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authorCampbell Barton <ideasman42@gmail.com>2019-01-10 04:37:13 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-10 04:38:11 +0300
commit0373ff5e9c30f01717678b5265df3501891ce5e5 (patch)
tree220c6f8ef43c310f2f9bcd07efb26181c02f8b68 /source/blender/python
parent1e00f91760c972c2cc61294e8684ed3eff39046d (diff)
Cleanup: end bgl macros w/ semicolon
Needed for clang-format.
Diffstat (limited to 'source/blender/python')
-rw-r--r--source/blender/python/generic/bgl.c450
1 files changed, 225 insertions, 225 deletions
diff --git a/source/blender/python/generic/bgl.c b/source/blender/python/generic/bgl.c
index 6e1c28e1310..07c0f81b7ca 100644
--- a/source/blender/python/generic/bgl.c
+++ b/source/blender/python/generic/bgl.c
@@ -1072,261 +1072,261 @@ static PyObject *Method_##funcname (PyObject *UNUSED(self), PyObject *args) \
}
/* GL_VERSION_1_0 */
-BGL_Wrap(BlendFunc, void, (GLenum, GLenum))
-BGL_Wrap(Clear, void, (GLbitfield))
-BGL_Wrap(ClearColor, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(ClearDepth, void, (GLdouble))
-BGL_Wrap(ClearStencil, void, (GLint))
-BGL_Wrap(ColorMask, void, (GLboolean, GLboolean, GLboolean, GLboolean))
-BGL_Wrap(CullFace, void, (GLenum))
-BGL_Wrap(DepthFunc, void, (GLenum))
-BGL_Wrap(DepthMask, void, (GLboolean))
-BGL_Wrap(DepthRange, void, (GLdouble, GLdouble))
-BGL_Wrap(Disable, void, (GLenum))
-BGL_Wrap(DrawBuffer, void, (GLenum))
-BGL_Wrap(Enable, void, (GLenum))
-BGL_Wrap(Finish, void, (void))
-BGL_Wrap(Flush, void, (void))
-BGL_Wrap(FrontFace, void, (GLenum))
-BGL_Wrap(GetBooleanv, void, (GLenum, GLbooleanP))
-BGL_Wrap(GetDoublev, void, (GLenum, GLdoubleP))
-BGL_Wrap(GetError, GLenum, (void))
-BGL_Wrap(GetFloatv, void, (GLenum, GLfloatP))
-BGL_Wrap(GetIntegerv, void, (GLenum, GLintP))
-BGL_Wrap(GetString, GLstring, (GLenum))
-BGL_Wrap(GetTexImage, void, (GLenum, GLint, GLenum, GLenum, GLvoidP))
-BGL_Wrap(GetTexLevelParameterfv, void, (GLenum, GLint, GLenum, GLfloatP))
-BGL_Wrap(GetTexLevelParameteriv, void, (GLenum, GLint, GLenum, GLintP))
-BGL_Wrap(GetTexParameterfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(GetTexParameteriv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(Hint, void, (GLenum, GLenum))
-BGL_Wrap(IsEnabled, GLboolean, (GLenum))
-BGL_Wrap(LineWidth, void, (GLfloat))
-BGL_Wrap(LogicOp, void, (GLenum))
-BGL_Wrap(PixelStoref, void, (GLenum, GLfloat))
-BGL_Wrap(PixelStorei, void, (GLenum, GLint))
-BGL_Wrap(PointSize, void, (GLfloat))
-BGL_Wrap(PolygonMode, void, (GLenum, GLenum))
-BGL_Wrap(ReadBuffer, void, (GLenum))
-BGL_Wrap(ReadPixels, void, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoidP))
-BGL_Wrap(Scissor, void, (GLint, GLint, GLsizei, GLsizei))
-BGL_Wrap(StencilFunc, void, (GLenum, GLint, GLuint))
-BGL_Wrap(StencilMask, void, (GLuint))
-BGL_Wrap(StencilOp, void, (GLenum, GLenum, GLenum))
-BGL_Wrap(TexImage1D, void, (GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, GLvoidP))
-BGL_Wrap(TexImage2D, void, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, GLvoidP))
-BGL_Wrap(TexParameterf, void, (GLenum, GLenum, GLfloat))
-BGL_Wrap(TexParameterfv, void, (GLenum, GLenum, GLfloatP))
-BGL_Wrap(TexParameteri, void, (GLenum, GLenum, GLint))
-BGL_Wrap(TexParameteriv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(Viewport, void, (GLint, GLint, GLsizei, GLsizei))
+BGL_Wrap(BlendFunc, void, (GLenum, GLenum));
+BGL_Wrap(Clear, void, (GLbitfield));
+BGL_Wrap(ClearColor, void, (GLfloat, GLfloat, GLfloat, GLfloat));
