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

#include <QOpenGLContext>
#include <QtGui/qopenglfunctions_4_3_core.h>

#include "funcs.h"

void *gl4_3core_funcs() {
	QOpenGLFunctions_4_3_Core* funcs = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_3_Core>();
	if (!funcs) {
		return 0;
	}
	funcs->initializeOpenGLFunctions();
	return funcs;
}


void gl4_3core_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glViewport(x, y, width, height);
}

void gl4_3core_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDepthRange(nearVal, farVal);
}

GLboolean gl4_3core_glIsEnabled(void *_glfuncs, GLenum cap)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsEnabled(cap);
}

void gl4_3core_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexLevelParameteriv(target, level, pname, params);
}

void gl4_3core_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexLevelParameterfv(target, level, pname, params);
}

void gl4_3core_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexParameteriv(target, pname, params);
}

void gl4_3core_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexParameterfv(target, pname, params);
}

void gl4_3core_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexImage(target, level, format, gltype, pixels);
}

void gl4_3core_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetIntegerv(pname, params);
}

void gl4_3core_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetFloatv(pname, params);
}

GLenum gl4_3core_glGetError(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetError();
}

void gl4_3core_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetDoublev(pname, params);
}

void gl4_3core_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetBooleanv(pname, params);
}

void gl4_3core_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glReadPixels(x, y, width, height, format, gltype, pixels);
}

void gl4_3core_glReadBuffer(void *_glfuncs, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glReadBuffer(mode);
}

void gl4_3core_glPixelStorei(void *_glfuncs, GLenum pname, GLint param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPixelStorei(pname, param);
}

void gl4_3core_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPixelStoref(pname, param);
}

void gl4_3core_glDepthFunc(void *_glfuncs, GLenum glfunc)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDepthFunc(glfunc);
}

void gl4_3core_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glStencilOp(fail, zfail, zpass);
}

void gl4_3core_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glStencilFunc(glfunc, ref, mask);
}

void gl4_3core_glLogicOp(void *_glfuncs, GLenum opcode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glLogicOp(opcode);
}

void gl4_3core_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendFunc(sfactor, dfactor);
}

void gl4_3core_glFlush(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFlush();
}

void gl4_3core_glFinish(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFinish();
}

void gl4_3core_glEnable(void *_glfuncs, GLenum cap)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEnable(cap);
}

void gl4_3core_glDisable(void *_glfuncs, GLenum cap)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDisable(cap);
}

void gl4_3core_glDepthMask(void *_glfuncs, GLboolean flag)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDepthMask(flag);
}

void gl4_3core_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glColorMask(red, green, blue, alpha);
}

void gl4_3core_glStencilMask(void *_glfuncs, GLuint mask)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glStencilMask(mask);
}

void gl4_3core_glClearDepth(void *_glfuncs, GLdouble depth)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearDepth(depth);
}

void gl4_3core_glClearStencil(void *_glfuncs, GLint s)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearStencil(s);
}

void gl4_3core_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearColor(red, green, blue, alpha);
}

void gl4_3core_glClear(void *_glfuncs, GLbitfield mask)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClear(mask);
}

void gl4_3core_glDrawBuffer(void *_glfuncs, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawBuffer(mode);
}

void gl4_3core_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexImage2D(target, level, internalFormat, width, height, border, format, gltype, pixels);
}

void gl4_3core_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexImage1D(target, level, internalFormat, width, border, format, gltype, pixels);
}

void gl4_3core_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexParameteriv(target, pname, params);
}

void gl4_3core_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexParameteri(target, pname, param);
}

void gl4_3core_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexParameterfv(target, pname, params);
}

void gl4_3core_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexParameterf(target, pname, param);
}

void gl4_3core_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glScissor(x, y, width, height);
}

void gl4_3core_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPolygonMode(face, mode);
}

void gl4_3core_glPointSize(void *_glfuncs, GLfloat size)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPointSize(size);
}

void gl4_3core_glLineWidth(void *_glfuncs, GLfloat width)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glLineWidth(width);
}

void gl4_3core_glHint(void *_glfuncs, GLenum target, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glHint(target, mode);
}

void gl4_3core_glFrontFace(void *_glfuncs, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFrontFace(mode);
}

void gl4_3core_glCullFace(void *_glfuncs, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCullFace(mode);
}

void gl4_3core_glIndexubv(void *_glfuncs, const GLubyte* c)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glIndexubv(c);
}

void gl4_3core_glIndexub(void *_glfuncs, GLubyte c)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glIndexub(c);
}

