func)
 {
        ovr_glDepthFunc(func);
 }
 
 void
-glDepthMask(GLboolean flag)
+coregl_api_glDepthMask(GLboolean flag)
 {
        ovr_glDepthMask(flag);
 }
 
 void
-glDepthRangef(GLclampf zNear, GLclampf zFar)
+coregl_api_glDepthRangef(GLclampf zNear, GLclampf zFar)
 {
        ovr_glDepthRangef(zNear, zFar);
 }
 
 void
-glDetachShader(GLuint program, GLuint shader)
+coregl_api_glDetachShader(GLuint program, GLuint shader)
 {
        ovr_glDetachShader(program, shader);
 }
 
 void
-glDisable(GLenum cap)
+coregl_api_glDisable(GLenum cap)
 {
        ovr_glDisable(cap);
 }
 
 void
-glDisableVertexAttribArray(GLuint index)
+coregl_api_glDisableVertexAttribArray(GLuint index)
 {
        ovr_glDisableVertexAttribArray(index);
 }
 
 void
-glDrawArrays(GLenum mode, GLint first, GLsizei count)
+coregl_api_glDrawArrays(GLenum mode, GLint first, GLsizei count)
 {
        ovr_glDrawArrays(mode, first, count);
 }
 
 void
-glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
+coregl_api_glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
 {
        ovr_glDrawElements(mode, count, type, indices);
 }
 
 void
-glEnable(GLenum cap)
+coregl_api_glEnable(GLenum cap)
 {
        ovr_glEnable(cap);
 }
 
 void
-glEnableVertexAttribArray(GLuint index)
+coregl_api_glEnableVertexAttribArray(GLuint index)
 {
        ovr_glEnableVertexAttribArray(index);
 }
 
 void
-glFinish(void)
+coregl_api_glFinish(void)
 {
        ovr_glFinish();
 }
 
 void
-glFlush(void)
+coregl_api_glFlush(void)
 {
        ovr_glFlush();
 }
 
 void
-glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
+coregl_api_glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
 {
        ovr_glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
 }
 
 void
-glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+coregl_api_glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
 {
        ovr_glFramebufferTexture2D(target, attachment, textarget, texture, level);
 }
 
 void
-glFrontFace(GLenum mode)
+coregl_api_glFrontFace(GLenum mode)
 {
        ovr_glFrontFace(mode);
 }
 
 void
-glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
+coregl_api_glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
 {
        ovr_glGetVertexAttribfv(index, pname, params);
 }
 
 void
-glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
+coregl_api_glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
 {
        ovr_glGetVertexAttribiv(index, pname, params);
 }
 
 void
-glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
+coregl_api_glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
 {
        ovr_glGetVertexAttribPointerv(index, pname, pointer);
 }
 
 void
-glHint(GLenum target, GLenum mode)
+coregl_api_glHint(GLenum target, GLenum mode)
 {
        ovr_glHint(target, mode);
 }
 
 void
-glGenBuffers(GLsizei n, GLuint* buffers)
+coregl_api_glGenBuffers(GLsizei n, GLuint* buffers)
 {
        ovr_glGenBuffers(n, buffers);
 }
 
 void
-glGenerateMipmap(GLenum target)
+coregl_api_glGenerateMipmap(GLenum target)
 {
        ovr_glGenerateMipmap(target);
 }
 
 void
-glGenFramebuffers(GLsizei n, GLuint* framebuffers)
+coregl_api_glGenFramebuffers(GLsizei n, GLuint* framebuffers)
 {
        ovr_glGenFramebuffers(n, framebuffers);
 }
 
 void
-glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
+coregl_api_glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
 {
        ovr_glGenRenderbuffers(n, renderbuffers);
 }
 
 void
-glGenTextures(GLsizei n, GLuint* textures)
+coregl_api_glGenTextures(GLsizei n, GLuint* textures)
 {
        ovr_glGenTextures(n, textures);
 }
 
 void
-glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
+coregl_api_glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
 {
        ovr_glGetActiveAttrib(program, index, bufsize, length, size, type, name);
 }
 
 void
-glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
+coregl_api_glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
 {
        ovr_glGetActiveUniform(program, index, bufsize, length, size, type, name);
 }
 
 void
-glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
+coregl_api_glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
 {
        ovr_glGetAttachedShaders(program, maxcount, count, shaders);
 }
 
 int
-glGetAttribLocation(GLuint program, const char* name)
+coregl_api_glGetAttribLocation(GLuint program, const char* name)
 {
        return ovr_glGetAttribLocation(program, name);
 }
 
 void
-glGetBooleanv(GLenum pname, GLboolean* params)
+coregl_api_glGetBooleanv(GLenum pname, GLboolean* params)
 {
        ovr_glGetBooleanv(pname, params);
 }
 
 void
-glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
+coregl_api_glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
 {
        ovr_glGetBufferParameteriv(target, pname, params);
 }
 
