// Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
/***************************************************************************
** This file was generated by glgen version 0.1
** Command line was: glgen
**
** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB)
**
** This is an auto-generated file.
** Do not edit! All changes made to it will be lost.
**
****************************************************************************/

#ifndef QOPENGLVERSIONFUNCTIONS_4_2_COMPATIBILITY_H
#define QOPENGLVERSIONFUNCTIONS_4_2_COMPATIBILITY_H

#include <QtOpenGL/qtopenglglobal.h>

#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)

#include <QtOpenGL/QOpenGLVersionProfile>
#include <QtOpenGL/QOpenGLVersionFunctions>
#include <QtGui/qopenglcontext.h>

// MemoryBarrier is a macro on some architectures on Windows
#ifdef Q_OS_WIN
#pragma push_macro("MemoryBarrier")
#undef MemoryBarrier
#endif

QT_BEGIN_NAMESPACE

class Q_OPENGL_EXPORT QOpenGLFunctions_4_2_Compatibility : public QAbstractOpenGLFunctions
{
public:
    QOpenGLFunctions_4_2_Compatibility();
    ~QOpenGLFunctions_4_2_Compatibility();

    bool initializeOpenGLFunctions() override;

    // OpenGL 1.0 core functions
    void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
    void glDepthRange(GLdouble nearVal, GLdouble farVal);
    GLboolean glIsEnabled(GLenum cap);
    void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params);
    void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params);
    void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
    void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
    void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
    const GLubyte * glGetString(GLenum name);
    void glGetIntegerv(GLenum pname, GLint *params);
    void glGetFloatv(GLenum pname, GLfloat *params);
    GLenum glGetError();
    void glGetDoublev(GLenum pname, GLdouble *params);
    void glGetBooleanv(GLenum pname, GLboolean *params);
    void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
    void glReadBuffer(GLenum mode);
    void glPixelStorei(GLenum pname, GLint param);
    void glPixelStoref(GLenum pname, GLfloat param);
    void glDepthFunc(GLenum func);
    void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
    void glStencilFunc(GLenum func, GLint ref, GLuint mask);
    void glLogicOp(GLenum opcode);
    void glBlendFunc(GLenum sfactor, GLenum dfactor);
    void glFlush();
    void glFinish();
    void glEnable(GLenum cap);
    void glDisable(GLenum cap);
    void glDepthMask(GLboolean flag);
    void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
    void glStencilMask(GLuint mask);
    void glClearDepth(GLdouble depth);
    void glClearStencil(GLint s);
    void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    void glClear(GLbitfield mask);
    void glDrawBuffer(GLenum mode);
    void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
    void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
    void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
    void glTexParameteri(GLenum target, GLenum pname, GLint param);
    void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
    void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
    void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
    void glPolygonMode(GLenum face, GLenum mode);
    void glPointSize(GLfloat size);
    void glLineWidth(GLfloat width);
    void glHint(GLenum target, GLenum mode);
    void glFrontFace(GLenum mode);
    void glCullFace(GLenum mode);

    // OpenGL 1.1 core functions
    void glIndexubv(const GLubyte *c);
    void glIndexub(GLubyte c);
    GLboolean glIsTexture(GLuint texture);
    void glGenTextures(GLsizei n, GLuint *textures);
    void glDeleteTextures(GLsizei n, const GLuint *textures);
    void glBindTexture(GLenum target, GLuint texture);
    void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
    void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
    void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
    void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
    void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
    void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
    void glPolygonOffset(GLfloat factor, GLfloat units);
    void glGetPointerv(GLenum pname, GLvoid* *params);
    void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
    void glDrawArrays(GLenum mode, GLint first, GLsizei count);

    // OpenGL 1.2 core functions
    void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
    void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
    void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
    void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
    void glBlendEquation(GLenum mode);
    void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);

    // OpenGL 1.3 core functions
    void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img);
    void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
    void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
    void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
    void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
    void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
    void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
    void glSampleCoverage(GLfloat value, GLboolean invert);
    void glActiveTexture(GLenum texture);

    // OpenGL 1.4 core functions
    void glPointParameteriv(GLenum pname, const GLint *params);
    void glPointParameteri(GLenum pname, GLint param);
    void glPointParameterfv(GLenum pname, const GLfloat *params);
    void glPointParameterf(GLenum pname, GLfloat param);
    void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount);
    void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
    void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);

    // OpenGL 1.5 core functions
    void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params);
    void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
    GLboolean glUnmapBuffer(GLenum target);
    GLvoid* glMapBuffer(GLenum target, GLenum access);
    void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
    void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
    void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
    GLboolean glIsBuffer(GLuint buffer);
    void glGenBuffers(GLsizei n, GLuint *buffers);
    void glDeleteBuffers(GLsizei n, const GLuint *buffers);
    void glBindBuffer(GLenum target, GLuint buffer);
    void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
    void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params);
    void glGetQueryiv(GLenum target, GLenum pname, GLint *params);
    void glEndQuery(GLenum target);
    void glBeginQuery(GLenum target, GLuint id);
    GLboolean glIsQuery(GLuint id);
    void glDeleteQueries(GLsizei n, const GLuint *ids);
    void glGenQueries(GLsizei n, GLuint *ids);

    // OpenGL 2.0 core functions
    void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
    void glValidateProgram(GLuint program);
    void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniform4iv(GLint location, GLsizei count, const GLint *value);
    void glUniform3iv(GLint location, GLsizei count, const GLint *value);
    void glUniform2iv(GLint location, GLsizei count, const GLint *value);
    void glUniform1iv(GLint location, GLsizei count, const GLint *value);
    void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
    void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
    void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
    void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
    void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
    void glUniform2i(GLint location, GLint v0, GLint v1);
    void glUniform1i(GLint location, GLint v0);
    void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
    void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
    void glUniform1f(GLint location, GLfloat v0);
    void glUseProgram(GLuint program);
    void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length);
    void glLinkProgram(GLuint program);
    GLboolean glIsShader(GLuint shader);
    GLboolean glIsProgram(GLuint program);
    void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer);
    void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
    void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
    void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params);
    void glGetUniformiv(GLuint program, GLint location, GLint *params);
    void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
    GLint glGetUniformLocation(GLuint program, const GLchar *name);
    void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
    void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
    void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
    void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
    void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
    GLint glGetAttribLocation(GLuint program, const GLchar *name);
    void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
    void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
    void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
    void glEnableVertexAttribArray(GLuint index);
    void glDisableVertexAttribArray(GLuint index);
    void glDetachShader(GLuint program, GLuint shader);
    void glDeleteShader(GLuint shader);
    void glDeleteProgram(GLuint program);
    GLuint glCreateShader(GLenum type);
    GLuint glCreateProgram();
    void glCompileShader(GLuint shader);
    void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
    void glAttachShader(GLuint program, GLuint shader);
    void glStencilMaskSeparate(GLenum face, GLuint mask);
    void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
    void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
    void glDrawBuffers(GLsizei n, const GLenum *bufs);
    void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);

    // OpenGL 2.1 core functions
    void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);

    // OpenGL 3.0 core functions
    GLboolean glIsVertexArray(GLuint array);
    void glGenVertexArrays(GLsizei n, GLuint *arrays);
    void glDeleteVertexArrays(GLsizei n, const GLuint *arrays);
    void glBindVertexArray(GLuint array);
    void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);
    GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
    void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
    void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
    void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
    void glGenerateMipmap(GLenum target);
    void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
    void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
    void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
    void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
    void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
    GLenum glCheckFramebufferStatus(GLenum target);
    void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
    void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
    void glBindFramebuffer(GLenum target, GLuint framebuffer);
    GLboolean glIsFramebuffer(GLuint framebuffer);
    void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
    void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
    void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
    void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
    void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
    GLboolean glIsRenderbuffer(GLuint renderbuffer);
    const GLubyte * glGetStringi(GLenum name, GLuint index);
    void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
    void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value);
    void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
    void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
    void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params);
    void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params);
    void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params);
    void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params);
    void glUniform4uiv(GLint location, GLsizei count, const GLuint *value);
    void glUniform3uiv(GLint location, GLsizei count, const GLuint *value);
    void glUniform2uiv(GLint location, GLsizei count, const GLuint *value);
    void glUniform1uiv(GLint location, GLsizei count, const GLuint *value);
    void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
    void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
    void glUniform2ui(GLint location, GLuint v0, GLuint v1);
    void glUniform1ui(GLint location, GLuint v0);
    GLint glGetFragDataLocation(GLuint program, const GLchar *name);
    void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name);
    void glGetUniformuiv(GLuint program, GLint location, GLuint *params);
    void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
    void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
    void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
    void glEndConditionalRender();
    void glBeginConditionalRender(GLuint id, GLenum mode);
    void glClampColor(GLenum target, GLenum clamp);
    void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
    void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode);
    void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
    void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
    void glEndTransformFeedback();
    void glBeginTransformFeedback(GLenum primitiveMode);
    GLboolean glIsEnabledi(GLenum target, GLuint index);
    void glDisablei(GLenum target, GLuint index);
    void glEnablei(GLenum target, GLuint index);
    void glGetIntegeri_v(GLenum target, GLuint index, GLint *data);
    void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data);
    void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);

    // OpenGL 3.1 core functions
    void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
    void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
    void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
    void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
    GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
    void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
    void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
    void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices);
    void glPrimitiveRestartIndex(GLuint index);
    void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);
    void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount);
    void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);

    // OpenGL 3.2 core functions
    void glSampleMaski(GLuint index, GLbitfield mask);
    void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
    void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
    void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
    void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
    void glGetInteger64v(GLenum pname, GLint64 *params);
    void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
    void glDeleteSync(GLsync sync);
    GLboolean glIsSync(GLsync sync);
    GLsync glFenceSync(GLenum condition, GLbitfield flags);
    void glProvokingVertex(GLenum mode);
    void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex);
    void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex);
    void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
    void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex);
    void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
    void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params);
    void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data);

    // OpenGL 3.3 core functions
    void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
    void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
    void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
    void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
    void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
    void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
    void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
    void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value);
    void glSecondaryColorP3uiv(GLenum type, const GLuint *color);
    void glSecondaryColorP3ui(GLenum type, GLuint color);
    void glColorP4uiv(GLenum type, const GLuint *color);
    void glColorP4ui(GLenum type, GLuint color);
    void glColorP3uiv(GLenum type, const GLuint *color);
    void glColorP3ui(GLenum type, GLuint color);
    void glNormalP3uiv(GLenum type, const GLuint *coords);
    void glNormalP3ui(GLenum type, GLuint coords);
    void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords);
    void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords);
    void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords);
    void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords);
    void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords);
    void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords);
    void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords);
    void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords);
    void glTexCoordP4uiv(GLenum type, const GLuint *coords);
    void glTexCoordP4ui(GLenum type, GLuint coords);
    void glTexCoordP3uiv(GLenum type, const GLuint *coords);
    void glTexCoordP3ui(GLenum type, GLuint coords);
    void glTexCoordP2uiv(GLenum type, const GLuint *coords);
    void glTexCoordP2ui(GLenum type, GLuint coords);
    void glTexCoordP1uiv(GLenum type, const GLuint *coords);
    void glTexCoordP1ui(GLenum type, GLuint coords);
    void glVertexP4uiv(GLenum type, const GLuint *value);
    void glVertexP4ui(GLenum type, GLuint value);
    void glVertexP3uiv(GLenum type, const GLuint *value);
    void glVertexP3ui(GLenum type, GLuint value);
    void glVertexP2uiv(GLenum type, const GLuint *value);
    void glVertexP2ui(GLenum type, GLuint value);
    void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
    void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
    void glQueryCounter(GLuint id, GLenum target);
    void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
    void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
    void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
    void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
    void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
    void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
    void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
    void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
    void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
    void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param);
    void glBindSampler(GLuint unit, GLuint sampler);
    GLboolean glIsSampler(GLuint sampler);
    void glDeleteSamplers(GLsizei count, const GLuint *samplers);
    void glGenSamplers(GLsizei count, GLuint *samplers);
    GLint glGetFragDataIndex(GLuint program, const GLchar *name);
    void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
    void glVertexAttribDivisor(GLuint index, GLuint divisor);

    // OpenGL 4.0 core functions
    void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params);
    void glEndQueryIndexed(GLenum target, GLuint index);
    void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id);
    void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
    void glDrawTransformFeedback(GLenum mode, GLuint id);
    void glResumeTransformFeedback();
    void glPauseTransformFeedback();
    GLboolean glIsTransformFeedback(GLuint id);
    void glGenTransformFeedbacks(GLsizei n, GLuint *ids);
    void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);
    void glBindTransformFeedback(GLenum target, GLuint id);
    void glPatchParameterfv(GLenum pname, const GLfloat *values);
    void glPatchParameteri(GLenum pname, GLint value);
    void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
    void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params);
    void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices);
    void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
    void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
    void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
    GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name);
    GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name);
    void glGetUniformdv(GLuint program, GLint location, GLdouble *params);
    void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glUniform4dv(GLint location, GLsizei count, const GLdouble *value);
    void glUniform3dv(GLint location, GLsizei count, const GLdouble *value);
    void glUniform2dv(GLint location, GLsizei count, const GLdouble *value);
    void glUniform1dv(GLint location, GLsizei count, const GLdouble *value);
    void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z);
    void glUniform2d(GLint location, GLdouble x, GLdouble y);
    void glUniform1d(GLint location, GLdouble x);
    void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect);
    void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect);
    void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
    void glBlendFunci(GLuint buf, GLenum src, GLenum dst);
    void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
    void glBlendEquationi(GLuint buf, GLenum mode);
    void glMinSampleShading(GLfloat value);