+BGL_Wrap(ClearDepth, void, (GLdouble));
+BGL_Wrap(ClearStencil, void, (GLint));
+BGL_Wrap(ColorMask, void, (GLboolean, GLboolean, GLboolean, GLboolean));
+BGL_Wrap(CullFace, void, (GLenum));
+BGL_Wrap(DepthFunc, void, (GLenum));
+BGL_Wrap(DepthMask, void, (GLboolean));
+BGL_Wrap(DepthRange, void, (GLdouble, GLdouble));
+BGL_Wrap(Disable, void, (GLenum));
+BGL_Wrap(DrawBuffer, void, (GLenum));
+BGL_Wrap(Enable, void, (GLenum));
+BGL_Wrap(Finish, void, (void));
+BGL_Wrap(Flush, void, (void));
+BGL_Wrap(FrontFace, void, (GLenum));
+BGL_Wrap(GetBooleanv, void, (GLenum, GLbooleanP));
+BGL_Wrap(GetDoublev, void, (GLenum, GLdoubleP));
+BGL_Wrap(GetError, GLenum, (void));
+BGL_Wrap(GetFloatv, void, (GLenum, GLfloatP));
+BGL_Wrap(GetIntegerv, void, (GLenum, GLintP));
+BGL_Wrap(GetString, GLstring, (GLenum));
+BGL_Wrap(GetTexImage, void, (GLenum, GLint, GLenum, GLenum, GLvoidP));
+BGL_Wrap(GetTexLevelParameterfv, void, (GLenum, GLint, GLenum, GLfloatP));
+BGL_Wrap(GetTexLevelParameteriv, void, (GLenum, GLint, GLenum, GLintP));
+BGL_Wrap(GetTexParameterfv, void, (GLenum, GLenum, GLfloatP));
+BGL_Wrap(GetTexParameteriv, void, (GLenum, GLenum, GLintP));
+BGL_Wrap(Hint, void, (GLenum, GLenum));
+BGL_Wrap(IsEnabled, GLboolean, (GLenum));
+BGL_Wrap(LineWidth, void, (GLfloat));
+BGL_Wrap(LogicOp, void, (GLenum));
+BGL_Wrap(PixelStoref, void, (GLenum, GLfloat));
+BGL_Wrap(PixelStorei, void, (GLenum, GLint));
+BGL_Wrap(PointSize, void, (GLfloat));
+BGL_Wrap(PolygonMode, void, (GLenum, GLenum));
+BGL_Wrap(ReadBuffer, void, (GLenum));
+BGL_Wrap(ReadPixels, void, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoidP));
+BGL_Wrap(Scissor, void, (GLint, GLint, GLsizei, GLsizei));
+BGL_Wrap(StencilFunc, void, (GLenum, GLint, GLuint));
+BGL_Wrap(StencilMask, void, (GLuint));
+BGL_Wrap(StencilOp, void, (GLenum, GLenum, GLenum));
+BGL_Wrap(TexImage1D, void, (GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, GLvoidP));
+BGL_Wrap(TexImage2D, void, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, GLvoidP));
+BGL_Wrap(TexParameterf, void, (GLenum, GLenum, GLfloat));
+BGL_Wrap(TexParameterfv, void, (GLenum, GLenum, GLfloatP));
+BGL_Wrap(TexParameteri, void, (GLenum, GLenum, GLint));
+BGL_Wrap(TexParameteriv, void, (GLenum, GLenum, GLintP));
+BGL_Wrap(Viewport, void, (GLint, GLint, GLsizei, GLsizei));
/* GL_VERSION_1_1 */
-BGL_Wrap(BindTexture, void, (GLenum, GLuint))
-BGL_Wrap(CopyTexImage1D, void, (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint))
-BGL_Wrap(CopyTexImage2D, void, (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint))
-BGL_Wrap(CopyTexSubImage1D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei))
-BGL_Wrap(CopyTexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei))
-BGL_Wrap(DeleteTextures, void, (GLsizei, GLuintP))
-BGL_Wrap(DrawArrays, void, (GLenum, GLint, GLsizei))
-BGL_Wrap(DrawElements, void, (GLenum, GLsizei, GLenum, GLvoidP))
-BGL_Wrap(GenTextures, void, (GLsizei, GLuintP))
-BGL_Wrap(IsTexture, GLboolean, (GLuint))
-BGL_Wrap(PolygonOffset, void, (GLfloat, GLfloat))
-BGL_Wrap(TexSubImage1D, void, (GLenum, GLint, GLint, GLsizei, GLenum, GLenum, GLvoidP))
-BGL_Wrap(TexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoidP))
+BGL_Wrap(BindTexture, void, (GLenum, GLuint));
+BGL_Wrap(CopyTexImage1D, void, (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint));
+BGL_Wrap(CopyTexImage2D, void, (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint));
+BGL_Wrap(CopyTexSubImage1D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei));