 GLenum
-glGetError(void)
+coregl_api_glGetError(void)
 {
        return ovr_glGetError();
 }
 
 void
-glGetFloatv(GLenum pname, GLfloat* params)
+coregl_api_glGetFloatv(GLenum pname, GLfloat* params)
 {
        ovr_glGetFloatv(pname, params);
 }
 
 void
-glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
+coregl_api_glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
 {
        ovr_glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
 }
 
 void
-glGetIntegerv(GLenum pname, GLint* params)
+coregl_api_glGetIntegerv(GLenum pname, GLint* params)
 {
        ovr_glGetIntegerv(pname, params);
 }
 
 void
-glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+coregl_api_glGetProgramiv(GLuint program, GLenum pname, GLint* params)
 {
        ovr_glGetProgramiv(program, pname, params);
 }
 
 void
-glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
+coregl_api_glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
 {
        ovr_glGetProgramInfoLog(program, bufsize, length, infolog);
 }
 
 void
-glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
+coregl_api_glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
 {
        ovr_glGetRenderbufferParameteriv(target, pname, params);
 }
 
 void
-glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
+coregl_api_glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
 {
        ovr_glGetShaderiv(shader, pname, params);
 }
 
 void
-glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
+coregl_api_glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
 {
        ovr_glGetShaderInfoLog(shader, bufsize, length, infolog);
 }
 
 void
-glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
+coregl_api_glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
 {
        ovr_glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
 }
 
 void
-glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
+coregl_api_glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
 {
        ovr_glGetShaderSource(shader, bufsize, length, source);
 }
 
 const GLubyte *
-glGetString(GLenum name)
+coregl_api_glGetString(GLenum name)
 {
        return ovr_glGetString(name);
 }
 
 void
-glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
+coregl_api_glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
 {
        ovr_glGetTexParameterfv(target, pname, params);
 }
 
 void
-glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
+coregl_api_glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
 {
        ovr_glGetTexParameteriv(target, pname, params);
 }
 
 void
-glGetUniformfv(GLuint program, GLint location, GLfloat* params)
+coregl_api_glGetUniformfv(GLuint program, GLint location, GLfloat* params)
 {
        ovr_glGetUniformfv(program, location, params);
 }
 
 void
-glGetUniformiv(GLuint program, GLint location, GLint* params)
+coregl_api_glGetUniformiv(GLuint program, GLint location, GLint* params)
 {
        ovr_glGetUniformiv(program, location, params);
 }
 
 int
-glGetUniformLocation(GLuint program, const char* name)
+coregl_api_glGetUniformLocation(GLuint program, const char* name)
 {
        return ovr_glGetUniformLocation(program, name);
 }
 
 GLboolean
-glIsBuffer(GLuint buffer)
+coregl_api_glIsBuffer(GLuint buffer)
 {
        return ovr_glIsBuffer(buffer);
 }
 
 GLboolean
-glIsEnabled(GLenum cap)
+coregl_api_glIsEnabled(GLenum cap)
 {
        return ovr_glIsEnabled(cap);
 }
 
 GLboolean
-glIsFramebuffer(GLuint framebuffer)
+coregl_api_glIsFramebuffer(GLuint framebuffer)
 {
        return ovr_glIsFramebuffer(framebuffer);
 }
 
 GLboolean
-glIsProgram(GLuint program)
+coregl_api_glIsProgram(GLuint program)
 {
        return ovr_glIsProgram(program);
 }
 
 GLboolean
-glIsRenderbuffer(GLuint renderbuffer)
+coregl_api_glIsRenderbuffer(GLuint renderbuffer)
 {
        return ovr_glIsRenderbuffer(renderbuffer);
 }
 
 GLboolean
-glIsShader(GLuint shader)
+coregl_api_glIsShader(GLuint shader)
 {
        return ovr_glIsShader(shader);
 }
 
 GLboolean
-glIsTexture(GLuint texture)
+coregl_api_glIsTexture(GLuint texture)
 {
        return ovr_glIsTexture(texture);
 }
 
 void
-glLineWidth(GLfloat width)
+coregl_api_glLineWidth(GLfloat width)
 {
        ovr_glLineWidth(width);
 }
 
 void
-glLinkProgram(GLuint program)
+coregl_api_glLinkProgram(GLuint program)
 {
        ovr_glLinkProgram(program);
 }
 
 void
-glPixelStorei(GLenum pname, GLint param)
+coregl_api_glPixelStorei(GLenum pname, GLint param)
 {
        ovr_glPixelStorei(pname, param);
 }
 
 void
-glPolygonOffset(GLfloat factor, GLfloat units)
+coregl_api_glPolygonOffset(GLfloat factor, GLfloat units)
 {
        ovr_glPolygonOffset(factor, units);
 }
 
 void
-glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
+coregl_api_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
 {
        ovr_glReadPixels(x, y, width, height, format, type, pixels);
 }
 
 void
-glReleaseShaderCompiler(void)
+coregl_api_glReleaseShaderCompiler(void)
 {
        ovr_glReleaseShaderCompiler();
 }
 
 void
-glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
+coregl_api_glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
 {
        ovr_glRenderbufferStorage(target, internalformat, width, height);
 }
 
 void
-glSampleCoverage(GLclampf value, GLboolean invert)
+coregl_api_glSampleCoverage(GLclampf value, GLboolean invert)
 {
        ovr_glSampleCoverage(value, invert);
 }
 
 void
-glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
+coregl_api_glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
 {
        ovr_glScissor(x, y, width, height);
 }
 
 void
-glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
+coregl_api_glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
 {
        ovr_glShaderBinary(n, shaders, binaryformat, binary, length);
 }
 
 void
-glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
+coregl_api_glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
 {
        ovr_glShaderSource(shader, count, string, length);
 }
 