    // OpenGL 4.1 core functions
    void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data);
    void glGetFloati_v(GLenum target, GLuint index, GLfloat *data);
    void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
    void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v);
    void glScissorIndexedv(GLuint index, const GLint *v);
    void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
    void glScissorArrayv(GLuint first, GLsizei count, const GLint *v);
    void glViewportIndexedfv(GLuint index, const GLfloat *v);
    void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
    void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v);
    void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params);
    void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
    void glVertexAttribL4dv(GLuint index, const GLdouble *v);
    void glVertexAttribL3dv(GLuint index, const GLdouble *v);
    void glVertexAttribL2dv(GLuint index, const GLdouble *v);
    void glVertexAttribL1dv(GLuint index, const GLdouble *v);
    void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
    void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y);
    void glVertexAttribL1d(GLuint index, GLdouble x);
    void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
    void glValidateProgramPipeline(GLuint pipeline);
    void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
    void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
    void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
    void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
    void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
    void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
    void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
    void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
    void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
    void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
    void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
    void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
    void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
    void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
    void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
    void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
    void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
    void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
    void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
    void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
    void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
    void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
    void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
    void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
    void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
    void glProgramUniform1ui(GLuint program, GLint location, GLuint v0);
    void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value);
    void glProgramUniform1d(GLuint program, GLint location, GLdouble v0);
    void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
    void glProgramUniform1f(GLuint program, GLint location, GLfloat v0);
    void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
    void glProgramUniform1i(GLuint program, GLint location, GLint v0);
    void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
    GLboolean glIsProgramPipeline(GLuint pipeline);
    void glGenProgramPipelines(GLsizei n, GLuint *pipelines);
    void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines);
    void glBindProgramPipeline(GLuint pipeline);
    GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings);
    void glActiveShaderProgram(GLuint pipeline, GLuint program);
    void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
    void glProgramParameteri(GLuint program, GLenum pname, GLint value);
    void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
    void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
    void glClearDepthf(GLfloat dd);
    void glDepthRangef(GLfloat n, GLfloat f);
    void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
    void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
    void glReleaseShaderCompiler();

    // OpenGL 4.2 core functions
    void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
    void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
    void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
    void glMemoryBarrier(GLbitfield barriers);
    void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
    void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
    void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);
    void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
    void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
    void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
    void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
    void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);

    // OpenGL 1.0 deprecated functions
    void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
    void glTranslated(GLdouble x, GLdouble y, GLdouble z);
    void glScalef(GLfloat x, GLfloat y, GLfloat z);
    void glScaled(GLdouble x, GLdouble y, GLdouble z);
    void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
    void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
    void glPushMatrix();
    void glPopMatrix();
    void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
    void glMultMatrixd(const GLdouble *m);
    void glMultMatrixf(const GLfloat *m);
    void glMatrixMode(GLenum mode);
    void glLoadMatrixd(const GLdouble *m);
    void glLoadMatrixf(const GLfloat *m);
    void glLoadIdentity();
    void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
    GLboolean glIsList(GLuint list);
    void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params);
    void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params);
    void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params);
    void glGetTexEnviv(GLenum target, GLenum pname, GLint *params);
    void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params);
    void glGetPolygonStipple(GLubyte *mask);
    void glGetPixelMapusv(GLenum map, GLushort *values);
    void glGetPixelMapuiv(GLenum map, GLuint *values);
    void glGetPixelMapfv(GLenum map, GLfloat *values);
    void glGetMaterialiv(GLenum face, GLenum pname, GLint *params);
    void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params);
    void glGetMapiv(GLenum target, GLenum query, GLint *v);
    void glGetMapfv(GLenum target, GLenum query, GLfloat *v);
    void glGetMapdv(GLenum target, GLenum query, GLdouble *v);
    void glGetLightiv(GLenum light, GLenum pname, GLint *params);
    void glGetLightfv(GLenum light, GLenum pname, GLfloat *params);
    void glGetClipPlane(GLenum plane, GLdouble *equation);
    void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
    void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
    void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values);
    void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values);
    void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values);
    void glPixelTransferi(GLenum pname, GLint param);
    void glPixelTransferf(GLenum pname, GLfloat param);
    void glPixelZoom(GLfloat xfactor, GLfloat yfactor);
    void glAlphaFunc(GLenum func, GLfloat ref);
    void glEvalPoint2(GLint i, GLint j);
    void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
    void glEvalPoint1(GLint i);
    void glEvalMesh1(GLenum mode, GLint i1, GLint i2);
    void glEvalCoord2fv(const GLfloat *u);
    void glEvalCoord2f(GLfloat u, GLfloat v);
    void glEvalCoord2dv(const GLdouble *u);
    void glEvalCoord2d(GLdouble u, GLdouble v);
    void glEvalCoord1fv(const GLfloat *u);
    void glEvalCoord1f(GLfloat u);
    void glEvalCoord1dv(const GLdouble *u);
    void glEvalCoord1d(GLdouble u);
    void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
    void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
    void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2);
    void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2);
    void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);
    void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);
    void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);
    void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);
    void glPushAttrib(GLbitfield mask);
    void glPopAttrib();
    void glAccum(GLenum op, GLfloat value);
    void glIndexMask(GLuint mask);
    void glClearIndex(GLfloat c);
    void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    void glPushName(GLuint name);
    void glPopName();
    void glPassThrough(GLfloat token);
    void glLoadName(GLuint name);
    void glInitNames();
    GLint glRenderMode(GLenum mode);
    void glSelectBuffer(GLsizei size, GLuint *buffer);
    void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer);
    void glTexGeniv(GLenum coord, GLenum pname, const GLint *params);
    void glTexGeni(GLenum coord, GLenum pname, GLint param);
    void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params);
    void glTexGenf(GLenum coord, GLenum pname, GLfloat param);
    void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params);
    void glTexGend(GLenum coord, GLenum pname, GLdouble param);
    void glTexEnviv(GLenum target, GLenum pname, const GLint *params);
    void glTexEnvi(GLenum target, GLenum pname, GLint param);
    void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params);
    void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
    void glShadeModel(GLenum mode);
    void glPolygonStipple(const GLubyte *mask);
    void glMaterialiv(GLenum face, GLenum pname, const GLint *params);
    void glMateriali(GLenum face, GLenum pname, GLint param);
    void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
    void glMaterialf(GLenum face, GLenum pname, GLfloat param);
    void glLineStipple(GLint factor, GLushort pattern);
    void glLightModeliv(GLenum pname, const GLint *params);
    void glLightModeli(GLenum pname, GLint param);
    void glLightModelfv(GLenum pname, const GLfloat *params);
    void glLightModelf(GLenum pname, GLfloat param);
    void glLightiv(GLenum light, GLenum pname, const GLint *params);
    void glLighti(GLenum light, GLenum pname, GLint param);
    void glLightfv(GLenum light, GLenum pname, const GLfloat *params);
    void glLightf(GLenum light, GLenum pname, GLfloat param);
    void glFogiv(GLenum pname, const GLint *params);
    void glFogi(GLenum pname, GLint param);
    void glFogfv(GLenum pname, const GLfloat *params);
    void glFogf(GLenum pname, GLfloat param);
    void glColorMaterial(GLenum face, GLenum mode);
    void glClipPlane(GLenum plane, const GLdouble *equation);
    void glVertex4sv(const GLshort *v);
    void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w);
    void glVertex4iv(const GLint *v);
    void glVertex4i(GLint x, GLint y, GLint z, GLint w);
    void glVertex4fv(const GLfloat *v);
    void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    void glVertex4dv(const GLdouble *v);
    void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    void glVertex3sv(const GLshort *v);
    void glVertex3s(GLshort x, GLshort y, GLshort z);
    void glVertex3iv(const GLint *v);
    void glVertex3i(GLint x, GLint y, GLint z);
    void glVertex3fv(const GLfloat *v);
    void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
    void glVertex3dv(const GLdouble *v);
    void glVertex3d(GLdouble x, GLdouble y, GLdouble z);
    void glVertex2sv(const GLshort *v);
    void glVertex2s(GLshort x, GLshort y);
    void glVertex2iv(const GLint *v);
    void glVertex2i(GLint x, GLint y);
    void glVertex2fv(const GLfloat *v);
    void glVertex2f(GLfloat x, GLfloat y);
    void glVertex2dv(const GLdouble *v);
    void glVertex2d(GLdouble x, GLdouble y);
    void glTexCoord4sv(const GLshort *v);
    void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q);
    void glTexCoord4iv(const GLint *v);
    void glTexCoord4i(GLint s, GLint t, GLint r, GLint q);
    void glTexCoord4fv(const GLfloat *v);
    void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
    void glTexCoord4dv(const GLdouble *v);
    void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q);
    void glTexCoord3sv(const GLshort *v);
    void glTexCoord3s(GLshort s, GLshort t, GLshort r);
    void glTexCoord3iv(const GLint *v);
    void glTexCoord3i(GLint s, GLint t, GLint r);
    void glTexCoord3fv(const GLfloat *v);
    void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r);
    void glTexCoord3dv(const GLdouble *v);
    void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r);
    void glTexCoord2sv(const GLshort *v);
    void glTexCoord2s(GLshort s, GLshort t);
    void glTexCoord2iv(const GLint *v);
    void glTexCoord2i(GLint s, GLint t);
    void glTexCoord2fv(const GLfloat *v);
    void glTexCoord2f(GLfloat s, GLfloat t);
    void glTexCoord2dv(const GLdouble *v);
    void glTexCoord2d(GLdouble s, GLdouble t);
    void glTexCoord1sv(const GLshort *v);
    void glTexCoord1s(GLshort s);
    void glTexCoord1iv(const GLint *v);
    void glTexCoord1i(GLint s);
    void glTexCoord1fv(const GLfloat *v);
    void glTexCoord1f(GLfloat s);
    void glTexCoord1dv(const GLdouble *v);
    void glTexCoord1d(GLdouble s);
    void glRectsv(const GLshort *v1, const GLshort *v2);
    void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);
    void glRectiv(const GLint *v1, const GLint *v2);
    void glRecti(GLint x1, GLint y1, GLint x2, GLint y2);
    void glRectfv(const GLfloat *v1, const GLfloat *v2);
    void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
    void glRectdv(const GLdouble *v1, const GLdouble *v2);
    void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
    void glRasterPos4sv(const GLshort *v);
    void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);
    void glRasterPos4iv(const GLint *v);
    void glRasterPos4i(GLint x, GLint y, GLint z, GLint w);
    void glRasterPos4fv(const GLfloat *v);
    void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    void glRasterPos4dv(const GLdouble *v);
    void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    void glRasterPos3sv(const GLshort *v);
    void glRasterPos3s(GLshort x, GLshort y, GLshort z);
    void glRasterPos3iv(const GLint *v);
    void glRasterPos3i(GLint x, GLint y, GLint z);
    void glRasterPos3fv(const GLfloat *v);
    void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z);
    void glRasterPos3dv(const GLdouble *v);
    void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z);
    void glRasterPos2sv(const GLshort *v);
    void glRasterPos2s(GLshort x, GLshort y);
    void glRasterPos2iv(const GLint *v);
    void glRasterPos2i(GLint x, GLint y);
    void glRasterPos2fv(const GLfloat *v);
    void glRasterPos2f(GLfloat x, GLfloat y);
    void glRasterPos2dv(const GLdouble *v);
    void glRasterPos2d(GLdouble x, GLdouble y);
    void glNormal3sv(const GLshort *v);
    void glNormal3s(GLshort nx, GLshort ny, GLshort nz);
    void glNormal3iv(const GLint *v);
    void glNormal3i(GLint nx, GLint ny, GLint nz);
    void glNormal3fv(const GLfloat *v);
    void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
    void glNormal3dv(const GLdouble *v);
    void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz);
    void glNormal3bv(const GLbyte *v);
    void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz);
    void glIndexsv(const GLshort *c);
    void glIndexs(GLshort c);
    void glIndexiv(const GLint *c);
    void glIndexi(GLint c);
    void glIndexfv(const GLfloat *c);
    void glIndexf(GLfloat c);
    void glIndexdv(const GLdouble *c);
    void glIndexd(GLdouble c);
    void glEnd();
    void glEdgeFlagv(const GLboolean *flag);
    void glEdgeFlag(GLboolean flag);
    void glColor4usv(const GLushort *v);
    void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);
    void glColor4uiv(const GLuint *v);
    void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);
    void glColor4ubv(const GLubyte *v);
    void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
    void glColor4sv(const GLshort *v);
    void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);
    void glColor4iv(const GLint *v);
    void glColor4i(GLint red, GLint green, GLint blue, GLint alpha);
    void glColor4fv(const GLfloat *v);
    void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    void glColor4dv(const GLdouble *v);
    void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
    void glColor4bv(const GLbyte *v);
    void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
    void glColor3usv(const GLushort *v);
    void glColor3us(GLushort red, GLushort green, GLushort blue);
    void glColor3uiv(const GLuint *v);
    void glColor3ui(GLuint red, GLuint green, GLuint blue);
    void glColor3ubv(const GLubyte *v);
    void glColor3ub(GLubyte red, GLubyte green, GLubyte blue);
    void glColor3sv(const GLshort *v);
    void glColor3s(GLshort red, GLshort green, GLshort blue);
    void glColor3iv(const GLint *v);
    void glColor3i(GLint red, GLint green, GLint blue);
    void glColor3fv(const GLfloat *v);
    void glColor3f(GLfloat red, GLfloat green, GLfloat blue);
    void glColor3dv(const GLdouble *v);
    void glColor3d(GLdouble red, GLdouble green, GLdouble blue);
    void glColor3bv(const GLbyte *v);
    void glColor3b(GLbyte red, GLbyte green, GLbyte blue);
    void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);
    void glBegin(GLenum mode);
    void glListBase(GLuint base);
    GLuint glGenLists(GLsizei range);
    void glDeleteLists(GLuint list, GLsizei range);
    void glCallLists(GLsizei n, GLenum type, const GLvoid *lists);
    void glCallList(GLuint list);
    void glEndList();
    void glNewList(GLuint list, GLenum mode);

    // OpenGL 1.1 deprecated functions
    void glPushClientAttrib(GLbitfield mask);
    void glPopClientAttrib();
    void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities);
    GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences);
    void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
    void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
    void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
    void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer);
    void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
    void glEnableClientState(GLenum array);
    void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer);
    void glDisableClientState(GLenum array);
    void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
    void glArrayElement(GLint i);