GLboolean gl4_3core_glIsTexture(void *_glfuncs, GLuint texture)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsTexture(texture);
}

void gl4_3core_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenTextures(n, textures);
}

void gl4_3core_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteTextures(n, textures);
}

void gl4_3core_glBindTexture(void *_glfuncs, GLenum target, GLuint texture)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindTexture(target, texture);
}

void gl4_3core_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, gltype, pixels);
}

void gl4_3core_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexSubImage1D(target, level, xoffset, width, format, gltype, pixels);
}

void gl4_3core_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}

void gl4_3core_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyTexSubImage1D(target, level, xoffset, x, y, width);
}

void gl4_3core_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}

void gl4_3core_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyTexImage1D(target, level, internalFormat, x, y, width, border);
}

void gl4_3core_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPolygonOffset(factor, units);
}

void gl4_3core_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElements(mode, count, gltype, indices);
}

void gl4_3core_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawArrays(mode, first, count);
}

void gl4_3core_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}

void gl4_3core_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, gltype, pixels);
}

void gl4_3core_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, gltype, pixels);
}

void gl4_3core_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawRangeElements(mode, start, end, count, gltype, indices);
}

void gl4_3core_glBlendEquation(void *_glfuncs, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendEquation(mode);
}

void gl4_3core_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendColor(red, green, blue, alpha);
}

void gl4_3core_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetCompressedTexImage(target, level, img);
}

void gl4_3core_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
}

void gl4_3core_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

void gl4_3core_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}

void gl4_3core_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompressedTexImage1D(target, level, internalFormat, width, border, imageSize, data);
}

void gl4_3core_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompressedTexImage2D(target, level, internalFormat, width, height, border, imageSize, data);
}

void gl4_3core_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompressedTexImage3D(target, level, internalFormat, width, height, depth, border, imageSize, data);
}

void gl4_3core_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSampleCoverage(value, invert);
}

void gl4_3core_glActiveTexture(void *_glfuncs, GLenum texture)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glActiveTexture(texture);
}

void gl4_3core_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPointParameteriv(pname, params);
}

void gl4_3core_glPointParameteri(void *_glfuncs, GLenum pname, GLint param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPointParameteri(pname, param);
}

void gl4_3core_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPointParameterfv(pname, params);
}

void gl4_3core_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPointParameterf(pname, param);
}

void gl4_3core_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiDrawArrays(mode, first, count, drawcount);
}

void gl4_3core_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
}

void gl4_3core_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetBufferParameteriv(target, pname, params);
}

GLboolean gl4_3core_glUnmapBuffer(void *_glfuncs, GLenum target)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glUnmapBuffer(target);
}

void gl4_3core_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetBufferSubData(target, offset, size, data);
}

void gl4_3core_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBufferSubData(target, offset, size, data);
}

void gl4_3core_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBufferData(target, size, data, usage);
}

GLboolean gl4_3core_glIsBuffer(void *_glfuncs, GLuint buffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsBuffer(buffer);
}

void gl4_3core_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenBuffers(n, buffers);
}

void gl4_3core_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteBuffers(n, buffers);
}

void gl4_3core_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindBuffer(target, buffer);
}

void gl4_3core_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetQueryObjectuiv(id, pname, params);
}

void gl4_3core_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetQueryObjectiv(id, pname, params);
}

void gl4_3core_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetQueryiv(target, pname, params);
}

void gl4_3core_glEndQuery(void *_glfuncs, GLenum target)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEndQuery(target);
}

void gl4_3core_glBeginQuery(void *_glfuncs, GLenum target, GLuint id)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBeginQuery(target, id);
}