+BGL_Wrap(CopyTexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei));
+BGL_Wrap(DeleteTextures, void, (GLsizei, GLuintP));
+BGL_Wrap(DrawArrays, void, (GLenum, GLint, GLsizei));
+BGL_Wrap(DrawElements, void, (GLenum, GLsizei, GLenum, GLvoidP));
+BGL_Wrap(GenTextures, void, (GLsizei, GLuintP));
+BGL_Wrap(IsTexture, GLboolean, (GLuint));
+BGL_Wrap(PolygonOffset, void, (GLfloat, GLfloat));
+BGL_Wrap(TexSubImage1D, void, (GLenum, GLint, GLint, GLsizei, GLenum, GLenum, GLvoidP));
+BGL_Wrap(TexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoidP));
/* GL_VERSION_1_2 */
-BGL_Wrap(CopyTexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei))
-BGL_Wrap(DrawRangeElements, void, (GLenum, GLuint, GLuint, GLsizei, GLenum, GLvoidP))
-BGL_Wrap(TexImage3D, void, (GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, GLvoidP))
-BGL_Wrap(TexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, GLvoidP))
+BGL_Wrap(CopyTexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei));
+BGL_Wrap(DrawRangeElements, void, (GLenum, GLuint, GLuint, GLsizei, GLenum, GLvoidP));
+BGL_Wrap(TexImage3D, void, (GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, GLvoidP));
+BGL_Wrap(TexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, GLvoidP));
/* GL_VERSION_1_3 */
-BGL_Wrap(ActiveTexture, void, (GLenum))
-BGL_Wrap(CompressedTexImage1D, void, (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, GLvoidP))
-BGL_Wrap(CompressedTexImage2D, void, (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, GLvoidP))
-BGL_Wrap(CompressedTexImage3D, void, (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, GLvoidP))
-BGL_Wrap(CompressedTexSubImage1D, void, (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, GLvoidP))
-BGL_Wrap(CompressedTexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, GLvoidP))
-BGL_Wrap(CompressedTexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, GLvoidP))
-BGL_Wrap(GetCompressedTexImage, void, (GLenum, GLint, GLvoidP))
-BGL_Wrap(SampleCoverage, void, (GLfloat, GLboolean))
+BGL_Wrap(ActiveTexture, void, (GLenum));
+BGL_Wrap(CompressedTexImage1D, void, (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, GLvoidP));
+BGL_Wrap(CompressedTexImage2D, void, (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, GLvoidP));
+BGL_Wrap(CompressedTexImage3D, void, (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, GLvoidP));
+BGL_Wrap(CompressedTexSubImage1D, void, (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, GLvoidP));
+BGL_Wrap(CompressedTexSubImage2D, void, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, GLvoidP));
+BGL_Wrap(CompressedTexSubImage3D, void, (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, GLvoidP));
+BGL_Wrap(GetCompressedTexImage, void, (GLenum, GLint, GLvoidP));
+BGL_Wrap(SampleCoverage, void, (GLfloat, GLboolean));
/* GL_VERSION_1_4 */
-BGL_Wrap(BlendColor, void, (GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(BlendEquation, void, (GLenum))
+BGL_Wrap(BlendColor, void, (GLfloat, GLfloat, GLfloat, GLfloat));
+BGL_Wrap(BlendEquation, void, (GLenum));
/* GL_VERSION_1_5 */
-BGL_Wrap(BeginQuery, void, (GLenum, GLuint))
-BGL_Wrap(BindBuffer, void, (GLenum, GLuint))
-BGL_Wrap(BufferData, void, (GLenum, GLsizeiptr, GLvoidP, GLenum))
-BGL_Wrap(BufferSubData, void, (GLenum, GLintptr, GLsizeiptr, GLvoidP))
-BGL_Wrap(DeleteBuffers, void, (GLsizei, GLuintP))
-BGL_Wrap(DeleteQueries, void, (GLsizei, GLuintP))
-BGL_Wrap(EndQuery, void, (GLenum))
-BGL_Wrap(GenBuffers, void, (GLsizei, GLuintP))