    // OpenGL 1.2 deprecated functions
    void glResetMinmax(GLenum target);
    void glResetHistogram(GLenum target);
    void glMinmax(GLenum target, GLenum internalformat, GLboolean sink);
    void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
    void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params);
    void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params);
    void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
    void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params);
    void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params);
    void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
    void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column);
    void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span);
    void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params);
    void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params);
    void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image);
    void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
    void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
    void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params);
    void glConvolutionParameteri(GLenum target, GLenum pname, GLint params);
    void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params);
    void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params);
    void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image);
    void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image);
    void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
    void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data);
    void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params);
    void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params);
    void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table);
    void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
    void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params);
    void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params);
    void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);

    // OpenGL 1.3 deprecated functions
    void glMultTransposeMatrixd(const GLdouble *m);
    void glMultTransposeMatrixf(const GLfloat *m);
    void glLoadTransposeMatrixd(const GLdouble *m);
    void glLoadTransposeMatrixf(const GLfloat *m);
    void glMultiTexCoord4sv(GLenum target, const GLshort *v);
    void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
    void glMultiTexCoord4iv(GLenum target, const GLint *v);
    void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q);
    void glMultiTexCoord4fv(GLenum target, const GLfloat *v);
    void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
    void glMultiTexCoord4dv(GLenum target, const GLdouble *v);
    void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
    void glMultiTexCoord3sv(GLenum target, const GLshort *v);
    void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);
    void glMultiTexCoord3iv(GLenum target, const GLint *v);
    void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);
    void glMultiTexCoord3fv(GLenum target, const GLfloat *v);
    void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);
    void glMultiTexCoord3dv(GLenum target, const GLdouble *v);
    void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);
    void glMultiTexCoord2sv(GLenum target, const GLshort *v);
    void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t);
    void glMultiTexCoord2iv(GLenum target, const GLint *v);
    void glMultiTexCoord2i(GLenum target, GLint s, GLint t);
    void glMultiTexCoord2fv(GLenum target, const GLfloat *v);
    void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);
    void glMultiTexCoord2dv(GLenum target, const GLdouble *v);
    void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);
    void glMultiTexCoord1sv(GLenum target, const GLshort *v);
    void glMultiTexCoord1s(GLenum target, GLshort s);
    void glMultiTexCoord1iv(GLenum target, const GLint *v);
    void glMultiTexCoord1i(GLenum target, GLint s);
    void glMultiTexCoord1fv(GLenum target, const GLfloat *v);
    void glMultiTexCoord1f(GLenum target, GLfloat s);
    void glMultiTexCoord1dv(GLenum target, const GLdouble *v);
    void glMultiTexCoord1d(GLenum target, GLdouble s);
    void glClientActiveTexture(GLenum texture);

    // OpenGL 1.4 deprecated functions
    void glWindowPos3sv(const GLshort *v);
    void glWindowPos3s(GLshort x, GLshort y, GLshort z);
    void glWindowPos3iv(const GLint *v);
    void glWindowPos3i(GLint x, GLint y, GLint z);
    void glWindowPos3fv(const GLfloat *v);
    void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z);
    void glWindowPos3dv(const GLdouble *v);
    void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z);
    void glWindowPos2sv(const GLshort *v);
    void glWindowPos2s(GLshort x, GLshort y);
    void glWindowPos2iv(const GLint *v);
    void glWindowPos2i(GLint x, GLint y);
    void glWindowPos2fv(const GLfloat *v);
    void glWindowPos2f(GLfloat x, GLfloat y);
    void glWindowPos2dv(const GLdouble *v);
    void glWindowPos2d(GLdouble x, GLdouble y);
    void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
    void glSecondaryColor3usv(const GLushort *v);
    void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue);
    void glSecondaryColor3uiv(const GLuint *v);
    void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue);
    void glSecondaryColor3ubv(const GLubyte *v);
    void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);
    void glSecondaryColor3sv(const GLshort *v);
    void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue);
    void glSecondaryColor3iv(const GLint *v);
    void glSecondaryColor3i(GLint red, GLint green, GLint blue);
    void glSecondaryColor3fv(const GLfloat *v);
    void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);
    void glSecondaryColor3dv(const GLdouble *v);
    void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);
    void glSecondaryColor3bv(const GLbyte *v);
    void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);
    void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer);
    void glFogCoorddv(const GLdouble *coord);
    void glFogCoordd(GLdouble coord);
    void glFogCoordfv(const GLfloat *coord);
    void glFogCoordf(GLfloat coord);

    // OpenGL 1.5 deprecated functions

    // OpenGL 2.0 deprecated functions
    void glVertexAttrib4usv(GLuint index, const GLushort *v);
    void glVertexAttrib4uiv(GLuint index, const GLuint *v);
    void glVertexAttrib4ubv(GLuint index, const GLubyte *v);
    void glVertexAttrib4sv(GLuint index, const GLshort *v);
    void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
    void glVertexAttrib4iv(GLuint index, const GLint *v);
    void glVertexAttrib4fv(GLuint index, const GLfloat *v);
    void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    void glVertexAttrib4dv(GLuint index, const GLdouble *v);
    void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    void glVertexAttrib4bv(GLuint index, const GLbyte *v);
    void glVertexAttrib4Nusv(GLuint index, const GLushort *v);
    void glVertexAttrib4Nuiv(GLuint index, const GLuint *v);
    void glVertexAttrib4Nubv(GLuint index, const GLubyte *v);
    void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
    void glVertexAttrib4Nsv(GLuint index, const GLshort *v);
    void glVertexAttrib4Niv(GLuint index, const GLint *v);
    void glVertexAttrib4Nbv(GLuint index, const GLbyte *v);
    void glVertexAttrib3sv(GLuint index, const GLshort *v);
    void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);
    void glVertexAttrib3fv(GLuint index, const GLfloat *v);
    void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
    void glVertexAttrib3dv(GLuint index, const GLdouble *v);
    void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);
    void glVertexAttrib2sv(GLuint index, const GLshort *v);
    void glVertexAttrib2s(GLuint index, GLshort x, GLshort y);
    void glVertexAttrib2fv(GLuint index, const GLfloat *v);
    void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
    void glVertexAttrib2dv(GLuint index, const GLdouble *v);
    void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y);
    void glVertexAttrib1sv(GLuint index, const GLshort *v);
    void glVertexAttrib1s(GLuint index, GLshort x);
    void glVertexAttrib1fv(GLuint index, const GLfloat *v);
    void glVertexAttrib1f(GLuint index, GLfloat x);
    void glVertexAttrib1dv(GLuint index, const GLdouble *v);
    void glVertexAttrib1d(GLuint index, GLdouble x);

    // OpenGL 2.1 deprecated functions

    // OpenGL 3.0 deprecated functions
    void glVertexAttribI4usv(GLuint index, const GLushort *v);
    void glVertexAttribI4ubv(GLuint index, const GLubyte *v);
    void glVertexAttribI4sv(GLuint index, const GLshort *v);
    void glVertexAttribI4bv(GLuint index, const GLbyte *v);
    void glVertexAttribI4uiv(GLuint index, const GLuint *v);
    void glVertexAttribI3uiv(GLuint index, const GLuint *v);
    void glVertexAttribI2uiv(GLuint index, const GLuint *v);
    void glVertexAttribI1uiv(GLuint index, const GLuint *v);
    void glVertexAttribI4iv(GLuint index, const GLint *v);
    void glVertexAttribI3iv(GLuint index, const GLint *v);
    void glVertexAttribI2iv(GLuint index, const GLint *v);
    void glVertexAttribI1iv(GLuint index, const GLint *v);
    void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
    void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);
    void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y);
    void glVertexAttribI1ui(GLuint index, GLuint x);
    void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
    void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);
    void glVertexAttribI2i(GLuint index, GLint x, GLint y);
    void glVertexAttribI1i(GLuint index, GLint x);

    // OpenGL 3.1 deprecated functions

    // OpenGL 3.2 deprecated functions

    // OpenGL 3.3 deprecated functions

    // OpenGL 4.0 deprecated functions

    // OpenGL 4.1 deprecated functions

    // OpenGL 4.2 deprecated functions

private:
    friend class QOpenGLVersionFunctionsFactory;

    static bool isContextCompatible(QOpenGLContext *context);
    static QOpenGLVersionProfile versionProfile();

    QOpenGLFunctions_1_0_CoreBackend* d_1_0_Core;
    QOpenGLFunctions_1_1_CoreBackend* d_1_1_Core;
    QOpenGLFunctions_1_2_CoreBackend* d_1_2_Core;
    QOpenGLFunctions_1_3_CoreBackend* d_1_3_Core;
    QOpenGLFunctions_1_4_CoreBackend* d_1_4_Core;
    QOpenGLFunctions_1_5_CoreBackend* d_1_5_Core;
    QOpenGLFunctions_2_0_CoreBackend* d_2_0_Core;
    QOpenGLFunctions_2_1_CoreBackend* d_2_1_Core;
    QOpenGLFunctions_3_0_CoreBackend* d_3_0_Core;
    QOpenGLFunctions_3_1_CoreBackend* d_3_1_Core;
    QOpenGLFunctions_3_2_CoreBackend* d_3_2_Core;
    QOpenGLFunctions_3_3_CoreBackend* d_3_3_Core;
    QOpenGLFunctions_4_0_CoreBackend* d_4_0_Core;
    QOpenGLFunctions_4_1_CoreBackend* d_4_1_Core;
    QOpenGLFunctions_4_2_CoreBackend* d_4_2_Core;
    QOpenGLFunctions_1_0_DeprecatedBackend* d_1_0_Deprecated;
    QOpenGLFunctions_1_1_DeprecatedBackend* d_1_1_Deprecated;
    QOpenGLFunctions_1_2_DeprecatedBackend* d_1_2_Deprecated;
    QOpenGLFunctions_1_3_DeprecatedBackend* d_1_3_Deprecated;
    QOpenGLFunctions_1_4_DeprecatedBackend* d_1_4_Deprecated;
    void *m_reserved_2_0_Deprecated; // To maintain BC
    QOpenGLFunctions_3_3_DeprecatedBackend* d_3_3_Deprecated;
};

// OpenGL 1.0 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
    d_1_0_Core->f.Viewport(x, y, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDepthRange(GLdouble nearVal, GLdouble farVal)
{
    d_1_0_Core->f.DepthRange(nearVal, farVal);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsEnabled(GLenum cap)
{
    return d_1_0_Core->f.IsEnabled(cap);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
    d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
    d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_1_0_Core->f.GetTexParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
    d_1_0_Core->f.GetTexParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
{
    d_1_0_Core->f.GetTexImage(target, level, format, type, pixels);
}

inline const GLubyte * QOpenGLFunctions_4_2_Compatibility::glGetString(GLenum name)
{
    return d_1_0_Core->f.GetString(name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetIntegerv(GLenum pname, GLint *params)
{
    d_1_0_Core->f.GetIntegerv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetFloatv(GLenum pname, GLfloat *params)
{
    d_1_0_Core->f.GetFloatv(pname, params);
}

inline GLenum QOpenGLFunctions_4_2_Compatibility::glGetError()
{
    return d_1_0_Core->f.GetError();
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetDoublev(GLenum pname, GLdouble *params)
{
    d_1_0_Core->f.GetDoublev(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetBooleanv(GLenum pname, GLboolean *params)
{
    d_1_0_Core->f.GetBooleanv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
    d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glReadBuffer(GLenum mode)
{
    d_1_0_Core->f.ReadBuffer(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelStorei(GLenum pname, GLint param)
{
    d_1_0_Core->f.PixelStorei(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelStoref(GLenum pname, GLfloat param)
{
    d_1_0_Core->f.PixelStoref(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDepthFunc(GLenum func)
{
    d_1_0_Core->f.DepthFunc(func);
}

inline void QOpenGLFunctions_4_2_Compatibility::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
    d_1_0_Core->f.StencilOp(fail, zfail, zpass);
}

inline void QOpenGLFunctions_4_2_Compatibility::glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
    d_1_0_Core->f.StencilFunc(func, ref, mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLogicOp(GLenum opcode)
{
    d_1_0_Core->f.LogicOp(opcode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendFunc(GLenum sfactor, GLenum dfactor)
{
    d_1_0_Core->f.BlendFunc(sfactor, dfactor);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFlush()
{
    d_1_0_Core->f.Flush();
}

inline void QOpenGLFunctions_4_2_Compatibility::glFinish()
{
    d_1_0_Core->f.Finish();
}

inline void QOpenGLFunctions_4_2_Compatibility::glEnable(GLenum cap)
{
    d_1_0_Core->f.Enable(cap);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDisable(GLenum cap)
{
    d_1_0_Core->f.Disable(cap);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDepthMask(GLboolean flag)
{
    d_1_0_Core->f.DepthMask(flag);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
    d_1_0_Core->f.ColorMask(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glStencilMask(GLuint mask)
{
    d_1_0_Core->f.StencilMask(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearDepth(GLdouble depth)
{
    d_1_0_Core->f.ClearDepth(depth);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearStencil(GLint s)
{
    d_1_0_Core->f.ClearStencil(s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    d_1_0_Core->f.ClearColor(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClear(GLbitfield mask)
{
    d_1_0_Core->f.Clear(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawBuffer(GLenum mode)
{
    d_1_0_Core->f.DrawBuffer(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_0_Core->f.TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_0_Core->f.TexImage1D(target, level, internalformat, width, border, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
{
    d_1_0_Core->f.TexParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexParameteri(GLenum target, GLenum pname, GLint param)
{
    d_1_0_Core->f.TexParameteri(target, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
    d_1_0_Core->f.TexParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
    d_1_0_Core->f.TexParameterf(target, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
    d_1_0_Core->f.Scissor(x, y, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPolygonMode(GLenum face, GLenum mode)
{
    d_1_0_Core->f.PolygonMode(face, mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPointSize(GLfloat size)
{
    d_1_0_Core->f.PointSize(size);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLineWidth(GLfloat width)
{
    d_1_0_Core->f.LineWidth(width);
}

inline void QOpenGLFunctions_4_2_Compatibility::glHint(GLenum target, GLenum mode)
{
    d_1_0_Core->f.Hint(target, mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFrontFace(GLenum mode)
{
    d_1_0_Core->f.FrontFace(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCullFace(GLenum mode)
{
    d_1_0_Core->f.CullFace(mode);
}