GLboolean gl4_3core_glIsQuery(void *_glfuncs, GLuint id)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsQuery(id);
}

void gl4_3core_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteQueries(n, ids);
}

void gl4_3core_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenQueries(n, ids);
}

void gl4_3core_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribPointer(index, size, gltype, normalized, stride, offset);
}

void gl4_3core_glValidateProgram(void *_glfuncs, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glValidateProgram(program);
}

void gl4_3core_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix4fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix3fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix2fv(location, count, transpose, value);
}

void gl4_3core_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4iv(location, count, value);
}

void gl4_3core_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3iv(location, count, value);
}

void gl4_3core_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2iv(location, count, value);
}

void gl4_3core_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1iv(location, count, value);
}

void gl4_3core_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4fv(location, count, value);
}

void gl4_3core_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3fv(location, count, value);
}

void gl4_3core_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2fv(location, count, value);
}

void gl4_3core_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1fv(location, count, value);
}

void gl4_3core_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4i(location, v0, v1, v2, v3);
}

void gl4_3core_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3i(location, v0, v1, v2);
}

void gl4_3core_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2i(location, v0, v1);
}

void gl4_3core_glUniform1i(void *_glfuncs, GLint location, GLint v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1i(location, v0);
}

void gl4_3core_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4f(location, v0, v1, v2, v3);
}

void gl4_3core_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3f(location, v0, v1, v2);
}

void gl4_3core_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2f(location, v0, v1);
}

void gl4_3core_glUniform1f(void *_glfuncs, GLint location, GLfloat v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1f(location, v0);
}

void gl4_3core_glUseProgram(void *_glfuncs, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUseProgram(program);
}

void gl4_3core_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glShaderSource(shader, count, source, length);
}

void gl4_3core_glLinkProgram(void *_glfuncs, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glLinkProgram(program);
}

GLboolean gl4_3core_glIsShader(void *_glfuncs, GLuint shader)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsShader(shader);
}

GLboolean gl4_3core_glIsProgram(void *_glfuncs, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsProgram(program);
}

void gl4_3core_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetVertexAttribiv(index, pname, params);
}

void gl4_3core_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetVertexAttribfv(index, pname, params);
}

void gl4_3core_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetVertexAttribdv(index, pname, params);
}

void gl4_3core_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetUniformiv(program, location, params);
}

void gl4_3core_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetUniformfv(program, location, params);
}

GLint gl4_3core_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetUniformLocation(program, name);
}

void gl4_3core_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetShaderSource(shader, bufSize, length, source);
}

void gl4_3core_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetShaderInfoLog(shader, bufSize, length, infoLog);
}

void gl4_3core_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetShaderiv(shader, pname, params);
}

void gl4_3core_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramInfoLog(program, bufSize, length, infoLog);
}

void gl4_3core_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramiv(program, pname, params);
}

GLint gl4_3core_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetAttribLocation(program, name);
}

void gl4_3core_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetAttachedShaders(program, maxCount, count, obj);
}

void gl4_3core_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveUniform(program, index, bufSize, length, size, gltype, name);
}

void gl4_3core_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveAttrib(program, index, bufSize, length, size, gltype, name);
}

void gl4_3core_glEnableVertexAttribArray(void *_glfuncs, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEnableVertexAttribArray(index);
}

void gl4_3core_glDisableVertexAttribArray(void *_glfuncs, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDisableVertexAttribArray(index);
}

void gl4_3core_glDetachShader(void *_glfuncs, GLuint program, GLuint shader)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDetachShader(program, shader);
}

void gl4_3core_glDeleteShader(void *_glfuncs, GLuint shader)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteShader(shader);
}

void gl4_3core_glDeleteProgram(void *_glfuncs, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteProgram(program);
}

GLuint gl4_3core_glCreateShader(void *_glfuncs, GLenum gltype)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glCreateShader(gltype);
}

GLuint gl4_3core_glCreateProgram(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glCreateProgram();
}

void gl4_3core_glCompileShader(void *_glfuncs, GLuint shader)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCompileShader(shader);
}

void gl4_3core_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindAttribLocation(program, index, name);
}

void gl4_3core_glAttachShader(void *_glfuncs, GLuint program, GLuint shader)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glAttachShader(program, shader);
}

void gl4_3core_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glStencilMaskSeparate(face, mask);
}

void gl4_3core_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glStencilFuncSeparate(face, glfunc, ref, mask);
}

void gl4_3core_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glStencilOpSeparate(face, sfail, dpfail, dppass);
}

void gl4_3core_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawBuffers(n, bufs);
}

void gl4_3core_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendEquationSeparate(modeRGB, modeAlpha);
}

void gl4_3core_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix4x3fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix3x4fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix4x2fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix2x4fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix3x2fv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix2x3fv(location, count, transpose, value);
}

