// flatlib3 GL_HeaderParser.py // GLErrorLayer_ES3.h // __gl3_h_ inline void ActiveTexture( GLenum texture ) { glActiveTexture( texture ); FL_GL_ERROR_TRAP( "glActiveTexture" ); } inline void AttachShader( GLuint program, GLuint shader ) { glAttachShader( program, shader ); FL_GL_ERROR_TRAP( "glAttachShader" ); } inline void BindAttribLocation( GLuint program, GLuint index, const GLchar * name ) { glBindAttribLocation( program, index, name ); FL_GL_ERROR_TRAP( "glBindAttribLocation" ); } inline void BindBuffer( GLenum target, GLuint buffer ) { glBindBuffer( target, buffer ); FL_GL_ERROR_TRAP( "glBindBuffer" ); } inline void BindFramebuffer( GLenum target, GLuint framebuffer ) { glBindFramebuffer( target, framebuffer ); FL_GL_ERROR_TRAP( "glBindFramebuffer" ); } inline void BindRenderbuffer( GLenum target, GLuint renderbuffer ) { glBindRenderbuffer( target, renderbuffer ); FL_GL_ERROR_TRAP( "glBindRenderbuffer" ); } inline void BindTexture( GLenum target, GLuint texture ) { glBindTexture( target, texture ); FL_GL_ERROR_TRAP( "glBindTexture" ); } inline void BlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) { glBlendColor( red, green, blue, alpha ); FL_GL_ERROR_TRAP( "glBlendColor" ); } inline void BlendEquation( GLenum mode ) { glBlendEquation( mode ); FL_GL_ERROR_TRAP( "glBlendEquation" ); } inline void BlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha ) { glBlendEquationSeparate( modeRGB, modeAlpha ); FL_GL_ERROR_TRAP( "glBlendEquationSeparate" ); } inline void BlendFunc( GLenum sfactor, GLenum dfactor ) { glBlendFunc( sfactor, dfactor ); FL_GL_ERROR_TRAP( "glBlendFunc" ); } inline void BlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha ) { glBlendFuncSeparate( srcRGB, dstRGB, srcAlpha, dstAlpha ); FL_GL_ERROR_TRAP( "glBlendFuncSeparate" ); } inline void BufferData( GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage ) { glBufferData( target, size, data, usage ); FL_GL_ERROR_TRAP( "glBufferData" ); } inline void BufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data ) { glBufferSubData( target, offset, size, data ); FL_GL_ERROR_TRAP( "glBufferSubData" ); } inline GLenum CheckFramebufferStatus( GLenum target ) { GLenum ret= glCheckFramebufferStatus( target ); FL_GL_ERROR_TRAP( "glCheckFramebufferStatus" ); return ret; } inline void Clear( GLbitfield mask ) { glClear( mask ); FL_GL_ERROR_TRAP( "glClear" ); } inline void ClearColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) { glClearColor( red, green, blue, alpha ); FL_GL_ERROR_TRAP( "glClearColor" ); } inline void ClearDepthf( GLfloat depth ) { glClearDepthf( depth ); FL_GL_ERROR_TRAP( "glClearDepthf" ); } inline void ClearStencil( GLint s ) { glClearStencil( s ); FL_GL_ERROR_TRAP( "glClearStencil" ); } inline void ColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) { glColorMask( red, green, blue, alpha ); FL_GL_ERROR_TRAP( "glColorMask" ); } inline void CompileShader( GLuint shader ) { glCompileShader( shader ); FL_GL_ERROR_TRAP( "glCompileShader" ); } inline void CompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data ) { glCompressedTexImage2D( target, level, internalformat, width, height, border, imageSize, data ); FL_GL_ERROR_TRAP( "glCompressedTexImage2D" ); } inline void CompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data ) { glCompressedTexSubImage2D( target, level, xoffset, yoffset, width, height, format, imageSize, data ); FL_GL_ERROR_TRAP( "glCompressedTexSubImage2D" ); } inline void CopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) { glCopyTexImage2D( target, level, internalformat, x, y, width, height, border ); FL_GL_ERROR_TRAP( "glCopyTexImage2D" ); } inline void CopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) { glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height ); FL_GL_ERROR_TRAP( "glCopyTexSubImage2D" ); } inline GLuint CreateProgram( ) { GLuint ret= glCreateProgram( ); FL_GL_ERROR_TRAP( "glCreateProgram" ); return ret; } inline GLuint CreateShader( GLenum type ) { GLuint ret= glCreateShader( type ); FL_GL_ERROR_TRAP( "glCreateShader" ); return ret; } inline void CullFace( GLenum mode ) { glCullFace( mode ); FL_GL_ERROR_TRAP( "glCullFace" ); } inline void DeleteBuffers( GLsizei n, const GLuint * buffers ) { glDeleteBuffers( n, buffers ); FL_GL_ERROR_TRAP( "glDeleteBuffers" ); } inline void DeleteFramebuffers( GLsizei n, const GLuint * framebuffers ) { glDeleteFramebuffers( n, framebuffers ); FL_GL_ERROR_TRAP( "glDeleteFramebuffers" ); } inline void DeleteProgram( GLuint program ) { glDeleteProgram( program ); FL_GL_ERROR_TRAP( "glDeleteProgram" ); } inline void DeleteRenderbuffers( GLsizei n, const GLuint * renderbuffers ) { glDeleteRenderbuffers( n, renderbuffers ); FL_GL_ERROR_TRAP( "glDeleteRenderbuffers" ); } inline void DeleteShader( GLuint shader ) { glDeleteShader( shader ); FL_GL_ERROR_TRAP( "glDeleteShader" ); } inline void DeleteTextures( GLsizei n, const GLuint * textures ) { glDeleteTextures( n, textures ); FL_GL_ERROR_TRAP( "glDeleteTextures" ); } inline void DepthFunc( GLenum func ) { glDepthFunc( func ); FL_GL_ERROR_TRAP( "glDepthFunc" ); } inline void DepthMask( GLboolean flag ) { glDepthMask( flag ); FL_GL_ERROR_TRAP( "glDepthMask" ); } inline void DepthRangef( GLfloat n, GLfloat f ) { glDepthRangef( n, f ); FL_GL_ERROR_TRAP( "glDepthRangef" ); } inline void DetachShader( GLuint program, GLuint shader ) { glDetachShader( program, shader ); FL_GL_ERROR_TRAP( "glDetachShader" ); } inline void Disable( GLenum cap ) { glDisable( cap ); FL_GL_ERROR_TRAP( "glDisable" ); } inline void DisableVertexAttribArray( GLuint index ) { glDisableVertexAttribArray( index ); FL_GL_ERROR_TRAP( "glDisableVertexAttribArray" ); } inline void DrawArrays( GLenum mode, GLint first, GLsizei count ) { glDrawArrays( mode, first, count ); FL_GL_ERROR_TRAP( "glDrawArrays" ); } inline void DrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid * indices ) { glDrawElements( mode, count, type, indices ); FL_GL_ERROR_TRAP( "glDrawElements" ); } inline void Enable( GLenum cap ) { glEnable( cap ); FL_GL_ERROR_TRAP( "glEnable" ); } inline void EnableVertexAttribArray( GLuint index ) { glEnableVertexAttribArray( index ); FL_GL_ERROR_TRAP( "glEnableVertexAttribArray" ); } inline void Finish( ) { glFinish( ); FL_GL_ERROR_TRAP( "glFinish" ); } inline void Flush( ) { glFlush( ); FL_GL_ERROR_TRAP( "glFlush" ); } inline void FramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer ) { glFramebufferRenderbuffer( target, attachment, renderbuffertarget, renderbuffer ); FL_GL_ERROR_TRAP( "glFramebufferRenderbuffer" ); } inline void FramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level ) { glFramebufferTexture2D( target, attachment, textarget, texture, level ); FL_GL_ERROR_TRAP( "glFramebufferTexture2D" ); } inline void FrontFace( GLenum mode ) { glFrontFace( mode ); FL_GL_ERROR_TRAP( "glFrontFace" ); } inline void GenBuffers( GLsizei n, GLuint * buffers ) { glGenBuffers( n, buffers ); FL_GL_ERROR_TRAP( "glGenBuffers" ); } inline void GenerateMipmap( GLenum target ) { glGenerateMipmap( target ); FL_GL_ERROR_TRAP( "glGenerateMipmap" ); } inline void GenFramebuffers( GLsizei n, GLuint * framebuffers ) { glGenFramebuffers( n, framebuffers ); FL_GL_ERROR_TRAP( "glGenFramebuffers" ); } inline void GenRenderbuffers( GLsizei n, GLuint * renderbuffers ) { glGenRenderbuffers( n, renderbuffers ); FL_GL_ERROR_TRAP( "glGenRenderbuffers" ); } inline void GenTextures( GLsizei n, GLuint * textures ) { glGenTextures( n, textures ); FL_GL_ERROR_TRAP( "glGenTextures" ); } inline void GetActiveAttrib( GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, GLchar * name ) { glGetActiveAttrib( program, index, bufsize, length, size, type, name ); FL_GL_ERROR_TRAP( "glGetActiveAttrib" ); } inline void GetActiveUniform( GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, GLchar * name ) { glGetActiveUniform( program, index, bufsize, length, size, type, name ); FL_GL_ERROR_TRAP( "glGetActiveUniform" ); } inline void GetAttachedShaders( GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders ) { glGetAttachedShaders( program, maxcount, count, shaders ); FL_GL_ERROR_TRAP( "glGetAttachedShaders" ); } inline GLint GetAttribLocation( GLuint program, const GLchar * name ) { GLint ret= glGetAttribLocation( program, name ); FL_GL_ERROR_TRAP( "glGetAttribLocation" ); return ret; } inline void GetBooleanv( GLenum pname, GLboolean * params ) { glGetBooleanv( pname, params ); FL_GL_ERROR_TRAP( "glGetBooleanv" ); } inline void GetBufferParameteriv( GLenum target, GLenum pname, GLint * params ) { glGetBufferParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetBufferParameteriv" ); } inline GLenum GetError( ) { GLenum ret= glGetError( ); FL_GL_ERROR_TRAP( "glGetError" ); return ret; } inline void GetFloatv( GLenum pname, GLfloat * params ) { glGetFloatv( pname, params ); FL_GL_ERROR_TRAP( "glGetFloatv" ); } inline void GetFramebufferAttachmentParameteriv( GLenum target, GLenum attachment, GLenum pname, GLint * params ) { glGetFramebufferAttachmentParameteriv( target, attachment, pname, params ); FL_GL_ERROR_TRAP( "glGetFramebufferAttachmentParameteriv" ); } inline void GetIntegerv( GLenum pname, GLint * params ) { glGetIntegerv( pname, params ); FL_GL_ERROR_TRAP( "glGetIntegerv" ); } inline void GetProgramiv( GLuint program, GLenum pname, GLint * params ) { glGetProgramiv( program, pname, params ); FL_GL_ERROR_TRAP( "glGetProgramiv" ); } inline void GetProgramInfoLog( GLuint program, GLsizei bufsize, GLsizei * length, GLchar * infolog ) { glGetProgramInfoLog( program, bufsize, length, infolog ); FL_GL_ERROR_TRAP( "glGetProgramInfoLog" ); } inline void GetRenderbufferParameteriv( GLenum