// OpenGL 1.1 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glIndexubv(const GLubyte *c)
{
    d_1_1_Deprecated->f.Indexubv(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexub(GLubyte c)
{
    d_1_1_Deprecated->f.Indexub(c);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsTexture(GLuint texture)
{
    return d_1_1_Core->f.IsTexture(texture);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenTextures(GLsizei n, GLuint *textures)
{
    d_1_1_Core->f.GenTextures(n, textures);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteTextures(GLsizei n, const GLuint *textures)
{
    d_1_1_Core->f.DeleteTextures(n, textures);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindTexture(GLenum target, GLuint texture)
{
    d_1_1_Core->f.BindTexture(target, texture);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_1_Core->f.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    d_1_1_Core->f.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
    d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
    d_1_1_Core->f.CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
{
    d_1_1_Core->f.CopyTexImage1D(target, level, internalformat, x, y, width, border);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPolygonOffset(GLfloat factor, GLfloat units)
{
    d_1_1_Core->f.PolygonOffset(factor, units);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetPointerv(GLenum pname, GLvoid* *params)
{
    d_1_1_Deprecated->f.GetPointerv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
    d_1_1_Core->f.DrawElements(mode, count, type, indices);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
    d_1_1_Core->f.DrawArrays(mode, first, count);
}


// OpenGL 1.2 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    d_1_2_Core->f.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_2_Core->f.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_2_Core->f.TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
{
    d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquation(GLenum mode)
{
    d_1_2_Core->f.BlendEquation(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    d_1_2_Core->f.BlendColor(red, green, blue, alpha);
}


// OpenGL 1.3 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
{
    d_1_3_Core->f.GetCompressedTexImage(target, level, img);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
{
    d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
{
    d_1_3_Core->f.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
{
    d_1_3_Core->f.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
{
    d_1_3_Core->f.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{
    d_1_3_Core->f.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
{
    d_1_3_Core->f.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSampleCoverage(GLfloat value, GLboolean invert)
{
    d_1_3_Core->f.SampleCoverage(value, invert);
}

inline void QOpenGLFunctions_4_2_Compatibility::glActiveTexture(GLenum texture)
{
    d_1_3_Core->f.ActiveTexture(texture);
}


// OpenGL 1.4 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glPointParameteriv(GLenum pname, const GLint *params)
{
    d_1_4_Core->f.PointParameteriv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPointParameteri(GLenum pname, GLint param)
{
    d_1_4_Core->f.PointParameteri(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPointParameterfv(GLenum pname, const GLfloat *params)
{
    d_1_4_Core->f.PointParameterfv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPointParameterf(GLenum pname, GLfloat param)
{
    d_1_4_Core->f.PointParameterf(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount)
{
    d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
{
    d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
    d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}


// OpenGL 1.5 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params)
{
    d_1_5_Core->f.GetBufferPointerv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_1_5_Core->f.GetBufferParameteriv(target, pname, params);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glUnmapBuffer(GLenum target)
{
    return d_1_5_Core->f.UnmapBuffer(target);
}

inline GLvoid* QOpenGLFunctions_4_2_Compatibility::glMapBuffer(GLenum target, GLenum access)
{
    return d_1_5_Core->f.MapBuffer(target, access);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
{
    d_1_5_Core->f.GetBufferSubData(target, offset, size, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
{
    d_1_5_Core->f.BufferSubData(target, offset, size, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
{
    d_1_5_Core->f.BufferData(target, size, data, usage);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsBuffer(GLuint buffer)
{
    return d_1_5_Core->f.IsBuffer(buffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenBuffers(GLsizei n, GLuint *buffers)
{
    d_1_5_Core->f.GenBuffers(n, buffers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
    d_1_5_Core->f.DeleteBuffers(n, buffers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindBuffer(GLenum target, GLuint buffer)
{
    d_1_5_Core->f.BindBuffer(target, buffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
{
    d_1_5_Core->f.GetQueryObjectuiv(id, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
{
    d_1_5_Core->f.GetQueryObjectiv(id, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryiv(GLenum target, GLenum pname, GLint *params)
{
    d_1_5_Core->f.GetQueryiv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEndQuery(GLenum target)
{
    d_1_5_Core->f.EndQuery(target);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBeginQuery(GLenum target, GLuint id)
{
    d_1_5_Core->f.BeginQuery(target, id);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsQuery(GLuint id)
{
    return d_1_5_Core->f.IsQuery(id);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteQueries(GLsizei n, const GLuint *ids)
{
    d_1_5_Core->f.DeleteQueries(n, ids);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenQueries(GLsizei n, GLuint *ids)
{
    d_1_5_Core->f.GenQueries(n, ids);
}


// OpenGL 2.0 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
{
    d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glValidateProgram(GLuint program)
{
    d_2_0_Core->f.ValidateProgram(program);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4iv(GLint location, GLsizei count, const GLint *value)
{
    d_2_0_Core->f.Uniform4iv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3iv(GLint location, GLsizei count, const GLint *value)
{
    d_2_0_Core->f.Uniform3iv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2iv(GLint location, GLsizei count, const GLint *value)
{
    d_2_0_Core->f.Uniform2iv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1iv(GLint location, GLsizei count, const GLint *value)
{
    d_2_0_Core->f.Uniform1iv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
{
    d_2_0_Core->f.Uniform4fv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
{
    d_2_0_Core->f.Uniform3fv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
{
    d_2_0_Core->f.Uniform2fv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
{
    d_2_0_Core->f.Uniform1fv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
    d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
{
    d_2_0_Core->f.Uniform3i(location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2i(GLint location, GLint v0, GLint v1)
{
    d_2_0_Core->f.Uniform2i(location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1i(GLint location, GLint v0)
{
    d_2_0_Core->f.Uniform1i(location, v0);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
    d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
    d_2_0_Core->f.Uniform3f(location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2f(GLint location, GLfloat v0, GLfloat v1)
{
    d_2_0_Core->f.Uniform2f(location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1f(GLint location, GLfloat v0)
{
    d_2_0_Core->f.Uniform1f(location, v0);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUseProgram(GLuint program)
{
    d_2_0_Core->f.UseProgram(program);
}

inline void QOpenGLFunctions_4_2_Compatibility::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length)
{
    d_2_0_Core->f.ShaderSource(shader, count, string, length);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLinkProgram(GLuint program)
{
    d_2_0_Core->f.LinkProgram(program);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsShader(GLuint shader)
{
    return d_2_0_Core->f.IsShader(shader);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsProgram(GLuint program)
{
    return d_2_0_Core->f.IsProgram(program);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer)
{
    d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
    d_2_0_Core->f.GetVertexAttribiv(index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
{
    d_2_0_Core->f.GetVertexAttribfv(index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
{
    d_2_0_Core->f.GetVertexAttribdv(index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformiv(GLuint program, GLint location, GLint *params)
{
    d_2_0_Core->f.GetUniformiv(program, location, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformfv(GLuint program, GLint location, GLfloat *params)
{
    d_2_0_Core->f.GetUniformfv(program, location, params);
}

inline GLint QOpenGLFunctions_4_2_Compatibility::glGetUniformLocation(GLuint program, const GLchar *name)
{
    return d_2_0_Core->f.GetUniformLocation(program, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
{
    d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
    d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
    d_2_0_Core->f.GetShaderiv(shader, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
    d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
    d_2_0_Core->f.GetProgramiv(program, pname, params);
}

inline GLint QOpenGLFunctions_4_2_Compatibility::glGetAttribLocation(GLuint program, const GLchar *name)
{
    return d_2_0_Core->f.GetAttribLocation(program, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
{
    d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
    d_2_0_Core->f.GetActiveUniform(program, index, bufSize, length, size, type, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
    d_2_0_Core->f.GetActiveAttrib(program, index, bufSize, length, size, type, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEnableVertexAttribArray(GLuint index)
{
    d_2_0_Core->f.EnableVertexAttribArray(index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDisableVertexAttribArray(GLuint index)
{
    d_2_0_Core->f.DisableVertexAttribArray(index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDetachShader(GLuint program, GLuint shader)
{
    d_2_0_Core->f.DetachShader(program, shader);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteShader(GLuint shader)
{
    d_2_0_Core->f.DeleteShader(shader);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteProgram(GLuint program)
{
    d_2_0_Core->f.DeleteProgram(program);
}

inline GLuint QOpenGLFunctions_4_2_Compatibility::glCreateShader(GLenum type)
{
    return d_2_0_Core->f.CreateShader(type);
}

inline GLuint QOpenGLFunctions_4_2_Compatibility::glCreateProgram()
{
    return d_2_0_Core->f.CreateProgram();
}

inline void QOpenGLFunctions_4_2_Compatibility::glCompileShader(GLuint shader)
{
    d_2_0_Core->f.CompileShader(shader);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
{
    d_2_0_Core->f.BindAttribLocation(program, index, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glAttachShader(GLuint program, GLuint shader)
{
    d_2_0_Core->f.AttachShader(program, shader);
}

inline void QOpenGLFunctions_4_2_Compatibility::glStencilMaskSeparate(GLenum face, GLuint mask)
{
    d_2_0_Core->f.StencilMaskSeparate(face, mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
    d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
    d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawBuffers(GLsizei n, const GLenum *bufs)
{
    d_2_0_Core->f.DrawBuffers(n, bufs);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
    d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha);
}


// OpenGL 2.1 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value);
}


// OpenGL 3.0 core functions
inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsVertexArray(GLuint array)
{
    return d_3_0_Core->f.IsVertexArray(array);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenVertexArrays(GLsizei n, GLuint *arrays)
{
    d_3_0_Core->f.GenVertexArrays(n, arrays);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
    d_3_0_Core->f.DeleteVertexArrays(n, arrays);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindVertexArray(GLuint array)
{
    d_3_0_Core->f.BindVertexArray(array);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
    d_3_0_Core->f.FlushMappedBufferRange(target, offset, length);
}

inline GLvoid* QOpenGLFunctions_4_2_Compatibility::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
{
    return d_3_0_Core->f.MapBufferRange(target, offset, length, access);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
    d_3_0_Core->f.FramebufferTextureLayer(target, attachment, texture, level, layer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
    d_3_0_Core->f.RenderbufferStorageMultisample(target, samples, internalformat, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
    d_3_0_Core->f.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenerateMipmap(GLenum target)
{
    d_3_0_Core->f.GenerateMipmap(target);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
{
    d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
    d_3_0_Core->f.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
    d_3_0_Core->f.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
    d_3_0_Core->f.FramebufferTexture2D(target, attachment, textarget, texture, level);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
    d_3_0_Core->f.FramebufferTexture1D(target, attachment, textarget, texture, level);
}

inline GLenum QOpenGLFunctions_4_2_Compatibility::glCheckFramebufferStatus(GLenum target)
{
    return d_3_0_Core->f.CheckFramebufferStatus(target);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenFramebuffers(GLsizei n, GLuint *framebuffers)
{
    d_3_0_Core->f.GenFramebuffers(n, framebuffers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
{
    d_3_0_Core->f.DeleteFramebuffers(n, framebuffers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindFramebuffer(GLenum target, GLuint framebuffer)
{
    d_3_0_Core->f.BindFramebuffer(target, framebuffer);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsFramebuffer(GLuint framebuffer)
{
    return d_3_0_Core->f.IsFramebuffer(framebuffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
    d_3_0_Core->f.RenderbufferStorage(target, internalformat, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
{
    d_3_0_Core->f.GenRenderbuffers(n, renderbuffers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
{
    d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindRenderbuffer(GLenum target, GLuint renderbuffer)
{
    d_3_0_Core->f.BindRenderbuffer(target, renderbuffer);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsRenderbuffer(GLuint renderbuffer)
{
    return d_3_0_Core->f.IsRenderbuffer(renderbuffer);
}

inline const GLubyte * QOpenGLFunctions_4_2_Compatibility::glGetStringi(GLenum name, GLuint index)
{
    return d_3_0_Core->f.GetStringi(name, index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
    d_3_0_Core->f.ClearBufferfi(buffer, drawbuffer, depth, stencil);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
    d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
    d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
    d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
{
    d_3_0_Core->f.GetTexParameterIuiv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
{
    d_3_0_Core->f.GetTexParameterIiv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
{
    d_3_0_Core->f.TexParameterIuiv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
{
    d_3_0_Core->f.TexParameterIiv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
    d_3_0_Core->f.Uniform4uiv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
    d_3_0_Core->f.Uniform3uiv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
    d_3_0_Core->f.Uniform2uiv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
    d_3_0_Core->f.Uniform1uiv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
    d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
    d_3_0_Core->f.Uniform3ui(location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2ui(GLint location, GLuint v0, GLuint v1)
{
    d_3_0_Core->f.Uniform2ui(location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1ui(GLint location, GLuint v0)
{
    d_3_0_Core->f.Uniform1ui(location, v0);
}

inline GLint QOpenGLFunctions_4_2_Compatibility::glGetFragDataLocation(GLuint program, const GLchar *name)
{
    return d_3_0_Core->f.GetFragDataLocation(program, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
{
    d_3_0_Core->f.BindFragDataLocation(program, color, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformuiv(GLuint program, GLint location, GLuint *params)
{
    d_3_0_Core->f.GetUniformuiv(program, location, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
{
    d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
{
    d_3_0_Core->f.GetVertexAttribIiv(index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEndConditionalRender()
{
    d_3_0_Core->f.EndConditionalRender();
}

inline void QOpenGLFunctions_4_2_Compatibility::glBeginConditionalRender(GLuint id, GLenum mode)
{
    d_3_0_Core->f.BeginConditionalRender(id, mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClampColor(GLenum target, GLenum clamp)
{
    d_3_0_Core->f.ClampColor(target, clamp);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
{
    d_3_0_Core->f.GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode)
{
    d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
    d_3_0_Core->f.BindBufferBase(target, index, buffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
    d_3_0_Core->f.BindBufferRange(target, index, buffer, offset, size);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEndTransformFeedback()
{
    d_3_0_Core->f.EndTransformFeedback();
}

inline void QOpenGLFunctions_4_2_Compatibility::glBeginTransformFeedback(GLenum primitiveMode)
{
    d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsEnabledi(GLenum target, GLuint index)
{
    return d_3_0_Core->f.IsEnabledi(target, index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDisablei(GLenum target, GLuint index)
{
    d_3_0_Core->f.Disablei(target, index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEnablei(GLenum target, GLuint index)
{
    d_3_0_Core->f.Enablei(target, index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
{
    d_3_0_Core->f.GetIntegeri_v(target, index, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
    d_3_0_Core->f.GetBooleani_v(target, index, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
    d_3_0_Core->f.ColorMaski(index, r, g, b, a);
}