GLboolean gl4_3core_glIsVertexArray(void *_glfuncs, GLuint array)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsVertexArray(array);
}

void gl4_3core_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenVertexArrays(n, arrays);
}

void gl4_3core_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteVertexArrays(n, arrays);
}

void gl4_3core_glBindVertexArray(void *_glfuncs, GLuint array)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindVertexArray(array);
}

void gl4_3core_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFlushMappedBufferRange(target, offset, length);
}

void gl4_3core_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferTextureLayer(target, attachment, texture, level, layer);
}

void gl4_3core_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height);
}

void gl4_3core_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}

void gl4_3core_glGenerateMipmap(void *_glfuncs, GLenum target)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenerateMipmap(target);
}

void gl4_3core_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
}

void gl4_3core_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}

void gl4_3core_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);
}

void gl4_3core_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferTexture2D(target, attachment, textarget, texture, level);
}

void gl4_3core_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferTexture1D(target, attachment, textarget, texture, level);
}

GLenum gl4_3core_glCheckFramebufferStatus(void *_glfuncs, GLenum target)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glCheckFramebufferStatus(target);
}

void gl4_3core_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenFramebuffers(n, framebuffers);
}

void gl4_3core_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteFramebuffers(n, framebuffers);
}

void gl4_3core_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindFramebuffer(target, framebuffer);
}

GLboolean gl4_3core_glIsFramebuffer(void *_glfuncs, GLuint framebuffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsFramebuffer(framebuffer);
}

void gl4_3core_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetRenderbufferParameteriv(target, pname, params);
}

void gl4_3core_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glRenderbufferStorage(target, internalFormat, width, height);
}

void gl4_3core_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenRenderbuffers(n, renderbuffers);
}

void gl4_3core_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteRenderbuffers(n, renderbuffers);
}

void gl4_3core_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindRenderbuffer(target, renderbuffer);
}

GLboolean gl4_3core_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsRenderbuffer(renderbuffer);
}

void gl4_3core_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearBufferfi(buffer, drawbuffer, depth, stencil);
}

void gl4_3core_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearBufferfv(buffer, drawbuffer, value);
}

void gl4_3core_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearBufferuiv(buffer, drawbuffer, value);
}

void gl4_3core_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearBufferiv(buffer, drawbuffer, value);
}

void gl4_3core_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexParameterIuiv(target, pname, params);
}

void gl4_3core_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTexParameterIiv(target, pname, params);
}

void gl4_3core_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexParameterIuiv(target, pname, params);
}

void gl4_3core_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexParameterIiv(target, pname, params);
}

void gl4_3core_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4uiv(location, count, value);
}

void gl4_3core_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3uiv(location, count, value);
}

void gl4_3core_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2uiv(location, count, value);
}

void gl4_3core_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1uiv(location, count, value);
}

void gl4_3core_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4ui(location, v0, v1, v2, v3);
}

void gl4_3core_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3ui(location, v0, v1, v2);
}

void gl4_3core_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2ui(location, v0, v1);
}

void gl4_3core_glUniform1ui(void *_glfuncs, GLint location, GLuint v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1ui(location, v0);
}

GLint gl4_3core_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetFragDataLocation(program, name);
}

void gl4_3core_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindFragDataLocation(program, color, name);
}

void gl4_3core_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetUniformuiv(program, location, params);
}

void gl4_3core_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetVertexAttribIuiv(index, pname, params);
}

void gl4_3core_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetVertexAttribIiv(index, pname, params);
}

void gl4_3core_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribIPointer(index, size, gltype, stride, pointer);
}

void gl4_3core_glEndConditionalRender(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEndConditionalRender();
}

void gl4_3core_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBeginConditionalRender(id, mode);
}

void gl4_3core_glClampColor(void *_glfuncs, GLenum target, GLenum clamp)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClampColor(target, clamp);
}

void gl4_3core_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetTransformFeedbackVarying(program, index, bufSize, length, size, gltype, name);
}

void gl4_3core_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindBufferBase(target, index, buffer);
}

void gl4_3core_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindBufferRange(target, index, buffer, offset, size);
}

void gl4_3core_glEndTransformFeedback(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEndTransformFeedback();
}

void gl4_3core_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBeginTransformFeedback(primitiveMode);
}