 void
-glStencilFunc(GLenum func, GLint ref, GLuint mask)
+coregl_api_glStencilFunc(GLenum func, GLint ref, GLuint mask)
 {
        ovr_glStencilFunc(func, ref, mask);
 }
 
 void
-glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
+coregl_api_glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
 {
        ovr_glStencilFuncSeparate(face, func, ref, mask);
 }
 
 void
-glStencilMask(GLuint mask)
+coregl_api_glStencilMask(GLuint mask)
 {
        ovr_glStencilMask(mask);
 }
 
 void
-glStencilMaskSeparate(GLenum face, GLuint mask)
+coregl_api_glStencilMaskSeparate(GLenum face, GLuint mask)
 {
        ovr_glStencilMaskSeparate(face, mask);
 }
 
 void
-glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
+coregl_api_glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
 {
        ovr_glStencilOp(fail, zfail, zpass);
 }
 
 void
-glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
+coregl_api_glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
 {
        ovr_glStencilOpSeparate(face, fail, zfail, zpass);
 }
 
 void
-glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
+coregl_api_glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
 {
        ovr_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
 }
 
 void
-glTexParameterf(GLenum target, GLenum pname, GLfloat param)
+coregl_api_glTexParameterf(GLenum target, GLenum pname, GLfloat param)
 {
        ovr_glTexParameterf(target, pname, param);
 }
 
 void
-glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
+coregl_api_glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
 {
        ovr_glTexParameterfv(target, pname, params);
 }
 
 void
-glTexParameteri(GLenum target, GLenum pname, GLint param)
+coregl_api_glTexParameteri(GLenum target, GLenum pname, GLint param)
 {
        ovr_glTexParameteri(target, pname, param);
 }
 
 void
-glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
+coregl_api_glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
 {
        ovr_glTexParameteriv(target, pname, params);
 }
 
 void
-glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
+coregl_api_glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
 {
        ovr_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
 }
 
 void
-glUniform1f(GLint location, GLfloat x)
+coregl_api_glUniform1f(GLint location, GLfloat x)
 {
        ovr_glUniform1f(location, x);
 }
 
 void
-glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+coregl_api_glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
 {
        ovr_glUniform1fv(location, count, v);
 }
 
 void
-glUniform1i(GLint location, GLint x)
+coregl_api_glUniform1i(GLint location, GLint x)
 {
        ovr_glUniform1i(location, x);
 }
 
 void
-glUniform1iv(GLint location, GLsizei count, const GLint* v)
+coregl_api_glUniform1iv(GLint location, GLsizei count, const GLint* v)
 {
        ovr_glUniform1iv(location, count, v);
 }
 
 void
-glUniform2f(GLint location, GLfloat x, GLfloat y)
+coregl_api_glUniform2f(GLint location, GLfloat x, GLfloat y)
 {
        ovr_glUniform2f(location, x, y);
 }
 
 void
-glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
+coregl_api_glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
 {
        ovr_glUniform2fv(location, count, v);
 }
 
 void
-glUniform2i(GLint location, GLint x, GLint y)
+coregl_api_glUniform2i(GLint location, GLint x, GLint y)
 {
        ovr_glUniform2i(location, x, y);
 }
 
 void
-glUniform2iv(GLint location, GLsizei count, const GLint* v)
+coregl_api_glUniform2iv(GLint location, GLsizei count, const GLint* v)
 {
        ovr_glUniform2iv(location, count, v);
 }
 
 void
-glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
+coregl_api_glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
 {
        ovr_glUniform3f(location, x, y, z);
 }
 
 void
-glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
+coregl_api_glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
 {
        ovr_glUniform3fv(location, count, v);
 }
 
 void
-glUniform3i(GLint location, GLint x, GLint y, GLint z)
+coregl_api_glUniform3i(GLint location, GLint x, GLint y, GLint z)
 {
        ovr_glUniform3i(location, x, y, z);
 }
 
 void
-glUniform3iv(GLint location, GLsizei count, const GLint* v)
+coregl_api_glUniform3iv(GLint location, GLsizei count, const GLint* v)
 {
        ovr_glUniform3iv(location, count, v);
 }
 
 void
-glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+coregl_api_glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
 {
        ovr_glUniform4f(location, x, y, z, w);
 }
 
 void
-glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
+coregl_api_glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
 {
        ovr_glUniform4fv(location, count, v);
 }
 
 void
-glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
+coregl_api_glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
 {
        ovr_glUniform4i(location, x, y, z, w);
 }
 
 void
-glUniform4iv(GLint location, GLsizei count, const GLint* v)
+coregl_api_glUniform4iv(GLint location, GLsizei count, const GLint* v)
 {
        ovr_glUniform4iv(location, count, v);
 }
 
 void
-glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+coregl_api_glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
 {
        ovr_glUniformMatrix2fv(location, count, transpose, value);
 }
 
 void
-glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+coregl_api_glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
 {
        ovr_glUniformMatrix3fv(location, count, transpose, value);
 }
 
 void
-glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+coregl_api_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
 {
        ovr_glUniformMatrix4fv(location, count, transpose, value);
 }
 
 void
-glUseProgram(GLuint program)
+coregl_api_glUseProgram(GLuint program)
 {
        ovr_glUseProgram(program);
 }
 