// OpenGL 3.1 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
    d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
    d_3_1_Core->f.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
{
    d_3_1_Core->f.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
{
    d_3_1_Core->f.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}

inline GLuint QOpenGLFunctions_4_2_Compatibility::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
    return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
{
    d_3_1_Core->f.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
{
    d_3_1_Core->f.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices)
{
    d_3_1_Core->f.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPrimitiveRestartIndex(GLuint index)
{
    d_3_1_Core->f.PrimitiveRestartIndex(index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
{
    d_3_1_Core->f.TexBuffer(target, internalformat, buffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
{
    d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
{
    d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount);
}


// OpenGL 3.2 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glSampleMaski(GLuint index, GLbitfield mask)
{
    d_3_2_Core->f.SampleMaski(index, mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
{
    d_3_2_Core->f.GetMultisamplefv(pname, index, val);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
{
    d_3_2_Core->f.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
{
    d_3_2_Core->f.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
{
    d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetInteger64v(GLenum pname, GLint64 *params)
{
    d_3_2_Core->f.GetInteger64v(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
    d_3_2_Core->f.WaitSync(sync, flags, timeout);
}

inline GLenum QOpenGLFunctions_4_2_Compatibility::glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
{
    return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteSync(GLsync sync)
{
    d_3_2_Core->f.DeleteSync(sync);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsSync(GLsync sync)
{
    return d_3_2_Core->f.IsSync(sync);
}

inline GLsync QOpenGLFunctions_4_2_Compatibility::glFenceSync(GLenum condition, GLbitfield flags)
{
    return d_3_2_Core->f.FenceSync(condition, flags);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProvokingVertex(GLenum mode)
{
    d_3_2_Core->f.ProvokingVertex(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex)
{
    d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
{
    d_3_2_Core->f.DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
{
    d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
{
    d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
{
    d_3_2_Core->f.FramebufferTexture(target, attachment, texture, level);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
{
    d_3_2_Core->f.GetBufferParameteri64v(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
    d_3_2_Core->f.GetInteger64i_v(target, index, data);
}


// OpenGL 3.3 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
    d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
    d_3_3_Core->f.VertexAttribP4ui(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
    d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
    d_3_3_Core->f.VertexAttribP3ui(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
    d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
    d_3_3_Core->f.VertexAttribP2ui(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
{
    d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
{
    d_3_3_Core->f.VertexAttribP1ui(index, type, normalized, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColorP3uiv(GLenum type, const GLuint *color)
{
    d_3_3_Deprecated->f.SecondaryColorP3uiv(type, color);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColorP3ui(GLenum type, GLuint color)
{
    d_3_3_Deprecated->f.SecondaryColorP3ui(type, color);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorP4uiv(GLenum type, const GLuint *color)
{
    d_3_3_Deprecated->f.ColorP4uiv(type, color);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorP4ui(GLenum type, GLuint color)
{
    d_3_3_Deprecated->f.ColorP4ui(type, color);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorP3uiv(GLenum type, const GLuint *color)
{
    d_3_3_Deprecated->f.ColorP3uiv(type, color);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorP3ui(GLenum type, GLuint color)
{
    d_3_3_Deprecated->f.ColorP3ui(type, color);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormalP3uiv(GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.NormalP3uiv(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormalP3ui(GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.NormalP3ui(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP4uiv(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP4ui(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP3uiv(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP3ui(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP2uiv(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP2ui(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP1uiv(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.MultiTexCoordP1ui(texture, type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP4uiv(GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.TexCoordP4uiv(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP4ui(GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.TexCoordP4ui(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP3uiv(GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.TexCoordP3uiv(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP3ui(GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.TexCoordP3ui(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP2uiv(GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.TexCoordP2uiv(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP2ui(GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.TexCoordP2ui(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP1uiv(GLenum type, const GLuint *coords)
{
    d_3_3_Deprecated->f.TexCoordP1uiv(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP1ui(GLenum type, GLuint coords)
{
    d_3_3_Deprecated->f.TexCoordP1ui(type, coords);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexP4uiv(GLenum type, const GLuint *value)
{
    d_3_3_Deprecated->f.VertexP4uiv(type, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexP4ui(GLenum type, GLuint value)
{
    d_3_3_Deprecated->f.VertexP4ui(type, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexP3uiv(GLenum type, const GLuint *value)
{
    d_3_3_Deprecated->f.VertexP3uiv(type, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexP3ui(GLenum type, GLuint value)
{
    d_3_3_Deprecated->f.VertexP3ui(type, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexP2uiv(GLenum type, const GLuint *value)
{
    d_3_3_Deprecated->f.VertexP2uiv(type, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexP2ui(GLenum type, GLuint value)
{
    d_3_3_Deprecated->f.VertexP2ui(type, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
{
    d_3_3_Core->f.GetQueryObjectui64v(id, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
{
    d_3_3_Core->f.GetQueryObjecti64v(id, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glQueryCounter(GLuint id, GLenum target)
{
    d_3_3_Core->f.QueryCounter(id, target);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
{
    d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
{
    d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
{
    d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
{
    d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
{
    d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
{
    d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
{
    d_3_3_Core->f.SamplerParameterfv(sampler, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
    d_3_3_Core->f.SamplerParameterf(sampler, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
{
    d_3_3_Core->f.SamplerParameteriv(sampler, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
    d_3_3_Core->f.SamplerParameteri(sampler, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindSampler(GLuint unit, GLuint sampler)
{
    d_3_3_Core->f.BindSampler(unit, sampler);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsSampler(GLuint sampler)
{
    return d_3_3_Core->f.IsSampler(sampler);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteSamplers(GLsizei count, const GLuint *samplers)
{
    d_3_3_Core->f.DeleteSamplers(count, samplers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenSamplers(GLsizei count, GLuint *samplers)
{
    d_3_3_Core->f.GenSamplers(count, samplers);
}

inline GLint QOpenGLFunctions_4_2_Compatibility::glGetFragDataIndex(GLuint program, const GLchar *name)
{
    return d_3_3_Core->f.GetFragDataIndex(program, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
{
    d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribDivisor(GLuint index, GLuint divisor)
{
    d_3_3_Core->f.VertexAttribDivisor(index, divisor);
}


// OpenGL 4.0 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
{
    d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEndQueryIndexed(GLenum target, GLuint index)
{
    d_4_0_Core->f.EndQueryIndexed(target, index);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
{
    d_4_0_Core->f.BeginQueryIndexed(target, index, id);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
{
    d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedback(GLenum mode, GLuint id)
{
    d_4_0_Core->f.DrawTransformFeedback(mode, id);
}

inline void QOpenGLFunctions_4_2_Compatibility::glResumeTransformFeedback()
{
    d_4_0_Core->f.ResumeTransformFeedback();
}

inline void QOpenGLFunctions_4_2_Compatibility::glPauseTransformFeedback()
{
    d_4_0_Core->f.PauseTransformFeedback();
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsTransformFeedback(GLuint id)
{
    return d_4_0_Core->f.IsTransformFeedback(id);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenTransformFeedbacks(GLsizei n, GLuint *ids)
{
    d_4_0_Core->f.GenTransformFeedbacks(n, ids);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
    d_4_0_Core->f.DeleteTransformFeedbacks(n, ids);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindTransformFeedback(GLenum target, GLuint id)
{
    d_4_0_Core->f.BindTransformFeedback(target, id);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPatchParameterfv(GLenum pname, const GLfloat *values)
{
    d_4_0_Core->f.PatchParameterfv(pname, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPatchParameteri(GLenum pname, GLint value)
{
    d_4_0_Core->f.PatchParameteri(pname, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
{
    d_4_0_Core->f.GetProgramStageiv(program, shadertype, pname, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
{
    d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
{
    d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
{
    d_4_0_Core->f.GetActiveSubroutineName(program, shadertype, index, bufsize, length, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
{
    d_4_0_Core->f.GetActiveSubroutineUniformName(program, shadertype, index, bufsize, length, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
{
    d_4_0_Core->f.GetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
}

inline GLuint QOpenGLFunctions_4_2_Compatibility::glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
{
    return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name);
}

inline GLint QOpenGLFunctions_4_2_Compatibility::glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
{
    return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformdv(GLuint program, GLint location, GLdouble *params)
{
    d_4_0_Core->f.GetUniformdv(program, location, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
{
    d_4_0_Core->f.Uniform4dv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
{
    d_4_0_Core->f.Uniform3dv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
{
    d_4_0_Core->f.Uniform2dv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
{
    d_4_0_Core->f.Uniform1dv(location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    d_4_0_Core->f.Uniform4d(location, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
{
    d_4_0_Core->f.Uniform3d(location, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform2d(GLint location, GLdouble x, GLdouble y)
{
    d_4_0_Core->f.Uniform2d(location, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUniform1d(GLint location, GLdouble x)
{
    d_4_0_Core->f.Uniform1d(location, x);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
{
    d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
{
    d_4_0_Core->f.DrawArraysIndirect(mode, indirect);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
    d_4_0_Core->f.BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendFunci(GLuint buf, GLenum src, GLenum dst)
{
    d_4_0_Core->f.BlendFunci(buf, src, dst);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
    d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquationi(GLuint buf, GLenum mode)
{
    d_4_0_Core->f.BlendEquationi(buf, mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMinSampleShading(GLfloat value)
{
    d_4_0_Core->f.MinSampleShading(value);
}


// OpenGL 4.1 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
{
    d_4_1_Core->f.GetDoublei_v(target, index, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
{
    d_4_1_Core->f.GetFloati_v(target, index, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
{
    d_4_1_Core->f.DepthRangeIndexed(index, n, f);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
{
    d_4_1_Core->f.DepthRangeArrayv(first, count, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glScissorIndexedv(GLuint index, const GLint *v)
{
    d_4_1_Core->f.ScissorIndexedv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
{
    d_4_1_Core->f.ScissorIndexed(index, left, bottom, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
{
    d_4_1_Core->f.ScissorArrayv(first, count, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glViewportIndexedfv(GLuint index, const GLfloat *v)
{
    d_4_1_Core->f.ViewportIndexedfv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
{
    d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h);
}

inline void QOpenGLFunctions_4_2_Compatibility::glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
{
    d_4_1_Core->f.ViewportArrayv(first, count, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
{
    d_4_1_Core->f.GetVertexAttribLdv(index, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL4dv(GLuint index, const GLdouble *v)
{
    d_4_1_Core->f.VertexAttribL4dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL3dv(GLuint index, const GLdouble *v)
{
    d_4_1_Core->f.VertexAttribL3dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL2dv(GLuint index, const GLdouble *v)
{
    d_4_1_Core->f.VertexAttribL2dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL1dv(GLuint index, const GLdouble *v)
{
    d_4_1_Core->f.VertexAttribL1dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
    d_4_1_Core->f.VertexAttribL3d(index, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
{
    d_4_1_Core->f.VertexAttribL2d(index, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL1d(GLuint index, GLdouble x)
{
    d_4_1_Core->f.VertexAttribL1d(index, x);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
{
    d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
}

inline void QOpenGLFunctions_4_2_Compatibility::glValidateProgramPipeline(GLuint pipeline)
{
    d_4_1_Core->f.ValidateProgramPipeline(pipeline);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix4x3dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix3x4dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix4x2dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix2x4dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix3x2dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix2x3dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix4x3fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix3x4fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix4x2fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix2x4fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix3x2fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix2x3fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix4dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix3dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniformMatrix2dv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix4fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix3fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniformMatrix2fv(program, location, count, transpose, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
    d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
    d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniform4dv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
{
    d_4_1_Core->f.ProgramUniform4d(program, location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniform4fv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
    d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
    d_4_1_Core->f.ProgramUniform4iv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
    d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
    d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
    d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniform3dv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
{
    d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniform3fv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
    d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
    d_4_1_Core->f.ProgramUniform3iv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
    d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
    d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
{
    d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniform2dv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
{
    d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniform2fv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
    d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
    d_4_1_Core->f.ProgramUniform2iv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
    d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
    d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
{
    d_4_1_Core->f.ProgramUniform1ui(program, location, v0);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
{
    d_4_1_Core->f.ProgramUniform1dv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
{
    d_4_1_Core->f.ProgramUniform1d(program, location, v0);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
    d_4_1_Core->f.ProgramUniform1fv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
    d_4_1_Core->f.ProgramUniform1f(program, location, v0);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
    d_4_1_Core->f.ProgramUniform1iv(program, location, count, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1i(GLuint program, GLint location, GLint v0)
{
    d_4_1_Core->f.ProgramUniform1i(program, location, v0);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
    d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsProgramPipeline(GLuint pipeline)
{
    return d_4_1_Core->f.IsProgramPipeline(pipeline);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGenProgramPipelines(GLsizei n, GLuint *pipelines)
{
    d_4_1_Core->f.GenProgramPipelines(n, pipelines);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
    d_4_1_Core->f.DeleteProgramPipelines(n, pipelines);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindProgramPipeline(GLuint pipeline)
{
    d_4_1_Core->f.BindProgramPipeline(pipeline);
}

inline GLuint QOpenGLFunctions_4_2_Compatibility::glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings)
{
    return d_4_1_Core->f.CreateShaderProgramv(type, count, strings);
}

inline void QOpenGLFunctions_4_2_Compatibility::glActiveShaderProgram(GLuint pipeline, GLuint program)
{
    d_4_1_Core->f.ActiveShaderProgram(pipeline, program);
}

inline void QOpenGLFunctions_4_2_Compatibility::glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
    d_4_1_Core->f.UseProgramStages(pipeline, stages, program);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
    d_4_1_Core->f.ProgramParameteri(program, pname, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
{
    d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
{
    d_4_1_Core->f.GetProgramBinary(program, bufSize, length, binaryFormat, binary);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearDepthf(GLfloat dd)
{
    d_4_1_Core->f.ClearDepthf(dd);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDepthRangef(GLfloat n, GLfloat f)
{
    d_4_1_Core->f.DepthRangef(n, f);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
{
    d_4_1_Core->f.GetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
}

inline void QOpenGLFunctions_4_2_Compatibility::glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
{
    d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length);
}

inline void QOpenGLFunctions_4_2_Compatibility::glReleaseShaderCompiler()
{
    d_4_1_Core->f.ReleaseShaderCompiler();
}