target, GLenum pname, GLint * params ) { glGetRenderbufferParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetRenderbufferParameteriv" ); } inline void GetShaderiv( GLuint shader, GLenum pname, GLint * params ) { glGetShaderiv( shader, pname, params ); FL_GL_ERROR_TRAP( "glGetShaderiv" ); } inline void GetShaderInfoLog( GLuint shader, GLsizei bufsize, GLsizei * length, GLchar * infolog ) { glGetShaderInfoLog( shader, bufsize, length, infolog ); FL_GL_ERROR_TRAP( "glGetShaderInfoLog" ); } inline void GetShaderPrecisionFormat( GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision ) { glGetShaderPrecisionFormat( shadertype, precisiontype, range, precision ); FL_GL_ERROR_TRAP( "glGetShaderPrecisionFormat" ); } inline void GetShaderSource( GLuint shader, GLsizei bufsize, GLsizei * length, GLchar * source ) { glGetShaderSource( shader, bufsize, length, source ); FL_GL_ERROR_TRAP( "glGetShaderSource" ); } inline const GLubyte * GetString( GLenum name ) { const GLubyte * ret= glGetString( name ); FL_GL_ERROR_TRAP( "glGetString" ); return ret; } inline void GetTexParameterfv( GLenum target, GLenum pname, GLfloat * params ) { glGetTexParameterfv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetTexParameterfv" ); } inline void GetTexParameteriv( GLenum target, GLenum pname, GLint * params ) { glGetTexParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetTexParameteriv" ); } inline void GetUniformfv( GLuint program, GLint location, GLfloat * params ) { glGetUniformfv( program, location, params ); FL_GL_ERROR_TRAP( "glGetUniformfv" ); } inline void GetUniformiv( GLuint program, GLint location, GLint * params ) { glGetUniformiv( program, location, params ); FL_GL_ERROR_TRAP( "glGetUniformiv" ); } inline GLint GetUniformLocation( GLuint program, const GLchar * name ) { GLint ret= glGetUniformLocation( program, name ); FL_GL_ERROR_TRAP( "glGetUniformLocation" ); return ret; } inline void GetVertexAttribfv( GLuint index, GLenum pname, GLfloat * params ) { glGetVertexAttribfv( index, pname, params ); FL_GL_ERROR_TRAP( "glGetVertexAttribfv" ); } inline void GetVertexAttribiv( GLuint index, GLenum pname, GLint * params ) { glGetVertexAttribiv( index, pname, params ); FL_GL_ERROR_TRAP( "glGetVertexAttribiv" ); } inline void GetVertexAttribPointerv( GLuint index, GLenum pname, GLvoid * * pointer ) { glGetVertexAttribPointerv( index, pname, pointer ); FL_GL_ERROR_TRAP( "glGetVertexAttribPointerv" ); } inline void Hint( GLenum target, GLenum mode ) { glHint( target, mode ); FL_GL_ERROR_TRAP( "glHint" ); } inline GLboolean IsBuffer( GLuint buffer ) { GLboolean ret= glIsBuffer( buffer ); FL_GL_ERROR_TRAP( "glIsBuffer" ); return ret; } inline GLboolean IsEnabled( GLenum cap ) { GLboolean ret= glIsEnabled( cap ); FL_GL_ERROR_TRAP( "glIsEnabled" ); return ret; } inline GLboolean IsFramebuffer( GLuint framebuffer ) { GLboolean ret= glIsFramebuffer( framebuffer ); FL_GL_ERROR_TRAP( "glIsFramebuffer" ); return ret; } inline GLboolean IsProgram( GLuint program ) { GLboolean ret= glIsProgram( program ); FL_GL_ERROR_TRAP( "glIsProgram" ); return ret; } inline GLboolean IsRenderbuffer( GLuint renderbuffer ) { GLboolean ret= glIsRenderbuffer( renderbuffer ); FL_GL_ERROR_TRAP( "glIsRenderbuffer" ); return ret; } inline GLboolean IsShader( GLuint shader ) { GLboolean ret= glIsShader( shader ); FL_GL_ERROR_TRAP( "glIsShader" ); return ret; } inline GLboolean IsTexture( GLuint texture ) { GLboolean ret= glIsTexture( texture ); FL_GL_ERROR_TRAP( "glIsTexture" ); return ret; } inline void LineWidth( GLfloat width ) { glLineWidth( width ); FL_GL_ERROR_TRAP( "glLineWidth" ); } inline void LinkProgram( GLuint program ) { glLinkProgram( program ); FL_GL_ERROR_TRAP( "glLinkProgram" ); } inline void PixelStorei( GLenum pname, GLint param ) { glPixelStorei( pname, param ); FL_GL_ERROR_TRAP( "glPixelStorei" ); } inline void PolygonOffset( GLfloat factor, GLfloat units ) { glPolygonOffset( factor, units ); FL_GL_ERROR_TRAP( "glPolygonOffset" ); } inline void ReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels ) { glReadPixels( x, y, width, height, format, type, pixels ); FL_GL_ERROR_TRAP( "glReadPixels" ); } inline void ReleaseShaderCompiler( ) { glReleaseShaderCompiler( ); FL_GL_ERROR_TRAP( "glReleaseShaderCompiler" ); } inline void RenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height ) { glRenderbufferStorage( target, internalformat, width, height ); FL_GL_ERROR_TRAP( "glRenderbufferStorage" ); } inline void SampleCoverage( GLfloat value, GLboolean invert ) { glSampleCoverage( value, invert ); FL_GL_ERROR_TRAP( "glSampleCoverage" ); } inline void Scissor( GLint x, GLint y, GLsizei width, GLsizei height ) { glScissor( x, y, width, height ); FL_GL_ERROR_TRAP( "glScissor" ); } inline void ShaderBinary( GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length ) { glShaderBinary( n, shaders, binaryformat, binary, length ); FL_GL_ERROR_TRAP( "glShaderBinary" ); } inline void ShaderSource( GLuint shader, GLsizei count, const GLchar * const * string, const GLint * length ) { glShaderSource( shader, count, string, length ); FL_GL_ERROR_TRAP( "glShaderSource" ); } inline void StencilFunc( GLenum func, GLint ref, GLuint mask ) { glStencilFunc( func, ref, mask ); FL_GL_ERROR_TRAP( "glStencilFunc" ); } inline void StencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask ) { glStencilFuncSeparate( face, func, ref, mask ); FL_GL_ERROR_TRAP( "glStencilFuncSeparate" ); } inline void StencilMask( GLuint mask ) { glStencilMask( mask ); FL_GL_ERROR_TRAP( "glStencilMask" ); } inline void StencilMaskSeparate( GLenum face, GLuint mask ) { glStencilMaskSeparate( face, mask ); FL_GL_ERROR_TRAP( "glStencilMaskSeparate" ); } inline void StencilOp( GLenum fail, GLenum zfail, GLenum zpass ) { glStencilOp( fail, zfail, zpass ); FL_GL_ERROR_TRAP( "glStencilOp" ); } inline void StencilOpSeparate( GLenum face, GLenum fail, GLenum zfail, GLenum zpass ) { glStencilOpSeparate( face, fail, zfail, zpass ); FL_GL_ERROR_TRAP( "glStencilOpSeparate" ); } inline void TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels ) { glTexImage2D( target, level, internalformat, width, height, border, format, type, pixels ); FL_GL_ERROR_TRAP( "glTexImage2D" ); } inline void TexParameterf( GLenum target, GLenum pname, GLfloat param ) { glTexParameterf( target, pname, param ); FL_GL_ERROR_TRAP( "glTexParameterf" ); } inline void TexParameterfv( GLenum target, GLenum pname, const GLfloat * params ) { glTexParameterfv( target, pname, params ); FL_GL_ERROR_TRAP( "glTexParameterfv" ); } inline void TexParameteri( GLenum target, GLenum pname, GLint param ) { glTexParameteri( target, pname, param ); FL_GL_ERROR_TRAP( "glTexParameteri" ); } inline void TexParameteriv( GLenum target, GLenum pname, const GLint * params ) { glTexParameteriv( target, pname, params ); FL_GL_ERROR_TRAP( "glTexParameteriv" ); } inline void TexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels ) { glTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels ); FL_GL_ERROR_TRAP( "glTexSubImage2D" ); } inline void Uniform1f( GLint location, GLfloat x ) { glUniform1f( location, x ); FL_GL_ERROR_TRAP( "glUniform1f" ); } inline void Uniform1fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform1fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform1fv" ); } inline void Uniform1i( GLint location, GLint x ) { glUniform1i( location, x ); FL_GL_ERROR_TRAP( "glUniform1i" ); } inline void Uniform1iv( GLint location, GLsizei count, const GLint * v ) { glUniform1iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform1iv" ); } inline void Uniform2f( GLint location, GLfloat x, GLfloat y ) { glUniform2f( location, x, y ); FL_GL_ERROR_TRAP( "glUniform2f" ); } inline void Uniform2fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform2fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform2fv" ); } inline void Uniform2i( GLint location, GLint x, GLint y ) { glUniform2i( location, x, y ); FL_GL_ERROR_TRAP( "glUniform2i" ); } inline void Uniform2iv( GLint location, GLsizei count, const GLint * v ) { glUniform2iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform2iv" ); } inline void Uniform3f( GLint location, GLfloat x, GLfloat y, GLfloat z ) { glUniform3f( location, x, y, z ); FL_GL_ERROR_TRAP( "glUniform3f" ); } inline void Uniform3fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform3fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform3fv" ); } inline void Uniform3i( GLint location, GLint x, GLint y, GLint z ) { glUniform3i( location, x, y, z ); FL_GL_ERROR_TRAP( "glUniform3i" ); } inline void Uniform3iv( GLint location, GLsizei count, const GLint * v ) { glUniform3iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform3iv" ); } inline void Uniform4f( GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { glUniform4f( location, x, y, z, w ); FL_GL_ERROR_TRAP( "glUniform4f" ); } inline void Uniform4fv( GLint location, GLsizei count, const GLfloat * v ) { glUniform4fv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform4fv" ); } inline void Uniform4i( GLint location, GLint x, GLint y, GLint z, GLint w ) { glUniform4i( location, x, y, z, w ); FL_GL_ERROR_TRAP( "glUniform4i" ); } inline void Uniform4iv( GLint location, GLsizei count, const GLint * v ) { glUniform4iv( location, count, v ); FL_GL_ERROR_TRAP( "glUniform4iv" ); } inline void UniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix2fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix2fv" ); } inline void UniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix3fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix3fv" ); } inline void UniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix4fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix4fv" ); } inline void UseProgram( GLuint program ) { glUseProgram( program ); FL_GL_ERROR_TRAP( "glUseProgram" ); } inline void ValidateProgram( GLuint program ) { glValidateProgram( program ); FL_GL_ERROR_TRAP( "glValidateProgram" ); } inline void VertexAttrib1f( GLuint indx, GLfloat x ) { glVertexAttrib1f( indx, x ); FL_GL_ERROR_TRAP( "glVertexAttrib1f" ); } inline void VertexAttrib1fv( GLuint indx, const GLfloat * values ) { glVertexAttrib1fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib1fv" ); } inline void VertexAttrib2f( GLuint indx, GLfloat x, GLfloat y ) { glVertexAttrib2f( indx, x, y ); FL_GL_ERROR_TRAP( "glVertexAttrib2f" ); } inline void VertexAttrib2fv( GLuint indx, const GLfloat * values ) { glVertexAttrib2fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib2fv" ); } inline void VertexAttrib3f( GLuint indx, GLfloat x, GLfloat y, GLfloat z ) { glVertexAttrib3f( indx, x, y, z ); FL_GL_ERROR_TRAP( "glVertexAttrib3f" ); } inline void VertexAttrib3fv( GLuint indx, const GLfloat * values ) { glVertexAttrib3fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib3fv" ); } inline void VertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) { glVertexAttrib4f( indx, x, y, z, w ); FL_GL_ERROR_TRAP( "glVertexAttrib4f" ); } inline void VertexAttrib4fv( GLuint indx, const GLfloat * values ) { glVertexAttrib4fv( indx, values ); FL_GL_ERROR_TRAP( "glVertexAttrib4fv" ); } inline void VertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr ) { glVertexAttribPointer( indx, size, type, normalized, stride, ptr ); FL_GL_ERROR_TRAP( "glVertexAttribPointer" ); } inline void Viewport( GLint x, GLint y, GLsizei width, GLsizei height ) { glViewport( x, y, width, height ); FL_GL_ERROR_TRAP( "glViewport" ); } inline void ReadBuffer( GLenum mode ) { glReadBuffer( mode ); FL_GL_ERROR_TRAP( "glReadBuffer" ); } inline void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices ) { glDrawRangeElements( mode, start, end, count, type, indices ); FL_GL_ERROR_TRAP( "glDrawRangeElements" ); } inline void TexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels ) { glTexImage3D( target, level, internalformat, width, height, depth, border, format, type, pixels ); FL_GL_ERROR_TRAP( "glTexImage3D" ); } inline void TexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels ) { glTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels ); FL_GL_ERROR_TRAP( "glTexSubImage3D" ); } inline void CopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) { glCopyTexSubImage3D( target, level, xoffset, yoffset, zoffset, x, y, width, height ); FL_GL_ERROR_TRAP( "glCopyTexSubImage3D" ); } inline void CompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data ) { glCompressedTexImage3D( target, level, internalformat, width, height, depth, border, imageSize, data ); FL_GL_ERROR_TRAP( "glCompressedTexImage3D" ); } inline void CompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data ) { glCompressedTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data ); FL_GL_ERROR_TRAP( "glCompressedTexSubImage3D" ); } inline void GenQueries( GLsizei n, GLuint * ids ) { glGenQueries( n, ids ); FL_GL_ERROR_TRAP( "glGenQueries" ); } inline void DeleteQueries( GLsizei n, const GLuint * ids ) { glDeleteQueries( n, ids ); FL_GL_ERROR_TRAP( "glDeleteQueries" ); } inline GLboolean IsQuery( GLuint id ) { GLboolean ret= glIsQuery( id ); FL_GL_ERROR_TRAP( "glIsQuery" ); return ret; } inline void BeginQuery( GLenum target, GLuint id ) { glBeginQuery( target, id ); FL_GL_ERROR_TRAP( "glBeginQuery" ); } inline void EndQuery( GLenum target ) { glEndQuery( target ); FL_GL_ERROR_TRAP( "glEndQuery" ); } inline void GetQueryiv( GLenum target, GLenum pname, GLint * params ) { glGetQueryiv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetQueryiv" ); } inline void GetQueryObjectuiv( GLuint id, GLenum pname, GLuint * params ) { glGetQueryObjectuiv( id, pname, params ); FL_GL_ERROR_TRAP( "glGetQueryObjectuiv" ); } inline GLboolean UnmapBuffer( GLenum target ) { GLboolean ret= glUnmapBuffer( target ); FL_GL_ERROR_TRAP( "glUnmapBuffer" ); return ret; } inline void GetBufferPointerv( GLenum target, GLenum pname, GLvoid * * params ) { glGetBufferPointerv( target, pname, params ); FL_GL_ERROR_TRAP( "glGetBufferPointerv" ); } inline void DrawBuffers( GLsizei n, const GLenum * bufs ) { glDrawBuffers( n, bufs ); FL_GL_ERROR_TRAP( "glDrawBuffers" ); } inline void UniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix2x3fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix2x3fv" ); } inline void UniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix3x2fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix3x2fv" ); } inline void UniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix2x4fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix2x4fv" ); } inline void UniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix4x2fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix4x2fv" ); } inline void UniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix3x4fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix3x4fv" ); } inline void UniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat * value ) { glUniformMatrix4x3fv( location, count, transpose, value ); FL_GL_ERROR_TRAP( "glUniformMatrix4x3fv" ); } inline void BlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter ) { glBlitFramebuffer( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter ); FL_GL_ERROR_TRAP( "glBlitFramebuffer" ); } inline void RenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height ) { glRenderbufferStorageMultisample( target, samples, internalformat, width, height ); FL_GL_ERROR_TRAP( "glRenderbufferStorageMultisample" ); } inline void FramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ) { glFramebufferTextureLayer( target, attachment, texture, level, layer ); FL_GL_ERROR_TRAP( "glFramebufferTextureLayer" ); } inline GLvoid * MapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access ) { GLvoid * ret= glMapBufferRange( target, offset, length, access ); FL_GL_ERROR_TRAP( "glMapBufferRange" ); return ret; } inline void FlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length ) { glFlushMappedBufferRange( target, offset, length ); FL_GL_ERROR_TRAP( "glFlushMappedBufferRange" ); } inline void BindVertexArray( GLuint array ) { glBindVertexArray( array ); FL_GL_ERROR_TRAP( "glBindVertexArray" ); } inline void DeleteVertexArrays( GLsizei n, const GLuint * arrays ) { glDeleteVertexArrays( n, arrays ); FL_GL_ERROR_TRAP( "glDeleteVertexArrays" ); } inline void GenVertexArrays( GLsizei n, GLuint * arrays ) { glGenVertexArrays( n, arrays ); FL_GL_ERROR_TRAP( "glGenVertexArrays" ); } inline GLboolean IsVertexArray( GLuint array ) { GLboolean ret= glIsVertexArray( array ); FL_GL_ERROR_TRAP( "glIsVertexArray" ); return ret; } inline void GetIntegeri_v( GLenum target, GLuint index, GLint * data ) { glGetIntegeri_v( target, index, data ); FL_GL_ERROR_TRAP( "glGetIntegeri_v" ); } inline void BeginTransformFeedback( GLenum primitiveMode ) { glBeginTransformFeedback( primitiveMode ); FL_GL_ERROR_TRAP( "glBeginTransformFeedback" ); } inline void EndTransformFeedback( ) { glEndTransformFeedback( ); FL_GL_ERROR_TRAP( "glEndTransformFeedback" ); } inline void BindBufferRange( GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size ) { glBindBufferRange( target, index, buffer, offset, size ); FL_GL_ERROR_TRAP( "glBindBufferRange" ); } inline void BindBufferBase( GLenum target, GLuint index, GLuint buffer ) { glBindBufferBase( target, index, buffer ); FL_GL_ERROR_TRAP( "glBindBufferBase" ); } inline void TransformFeedbackVaryings( GLuint program, GLsizei count, const GLchar * const * varyings, GLenum bufferMode ) { glTransformFeedbackVaryings( program, count, varyings, bufferMode ); FL_GL_ERROR_TRAP( "glTransformFeedbackVaryings" ); } inline void GetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name ) { glGetTransformFeedbackVarying( program, index, bufSize, length, size, type, name ); FL_GL_ERROR_TRAP( "glGetTransformFeedbackVarying" ); } inline void VertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer ) { glVertexAttribIPointer( index, size, type, stride, pointer ); FL_GL_ERROR_TRAP( "glVertexAttribIPointer" ); } inline void GetVertexAttribIiv( GLuint index, GLenum pname, GLint * params ) { glGetVertexAttribIiv( index, pname, params ); FL_GL_ERROR_TRAP( "glGetVertexAttribIiv" ); } inline void GetVertexAttribIuiv( GLuint index, GLenum pname, GLuint * params ) { glGetVertexAttribIuiv( index, pname, params ); FL_GL_ERROR_TRAP( "glGetVertexAttribIuiv" ); } inline void VertexAttribI4i( GLuint index, GLint x, GLint y, GLint z, GLint w ) { glVertexAttribI4i( index, x, y, z, w ); FL_GL_ERROR_TRAP( "glVertexAttribI4i" ); } inline void VertexAttribI4ui( GLuint index, GLuint x, GLuint y, GLuint z, GLuint w ) { glVertexAttribI4ui( index, x, y, z, w ); FL_GL_ERROR_TRAP( "glVertexAttribI4ui" ); } inline void VertexAttribI4iv( GLuint index, const GLint * v ) { glVertexAttribI4iv( index, v ); FL_GL_ERROR_TRAP( "glVertexAttribI4iv" ); } inline void VertexAttribI4uiv( GLuint index, const GLuint * v ) { glVertexAttribI4uiv( index, v ); FL_GL_ERROR_TRAP( "glVertexAttribI4uiv" ); } inline void GetUniformuiv( GLuint program, GLint location, GLuint * params ) { glGetUniformuiv( program, location, params ); FL_GL_ERROR_TRAP( "glGetUniformuiv" ); } inline GLint GetFragDataLocation( GLuint program, const GLchar * name ) { GLint ret= glGetFragDataLocation( program, name ); FL_GL_ERROR_TRAP( "glGetFragDataLocation" ); return ret; } inline void Uniform1ui( GLint location, GLuint