 void
-glValidateProgram(GLuint program)
+coregl_api_glValidateProgram(GLuint program)
 {
        ovr_glValidateProgram(program);
 }
 
 void
-glVertexAttrib1f(GLuint indx, GLfloat x)
+coregl_api_glVertexAttrib1f(GLuint index, GLfloat x)
 {
-       ovr_glVertexAttrib1f(indx, x);
+       ovr_glVertexAttrib1f(index, x);
 }
 
 void
-glVertexAttrib1fv(GLuint indx, const GLfloat* values)
+coregl_api_glVertexAttrib1fv(GLuint index, const GLfloat* values)
 {
-       ovr_glVertexAttrib1fv(indx, values);
+       ovr_glVertexAttrib1fv(index, values);
 }
 
 void
-glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
+coregl_api_glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
 {
-       ovr_glVertexAttrib2f(indx, x, y);
+       ovr_glVertexAttrib2f(index, x, y);
 }
 
 void
-glVertexAttrib2fv(GLuint indx, const GLfloat* values)
+coregl_api_glVertexAttrib2fv(GLuint index, const GLfloat* values)
 {
-       ovr_glVertexAttrib2fv(indx, values);
+       ovr_glVertexAttrib2fv(index, values);
 }
 
 void
-glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
+coregl_api_glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
 {
-       ovr_glVertexAttrib3f(indx, x, y, z);
+       ovr_glVertexAttrib3f(index, x, y, z);
 }
 
 void
-glVertexAttrib3fv(GLuint indx, const GLfloat* values)
+coregl_api_glVertexAttrib3fv(GLuint index, const GLfloat* values)
 {
-       ovr_glVertexAttrib3fv(indx, values);
+       ovr_glVertexAttrib3fv(index, values);
 }
 
 void
-glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+coregl_api_glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
 {
-       ovr_glVertexAttrib4f(indx, x, y, z, w);
+       ovr_glVertexAttrib4f(index, x, y, z, w);
 }
 
 void
-glVertexAttrib4fv(GLuint indx, const GLfloat* values)
+coregl_api_glVertexAttrib4fv(GLuint index, const GLfloat* values)
 {
-       ovr_glVertexAttrib4fv(indx, values);
+       ovr_glVertexAttrib4fv(index, values);
 }
 
 void
-glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
+coregl_api_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer)
 {
-       ovr_glVertexAttribPointer(indx, size, type, normalized, stride, ptr);
+       ovr_glVertexAttribPointer(index, size, type, normalized, stride, pointer);
 }
 
 void
-glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
+coregl_api_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
 {
        ovr_glViewport(x, y, width, height);
 }
 