// OpenGL 4.2 core functions
inline void QOpenGLFunctions_4_2_Compatibility::glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
    d_4_2_Core->f.TexStorage3D(target, levels, internalformat, width, height, depth);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
    d_4_2_Core->f.TexStorage2D(target, levels, internalformat, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
{
    d_4_2_Core->f.TexStorage1D(target, levels, internalformat, width);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMemoryBarrier(GLbitfield barriers)
{
    d_4_2_Core->f.MemoryBarrier(barriers);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
{
    d_4_2_Core->f.BindImageTexture(unit, texture, level, layered, layer, access, format);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
{
    d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
{
    d_4_2_Core->f.GetInternalformativ(target, internalformat, pname, bufSize, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
{
    d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
{
    d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
{
    d_4_2_Core->f.DrawElementsInstancedBaseVertexBaseInstance(mode, count, type, indices, instancecount, basevertex, baseinstance);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
{
    d_4_2_Core->f.DrawElementsInstancedBaseInstance(mode, count, type, indices, instancecount, baseinstance);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
{
    d_4_2_Core->f.DrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance);
}


// OpenGL 1.0 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
    d_1_0_Deprecated->f.Translatef(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTranslated(GLdouble x, GLdouble y, GLdouble z)
{
    d_1_0_Deprecated->f.Translated(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glScalef(GLfloat x, GLfloat y, GLfloat z)
{
    d_1_0_Deprecated->f.Scalef(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glScaled(GLdouble x, GLdouble y, GLdouble z)
{
    d_1_0_Deprecated->f.Scaled(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
    d_1_0_Deprecated->f.Rotatef(angle, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
    d_1_0_Deprecated->f.Rotated(angle, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPushMatrix()
{
    d_1_0_Deprecated->f.PushMatrix();
}

inline void QOpenGLFunctions_4_2_Compatibility::glPopMatrix()
{
    d_1_0_Deprecated->f.PopMatrix();
}

inline void QOpenGLFunctions_4_2_Compatibility::glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
    d_1_0_Deprecated->f.Ortho(left, right, bottom, top, zNear, zFar);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultMatrixd(const GLdouble *m)
{
    d_1_0_Deprecated->f.MultMatrixd(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultMatrixf(const GLfloat *m)
{
    d_1_0_Deprecated->f.MultMatrixf(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMatrixMode(GLenum mode)
{
    d_1_0_Deprecated->f.MatrixMode(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLoadMatrixd(const GLdouble *m)
{
    d_1_0_Deprecated->f.LoadMatrixd(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLoadMatrixf(const GLfloat *m)
{
    d_1_0_Deprecated->f.LoadMatrixf(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLoadIdentity()
{
    d_1_0_Deprecated->f.LoadIdentity();
}

inline void QOpenGLFunctions_4_2_Compatibility::glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
    d_1_0_Deprecated->f.Frustum(left, right, bottom, top, zNear, zFar);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsList(GLuint list)
{
    return d_1_0_Deprecated->f.IsList(list);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
{
    d_1_0_Deprecated->f.GetTexGeniv(coord, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
{
    d_1_0_Deprecated->f.GetTexGenfv(coord, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
{
    d_1_0_Deprecated->f.GetTexGendv(coord, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
{
    d_1_0_Deprecated->f.GetTexEnviv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
{
    d_1_0_Deprecated->f.GetTexEnvfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetPolygonStipple(GLubyte *mask)
{
    d_1_0_Deprecated->f.GetPolygonStipple(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetPixelMapusv(GLenum map, GLushort *values)
{
    d_1_0_Deprecated->f.GetPixelMapusv(map, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetPixelMapuiv(GLenum map, GLuint *values)
{
    d_1_0_Deprecated->f.GetPixelMapuiv(map, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetPixelMapfv(GLenum map, GLfloat *values)
{
    d_1_0_Deprecated->f.GetPixelMapfv(map, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
{
    d_1_0_Deprecated->f.GetMaterialiv(face, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
{
    d_1_0_Deprecated->f.GetMaterialfv(face, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMapiv(GLenum target, GLenum query, GLint *v)
{
    d_1_0_Deprecated->f.GetMapiv(target, query, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMapfv(GLenum target, GLenum query, GLfloat *v)
{
    d_1_0_Deprecated->f.GetMapfv(target, query, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMapdv(GLenum target, GLenum query, GLdouble *v)
{
    d_1_0_Deprecated->f.GetMapdv(target, query, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetLightiv(GLenum light, GLenum pname, GLint *params)
{
    d_1_0_Deprecated->f.GetLightiv(light, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
{
    d_1_0_Deprecated->f.GetLightfv(light, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetClipPlane(GLenum plane, GLdouble *equation)
{
    d_1_0_Deprecated->f.GetClipPlane(plane, equation);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
    d_1_0_Deprecated->f.DrawPixels(width, height, format, type, pixels);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
{
    d_1_0_Deprecated->f.CopyPixels(x, y, width, height, type);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
{
    d_1_0_Deprecated->f.PixelMapusv(map, mapsize, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
{
    d_1_0_Deprecated->f.PixelMapuiv(map, mapsize, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
{
    d_1_0_Deprecated->f.PixelMapfv(map, mapsize, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelTransferi(GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.PixelTransferi(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelTransferf(GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.PixelTransferf(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPixelZoom(GLfloat xfactor, GLfloat yfactor)
{
    d_1_0_Deprecated->f.PixelZoom(xfactor, yfactor);
}

inline void QOpenGLFunctions_4_2_Compatibility::glAlphaFunc(GLenum func, GLfloat ref)
{
    d_1_0_Deprecated->f.AlphaFunc(func, ref);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalPoint2(GLint i, GLint j)
{
    d_1_0_Deprecated->f.EvalPoint2(i, j);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
{
    d_1_0_Deprecated->f.EvalMesh2(mode, i1, i2, j1, j2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalPoint1(GLint i)
{
    d_1_0_Deprecated->f.EvalPoint1(i);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalMesh1(GLenum mode, GLint i1, GLint i2)
{
    d_1_0_Deprecated->f.EvalMesh1(mode, i1, i2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2fv(const GLfloat *u)
{
    d_1_0_Deprecated->f.EvalCoord2fv(u);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2f(GLfloat u, GLfloat v)
{
    d_1_0_Deprecated->f.EvalCoord2f(u, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2dv(const GLdouble *u)
{
    d_1_0_Deprecated->f.EvalCoord2dv(u);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2d(GLdouble u, GLdouble v)
{
    d_1_0_Deprecated->f.EvalCoord2d(u, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1fv(const GLfloat *u)
{
    d_1_0_Deprecated->f.EvalCoord1fv(u);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1f(GLfloat u)
{
    d_1_0_Deprecated->f.EvalCoord1f(u);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1dv(const GLdouble *u)
{
    d_1_0_Deprecated->f.EvalCoord1dv(u);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1d(GLdouble u)
{
    d_1_0_Deprecated->f.EvalCoord1d(u);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
{
    d_1_0_Deprecated->f.MapGrid2f(un, u1, u2, vn, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
{
    d_1_0_Deprecated->f.MapGrid2d(un, u1, u2, vn, v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
{
    d_1_0_Deprecated->f.MapGrid1f(un, u1, u2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
{
    d_1_0_Deprecated->f.MapGrid1d(un, u1, u2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
{
    d_1_0_Deprecated->f.Map2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
{
    d_1_0_Deprecated->f.Map2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
{
    d_1_0_Deprecated->f.Map1f(target, u1, u2, stride, order, points);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
{
    d_1_0_Deprecated->f.Map1d(target, u1, u2, stride, order, points);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPushAttrib(GLbitfield mask)
{
    d_1_0_Deprecated->f.PushAttrib(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPopAttrib()
{
    d_1_0_Deprecated->f.PopAttrib();
}

inline void QOpenGLFunctions_4_2_Compatibility::glAccum(GLenum op, GLfloat value)
{
    d_1_0_Deprecated->f.Accum(op, value);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexMask(GLuint mask)
{
    d_1_0_Deprecated->f.IndexMask(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearIndex(GLfloat c)
{
    d_1_0_Deprecated->f.ClearIndex(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    d_1_0_Deprecated->f.ClearAccum(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPushName(GLuint name)
{
    d_1_0_Deprecated->f.PushName(name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPopName()
{
    d_1_0_Deprecated->f.PopName();
}

inline void QOpenGLFunctions_4_2_Compatibility::glPassThrough(GLfloat token)
{
    d_1_0_Deprecated->f.PassThrough(token);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLoadName(GLuint name)
{
    d_1_0_Deprecated->f.LoadName(name);
}

inline void QOpenGLFunctions_4_2_Compatibility::glInitNames()
{
    d_1_0_Deprecated->f.InitNames();
}