v0 ) { glUniform1ui( location, v0 ); FL_GL_ERROR_TRAP( "glUniform1ui" ); } inline void Uniform2ui( GLint location, GLuint v0, GLuint v1 ) { glUniform2ui( location, v0, v1 ); FL_GL_ERROR_TRAP( "glUniform2ui" ); } inline void Uniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2 ) { glUniform3ui( location, v0, v1, v2 ); FL_GL_ERROR_TRAP( "glUniform3ui" ); } inline void Uniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) { glUniform4ui( location, v0, v1, v2, v3 ); FL_GL_ERROR_TRAP( "glUniform4ui" ); } inline void Uniform1uiv( GLint location, GLsizei count, const GLuint * value ) { glUniform1uiv( location, count, value ); FL_GL_ERROR_TRAP( "glUniform1uiv" ); } inline void Uniform2uiv( GLint location, GLsizei count, const GLuint * value ) { glUniform2uiv( location, count, value ); FL_GL_ERROR_TRAP( "glUniform2uiv" ); } inline void Uniform3uiv( GLint location, GLsizei count, const GLuint * value ) { glUniform3uiv( location, count, value ); FL_GL_ERROR_TRAP( "glUniform3uiv" ); } inline void Uniform4uiv( GLint location, GLsizei count, const GLuint * value ) { glUniform4uiv( location, count, value ); FL_GL_ERROR_TRAP( "glUniform4uiv" ); } inline void ClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint * value ) { glClearBufferiv( buffer, drawbuffer, value ); FL_GL_ERROR_TRAP( "glClearBufferiv" ); } inline void ClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint * value ) { glClearBufferuiv( buffer, drawbuffer, value ); FL_GL_ERROR_TRAP( "glClearBufferuiv" ); } inline void ClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat * value ) { glClearBufferfv( buffer, drawbuffer, value ); FL_GL_ERROR_TRAP( "glClearBufferfv" ); } inline void ClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil ) { glClearBufferfi( buffer, drawbuffer, depth, stencil ); FL_GL_ERROR_TRAP( "glClearBufferfi" ); } inline const GLubyte * GetStringi( GLenum name, GLuint index ) { const GLubyte * ret= glGetStringi( name, index ); FL_GL_ERROR_TRAP( "glGetStringi" ); return ret; } inline void CopyBufferSubData( GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size ) { glCopyBufferSubData( readTarget, writeTarget, readOffset, writeOffset, size ); FL_GL_ERROR_TRAP( "glCopyBufferSubData" ); } inline void GetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar * const * uniformNames, GLuint * uniformIndices ) { glGetUniformIndices( program, uniformCount, uniformNames, uniformIndices ); FL_GL_ERROR_TRAP( "glGetUniformIndices" ); } inline void GetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params ) { glGetActiveUniformsiv( program, uniformCount, uniformIndices, pname, params ); FL_GL_ERROR_TRAP( "glGetActiveUniformsiv" ); } inline GLuint GetUniformBlockIndex( GLuint program, const GLchar * uniformBlockName ) { GLuint ret= glGetUniformBlockIndex( program, uniformBlockName ); FL_GL_ERROR_TRAP( "glGetUniformBlockIndex" ); return ret; } inline void GetActiveUniformBlockiv( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params ) { glGetActiveUniformBlockiv( program, uniformBlockIndex, pname, params ); FL_GL_ERROR_TRAP( "glGetActiveUniformBlockiv" ); } inline void GetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName ) { glGetActiveUniformBlockName( program, uniformBlockIndex, bufSize, length, uniformBlockName ); FL_GL_ERROR_TRAP( "glGetActiveUniformBlockName" ); } inline void UniformBlockBinding( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding ) { glUniformBlockBinding( program, uniformBlockIndex, uniformBlockBinding ); FL_GL_ERROR_TRAP( "glUniformBlockBinding" ); } inline void DrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei instanceCount ) { glDrawArraysInstanced( mode, first, count, instanceCount ); FL_GL_ERROR_TRAP( "glDrawArraysInstanced" ); } inline void DrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instanceCount ) { glDrawElementsInstanced( mode, count, type, indices, instanceCount ); FL_GL_ERROR_TRAP( "glDrawElementsInstanced" ); } inline GLsync FenceSync( GLenum condition, GLbitfield flags ) { GLsync ret= glFenceSync( condition, flags ); FL_GL_ERROR_TRAP( "glFenceSync" ); return ret; } inline GLboolean IsSync( GLsync sync ) { GLboolean ret= glIsSync( sync ); FL_GL_ERROR_TRAP( "glIsSync" ); return ret; } inline void DeleteSync( GLsync sync ) { glDeleteSync( sync ); FL_GL_ERROR_TRAP( "glDeleteSync" ); } inline GLenum ClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout ) { GLenum ret= glClientWaitSync( sync, flags, timeout ); FL_GL_ERROR_TRAP( "glClientWaitSync" ); return ret; } inline void WaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout ) { glWaitSync( sync, flags, timeout ); FL_GL_ERROR_TRAP( "glWaitSync" ); } inline void GetInteger64v( GLenum pname, GLint64 * params ) { glGetInteger64v( pname, params ); FL_GL_ERROR_TRAP( "glGetInteger64v" ); } inline void GetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values ) { glGetSynciv( sync, pname, bufSize, length, values ); FL_GL_ERROR_TRAP( "glGetSynciv" ); } inline void GetInteger64i_v( GLenum target, GLuint index, GLint64 * data ) { glGetInteger64i_v( target, index, data ); FL_GL_ERROR_TRAP( "glGetInteger64i_v" ); } inline void GetBufferParameteri64v( GLenum target, GLenum pname, GLint64 * params ) { glGetBufferParameteri64v( target, pname, params ); FL_GL_ERROR_TRAP( "glGetBufferParameteri64v" ); } inline void GenSamplers( GLsizei count, GLuint * samplers ) { glGenSamplers( count, samplers ); FL_GL_ERROR_TRAP( "glGenSamplers" ); } inline void DeleteSamplers( GLsizei count, const GLuint * samplers ) { glDeleteSamplers( count, samplers ); FL_GL_ERROR_TRAP( "glDeleteSamplers" ); } inline GLboolean IsSampler( GLuint sampler ) { GLboolean ret= glIsSampler( sampler ); FL_GL_ERROR_TRAP( "glIsSampler" ); return ret; } inline void BindSampler( GLuint unit, GLuint sampler ) { glBindSampler( unit, sampler ); FL_GL_ERROR_TRAP( "glBindSampler" ); } inline void SamplerParameteri( GLuint sampler, GLenum pname, GLint param ) { glSamplerParameteri( sampler, pname, param ); FL_GL_ERROR_TRAP( "glSamplerParameteri" ); } inline void SamplerParameteriv( GLuint sampler, GLenum pname, const GLint * param ) { glSamplerParameteriv( sampler, pname, param ); FL_GL_ERROR_TRAP( "glSamplerParameteriv" ); } inline void SamplerParameterf( GLuint sampler, GLenum pname, GLfloat param ) { glSamplerParameterf( sampler, pname, param ); FL_GL_ERROR_TRAP( "glSamplerParameterf" ); } inline void SamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * param ) { glSamplerParameterfv( sampler, pname, param ); FL_GL_ERROR_TRAP( "glSamplerParameterfv" ); } inline void GetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params ) { glGetSamplerParameteriv( sampler, pname, params ); FL_GL_ERROR_TRAP( "glGetSamplerParameteriv" ); } inline void GetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params ) { glGetSamplerParameterfv( sampler, pname, params ); FL_GL_ERROR_TRAP( "glGetSamplerParameterfv" ); } inline void VertexAttribDivisor( GLuint index, GLuint divisor ) { glVertexAttribDivisor( index, divisor ); FL_GL_ERROR_TRAP( "glVertexAttribDivisor" ); } inline void BindTransformFeedback( GLenum target, GLuint id ) { glBindTransformFeedback( target, id ); FL_GL_ERROR_TRAP( "glBindTransformFeedback" ); } inline void DeleteTransformFeedbacks( GLsizei n, const GLuint * ids ) { glDeleteTransformFeedbacks( n, ids ); FL_GL_ERROR_TRAP( "glDeleteTransformFeedbacks" ); } inline void GenTransformFeedbacks( GLsizei n, GLuint * ids ) { glGenTransformFeedbacks( n, ids ); FL_GL_ERROR_TRAP( "glGenTransformFeedbacks" ); } inline GLboolean IsTransformFeedback( GLuint id ) { GLboolean ret= glIsTransformFeedback( id ); FL_GL_ERROR_TRAP( "glIsTransformFeedback" ); return ret; } inline void PauseTransformFeedback( ) { glPauseTransformFeedback( ); FL_GL_ERROR_TRAP( "glPauseTransformFeedback" ); } inline void ResumeTransformFeedback( ) { glResumeTransformFeedback( ); FL_GL_ERROR_TRAP( "glResumeTransformFeedback" ); } inline void GetProgramBinary( GLuint program, GLsizei bufSize, GLsizei * length, GLenum * binaryFormat, GLvoid * binary ) { glGetProgramBinary( program, bufSize, length, binaryFormat, binary ); FL_GL_ERROR_TRAP( "glGetProgramBinary" ); } inline void ProgramBinary( GLuint program, GLenum binaryFormat, const GLvoid * binary, GLsizei length ) { glProgramBinary( program, binaryFormat, binary, length ); FL_GL_ERROR_TRAP( "glProgramBinary" ); } inline void ProgramParameteri( GLuint program, GLenum pname, GLint value ) { glProgramParameteri( program, pname, value ); FL_GL_ERROR_TRAP( "glProgramParameteri" ); } inline void InvalidateFramebuffer( GLenum target, GLsizei numAttachments, const GLenum * attachments ) { glInvalidateFramebuffer( target, numAttachments, attachments ); FL_GL_ERROR_TRAP( "glInvalidateFramebuffer" ); } inline void InvalidateSubFramebuffer( GLenum target, GLsizei numAttachments, const GLenum * attachments, GLint x, GLint y, GLsizei width, GLsizei height ) { glInvalidateSubFramebuffer( target, numAttachments, attachments, x, y, width, height ); FL_GL_ERROR_TRAP( "glInvalidateSubFramebuffer" ); } inline void TexStorage2D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height ) { glTexStorage2D( target, levels, internalformat, width, height ); FL_GL_ERROR_TRAP( "glTexStorage2D" ); } inline void TexStorage3D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth ) { glTexStorage3D( target, levels, internalformat, width, height, depth ); FL_GL_ERROR_TRAP( "glTexStorage3D" ); } inline void GetInternalformativ( GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint * params ) { glGetInternalformativ( target, internalformat, pname, bufSize, params ); FL_GL_ERROR_TRAP( "glGetInternalformativ" ); } // total=246