GLboolean gl4_3core_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsEnabledi(target, index);
}

void gl4_3core_glDisablei(void *_glfuncs, GLenum target, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDisablei(target, index);
}

void gl4_3core_glEnablei(void *_glfuncs, GLenum target, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEnablei(target, index);
}

void gl4_3core_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetIntegeri_v(target, index, data);
}

void gl4_3core_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetBooleani_v(target, index, data);
}

void gl4_3core_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glColorMaski(index, r, g, b, a);
}

void gl4_3core_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}

void gl4_3core_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformBlockBinding(program, v0, v1);
}

void gl4_3core_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}

void gl4_3core_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
}

GLuint gl4_3core_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetUniformBlockIndex(program, uniformBlockName);
}

void gl4_3core_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);
}

void gl4_3core_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
}

void gl4_3core_glPrimitiveRestartIndex(void *_glfuncs, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPrimitiveRestartIndex(index);
}

void gl4_3core_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexBuffer(target, internalFormat, buffer);
}

void gl4_3core_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElementsInstanced(mode, count, gltype, indices, instancecount);
}

void gl4_3core_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawArraysInstanced(mode, first, count, instancecount);
}

void gl4_3core_glSampleMaski(void *_glfuncs, GLuint index, GLbitfield mask)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSampleMaski(index, mask);
}

void gl4_3core_glGetMultisamplefv(void *_glfuncs, GLenum pname, GLuint index, GLfloat* val)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetMultisamplefv(pname, index, val);
}

void gl4_3core_glTexImage3DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexImage3DMultisample(target, samples, internalFormat, width, height, depth, fixedsamplelocations);
}

void gl4_3core_glTexImage2DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexImage2DMultisample(target, samples, internalFormat, width, height, fixedsamplelocations);
}

void gl4_3core_glGetSynciv(void *_glfuncs, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetSynciv(sync, pname, bufSize, length, values);
}

void gl4_3core_glGetInteger64v(void *_glfuncs, GLenum pname, GLint64* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetInteger64v(pname, params);
}

void gl4_3core_glWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glWaitSync(sync, flags, timeout);
}

GLenum gl4_3core_glClientWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glClientWaitSync(sync, flags, timeout);
}

void gl4_3core_glDeleteSync(void *_glfuncs, GLsync sync)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteSync(sync);
}

GLboolean gl4_3core_glIsSync(void *_glfuncs, GLsync sync)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsSync(sync);
}

GLsync gl4_3core_glFenceSync(void *_glfuncs, GLenum condition, GLbitfield flags)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glFenceSync(condition, flags);
}

void gl4_3core_glProvokingVertex(void *_glfuncs, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProvokingVertex(mode);
}

void gl4_3core_glDrawElementsInstancedBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLint basevertex)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElementsInstancedBaseVertex(mode, count, gltype, indices, instancecount, basevertex);
}

void gl4_3core_glDrawRangeElementsBaseVertex(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawRangeElementsBaseVertex(mode, start, end, count, gltype, indices, basevertex);
}

void gl4_3core_glDrawElementsBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElementsBaseVertex(mode, count, gltype, indices, basevertex);
}

void gl4_3core_glFramebufferTexture(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferTexture(target, attachment, texture, level);
}

void gl4_3core_glGetBufferParameteri64v(void *_glfuncs, GLenum target, GLenum pname, GLint64* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetBufferParameteri64v(target, pname, params);
}

void gl4_3core_glGetInteger64i_v(void *_glfuncs, GLenum target, GLuint index, GLint64* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetInteger64i_v(target, index, data);
}

void gl4_3core_glVertexAttribP4uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP4uiv(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP4ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP4ui(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP3uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP3uiv(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP3ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP3ui(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP2uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP2uiv(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP2ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP2ui(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP1uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP1uiv(index, gltype, normalized, value);
}

void gl4_3core_glVertexAttribP1ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribP1ui(index, gltype, normalized, value);
}

void gl4_3core_glSecondaryColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSecondaryColorP3uiv(gltype, color);
}

void gl4_3core_glSecondaryColorP3ui(void *_glfuncs, GLenum gltype, GLuint color)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSecondaryColorP3ui(gltype, color);
}

void gl4_3core_glColorP4uiv(void *_glfuncs, GLenum gltype, const GLuint* color)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glColorP4uiv(gltype, color);
}

void gl4_3core_glColorP4ui(void *_glfuncs, GLenum gltype, GLuint color)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glColorP4ui(gltype, color);
}

void gl4_3core_glColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glColorP3uiv(gltype, color);
}

void gl4_3core_glColorP3ui(void *_glfuncs, GLenum gltype, GLuint color)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glColorP3ui(gltype, color);
}