-BGL_Wrap(GenQueries, void, (GLsizei, GLuintP))
-BGL_Wrap(GetBufferParameteriv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(GetBufferPointerv, void, (GLenum, GLenum, GLvoidP))
-BGL_Wrap(GetBufferSubData, void, (GLenum, GLintptr, GLsizeiptr, GLvoidP))
-BGL_Wrap(GetQueryObjectiv, void, (GLuint, GLenum, GLintP))
-BGL_Wrap(GetQueryObjectuiv, void, (GLuint, GLenum, GLuintP))
-BGL_Wrap(GetQueryiv, void, (GLenum, GLenum, GLintP))
-BGL_Wrap(IsBuffer, GLboolean, (GLuint))
-BGL_Wrap(IsQuery, GLboolean, (GLuint))
-BGL_Wrap(MapBuffer, void, (GLenum, GLenum))
-BGL_Wrap(UnmapBuffer, GLboolean, (GLenum))
+BGL_Wrap(BeginQuery, void, (GLenum, GLuint));
+BGL_Wrap(BindBuffer, void, (GLenum, GLuint));
+BGL_Wrap(BufferData, void, (GLenum, GLsizeiptr, GLvoidP, GLenum));
+BGL_Wrap(BufferSubData, void, (GLenum, GLintptr, GLsizeiptr, GLvoidP));
+BGL_Wrap(DeleteBuffers, void, (GLsizei, GLuintP));
+BGL_Wrap(DeleteQueries, void, (GLsizei, GLuintP));
+BGL_Wrap(EndQuery, void, (GLenum));
+BGL_Wrap(GenBuffers, void, (GLsizei, GLuintP));
+BGL_Wrap(GenQueries, void, (GLsizei, GLuintP));
+BGL_Wrap(GetBufferParameteriv, void, (GLenum, GLenum, GLintP));
+BGL_Wrap(GetBufferPointerv, void, (GLenum, GLenum, GLvoidP));
+BGL_Wrap(GetBufferSubData, void, (GLenum, GLintptr, GLsizeiptr, GLvoidP));
+BGL_Wrap(GetQueryObjectiv, void, (GLuint, GLenum, GLintP));
+BGL_Wrap(GetQueryObjectuiv, void, (GLuint, GLenum, GLuintP));
+BGL_Wrap(GetQueryiv, void, (GLenum, GLenum, GLintP));
+BGL_Wrap(IsBuffer, GLboolean, (GLuint));
+BGL_Wrap(IsQuery, GLboolean, (GLuint));
+BGL_Wrap(MapBuffer, void, (GLenum, GLenum));
+BGL_Wrap(UnmapBuffer, GLboolean, (GLenum));
/* GL_VERSION_2_0 */
-BGL_Wrap(AttachShader, void, (GLuint, GLuint))
-BGL_Wrap(BindAttribLocation, void, (GLuint, GLuint, GLstring))
-BGL_Wrap(BlendEquationSeparate, void, (GLenum, GLenum))
-BGL_Wrap(CompileShader, void, (GLuint))
-BGL_Wrap(CreateProgram, GLuint, (void))
-BGL_Wrap(CreateShader, GLuint, (GLenum))
-BGL_Wrap(DeleteProgram, void, (GLuint))
-BGL_Wrap(DeleteShader, void, (GLuint))
-BGL_Wrap(DetachShader, void, (GLuint, GLuint))
-BGL_Wrap(DisableVertexAttribArray, void, (GLuint))
-BGL_Wrap(DrawBuffers, void, (GLsizei, GLenumP))
-BGL_Wrap(EnableVertexAttribArray, void, (GLuint))
-BGL_Wrap(GetActiveAttrib, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLintP, GLenumP, GLcharP))
-BGL_Wrap(GetActiveUniform, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLintP, GLenumP, GLcharP))
-BGL_Wrap(GetAttachedShaders, void, (GLuint, GLsizei, GLsizeiP, GLuintP))
-BGL_Wrap(GetAttribLocation, GLint, (GLuint, GLstring))
-BGL_Wrap(GetProgramInfoLog, void, (GLuint, GLsizei, GLsizeiP, GLcharP))
-BGL_Wrap(GetProgramiv, void, (GLuint, GLenum, GLintP))
-BGL_Wrap(GetShaderInfoLog, void, (GLuint, GLsizei, GLsizeiP, GLcharP))
-BGL_Wrap(GetShaderSource, void, (GLuint, GLsizei, GLsizeiP, GLcharP))
-BGL_Wrap(GetShaderiv, void, (GLuint, GLenum, GLintP))
-BGL_Wrap(GetUniformLocation, GLint, (GLuint, GLstring))
-BGL_Wrap(GetUniformfv, void, (GLuint, GLint, GLfloatP))
-BGL_Wrap(GetUniformiv, void, (GLuint, GLint, GLintP))
-BGL_Wrap(GetVertexAttribPointerv, void, (GLuint, GLenum, GLvoidP))
-BGL_Wrap(GetVertexAttribdv, void, (GLuint, GLenum, GLdoubleP))
-BGL_Wrap(GetVertexAttribfv, void, (GLuint, GLenum, GLfloatP))
-BGL_Wrap(GetVertexAttribiv, void, (GLuint, GLenum, GLintP))
-BGL_Wrap(IsProgram, GLboolean, (GLuint))
-BGL_Wrap(IsShader, GLboolean, (GLuint))
-BGL_Wrap(LinkProgram, void, (GLuint))
-BGL_Wrap(StencilFuncSeparate, void, (GLenum, GLenum, GLint, GLuint))