inline GLint QOpenGLFunctions_4_2_Compatibility::glRenderMode(GLenum mode)
{
    return d_1_0_Deprecated->f.RenderMode(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSelectBuffer(GLsizei size, GLuint *buffer)
{
    d_1_0_Deprecated->f.SelectBuffer(size, buffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
{
    d_1_0_Deprecated->f.FeedbackBuffer(size, type, buffer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
{
    d_1_0_Deprecated->f.TexGeniv(coord, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexGeni(GLenum coord, GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.TexGeni(coord, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
{
    d_1_0_Deprecated->f.TexGenfv(coord, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexGenf(GLenum coord, GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.TexGenf(coord, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
{
    d_1_0_Deprecated->f.TexGendv(coord, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexGend(GLenum coord, GLenum pname, GLdouble param)
{
    d_1_0_Deprecated->f.TexGend(coord, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexEnviv(GLenum target, GLenum pname, const GLint *params)
{
    d_1_0_Deprecated->f.TexEnviv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexEnvi(GLenum target, GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.TexEnvi(target, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
{
    d_1_0_Deprecated->f.TexEnvfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.TexEnvf(target, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glShadeModel(GLenum mode)
{
    d_1_0_Deprecated->f.ShadeModel(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPolygonStipple(const GLubyte *mask)
{
    d_1_0_Deprecated->f.PolygonStipple(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMaterialiv(GLenum face, GLenum pname, const GLint *params)
{
    d_1_0_Deprecated->f.Materialiv(face, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMateriali(GLenum face, GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.Materiali(face, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
{
    d_1_0_Deprecated->f.Materialfv(face, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMaterialf(GLenum face, GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.Materialf(face, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLineStipple(GLint factor, GLushort pattern)
{
    d_1_0_Deprecated->f.LineStipple(factor, pattern);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightModeliv(GLenum pname, const GLint *params)
{
    d_1_0_Deprecated->f.LightModeliv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightModeli(GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.LightModeli(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightModelfv(GLenum pname, const GLfloat *params)
{
    d_1_0_Deprecated->f.LightModelfv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightModelf(GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.LightModelf(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightiv(GLenum light, GLenum pname, const GLint *params)
{
    d_1_0_Deprecated->f.Lightiv(light, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLighti(GLenum light, GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.Lighti(light, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightfv(GLenum light, GLenum pname, const GLfloat *params)
{
    d_1_0_Deprecated->f.Lightfv(light, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLightf(GLenum light, GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.Lightf(light, pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogiv(GLenum pname, const GLint *params)
{
    d_1_0_Deprecated->f.Fogiv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogi(GLenum pname, GLint param)
{
    d_1_0_Deprecated->f.Fogi(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogfv(GLenum pname, const GLfloat *params)
{
    d_1_0_Deprecated->f.Fogfv(pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogf(GLenum pname, GLfloat param)
{
    d_1_0_Deprecated->f.Fogf(pname, param);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorMaterial(GLenum face, GLenum mode)
{
    d_1_0_Deprecated->f.ColorMaterial(face, mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClipPlane(GLenum plane, const GLdouble *equation)
{
    d_1_0_Deprecated->f.ClipPlane(plane, equation);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4sv(const GLshort *v)
{
    d_1_0_Deprecated->f.Vertex4sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
    d_1_0_Deprecated->f.Vertex4s(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4iv(const GLint *v)
{
    d_1_0_Deprecated->f.Vertex4iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4i(GLint x, GLint y, GLint z, GLint w)
{
    d_1_0_Deprecated->f.Vertex4i(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.Vertex4fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    d_1_0_Deprecated->f.Vertex4f(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.Vertex4dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    d_1_0_Deprecated->f.Vertex4d(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3sv(const GLshort *v)
{
    d_1_0_Deprecated->f.Vertex3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3s(GLshort x, GLshort y, GLshort z)
{
    d_1_0_Deprecated->f.Vertex3s(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3iv(const GLint *v)
{
    d_1_0_Deprecated->f.Vertex3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3i(GLint x, GLint y, GLint z)
{
    d_1_0_Deprecated->f.Vertex3i(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.Vertex3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
    d_1_0_Deprecated->f.Vertex3f(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.Vertex3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex3d(GLdouble x, GLdouble y, GLdouble z)
{
    d_1_0_Deprecated->f.Vertex3d(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2sv(const GLshort *v)
{
    d_1_0_Deprecated->f.Vertex2sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2s(GLshort x, GLshort y)
{
    d_1_0_Deprecated->f.Vertex2s(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2iv(const GLint *v)
{
    d_1_0_Deprecated->f.Vertex2iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2i(GLint x, GLint y)
{
    d_1_0_Deprecated->f.Vertex2i(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.Vertex2fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2f(GLfloat x, GLfloat y)
{
    d_1_0_Deprecated->f.Vertex2f(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.Vertex2dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertex2d(GLdouble x, GLdouble y)
{
    d_1_0_Deprecated->f.Vertex2d(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4sv(const GLshort *v)
{
    d_1_0_Deprecated->f.TexCoord4sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
{
    d_1_0_Deprecated->f.TexCoord4s(s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4iv(const GLint *v)
{
    d_1_0_Deprecated->f.TexCoord4iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
{
    d_1_0_Deprecated->f.TexCoord4i(s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.TexCoord4fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
    d_1_0_Deprecated->f.TexCoord4f(s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.TexCoord4dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
    d_1_0_Deprecated->f.TexCoord4d(s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3sv(const GLshort *v)
{
    d_1_0_Deprecated->f.TexCoord3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3s(GLshort s, GLshort t, GLshort r)
{
    d_1_0_Deprecated->f.TexCoord3s(s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3iv(const GLint *v)
{
    d_1_0_Deprecated->f.TexCoord3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3i(GLint s, GLint t, GLint r)
{
    d_1_0_Deprecated->f.TexCoord3i(s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.TexCoord3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
{
    d_1_0_Deprecated->f.TexCoord3f(s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.TexCoord3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
{
    d_1_0_Deprecated->f.TexCoord3d(s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2sv(const GLshort *v)
{
    d_1_0_Deprecated->f.TexCoord2sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2s(GLshort s, GLshort t)
{
    d_1_0_Deprecated->f.TexCoord2s(s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2iv(const GLint *v)
{
    d_1_0_Deprecated->f.TexCoord2iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2i(GLint s, GLint t)
{
    d_1_0_Deprecated->f.TexCoord2i(s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.TexCoord2fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2f(GLfloat s, GLfloat t)
{
    d_1_0_Deprecated->f.TexCoord2f(s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.TexCoord2dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2d(GLdouble s, GLdouble t)
{
    d_1_0_Deprecated->f.TexCoord2d(s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1sv(const GLshort *v)
{
    d_1_0_Deprecated->f.TexCoord1sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1s(GLshort s)
{
    d_1_0_Deprecated->f.TexCoord1s(s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1iv(const GLint *v)
{
    d_1_0_Deprecated->f.TexCoord1iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1i(GLint s)
{
    d_1_0_Deprecated->f.TexCoord1i(s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.TexCoord1fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1f(GLfloat s)
{
    d_1_0_Deprecated->f.TexCoord1f(s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.TexCoord1dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1d(GLdouble s)
{
    d_1_0_Deprecated->f.TexCoord1d(s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRectsv(const GLshort *v1, const GLshort *v2)
{
    d_1_0_Deprecated->f.Rectsv(v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
{
    d_1_0_Deprecated->f.Rects(x1, y1, x2, y2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRectiv(const GLint *v1, const GLint *v2)
{
    d_1_0_Deprecated->f.Rectiv(v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
{
    d_1_0_Deprecated->f.Recti(x1, y1, x2, y2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRectfv(const GLfloat *v1, const GLfloat *v2)
{
    d_1_0_Deprecated->f.Rectfv(v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
    d_1_0_Deprecated->f.Rectf(x1, y1, x2, y2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRectdv(const GLdouble *v1, const GLdouble *v2)
{
    d_1_0_Deprecated->f.Rectdv(v1, v2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
{
    d_1_0_Deprecated->f.Rectd(x1, y1, x2, y2);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4sv(const GLshort *v)
{
    d_1_0_Deprecated->f.RasterPos4sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
    d_1_0_Deprecated->f.RasterPos4s(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4iv(const GLint *v)
{
    d_1_0_Deprecated->f.RasterPos4iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
    d_1_0_Deprecated->f.RasterPos4i(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.RasterPos4fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    d_1_0_Deprecated->f.RasterPos4f(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.RasterPos4dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    d_1_0_Deprecated->f.RasterPos4d(x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3sv(const GLshort *v)
{
    d_1_0_Deprecated->f.RasterPos3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3s(GLshort x, GLshort y, GLshort z)
{
    d_1_0_Deprecated->f.RasterPos3s(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3iv(const GLint *v)
{
    d_1_0_Deprecated->f.RasterPos3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3i(GLint x, GLint y, GLint z)
{
    d_1_0_Deprecated->f.RasterPos3i(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.RasterPos3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
    d_1_0_Deprecated->f.RasterPos3f(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.RasterPos3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
    d_1_0_Deprecated->f.RasterPos3d(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2sv(const GLshort *v)
{
    d_1_0_Deprecated->f.RasterPos2sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2s(GLshort x, GLshort y)
{
    d_1_0_Deprecated->f.RasterPos2s(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2iv(const GLint *v)
{
    d_1_0_Deprecated->f.RasterPos2iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2i(GLint x, GLint y)
{
    d_1_0_Deprecated->f.RasterPos2i(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.RasterPos2fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2f(GLfloat x, GLfloat y)
{
    d_1_0_Deprecated->f.RasterPos2f(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.RasterPos2dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2d(GLdouble x, GLdouble y)
{
    d_1_0_Deprecated->f.RasterPos2d(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3sv(const GLshort *v)
{
    d_1_0_Deprecated->f.Normal3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3s(GLshort nx, GLshort ny, GLshort nz)
{
    d_1_0_Deprecated->f.Normal3s(nx, ny, nz);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3iv(const GLint *v)
{
    d_1_0_Deprecated->f.Normal3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3i(GLint nx, GLint ny, GLint nz)
{
    d_1_0_Deprecated->f.Normal3i(nx, ny, nz);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.Normal3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
{
    d_1_0_Deprecated->f.Normal3f(nx, ny, nz);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.Normal3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
{
    d_1_0_Deprecated->f.Normal3d(nx, ny, nz);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3bv(const GLbyte *v)
{
    d_1_0_Deprecated->f.Normal3bv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
{
    d_1_0_Deprecated->f.Normal3b(nx, ny, nz);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexsv(const GLshort *c)
{
    d_1_0_Deprecated->f.Indexsv(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexs(GLshort c)
{
    d_1_0_Deprecated->f.Indexs(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexiv(const GLint *c)
{
    d_1_0_Deprecated->f.Indexiv(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexi(GLint c)
{
    d_1_0_Deprecated->f.Indexi(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexfv(const GLfloat *c)
{
    d_1_0_Deprecated->f.Indexfv(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexf(GLfloat c)
{
    d_1_0_Deprecated->f.Indexf(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexdv(const GLdouble *c)
{
    d_1_0_Deprecated->f.Indexdv(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexd(GLdouble c)
{
    d_1_0_Deprecated->f.Indexd(c);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEnd()
{
    d_1_0_Deprecated->f.End();
}

inline void QOpenGLFunctions_4_2_Compatibility::glEdgeFlagv(const GLboolean *flag)
{
    d_1_0_Deprecated->f.EdgeFlagv(flag);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEdgeFlag(GLboolean flag)
{
    d_1_0_Deprecated->f.EdgeFlag(flag);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4usv(const GLushort *v)
{
    d_1_0_Deprecated->f.Color4usv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
{
    d_1_0_Deprecated->f.Color4us(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4uiv(const GLuint *v)
{
    d_1_0_Deprecated->f.Color4uiv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
{
    d_1_0_Deprecated->f.Color4ui(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4ubv(const GLubyte *v)
{
    d_1_0_Deprecated->f.Color4ubv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
    d_1_0_Deprecated->f.Color4ub(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4sv(const GLshort *v)
{
    d_1_0_Deprecated->f.Color4sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
{
    d_1_0_Deprecated->f.Color4s(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4iv(const GLint *v)
{
    d_1_0_Deprecated->f.Color4iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
{
    d_1_0_Deprecated->f.Color4i(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.Color4fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    d_1_0_Deprecated->f.Color4f(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.Color4dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
    d_1_0_Deprecated->f.Color4d(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4bv(const GLbyte *v)
{
    d_1_0_Deprecated->f.Color4bv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
    d_1_0_Deprecated->f.Color4b(red, green, blue, alpha);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3usv(const GLushort *v)
{
    d_1_0_Deprecated->f.Color3usv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3us(GLushort red, GLushort green, GLushort blue)
{
    d_1_0_Deprecated->f.Color3us(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3uiv(const GLuint *v)
{
    d_1_0_Deprecated->f.Color3uiv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3ui(GLuint red, GLuint green, GLuint blue)
{
    d_1_0_Deprecated->f.Color3ui(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3ubv(const GLubyte *v)
{
    d_1_0_Deprecated->f.Color3ubv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
{
    d_1_0_Deprecated->f.Color3ub(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3sv(const GLshort *v)
{
    d_1_0_Deprecated->f.Color3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3s(GLshort red, GLshort green, GLshort blue)
{
    d_1_0_Deprecated->f.Color3s(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3iv(const GLint *v)
{
    d_1_0_Deprecated->f.Color3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3i(GLint red, GLint green, GLint blue)
{
    d_1_0_Deprecated->f.Color3i(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3fv(const GLfloat *v)
{
    d_1_0_Deprecated->f.Color3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
    d_1_0_Deprecated->f.Color3f(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3dv(const GLdouble *v)
{
    d_1_0_Deprecated->f.Color3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3d(GLdouble red, GLdouble green, GLdouble blue)
{
    d_1_0_Deprecated->f.Color3d(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3bv(const GLbyte *v)
{
    d_1_0_Deprecated->f.Color3bv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColor3b(GLbyte red, GLbyte green, GLbyte blue)
{
    d_1_0_Deprecated->f.Color3b(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
{
    d_1_0_Deprecated->f.Bitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
}

inline void QOpenGLFunctions_4_2_Compatibility::glBegin(GLenum mode)
{
    d_1_0_Deprecated->f.Begin(mode);
}

inline void QOpenGLFunctions_4_2_Compatibility::glListBase(GLuint base)
{
    d_1_0_Deprecated->f.ListBase(base);
}

inline GLuint QOpenGLFunctions_4_2_Compatibility::glGenLists(GLsizei range)
{
    return d_1_0_Deprecated->f.GenLists(range);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDeleteLists(GLuint list, GLsizei range)
{
    d_1_0_Deprecated->f.DeleteLists(list, range);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
{
    d_1_0_Deprecated->f.CallLists(n, type, lists);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCallList(GLuint list)
{
    d_1_0_Deprecated->f.CallList(list);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEndList()
{
    d_1_0_Deprecated->f.EndList();
}

inline void QOpenGLFunctions_4_2_Compatibility::glNewList(GLuint list, GLenum mode)
{
    d_1_0_Deprecated->f.NewList(list, mode);
}


// OpenGL 1.1 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glPushClientAttrib(GLbitfield mask)
{
    d_1_1_Deprecated->f.PushClientAttrib(mask);
}

inline void QOpenGLFunctions_4_2_Compatibility::glPopClientAttrib()
{
    d_1_1_Deprecated->f.PopClientAttrib();
}

inline void QOpenGLFunctions_4_2_Compatibility::glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
{
    d_1_1_Deprecated->f.PrioritizeTextures(n, textures, priorities);
}

inline GLboolean QOpenGLFunctions_4_2_Compatibility::glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
{
    return d_1_1_Deprecated->f.AreTexturesResident(n, textures, residences);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.VertexPointer(size, type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.TexCoordPointer(size, type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.NormalPointer(type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.InterleavedArrays(format, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.IndexPointer(type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEnableClientState(GLenum array)
{
    d_1_1_Deprecated->f.EnableClientState(array);
}

inline void QOpenGLFunctions_4_2_Compatibility::glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.EdgeFlagPointer(stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glDisableClientState(GLenum array)
{
    d_1_1_Deprecated->f.DisableClientState(array);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_1_Deprecated->f.ColorPointer(size, type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glArrayElement(GLint i)
{
    d_1_1_Deprecated->f.ArrayElement(i);
}


// OpenGL 1.2 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glResetMinmax(GLenum target)
{
    d_1_2_Deprecated->f.ResetMinmax(target);
}

inline void QOpenGLFunctions_4_2_Compatibility::glResetHistogram(GLenum target)
{
    d_1_2_Deprecated->f.ResetHistogram(target);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
{
    d_1_2_Deprecated->f.Minmax(target, internalformat, sink);
}

inline void QOpenGLFunctions_4_2_Compatibility::glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
{
    d_1_2_Deprecated->f.Histogram(target, width, internalformat, sink);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_1_2_Deprecated->f.GetMinmaxParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
    d_1_2_Deprecated->f.GetMinmaxParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
{
    d_1_2_Deprecated->f.GetMinmax(target, reset, format, type, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_1_2_Deprecated->f.GetHistogramParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
    d_1_2_Deprecated->f.GetHistogramParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
{
    d_1_2_Deprecated->f.GetHistogram(target, reset, format, type, values);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
{
    d_1_2_Deprecated->f.SeparableFilter2D(target, internalformat, width, height, format, type, row, column);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
{
    d_1_2_Deprecated->f.GetSeparableFilter(target, format, type, row, column, span);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_1_2_Deprecated->f.GetConvolutionParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
    d_1_2_Deprecated->f.GetConvolutionParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
{
    d_1_2_Deprecated->f.GetConvolutionFilter(target, format, type, image);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
{
    d_1_2_Deprecated->f.CopyConvolutionFilter2D(target, internalformat, x, y, width, height);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
{
    d_1_2_Deprecated->f.CopyConvolutionFilter1D(target, internalformat, x, y, width);
}

inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
{
    d_1_2_Deprecated->f.ConvolutionParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
{
    d_1_2_Deprecated->f.ConvolutionParameteri(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
    d_1_2_Deprecated->f.ConvolutionParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
{
    d_1_2_Deprecated->f.ConvolutionParameterf(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
{
    d_1_2_Deprecated->f.ConvolutionFilter2D(target, internalformat, width, height, format, type, image);
}

inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
{
    d_1_2_Deprecated->f.ConvolutionFilter1D(target, internalformat, width, format, type, image);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
{
    d_1_2_Deprecated->f.CopyColorSubTable(target, start, x, y, width);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
{
    d_1_2_Deprecated->f.ColorSubTable(target, start, count, format, type, data);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
{
    d_1_2_Deprecated->f.GetColorTableParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
{
    d_1_2_Deprecated->f.GetColorTableParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
{
    d_1_2_Deprecated->f.GetColorTable(target, format, type, table);
}

inline void QOpenGLFunctions_4_2_Compatibility::glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
{
    d_1_2_Deprecated->f.CopyColorTable(target, internalformat, x, y, width);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
{
    d_1_2_Deprecated->f.ColorTableParameteriv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
    d_1_2_Deprecated->f.ColorTableParameterfv(target, pname, params);
}

inline void QOpenGLFunctions_4_2_Compatibility::glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
{
    d_1_2_Deprecated->f.ColorTable(target, internalformat, width, format, type, table);
}