void gl4_3core_glNormalP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glNormalP3uiv(gltype, coords);
}

void gl4_3core_glNormalP3ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glNormalP3ui(gltype, coords);
}

void gl4_3core_glMultiTexCoordP4uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP4uiv(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP4ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP4ui(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP3uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP3uiv(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP3ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP3ui(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP2uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP2uiv(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP2ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP2ui(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP1uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP1uiv(texture, gltype, coords);
}

void gl4_3core_glMultiTexCoordP1ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiTexCoordP1ui(texture, gltype, coords);
}

void gl4_3core_glTexCoordP4uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP4uiv(gltype, coords);
}

void gl4_3core_glTexCoordP4ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP4ui(gltype, coords);
}

void gl4_3core_glTexCoordP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP3uiv(gltype, coords);
}

void gl4_3core_glTexCoordP3ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP3ui(gltype, coords);
}

void gl4_3core_glTexCoordP2uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP2uiv(gltype, coords);
}

void gl4_3core_glTexCoordP2ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP2ui(gltype, coords);
}

void gl4_3core_glTexCoordP1uiv(void *_glfuncs, GLenum gltype, const GLuint* coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP1uiv(gltype, coords);
}

void gl4_3core_glTexCoordP1ui(void *_glfuncs, GLenum gltype, GLuint coords)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexCoordP1ui(gltype, coords);
}

void gl4_3core_glVertexP4uiv(void *_glfuncs, GLenum gltype, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexP4uiv(gltype, value);
}

void gl4_3core_glVertexP4ui(void *_glfuncs, GLenum gltype, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexP4ui(gltype, value);
}

void gl4_3core_glVertexP3uiv(void *_glfuncs, GLenum gltype, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexP3uiv(gltype, value);
}

void gl4_3core_glVertexP3ui(void *_glfuncs, GLenum gltype, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexP3ui(gltype, value);
}

void gl4_3core_glVertexP2uiv(void *_glfuncs, GLenum gltype, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexP2uiv(gltype, value);
}

void gl4_3core_glVertexP2ui(void *_glfuncs, GLenum gltype, GLuint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexP2ui(gltype, value);
}

void gl4_3core_glGetQueryObjectui64v(void *_glfuncs, GLuint id, GLenum pname, GLuint64* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetQueryObjectui64v(id, pname, params);
}

void gl4_3core_glGetQueryObjecti64v(void *_glfuncs, GLuint id, GLenum pname, GLint64* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetQueryObjecti64v(id, pname, params);
}

void gl4_3core_glQueryCounter(void *_glfuncs, GLuint id, GLenum target)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glQueryCounter(id, target);
}

void gl4_3core_glGetSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetSamplerParameterIuiv(sampler, pname, params);
}

void gl4_3core_glGetSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetSamplerParameterfv(sampler, pname, params);
}

void gl4_3core_glGetSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetSamplerParameterIiv(sampler, pname, params);
}

void gl4_3core_glGetSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetSamplerParameteriv(sampler, pname, params);
}

void gl4_3core_glSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLuint* param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSamplerParameterIuiv(sampler, pname, param);
}

void gl4_3core_glSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSamplerParameterIiv(sampler, pname, param);
}

void gl4_3core_glSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, const GLfloat* param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSamplerParameterfv(sampler, pname, param);
}

void gl4_3core_glSamplerParameterf(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSamplerParameterf(sampler, pname, param);
}

void gl4_3core_glSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSamplerParameteriv(sampler, pname, param);
}

void gl4_3core_glSamplerParameteri(void *_glfuncs, GLuint sampler, GLenum pname, GLint param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glSamplerParameteri(sampler, pname, param);
}

void gl4_3core_glBindSampler(void *_glfuncs, GLuint unit, GLuint sampler)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindSampler(unit, sampler);
}

GLboolean gl4_3core_glIsSampler(void *_glfuncs, GLuint sampler)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsSampler(sampler);
}

void gl4_3core_glDeleteSamplers(void *_glfuncs, GLsizei count, const GLuint* samplers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteSamplers(count, samplers);
}

void gl4_3core_glGenSamplers(void *_glfuncs, GLsizei count, GLuint* samplers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenSamplers(count, samplers);
}