-BGL_Wrap(StencilMaskSeparate, void, (GLenum, GLuint))
-BGL_Wrap(StencilOpSeparate, void, (GLenum, GLenum, GLenum, GLenum))
-BGL_Wrap(Uniform1f, void, (GLint, GLfloat))
-BGL_Wrap(Uniform1fv, void, (GLint, GLsizei, GLfloatP))
-BGL_Wrap(Uniform1i, void, (GLint, GLint))
-BGL_Wrap(Uniform1iv, void, (GLint, GLsizei, GLintP))
-BGL_Wrap(Uniform2f, void, (GLint, GLfloat, GLfloat))
-BGL_Wrap(Uniform2fv, void, (GLint, GLsizei, GLfloatP))
-BGL_Wrap(Uniform2i, void, (GLint, GLint, GLint))
-BGL_Wrap(Uniform2iv, void, (GLint, GLsizei, GLintP))
-BGL_Wrap(Uniform3f, void, (GLint, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Uniform3fv, void, (GLint, GLsizei, GLfloatP))
-BGL_Wrap(Uniform3i, void, (GLint, GLint, GLint, GLint))
-BGL_Wrap(Uniform3iv, void, (GLint, GLsizei, GLintP))
-BGL_Wrap(Uniform4f, void, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(Uniform4fv, void, (GLint, GLsizei, GLfloatP))
-BGL_Wrap(Uniform4i, void, (GLint, GLint, GLint, GLint, GLint))
-BGL_Wrap(Uniform4iv, void, (GLint, GLsizei, GLintP))
-BGL_Wrap(UniformMatrix2fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix3fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix4fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UseProgram, void, (GLuint))
-BGL_Wrap(ValidateProgram, void, (GLuint))
-BGL_Wrap(VertexAttrib1d, void, (GLuint, GLdouble))
-BGL_Wrap(VertexAttrib1dv, void, (GLuint, GLdoubleP))
-BGL_Wrap(VertexAttrib1f, void, (GLuint, GLfloat))
-BGL_Wrap(VertexAttrib1fv, void, (GLuint, GLfloatP))
-BGL_Wrap(VertexAttrib1s, void, (GLuint, GLshort))
-BGL_Wrap(VertexAttrib1sv, void, (GLuint, GLshortP))
-BGL_Wrap(VertexAttrib2d, void, (GLuint, GLdouble, GLdouble))
-BGL_Wrap(VertexAttrib2dv, void, (GLuint, GLdoubleP))
-BGL_Wrap(VertexAttrib2f, void, (GLuint, GLfloat, GLfloat))
-BGL_Wrap(VertexAttrib2fv, void, (GLuint, GLfloatP))
-BGL_Wrap(VertexAttrib2s, void, (GLuint, GLshort, GLshort))
-BGL_Wrap(VertexAttrib2sv, void, (GLuint, GLshortP))
-BGL_Wrap(VertexAttrib3d, void, (GLuint, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(VertexAttrib3dv, void, (GLuint, GLdoubleP))
-BGL_Wrap(VertexAttrib3f, void, (GLuint, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(VertexAttrib3fv, void, (GLuint, GLfloatP))
-BGL_Wrap(VertexAttrib3s, void, (GLuint, GLshort, GLshort, GLshort))
-BGL_Wrap(VertexAttrib3sv, void, (GLuint, GLshortP))
-BGL_Wrap(VertexAttrib4Nbv, void, (GLuint, GLbyteP))
-BGL_Wrap(VertexAttrib4Niv, void, (GLuint, GLintP))
-BGL_Wrap(VertexAttrib4Nsv, void, (GLuint, GLshortP))
-BGL_Wrap(VertexAttrib4Nub, void, (GLuint, GLubyte, GLubyte, GLubyte, GLubyte))
-BGL_Wrap(VertexAttrib4Nubv, void, (GLuint, GLubyteP))
-BGL_Wrap(VertexAttrib4Nuiv, void, (GLuint, GLuintP))
-BGL_Wrap(VertexAttrib4Nusv, void, (GLuint, GLushortP))
-BGL_Wrap(VertexAttrib4bv, void, (GLuint, GLbyteP))
-BGL_Wrap(VertexAttrib4d, void, (GLuint, GLdouble, GLdouble, GLdouble, GLdouble))
-BGL_Wrap(VertexAttrib4dv, void, (GLuint, GLdoubleP))
-BGL_Wrap(VertexAttrib4f, void, (GLuint, GLfloat, GLfloat, GLfloat, GLfloat))
-BGL_Wrap(VertexAttrib4fv, void, (GLuint, GLfloatP))
-BGL_Wrap(VertexAttrib4iv, void, (GLuint, GLintP))
-BGL_Wrap(VertexAttrib4s, void, (GLuint, GLshort, GLshort, GLshort, GLshort))
-BGL_Wrap(VertexAttrib4sv, void, (GLuint, GLshortP))
-BGL_Wrap(VertexAttrib4ubv, void, (GLuint, GLubyteP))
-BGL_Wrap(VertexAttrib4uiv, void, (GLuint, GLuintP))
-BGL_Wrap(VertexAttrib4usv, void, (GLuint, GLushortP))
-BGL_Wrap(VertexAttribPointer, void, (GLuint, GLint, GLenum, GLboolean, GLsizei, GLvoidP))