+/* OpenGL ES 3.0 */
+void
+coregl_api_glReadBuffer(GLenum mode)
+{
+       ovr_glReadBuffer(mode);
+}
+
+void
+coregl_api_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices)
+{
+       ovr_glDrawRangeElements(mode, start, end, count, type, indices);
+}
+
+void
+coregl_api_glTexImage3D(GLenum target, GLint level, GLint GLinternalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
+{
+       ovr_glTexImage3D(target, level, GLinternalFormat, width, height, depth, border, format, type, pixels);
+}
+
+void
+coregl_api_glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
+{
+       ovr_glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+}
+
+void
+coregl_api_glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+       ovr_glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+}
+
+void
+coregl_api_glCompressedTexImage3D(GLenum target, GLint level, GLenum GLinternalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
+{
+       ovr_glCompressedTexImage3D(target, level, GLinternalformat, width, height, depth, border, imageSize, data);
+}
+
+void
+coregl_api_glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
+{
+       ovr_glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+}
+
+void
+coregl_api_glGenQueries(GLsizei n, GLuint* ids)
+{
+       ovr_glGenQueries(n, ids);
+}
+
+void
+coregl_api_glDeleteQueries(GLsizei n, const GLuint* ids)
+{
+       ovr_glDeleteQueries(n, ids);
+}
+
+GLboolean
+coregl_api_glIsQuery(GLuint id)
+{
+       return ovr_glIsQuery(id);
+}
+
+void
+coregl_api_glBeginQuery(GLenum target, GLuint id)
+{
+       ovr_glBeginQuery(target, id);
+}
+
+void
+coregl_api_glEndQuery(GLenum target)
+{
+       ovr_glEndQuery(target);
+}
+
+void
+coregl_api_glGetQueryiv(GLenum target, GLenum pname, GLint* params)
+{
+       ovr_glGetQueryiv(target, pname, params);
+}
+
+void
+coregl_api_glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params)
+{
+       ovr_glGetQueryObjectuiv(id, pname, params);
+}
+
+GLboolean
+coregl_api_glUnmapBuffer(GLenum target)
+{
+       return ovr_glUnmapBuffer(target);
+}
+
+void
+coregl_api_glGetBufferPointerv(GLenum target, GLenum pname, GLvoid** params)
+{
+       ovr_glGetBufferPointerv(target, pname, params);
+}
+
+void
+coregl_api_glDrawBuffers(GLsizei n, const GLenum* bufs)
+{
+       ovr_glDrawBuffers(n, bufs);
+}
+
+void
+coregl_api_glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+       ovr_glUniformMatrix2x3fv(location, count, transpose, value);
+}
+
+void
+coregl_api_glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+       ovr_glUniformMatrix3x2fv(location, count, transpose, value);
+}
+
+void
+coregl_api_glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+       ovr_glUniformMatrix2x4fv(location, count, transpose, value);
+}
+
+void
+coregl_api_glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+       ovr_glUniformMatrix4x2fv(location, count, transpose, value);
+}
+
+void
+coregl_api_glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+       ovr_glUniformMatrix3x4fv(location, count, transpose, value);
+}
+
+void
+coregl_api_glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+       ovr_glUniformMatrix4x3fv(location, count, transpose, value);
+}
+
+void
+coregl_api_glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
+{
+       ovr_glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+}
+
+void
+coregl_api_glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
+{
+       ovr_glRenderbufferStorageMultisample(target, samples, internalformat, width, height);
+}
+
+void
+coregl_api_glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
+{
+       ovr_glFramebufferTextureLayer(target, attachment, texture, level, layer);
+}
+
+GLvoid*
+coregl_api_glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
+{
+       return ovr_glMapBufferRange(target, offset, length, access);
+}
+
+void
+coregl_api_glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
+{
+       ovr_glFlushMappedBufferRange(target, offset, length);
+}
+
+void
+coregl_api_glBindVertexArray(GLuint array)
+{
+       ovr_glBindVertexArray(array);
+}
+
+void
+coregl_api_glDeleteVertexArrays(GLsizei n, const GLuint* arrays)
+{
+       ovr_glDeleteVertexArrays(n, arrays);
+}
+
+void
+coregl_api_glGenVertexArrays(GLsizei n, GLuint* arrays)
+{
+       ovr_glGenVertexArrays(n, arrays);
+}
+
+GLboolean
+coregl_api_glIsVertexArray(GLuint array)
+{
+       return ovr_glIsVertexArray(array);
+}
+
+void
+coregl_api_glGetIntegeri_v(GLenum target, GLuint index, GLint* data)
+{
+       ovr_glGetIntegeri_v(target, index, data);
+}
+
+void
+coregl_api_glBeginTransformFeedback(GLenum primitiveMode)
+{
+       ovr_glBeginTransformFeedback(primitiveMode);
+}
+
+void
+coregl_api_glEndTransformFeedback()
+{
+       ovr_glEndTransformFeedback();
+}
+
+void
+coregl_api_glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
+{
+       ovr_glBindBufferRange(target, index, buffer, offset, size);
+}
+
+void
+coregl_api_glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
+{
+       ovr_glBindBufferBase(target, index, buffer);
+}
+
+void
+coregl_api_glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode)
+{
+       ovr_glTransformFeedbackVaryings(program, count, varyings, bufferMode);
+}
+
+void
+coregl_api_glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name)
+{
+       ovr_glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
+}
+
+void
+coregl_api_glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer)
+{
+       ovr_glVertexAttribIPointer(index, size, type, stride, pointer);
+}
+
+void
+coregl_api_glGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params)
+{
+       ovr_glGetVertexAttribIiv(index, pname, params);
+}
+
+void
+coregl_api_glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params)
+{
+       ovr_glGetVertexAttribIuiv(index, pname, params);
+}
+
+void
+coregl_api_glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
+{
+       ovr_glVertexAttribI4i(index, x, y, z, w);