GLint gl4_3core_glGetFragDataIndex(void *_glfuncs, GLuint program, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetFragDataIndex(program, name);
}

void gl4_3core_glBindFragDataLocationIndexed(void *_glfuncs, GLuint program, GLuint colorNumber, GLuint index, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindFragDataLocationIndexed(program, colorNumber, index, name);
}

void gl4_3core_glVertexAttribDivisor(void *_glfuncs, GLuint index, GLuint divisor)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribDivisor(index, divisor);
}

void gl4_3core_glGetQueryIndexediv(void *_glfuncs, GLenum target, GLuint index, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetQueryIndexediv(target, index, pname, params);
}

void gl4_3core_glEndQueryIndexed(void *_glfuncs, GLenum target, GLuint index)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glEndQueryIndexed(target, index);
}

void gl4_3core_glBeginQueryIndexed(void *_glfuncs, GLenum target, GLuint index, GLuint id)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBeginQueryIndexed(target, index, id);
}

void gl4_3core_glDrawTransformFeedbackStream(void *_glfuncs, GLenum mode, GLuint id, GLuint stream)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawTransformFeedbackStream(mode, id, stream);
}

void gl4_3core_glDrawTransformFeedback(void *_glfuncs, GLenum mode, GLuint id)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawTransformFeedback(mode, id);
}

void gl4_3core_glResumeTransformFeedback(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glResumeTransformFeedback();
}

void gl4_3core_glPauseTransformFeedback(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPauseTransformFeedback();
}

GLboolean gl4_3core_glIsTransformFeedback(void *_glfuncs, GLuint id)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsTransformFeedback(id);
}

void gl4_3core_glGenTransformFeedbacks(void *_glfuncs, GLsizei n, GLuint* ids)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenTransformFeedbacks(n, ids);
}

void gl4_3core_glDeleteTransformFeedbacks(void *_glfuncs, GLsizei n, const GLuint* ids)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteTransformFeedbacks(n, ids);
}

void gl4_3core_glBindTransformFeedback(void *_glfuncs, GLenum target, GLuint id)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindTransformFeedback(target, id);
}

void gl4_3core_glPatchParameterfv(void *_glfuncs, GLenum pname, const GLfloat* values)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPatchParameterfv(pname, values);
}

void gl4_3core_glPatchParameteri(void *_glfuncs, GLenum pname, GLint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glPatchParameteri(pname, value);
}

void gl4_3core_glGetProgramStageiv(void *_glfuncs, GLuint program, GLenum shadertype, GLenum pname, GLint* values)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramStageiv(program, shadertype, pname, values);
}

void gl4_3core_glGetUniformSubroutineuiv(void *_glfuncs, GLenum shadertype, GLint location, GLuint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetUniformSubroutineuiv(shadertype, location, params);
}

void gl4_3core_glUniformSubroutinesuiv(void *_glfuncs, GLenum shadertype, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformSubroutinesuiv(shadertype, count, value);
}

void gl4_3core_glGetActiveSubroutineName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveSubroutineName(program, shadertype, index, bufSize, length, name);
}

void gl4_3core_glGetActiveSubroutineUniformName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveSubroutineUniformName(program, shadertype, index, bufSize, length, name);
}

void gl4_3core_glGetActiveSubroutineUniformiv(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveSubroutineUniformiv(program, shadertype, index, pname, values);
}

GLuint gl4_3core_glGetSubroutineIndex(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetSubroutineIndex(program, shadertype, name);
}

GLint gl4_3core_glGetSubroutineUniformLocation(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetSubroutineUniformLocation(program, shadertype, name);
}

void gl4_3core_glGetUniformdv(void *_glfuncs, GLuint program, GLint location, GLdouble* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetUniformdv(program, location, params);
}

void gl4_3core_glUniformMatrix4x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix4x3dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix4x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix4x2dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix3x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix3x4dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix3x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix3x2dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix2x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix2x4dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix2x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix2x3dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix4dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix3dv(location, count, transpose, value);
}

void gl4_3core_glUniformMatrix2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniformMatrix2dv(location, count, transpose, value);
}

void gl4_3core_glUniform4dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4dv(location, count, value);
}

void gl4_3core_glUniform3dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3dv(location, count, value);
}

void gl4_3core_glUniform2dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2dv(location, count, value);
}

void gl4_3core_glUniform1dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1dv(location, count, value);
}

void gl4_3core_glUniform4d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform4d(location, v0, v1, v2, v3);
}

void gl4_3core_glUniform3d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform3d(location, v0, v1, v2);
}