+BGL_Wrap(AttachShader, void, (GLuint, GLuint));
+BGL_Wrap(BindAttribLocation, void, (GLuint, GLuint, GLstring));
+BGL_Wrap(BlendEquationSeparate, void, (GLenum, GLenum));
+BGL_Wrap(CompileShader, void, (GLuint));
+BGL_Wrap(CreateProgram, GLuint, (void));
+BGL_Wrap(CreateShader, GLuint, (GLenum));
+BGL_Wrap(DeleteProgram, void, (GLuint));
+BGL_Wrap(DeleteShader, void, (GLuint));
+BGL_Wrap(DetachShader, void, (GLuint, GLuint));
+BGL_Wrap(DisableVertexAttribArray, void, (GLuint));
+BGL_Wrap(DrawBuffers, void, (GLsizei, GLenumP));
+BGL_Wrap(EnableVertexAttribArray, void, (GLuint));
+BGL_Wrap(GetActiveAttrib, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLintP, GLenumP, GLcharP));
+BGL_Wrap(GetActiveUniform, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLintP, GLenumP, GLcharP));
+BGL_Wrap(GetAttachedShaders, void, (GLuint, GLsizei, GLsizeiP, GLuintP));
+BGL_Wrap(GetAttribLocation, GLint, (GLuint, GLstring));
+BGL_Wrap(GetProgramInfoLog, void, (GLuint, GLsizei, GLsizeiP, GLcharP));
+BGL_Wrap(GetProgramiv, void, (GLuint, GLenum, GLintP));
+BGL_Wrap(GetShaderInfoLog, void, (GLuint, GLsizei, GLsizeiP, GLcharP));
+BGL_Wrap(GetShaderSource, void, (GLuint, GLsizei, GLsizeiP, GLcharP));
+BGL_Wrap(GetShaderiv, void, (GLuint, GLenum, GLintP));
+BGL_Wrap(GetUniformLocation, GLint, (GLuint, GLstring));
+BGL_Wrap(GetUniformfv, void, (GLuint, GLint, GLfloatP));
+BGL_Wrap(GetUniformiv, void, (GLuint, GLint, GLintP));
+BGL_Wrap(GetVertexAttribPointerv, void, (GLuint, GLenum, GLvoidP));
+BGL_Wrap(GetVertexAttribdv, void, (GLuint, GLenum, GLdoubleP));
+BGL_Wrap(GetVertexAttribfv, void, (GLuint, GLenum, GLfloatP));
+BGL_Wrap(GetVertexAttribiv, void, (GLuint, GLenum, GLintP));
+BGL_Wrap(IsProgram, GLboolean, (GLuint));
+BGL_Wrap(IsShader, GLboolean, (GLuint));
+BGL_Wrap(LinkProgram, void, (GLuint));
+BGL_Wrap(StencilFuncSeparate, void, (GLenum, GLenum, GLint, GLuint));
+BGL_Wrap(StencilMaskSeparate, void, (GLenum, GLuint));
+BGL_Wrap(StencilOpSeparate, void, (GLenum, GLenum, GLenum, GLenum));
+BGL_Wrap(Uniform1f, void, (GLint, GLfloat));
+BGL_Wrap(Uniform1fv, void, (GLint, GLsizei, GLfloatP));
+BGL_Wrap(Uniform1i, void, (GLint, GLint));
+BGL_Wrap(Uniform1iv, void, (GLint, GLsizei, GLintP));
+BGL_Wrap(Uniform2f, void, (GLint, GLfloat, GLfloat));
+BGL_Wrap(Uniform2fv, void, (GLint, GLsizei, GLfloatP));
+BGL_Wrap(Uniform2i, void, (GLint, GLint, GLint));
+BGL_Wrap(Uniform2iv, void, (GLint, GLsizei, GLintP));
+BGL_Wrap(Uniform3f, void, (GLint, GLfloat, GLfloat, GLfloat));
+BGL_Wrap(Uniform3fv, void, (GLint, GLsizei, GLfloatP));
+BGL_Wrap(Uniform3i, void, (GLint, GLint, GLint, GLint));
+BGL_Wrap(Uniform3iv, void, (GLint, GLsizei, GLintP));
+BGL_Wrap(Uniform4f, void, (GLint, GLfloat, GLfloat, GLfloat, GLfloat));
+BGL_Wrap(Uniform4fv, void, (GLint, GLsizei, GLfloatP));
+BGL_Wrap(Uniform4i, void, (GLint, GLint, GLint, GLint, GLint));
+BGL_Wrap(Uniform4iv, void, (GLint, GLsizei, GLintP));
+BGL_Wrap(UniformMatrix2fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix3fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix4fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UseProgram, void, (GLuint));
+BGL_Wrap(ValidateProgram, void, (GLuint));
+BGL_Wrap(VertexAttrib1d, void, (GLuint, GLdouble));
+BGL_Wrap(VertexAttrib1dv, void, (GLuint, GLdoubleP));
+BGL_Wrap(VertexAttrib1f, void, (GLuint, GLfloat));
+BGL_Wrap(VertexAttrib1fv, void, (GLuint, GLfloatP));
+BGL_Wrap(VertexAttrib1s, void, (GLuint, GLshort));
+BGL_Wrap(VertexAttrib1sv, void, (GLuint, GLshortP));