+}
+
+void
+coregl_api_glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
+{
+       ovr_glVertexAttribI4ui(index, x, y, z, w);
+}
+
+void
+coregl_api_glVertexAttribI4iv(GLuint index, const GLint* v)
+{
+       ovr_glVertexAttribI4iv(index, v);
+}
+
+void
+coregl_api_glVertexAttribI4uiv(GLuint index, const GLuint* v)
+{
+       ovr_glVertexAttribI4uiv(index, v);
+}
+
+void
+coregl_api_glGetUniformuiv(GLuint program, GLint location, GLuint* params)
+{
+       ovr_glGetUniformuiv(program, location, params);
+}
+
+GLint
+coregl_api_glGetFragDataLocation(GLuint program, const GLchar *name)
+{
+       return ovr_glGetFragDataLocation(program, name);
+}
+
+void
+coregl_api_glUniform1ui(GLint location, GLuint v0)
+{
+       ovr_glUniform1ui(location, v0);
+}
+
+void
+coregl_api_glUniform2ui(GLint location, GLuint v0, GLuint v1)
+{
+       ovr_glUniform2ui(location, v0, v1);
+}
+
+void
+coregl_api_glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+       ovr_glUniform3ui(location, v0, v1, v2);
+}
+
+void
+coregl_api_glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+       ovr_glUniform4ui(location, v0, v1, v2, v3);
+}
+
+void
+coregl_api_glUniform1uiv(GLint location, GLsizei count, const GLuint* value)
+{
+       ovr_glUniform1uiv(location, count, value);
+}
+
+void
+coregl_api_glUniform2uiv(GLint location, GLsizei count, const GLuint* value)
+{
+       ovr_glUniform2uiv(location, count, value);
+}
+
+void
+coregl_api_glUniform3uiv(GLint location, GLsizei count, const GLuint* value)
+{
+       ovr_glUniform3uiv(location, count, value);
+}
+
+void
+coregl_api_glUniform4uiv(GLint location, GLsizei count, const GLuint* value)
+{
+       ovr_glUniform4uiv(location, count, value);
+}
+
+void
+coregl_api_glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value)
+{
+       ovr_glClearBufferiv(buffer, drawbuffer, value);
+}
+
+void
+coregl_api_glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value)
+{
+       ovr_glClearBufferuiv(buffer, drawbuffer, value);
+}
+
+void
+coregl_api_glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value)
+{
+       ovr_glClearBufferfv(buffer, drawbuffer, value);
+}
+
+void
+coregl_api_glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+       ovr_glClearBufferfi(buffer, drawbuffer, depth, stencil);
+}
+
+const GLubyte*
+coregl_api_glGetStringi(GLenum name, GLuint index)
+{
+       return ovr_glGetStringi(name, index);
+}
+
+void
+coregl_api_glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
+{
+       ovr_glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
+}
+
+void
+coregl_api_glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices)
+{
+       ovr_glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
+}
+
+void
+coregl_api_glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params)
+{
+       ovr_glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
+}
+
+GLuint
+coregl_api_glGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName)
+{
+       return ovr_glGetUniformBlockIndex(program, uniformBlockName);
+}
+
+void
+coregl_api_glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params)
+{
+       ovr_glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
+}
+
+void
+coregl_api_glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName)
+{
+       ovr_glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
+}
+
+void
+coregl_api_glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
+{
+       ovr_glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
+}
+
+void
+coregl_api_glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
+{
+       ovr_glDrawArraysInstanced(mode, first, count, instanceCount);
+}
+
+void
+coregl_api_glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount)
+{
+       ovr_glDrawElementsInstanced(mode, count, type, indices, instanceCount);
+}
+
+GLsync
+coregl_api_glFenceSync(GLenum condition, GLbitfield flags)
+{
+       return ovr_glFenceSync(condition, flags);
+}
+
+GLboolean
+coregl_api_glIsSync(GLsync sync)
+{
+       return ovr_glIsSync(sync);
+}
+
+void
+coregl_api_glDeleteSync(GLsync sync)
+{
+       ovr_glDeleteSync(sync);
+}
+
+GLenum
+coregl_api_glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
+{
+       return ovr_glClientWaitSync(sync, flags, timeout);
+}
+
+void
+coregl_api_glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
+{
+       ovr_glWaitSync(sync, flags, timeout);
+}
+
+void
+coregl_api_glGetInteger64v(GLenum pname, GLint64* params)
+{
+       ovr_glGetInteger64v(pname, params);
+}
+
+void
+coregl_api_glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values)
+{
+       ovr_glGetSynciv(sync, pname, bufSize, length, values);
+}
+
+void
+coregl_api_glGetInteger64i_v(GLenum target, GLuint index, GLint64* data)
+{
+       ovr_glGetInteger64i_v(target, index, data);
+}
+
+void
+coregl_api_glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64* params)
+{
+       ovr_glGetBufferParameteri64v(target, pname, params);
+}
+
+void
+coregl_api_glGenSamplers(GLsizei n, GLuint* samplers)
+{
+       ovr_glGenSamplers(n, samplers);
+}
+
+void
+coregl_api_glDeleteSamplers(GLsizei n, const GLuint* samplers)
+{
+       ovr_glDeleteSamplers(n, samplers);
+}
+
+GLboolean
+coregl_api_glIsSampler(GLuint sampler)
+{
+       return ovr_glIsSampler(sampler);
+}
+
+void
+coregl_api_glBindSampler(GLuint unit, GLuint sampler)
+{
+       ovr_glBindSampler(unit, sampler);
+}
+
+void
+coregl_api_glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
+{
+       ovr_glSamplerParameteri(sampler, pname, param);
+}
+
+void
+coregl_api_glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* param)
+{
+       ovr_glSamplerParameteriv(sampler, pname, param);
+}
+
+void
+coregl_api_glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
+{
+       ovr_glSamplerParameterf(sampler, pname, param);
+}
+
+void
+coregl_api_glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* param)
+{
+       ovr_glSamplerParameterfv(sampler, pname, param);