// OpenGL 1.3 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glMultTransposeMatrixd(const GLdouble *m)
{
    d_1_3_Deprecated->f.MultTransposeMatrixd(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultTransposeMatrixf(const GLfloat *m)
{
    d_1_3_Deprecated->f.MultTransposeMatrixf(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLoadTransposeMatrixd(const GLdouble *m)
{
    d_1_3_Deprecated->f.LoadTransposeMatrixd(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glLoadTransposeMatrixf(const GLfloat *m)
{
    d_1_3_Deprecated->f.LoadTransposeMatrixf(m);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4sv(GLenum target, const GLshort *v)
{
    d_1_3_Deprecated->f.MultiTexCoord4sv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
{
    d_1_3_Deprecated->f.MultiTexCoord4s(target, s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4iv(GLenum target, const GLint *v)
{
    d_1_3_Deprecated->f.MultiTexCoord4iv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
{
    d_1_3_Deprecated->f.MultiTexCoord4i(target, s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4fv(GLenum target, const GLfloat *v)
{
    d_1_3_Deprecated->f.MultiTexCoord4fv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
    d_1_3_Deprecated->f.MultiTexCoord4f(target, s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4dv(GLenum target, const GLdouble *v)
{
    d_1_3_Deprecated->f.MultiTexCoord4dv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
    d_1_3_Deprecated->f.MultiTexCoord4d(target, s, t, r, q);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3sv(GLenum target, const GLshort *v)
{
    d_1_3_Deprecated->f.MultiTexCoord3sv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
{
    d_1_3_Deprecated->f.MultiTexCoord3s(target, s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3iv(GLenum target, const GLint *v)
{
    d_1_3_Deprecated->f.MultiTexCoord3iv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
{
    d_1_3_Deprecated->f.MultiTexCoord3i(target, s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3fv(GLenum target, const GLfloat *v)
{
    d_1_3_Deprecated->f.MultiTexCoord3fv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
{
    d_1_3_Deprecated->f.MultiTexCoord3f(target, s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3dv(GLenum target, const GLdouble *v)
{
    d_1_3_Deprecated->f.MultiTexCoord3dv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
{
    d_1_3_Deprecated->f.MultiTexCoord3d(target, s, t, r);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2sv(GLenum target, const GLshort *v)
{
    d_1_3_Deprecated->f.MultiTexCoord2sv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
{
    d_1_3_Deprecated->f.MultiTexCoord2s(target, s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2iv(GLenum target, const GLint *v)
{
    d_1_3_Deprecated->f.MultiTexCoord2iv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2i(GLenum target, GLint s, GLint t)
{
    d_1_3_Deprecated->f.MultiTexCoord2i(target, s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2fv(GLenum target, const GLfloat *v)
{
    d_1_3_Deprecated->f.MultiTexCoord2fv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
{
    d_1_3_Deprecated->f.MultiTexCoord2f(target, s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2dv(GLenum target, const GLdouble *v)
{
    d_1_3_Deprecated->f.MultiTexCoord2dv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
{
    d_1_3_Deprecated->f.MultiTexCoord2d(target, s, t);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1sv(GLenum target, const GLshort *v)
{
    d_1_3_Deprecated->f.MultiTexCoord1sv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1s(GLenum target, GLshort s)
{
    d_1_3_Deprecated->f.MultiTexCoord1s(target, s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1iv(GLenum target, const GLint *v)
{
    d_1_3_Deprecated->f.MultiTexCoord1iv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1i(GLenum target, GLint s)
{
    d_1_3_Deprecated->f.MultiTexCoord1i(target, s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1fv(GLenum target, const GLfloat *v)
{
    d_1_3_Deprecated->f.MultiTexCoord1fv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1f(GLenum target, GLfloat s)
{
    d_1_3_Deprecated->f.MultiTexCoord1f(target, s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1dv(GLenum target, const GLdouble *v)
{
    d_1_3_Deprecated->f.MultiTexCoord1dv(target, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1d(GLenum target, GLdouble s)
{
    d_1_3_Deprecated->f.MultiTexCoord1d(target, s);
}

inline void QOpenGLFunctions_4_2_Compatibility::glClientActiveTexture(GLenum texture)
{
    d_1_3_Deprecated->f.ClientActiveTexture(texture);
}


// OpenGL 1.4 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3sv(const GLshort *v)
{
    d_1_4_Deprecated->f.WindowPos3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3s(GLshort x, GLshort y, GLshort z)
{
    d_1_4_Deprecated->f.WindowPos3s(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3iv(const GLint *v)
{
    d_1_4_Deprecated->f.WindowPos3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3i(GLint x, GLint y, GLint z)
{
    d_1_4_Deprecated->f.WindowPos3i(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3fv(const GLfloat *v)
{
    d_1_4_Deprecated->f.WindowPos3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
{
    d_1_4_Deprecated->f.WindowPos3f(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3dv(const GLdouble *v)
{
    d_1_4_Deprecated->f.WindowPos3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
{
    d_1_4_Deprecated->f.WindowPos3d(x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2sv(const GLshort *v)
{
    d_1_4_Deprecated->f.WindowPos2sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2s(GLshort x, GLshort y)
{
    d_1_4_Deprecated->f.WindowPos2s(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2iv(const GLint *v)
{
    d_1_4_Deprecated->f.WindowPos2iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2i(GLint x, GLint y)
{
    d_1_4_Deprecated->f.WindowPos2i(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2fv(const GLfloat *v)
{
    d_1_4_Deprecated->f.WindowPos2fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2f(GLfloat x, GLfloat y)
{
    d_1_4_Deprecated->f.WindowPos2f(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2dv(const GLdouble *v)
{
    d_1_4_Deprecated->f.WindowPos2dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2d(GLdouble x, GLdouble y)
{
    d_1_4_Deprecated->f.WindowPos2d(x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_4_Deprecated->f.SecondaryColorPointer(size, type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3usv(const GLushort *v)
{
    d_1_4_Deprecated->f.SecondaryColor3usv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
{
    d_1_4_Deprecated->f.SecondaryColor3us(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3uiv(const GLuint *v)
{
    d_1_4_Deprecated->f.SecondaryColor3uiv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
{
    d_1_4_Deprecated->f.SecondaryColor3ui(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3ubv(const GLubyte *v)
{
    d_1_4_Deprecated->f.SecondaryColor3ubv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
{
    d_1_4_Deprecated->f.SecondaryColor3ub(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3sv(const GLshort *v)
{
    d_1_4_Deprecated->f.SecondaryColor3sv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
{
    d_1_4_Deprecated->f.SecondaryColor3s(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3iv(const GLint *v)
{
    d_1_4_Deprecated->f.SecondaryColor3iv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3i(GLint red, GLint green, GLint blue)
{
    d_1_4_Deprecated->f.SecondaryColor3i(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3fv(const GLfloat *v)
{
    d_1_4_Deprecated->f.SecondaryColor3fv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
    d_1_4_Deprecated->f.SecondaryColor3f(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3dv(const GLdouble *v)
{
    d_1_4_Deprecated->f.SecondaryColor3dv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
{
    d_1_4_Deprecated->f.SecondaryColor3d(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3bv(const GLbyte *v)
{
    d_1_4_Deprecated->f.SecondaryColor3bv(v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
{
    d_1_4_Deprecated->f.SecondaryColor3b(red, green, blue);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
    d_1_4_Deprecated->f.FogCoordPointer(type, stride, pointer);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogCoorddv(const GLdouble *coord)
{
    d_1_4_Deprecated->f.FogCoorddv(coord);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordd(GLdouble coord)
{
    d_1_4_Deprecated->f.FogCoordd(coord);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordfv(const GLfloat *coord)
{
    d_1_4_Deprecated->f.FogCoordfv(coord);
}

inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordf(GLfloat coord)
{
    d_1_4_Deprecated->f.FogCoordf(coord);
}


// OpenGL 1.5 deprecated functions

// OpenGL 2.0 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4usv(GLuint index, const GLushort *v)
{
    d_2_0_Core->f.VertexAttrib4usv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4uiv(GLuint index, const GLuint *v)
{
    d_2_0_Core->f.VertexAttrib4uiv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4ubv(GLuint index, const GLubyte *v)
{
    d_2_0_Core->f.VertexAttrib4ubv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4sv(GLuint index, const GLshort *v)
{
    d_2_0_Core->f.VertexAttrib4sv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
{
    d_2_0_Core->f.VertexAttrib4s(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4iv(GLuint index, const GLint *v)
{
    d_2_0_Core->f.VertexAttrib4iv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4fv(GLuint index, const GLfloat *v)
{
    d_2_0_Core->f.VertexAttrib4fv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    d_2_0_Core->f.VertexAttrib4f(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4dv(GLuint index, const GLdouble *v)
{
    d_2_0_Core->f.VertexAttrib4dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    d_2_0_Core->f.VertexAttrib4d(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4bv(GLuint index, const GLbyte *v)
{
    d_2_0_Core->f.VertexAttrib4bv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nusv(GLuint index, const GLushort *v)
{
    d_2_0_Core->f.VertexAttrib4Nusv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
{
    d_2_0_Core->f.VertexAttrib4Nuiv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
{
    d_2_0_Core->f.VertexAttrib4Nubv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
{
    d_2_0_Core->f.VertexAttrib4Nub(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nsv(GLuint index, const GLshort *v)
{
    d_2_0_Core->f.VertexAttrib4Nsv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Niv(GLuint index, const GLint *v)
{
    d_2_0_Core->f.VertexAttrib4Niv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
{
    d_2_0_Core->f.VertexAttrib4Nbv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3sv(GLuint index, const GLshort *v)
{
    d_2_0_Core->f.VertexAttrib3sv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
{
    d_2_0_Core->f.VertexAttrib3s(index, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3fv(GLuint index, const GLfloat *v)
{
    d_2_0_Core->f.VertexAttrib3fv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
    d_2_0_Core->f.VertexAttrib3f(index, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3dv(GLuint index, const GLdouble *v)
{
    d_2_0_Core->f.VertexAttrib3dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
    d_2_0_Core->f.VertexAttrib3d(index, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2sv(GLuint index, const GLshort *v)
{
    d_2_0_Core->f.VertexAttrib2sv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
{
    d_2_0_Core->f.VertexAttrib2s(index, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2fv(GLuint index, const GLfloat *v)
{
    d_2_0_Core->f.VertexAttrib2fv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
{
    d_2_0_Core->f.VertexAttrib2f(index, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2dv(GLuint index, const GLdouble *v)
{
    d_2_0_Core->f.VertexAttrib2dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
{
    d_2_0_Core->f.VertexAttrib2d(index, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1sv(GLuint index, const GLshort *v)
{
    d_2_0_Core->f.VertexAttrib1sv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1s(GLuint index, GLshort x)
{
    d_2_0_Core->f.VertexAttrib1s(index, x);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1fv(GLuint index, const GLfloat *v)
{
    d_2_0_Core->f.VertexAttrib1fv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1f(GLuint index, GLfloat x)
{
    d_2_0_Core->f.VertexAttrib1f(index, x);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1dv(GLuint index, const GLdouble *v)
{
    d_2_0_Core->f.VertexAttrib1dv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1d(GLuint index, GLdouble x)
{
    d_2_0_Core->f.VertexAttrib1d(index, x);
}


// OpenGL 2.1 deprecated functions

// OpenGL 3.0 deprecated functions
inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4usv(GLuint index, const GLushort *v)
{
    d_3_0_Core->f.VertexAttribI4usv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4ubv(GLuint index, const GLubyte *v)
{
    d_3_0_Core->f.VertexAttribI4ubv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4sv(GLuint index, const GLshort *v)
{
    d_3_0_Core->f.VertexAttribI4sv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4bv(GLuint index, const GLbyte *v)
{
    d_3_0_Core->f.VertexAttribI4bv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4uiv(GLuint index, const GLuint *v)
{
    d_3_0_Core->f.VertexAttribI4uiv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3uiv(GLuint index, const GLuint *v)
{
    d_3_0_Core->f.VertexAttribI3uiv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2uiv(GLuint index, const GLuint *v)
{
    d_3_0_Core->f.VertexAttribI2uiv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1uiv(GLuint index, const GLuint *v)
{
    d_3_0_Core->f.VertexAttribI1uiv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4iv(GLuint index, const GLint *v)
{
    d_3_0_Core->f.VertexAttribI4iv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3iv(GLuint index, const GLint *v)
{
    d_3_0_Core->f.VertexAttribI3iv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2iv(GLuint index, const GLint *v)
{
    d_3_0_Core->f.VertexAttribI2iv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1iv(GLuint index, const GLint *v)
{
    d_3_0_Core->f.VertexAttribI1iv(index, v);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
    d_3_0_Core->f.VertexAttribI4ui(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
{
    d_3_0_Core->f.VertexAttribI3ui(index, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
{
    d_3_0_Core->f.VertexAttribI2ui(index, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1ui(GLuint index, GLuint x)
{
    d_3_0_Core->f.VertexAttribI1ui(index, x);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
    d_3_0_Core->f.VertexAttribI4i(index, x, y, z, w);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
{
    d_3_0_Core->f.VertexAttribI3i(index, x, y, z);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2i(GLuint index, GLint x, GLint y)
{
    d_3_0_Core->f.VertexAttribI2i(index, x, y);
}

inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1i(GLuint index, GLint x)
{
    d_3_0_Core->f.VertexAttribI1i(index, x);
}


// OpenGL 3.1 deprecated functions

// OpenGL 3.2 deprecated functions

// OpenGL 3.3 deprecated functions

// OpenGL 4.0 deprecated functions

// OpenGL 4.1 deprecated functions

// OpenGL 4.2 deprecated functions


QT_END_NAMESPACE

#ifdef Q_OS_WIN
#pragma pop_macro("MemoryBarrier")
#endif

#endif // QT_NO_OPENGL && !QT_CONFIG(opengles2)

#endif