+BGL_Wrap(VertexAttrib2d, void, (GLuint, GLdouble, GLdouble));
+BGL_Wrap(VertexAttrib2dv, void, (GLuint, GLdoubleP));
+BGL_Wrap(VertexAttrib2f, void, (GLuint, GLfloat, GLfloat));
+BGL_Wrap(VertexAttrib2fv, void, (GLuint, GLfloatP));
+BGL_Wrap(VertexAttrib2s, void, (GLuint, GLshort, GLshort));
+BGL_Wrap(VertexAttrib2sv, void, (GLuint, GLshortP));
+BGL_Wrap(VertexAttrib3d, void, (GLuint, GLdouble, GLdouble, GLdouble));
+BGL_Wrap(VertexAttrib3dv, void, (GLuint, GLdoubleP));
+BGL_Wrap(VertexAttrib3f, void, (GLuint, GLfloat, GLfloat, GLfloat));
+BGL_Wrap(VertexAttrib3fv, void, (GLuint, GLfloatP));
+BGL_Wrap(VertexAttrib3s, void, (GLuint, GLshort, GLshort, GLshort));
+BGL_Wrap(VertexAttrib3sv, void, (GLuint, GLshortP));
+BGL_Wrap(VertexAttrib4Nbv, void, (GLuint, GLbyteP));
+BGL_Wrap(VertexAttrib4Niv, void, (GLuint, GLintP));
+BGL_Wrap(VertexAttrib4Nsv, void, (GLuint, GLshortP));
+BGL_Wrap(VertexAttrib4Nub, void, (GLuint, GLubyte, GLubyte, GLubyte, GLubyte));
+BGL_Wrap(VertexAttrib4Nubv, void, (GLuint, GLubyteP));
+BGL_Wrap(VertexAttrib4Nuiv, void, (GLuint, GLuintP));
+BGL_Wrap(VertexAttrib4Nusv, void, (GLuint, GLushortP));
+BGL_Wrap(VertexAttrib4bv, void, (GLuint, GLbyteP));
+BGL_Wrap(VertexAttrib4d, void, (GLuint, GLdouble, GLdouble, GLdouble, GLdouble));
+BGL_Wrap(VertexAttrib4dv, void, (GLuint, GLdoubleP));
+BGL_Wrap(VertexAttrib4f, void, (GLuint, GLfloat, GLfloat, GLfloat, GLfloat));
+BGL_Wrap(VertexAttrib4fv, void, (GLuint, GLfloatP));
+BGL_Wrap(VertexAttrib4iv, void, (GLuint, GLintP));
+BGL_Wrap(VertexAttrib4s, void, (GLuint, GLshort, GLshort, GLshort, GLshort));
+BGL_Wrap(VertexAttrib4sv, void, (GLuint, GLshortP));
+BGL_Wrap(VertexAttrib4ubv, void, (GLuint, GLubyteP));
+BGL_Wrap(VertexAttrib4uiv, void, (GLuint, GLuintP));
+BGL_Wrap(VertexAttrib4usv, void, (GLuint, GLushortP));
+BGL_Wrap(VertexAttribPointer, void, (GLuint, GLint, GLenum, GLboolean, GLsizei, GLvoidP));
/* GL_VERSION_2_1 */
-BGL_Wrap(UniformMatrix2x3fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix2x4fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix3x2fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix3x4fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix4x2fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
-BGL_Wrap(UniformMatrix4x3fv, void, (GLint, GLsizei, GLboolean, GLfloatP))
+BGL_Wrap(UniformMatrix2x3fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix2x4fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix3x2fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix3x4fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix4x2fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
+BGL_Wrap(UniformMatrix4x3fv, void, (GLint, GLsizei, GLboolean, GLfloatP));
/* GL_VERSION_3_0 */
-BGL_Wrap(BindFramebuffer, void, (GLenum, GLuint))
-BGL_Wrap(BindRenderbuffer, void, (GLenum, GLuint))
-BGL_Wrap(BindVertexArray, void, (GLuint))
-BGL_Wrap(BlitFramebuffer, void, (GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum))
-BGL_Wrap(CheckFramebufferStatus, GLenum, (GLenum))
-BGL_Wrap(DeleteFramebuffers, void, (GLsizei, GLuintP))
-BGL_Wrap(DeleteRenderbuffers, void, (GLsizei, GLuintP))
-BGL_Wrap(DeleteVertexArrays, void, (GLsizei, GLuintP))
-BGL_Wrap(FramebufferRenderbuffer, void, (GLenum, GLenum, GLenum, GLuint))
-BGL_Wrap(GenFramebuffers, void, (GLsizei, GLuintP))
-BGL_Wrap(GenRenderbuffers, void, (GLsizei, GLuintP))
-BGL_Wrap(GenVertexArrays, void, (GLsizei, GLuintP))
-BGL_Wrap(GetStringi, GLstring, (GLenum, GLuint))
-BGL_Wrap(IsVertexArray, GLboolean, (GLuint))