+}
+
+void
+coregl_api_glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params)
+{
+       ovr_glGetSamplerParameteriv(sampler, pname, params);
+}
+
+void
+coregl_api_glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params)
+{
+       ovr_glGetSamplerParameterfv(sampler, pname, params);
+}
+
+void
+coregl_api_glVertexAttribDivisor(GLuint index, GLuint divisor)
+{
+       ovr_glVertexAttribDivisor(index, divisor);
+}
+
+void
+coregl_api_glBindTransformFeedback(GLenum target, GLuint id)
+{
+       ovr_glBindTransformFeedback(target, id);
+}
+
+void
+coregl_api_glDeleteTransformFeedbacks(GLsizei n, const GLuint* ids)
+{
+       ovr_glDeleteTransformFeedbacks(n, ids);
+}
+
+void
+coregl_api_glGenTransformFeedbacks(GLsizei n, GLuint* ids)
+{
+       ovr_glGenTransformFeedbacks(n, ids);
+}
+
+GLboolean
+coregl_api_glIsTransformFeedback(GLuint id)
+{
+       return ovr_glIsTransformFeedback(id);
+}
+
+void
+coregl_api_glPauseTransformFeedback()
+{
+       ovr_glPauseTransformFeedback();
+}
+
+void
+coregl_api_glResumeTransformFeedback()
+{
+       ovr_glResumeTransformFeedback();
+}
+
+void
+coregl_api_glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
+{
+       ovr_glGetProgramBinary(program, bufSize, length, binaryFormat, binary);
+}
+
+void
+coregl_api_glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length)
+{
+       ovr_glProgramBinary(program, binaryFormat, binary, length);
+}
+
+void
+coregl_api_glProgramParameteri(GLuint program, GLenum pname, GLint value)
+{
+       ovr_glProgramParameteri(program, pname, value);
+}
+
+void
+coregl_api_glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments)
+{
+       ovr_glInvalidateFramebuffer(target, numAttachments, attachments);
+}
+
+void
+coregl_api_glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+       ovr_glInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
+}
+
+void
+coregl_api_glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+       ovr_glTexStorage2D(target, levels, internalformat, width, height);
+}
+
+void
+coregl_api_glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+       ovr_glTexStorage3D(target, levels, internalformat, width, height, depth);
+}
+
+void
+coregl_api_glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params)
+{
+       ovr_glGetInternalformativ(target, internalformat, pname, bufSize, params);
+}
+
+/* GLES3.1 API */
+GLuint
+coregl_api_glCreateShaderProgramv(GLenum type,  GLsizei count,  const GLchar *const*strings)
+{
+       return ovr_glCreateShaderProgramv(type, count, strings);
+}
+
+void
+coregl_api_glGenProgramPipelines( GLsizei n,  GLuint *pipelines)
+{
+       ovr_glGenProgramPipelines(n, pipelines);
+}
+
+void
+coregl_api_glBindProgramPipeline( GLuint pipeline)
+{
+       ovr_glBindProgramPipeline(pipeline);
+}
+
+void
+coregl_api_glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
+{
+       ovr_glGetProgramPipelineiv(pipeline, pname, params);
+}
+
+void
+coregl_api_glDeleteProgramPipelines(GLsizei n, GLuint const *pipelines)
+{
+       ovr_glDeleteProgramPipelines(n, pipelines);
+}
+
+GLboolean
+coregl_api_glIsProgramPipeline( GLuint pipeline)
+{
+       return ovr_glIsProgramPipeline(pipeline);
+}
+
+void
+coregl_api_glValidateProgramPipeline(GLuint pipeline)
+{
+       ovr_glValidateProgramPipeline(pipeline);
+}
+
+void
+coregl_api_glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
+{
+       ovr_glGetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
+}
+
+void
+coregl_api_glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
+{
+       ovr_glDispatchCompute(num_groups_x, num_groups_y, num_groups_z);
+}
+
+void
+coregl_api_glDispatchComputeIndirect( GLintptr indirect)
+{
+       ovr_glDispatchComputeIndirect(indirect);
+}
+
+void
+coregl_api_glDrawArraysIndirect(GLenum mode, GLvoid const *indirect)
+{
+       ovr_glDrawArraysIndirect(mode, indirect);
+}
+
+void
+coregl_api_glDrawElementsIndirect(GLenum mode, GLenum type, GLvoid const *indirect)
+{
+       ovr_glDrawElementsIndirect(mode, type, indirect);
+}
+
+void
+coregl_api_glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
+{
+       ovr_glFramebufferParameteri(target, pname, param);
+}
+
+void
+coregl_api_glGetFramebufferParameteriv( GLenum target,  GLenum pname,  GLint * params)
+{
+       ovr_glGetFramebufferParameteriv(target,  pname,  params);
+}
+
+void
+coregl_api_glGetProgramInterfaceiv(GLuint program,  GLenum programInterface,  GLenum pname,  GLint * params)
+{
+       ovr_glGetProgramInterfaceiv(program, programInterface, pname, params);
+}
+
+GLuint
+coregl_api_glGetProgramResourceIndex( GLuint program,  GLenum programInterface,  const char * name)
+{
+       return ovr_glGetProgramResourceIndex(program,  programInterface,  name);
+}
+
+void
+coregl_api_glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
+{
+       ovr_glGetProgramResourceName(program, programInterface, index, bufSize, length, name);
+}
+
+void
+coregl_api_glGetProgramResourceiv( GLuint program,  GLenum programInterface,  GLuint index,  GLsizei propCount,  const GLenum * props,  GLsizei bufSize,  GLsizei * length,  GLint * params)
+{
+       ovr_glGetProgramResourceiv(program,  programInterface,  index,  propCount,  props,  bufSize,  length,  params);
+}
+
+GLint
+coregl_api_glGetProgramResourceLocation(GLuint program, GLenum programInterface, GLchar const *name)
+{
+       return ovr_glGetProgramResourceLocation(program, programInterface, name);
+}
+
+void
+coregl_api_glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
+{
+       ovr_glUseProgramStages(pipeline, stages, program);
+}
+
+void
+coregl_api_glActiveShaderProgram(GLuint pipeline, GLuint program)
+{
+       ovr_glActiveShaderProgram(pipeline, program);
+}
+
+void
+coregl_api_glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
+{
+       ovr_glProgramUniform1iv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
+{
+       ovr_glProgramUniform2iv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