-BGL_Wrap(RenderbufferStorage, void, (GLenum, GLenum, GLsizei, GLsizei))
+BGL_Wrap(BindFramebuffer, void, (GLenum, GLuint));
+BGL_Wrap(BindRenderbuffer, void, (GLenum, GLuint));
+BGL_Wrap(BindVertexArray, void, (GLuint));
+BGL_Wrap(BlitFramebuffer, void, (GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum));
+BGL_Wrap(CheckFramebufferStatus, GLenum, (GLenum));
+BGL_Wrap(DeleteFramebuffers, void, (GLsizei, GLuintP));
+BGL_Wrap(DeleteRenderbuffers, void, (GLsizei, GLuintP));
+BGL_Wrap(DeleteVertexArrays, void, (GLsizei, GLuintP));
+BGL_Wrap(FramebufferRenderbuffer, void, (GLenum, GLenum, GLenum, GLuint));
+BGL_Wrap(GenFramebuffers, void, (GLsizei, GLuintP));
+BGL_Wrap(GenRenderbuffers, void, (GLsizei, GLuintP));
+BGL_Wrap(GenVertexArrays, void, (GLsizei, GLuintP));
+BGL_Wrap(GetStringi, GLstring, (GLenum, GLuint));
+BGL_Wrap(IsVertexArray, GLboolean, (GLuint));
+BGL_Wrap(RenderbufferStorage, void, (GLenum, GLenum, GLsizei, GLsizei));
/* GL_VERSION_3_1 */
-BGL_Wrap(BindBufferBase, void, (GLenum, GLuint, GLuint))
-BGL_Wrap(BindBufferRange, void, (GLenum, GLuint, GLuint, GLintptr, GLsizeiptr))
-BGL_Wrap(GetActiveUniformBlockName, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLcharP))
-BGL_Wrap(GetActiveUniformBlockiv, void, (GLuint, GLuint, GLenum, GLintP))
-BGL_Wrap(GetActiveUniformName, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLcharP))
-BGL_Wrap(GetActiveUniformsiv, void, (GLuint, GLsizei, GLuintP, GLenum, GLintP))
-BGL_Wrap(GetIntegeri_v, void, (GLenum, GLuint, GLintP))
-BGL_Wrap(GetUniformBlockIndex, GLuint, (GLuint, GLstring))
-BGL_Wrap(GetUniformIndices, void, (GLuint, GLsizei, GLcharP, GLuintP))
-BGL_Wrap(UniformBlockBinding, void, (GLuint, GLuint, GLuint))
+BGL_Wrap(BindBufferBase, void, (GLenum, GLuint, GLuint));
+BGL_Wrap(BindBufferRange, void, (GLenum, GLuint, GLuint, GLintptr, GLsizeiptr));
+BGL_Wrap(GetActiveUniformBlockName, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLcharP));
+BGL_Wrap(GetActiveUniformBlockiv, void, (GLuint, GLuint, GLenum, GLintP));
+BGL_Wrap(GetActiveUniformName, void, (GLuint, GLuint, GLsizei, GLsizeiP, GLcharP));
+BGL_Wrap(GetActiveUniformsiv, void, (GLuint, GLsizei, GLuintP, GLenum, GLintP));
+BGL_Wrap(GetIntegeri_v, void, (GLenum, GLuint, GLintP));
+BGL_Wrap(GetUniformBlockIndex, GLuint, (GLuint, GLstring));
+BGL_Wrap(GetUniformIndices, void, (GLuint, GLsizei, GLcharP, GLuintP));
+BGL_Wrap(UniformBlockBinding, void, (GLuint, GLuint, GLuint));
/* GL_VERSION_3_2 */
-BGL_Wrap(FramebufferTexture, void, (GLenum, GLenum, GLuint, GLint))
-BGL_Wrap(GetBufferParameteri64v, void, (GLenum, GLenum, GLint64P))
-BGL_Wrap(GetInteger64i_v, void, (GLenum, GLuint, GLint64P))
-BGL_Wrap(GetMultisamplefv, void, (GLenum, GLuint, GLfloatP))
-BGL_Wrap(SampleMaski, void, (GLuint, GLbitfield))
-BGL_Wrap(TexImage2DMultisample, void, (GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLboolean))
-BGL_Wrap(TexImage3DMultisample, void, (GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean))
+BGL_Wrap(FramebufferTexture, void, (GLenum, GLenum, GLuint, GLint));
+BGL_Wrap(GetBufferParameteri64v, void, (GLenum, GLenum, GLint64P));
+BGL_Wrap(GetInteger64i_v, void, (GLenum, GLuint, GLint64P));
+BGL_Wrap(GetMultisamplefv, void, (GLenum, GLuint, GLfloatP));
+BGL_Wrap(SampleMaski, void, (GLuint, GLbitfield));
+BGL_Wrap(TexImage2DMultisample, void, (GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLboolean));
+BGL_Wrap(TexImage3DMultisample, void, (GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean));
/* GL_VERSION_3_3 */