+{
+       ovr_glProgramUniform3iv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
+{
+       ovr_glProgramUniform4iv(program, location, count, value);
+}
+
+void
+coregl_api_glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
+{
+       ovr_glProgramUniform1fv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
+{
+       ovr_glProgramUniform2fv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
+{
+       ovr_glProgramUniform3fv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
+{
+       ovr_glProgramUniform4fv(program, location, count, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix2fv(program, location, count, transpose, value);
+}
+
+
+void
+coregl_api_glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix3fv(program, location, count, transpose, value);
+}
+
+
+void
+coregl_api_glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix4fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glProgramUniform1i(GLuint program, GLint location, GLint x)
+{
+       ovr_glProgramUniform1i(program, location, x);
+}
+
+
+void
+coregl_api_glProgramUniform2i(GLuint program, GLint location, GLint x, GLint y)
+{
+       ovr_glProgramUniform2i(program, location, x, y);
+}
+
+
+void
+coregl_api_glProgramUniform3i(GLuint program, GLint location, GLint x, GLint y, GLint z)
+{
+       ovr_glProgramUniform3i(program, location, x, y, z);
+}
+
+
+void
+coregl_api_glProgramUniform4i(GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+       ovr_glProgramUniform4i(program, location, x, y, z, w);
+}
+
+
+void
+coregl_api_glProgramUniform1f(GLuint program, GLint location, GLfloat x)
+{
+       ovr_glProgramUniform1f(program, location, x);
+}
+
+
+void
+coregl_api_glProgramUniform2f(GLuint program, GLint location, GLfloat x, GLfloat y)
+{
+       ovr_glProgramUniform2f(program, location, x, y);
+}
+
+
+void
+coregl_api_glProgramUniform3f(GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+       ovr_glProgramUniform3f(program, location, x, y, z);
+}
+
+
+void
+coregl_api_glProgramUniform4f(GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+       ovr_glProgramUniform4f(program, location, x, y, z, w);
+}
+
+void
+coregl_api_glProgramUniform1ui(GLuint program, GLint location, GLuint x)
+{
+       ovr_glProgramUniform1i(program, location, x);
+}
+
+void
+coregl_api_glProgramUniform2ui(GLuint program, GLint location, GLuint x, GLuint y)
+{
+       ovr_glProgramUniform2ui(program, location, x, y);
+}
+
+void
+coregl_api_glProgramUniform3ui(GLuint program, GLint location, GLuint x, GLuint y, GLuint z)
+{
+       ovr_glProgramUniform3ui(program, location, x, y, z);
+}
+
+void
+coregl_api_glProgramUniform4ui(GLuint program, GLint location, GLuint x, GLuint y, GLuint z, GLuint w)
+{
+       ovr_glProgramUniform4ui(program, location, x, y, z, w);
+}
+
+void
+coregl_api_glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
+{
+       ovr_glProgramUniform1uiv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
+{
+       ovr_glProgramUniform2uiv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
+{
+       ovr_glProgramUniform3uiv(program, location, count, value);
+}
+
+
+void
+coregl_api_glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
+{
+       ovr_glProgramUniform4uiv(program, location, count, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix2x3fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix3x2fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix2x4fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix4x2fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix3x4fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       ovr_glProgramUniformMatrix4x3fv(program, location, count, transpose, value);
+}
+
+void
+coregl_api_glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
+{
+       ovr_glBindImageTexture (unit, texture, level, layered, layer, access, format);
+}
+
+void
+coregl_api_glGetBooleani_v (GLenum target, GLuint index, GLboolean *data)
+{
+       ovr_glGetBooleani_v (target, index, data);
+}
+
+void
+coregl_api_glMemoryBarrier (GLbitfield barriers)
+{
+       ovr_glMemoryBarrier (barriers);
+}
+
+void
+coregl_api_glMemoryBarrierByRegion (GLbitfield barriers)
+{
+       ovr_glMemoryBarrierByRegion (barriers);
+}
+
+void
+coregl_api_glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
+{
+       ovr_glTexStorage2DMultisample (target, samples, internalformat, width, height, fixedsamplelocations);
+}
+
+void
+coregl_api_glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val)
+{
+       ovr_glGetMultisamplefv (pname, index, val);
+}
+
+void
+coregl_api_glSampleMaski (GLuint maskNumber, GLbitfield mask)
+{
+       ovr_glSampleMaski (maskNumber, mask);
+}
+
+void
+coregl_api_glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint *params)
+{
+       ovr_glGetTexLevelParameteriv (target, level, pname, params);
+}
+
+void
+coregl_api_glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat *params)
+{
+       ovr_glGetTexLevelParameterfv (target, level, pname, params);
+}
+
+void
+coregl_api_glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
+{
+       ovr_glBindVertexBuffer (bindingindex, buffer, offset, stride);
+}
+
+void
+coregl_api_glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
+{
+       ovr_glVertexAttribFormat (attribindex, size, type, normalized, relativeoffset);
+}
+
+void
+coregl_api_glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
+{
+       ovr_glVertexAttribIFormat (attribindex, size, type, relativeoffset);
+}
+
+void
+coregl_api_glVertexAttribBinding (GLuint attribindex, GLuint bindingindex)
+{
+       ovr_glVertexAttribBinding (attribindex, bindingindex);
+}
+
+void
+coregl_api_glVertexBindingDivisor (GLuint bindingindex, GLuint divisor)
+{
+       ovr_glVertexBindingDivisor (bindingindex, divisor);
+}
+
+void
+coregl_api_glGetPointerv(GLenum pname, GLvoid **params)
+{
+       ovr_glGetPointerv(pname, params);
+}
+
+
+