void gl4_3core_glUniform2d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform2d(location, v0, v1);
}

void gl4_3core_glUniform1d(void *_glfuncs, GLint location, GLdouble v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUniform1d(location, v0);
}

void gl4_3core_glDrawElementsIndirect(void *_glfuncs, GLenum mode, GLenum gltype, const GLvoid* indirect)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElementsIndirect(mode, gltype, indirect);
}

void gl4_3core_glDrawArraysIndirect(void *_glfuncs, GLenum mode, const GLvoid* indirect)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawArraysIndirect(mode, indirect);
}

void gl4_3core_glBlendFuncSeparatei(void *_glfuncs, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha);
}

void gl4_3core_glBlendFunci(void *_glfuncs, GLuint buf, GLenum src, GLenum dst)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendFunci(buf, src, dst);
}

void gl4_3core_glBlendEquationSeparatei(void *_glfuncs, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendEquationSeparatei(buf, modeRGB, modeAlpha);
}

void gl4_3core_glBlendEquationi(void *_glfuncs, GLuint buf, GLenum mode)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBlendEquationi(buf, mode);
}

void gl4_3core_glMinSampleShading(void *_glfuncs, GLfloat value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMinSampleShading(value);
}

void gl4_3core_glGetDoublei_v(void *_glfuncs, GLenum target, GLuint index, GLdouble* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetDoublei_v(target, index, data);
}

void gl4_3core_glGetFloati_v(void *_glfuncs, GLenum target, GLuint index, GLfloat* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetFloati_v(target, index, data);
}

void gl4_3core_glDepthRangeIndexed(void *_glfuncs, GLuint index, GLdouble n, GLdouble f)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDepthRangeIndexed(index, n, f);
}

void gl4_3core_glDepthRangeArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLdouble* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDepthRangeArrayv(first, count, v);
}

void gl4_3core_glScissorIndexedv(void *_glfuncs, GLuint index, const GLint* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glScissorIndexedv(index, v);
}

void gl4_3core_glScissorIndexed(void *_glfuncs, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glScissorIndexed(index, left, bottom, width, height);
}

void gl4_3core_glScissorArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLint* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glScissorArrayv(first, count, v);
}

void gl4_3core_glViewportIndexedfv(void *_glfuncs, GLuint index, const GLfloat* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glViewportIndexedfv(index, v);
}

void gl4_3core_glViewportIndexedf(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glViewportIndexedf(index, x, y, w, h);
}

void gl4_3core_glViewportArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLfloat* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glViewportArrayv(first, count, v);
}

void gl4_3core_glGetVertexAttribLdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetVertexAttribLdv(index, pname, params);
}

void gl4_3core_glVertexAttribLPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribLPointer(index, size, gltype, stride, pointer);
}

void gl4_3core_glVertexAttribL4dv(void *_glfuncs, GLuint index, const GLdouble* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL4dv(index, v);
}

void gl4_3core_glVertexAttribL3dv(void *_glfuncs, GLuint index, const GLdouble* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL3dv(index, v);
}

void gl4_3core_glVertexAttribL2dv(void *_glfuncs, GLuint index, const GLdouble* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL2dv(index, v);
}

void gl4_3core_glVertexAttribL1dv(void *_glfuncs, GLuint index, const GLdouble* v)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL1dv(index, v);
}

void gl4_3core_glVertexAttribL4d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL4d(index, x, y, z, w);
}

void gl4_3core_glVertexAttribL3d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL3d(index, x, y, z);
}

void gl4_3core_glVertexAttribL2d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL2d(index, x, y);
}

void gl4_3core_glVertexAttribL1d(void *_glfuncs, GLuint index, GLdouble x)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribL1d(index, x);
}

void gl4_3core_glGetProgramPipelineInfoLog(void *_glfuncs, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog);
}

void gl4_3core_glValidateProgramPipeline(void *_glfuncs, GLuint pipeline)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glValidateProgramPipeline(pipeline);
}

void gl4_3core_glProgramUniformMatrix4x3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix4x3dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix3x4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix3x4dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix4x2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix4x2dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix2x4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix2x4dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix3x2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix3x2dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix2x3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix2x3dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix4x3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix4x3fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix3x4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix3x4fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix4x2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix4x2fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix2x4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix2x4fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix3x2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix3x2fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix2x3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix2x3fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix4dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix3dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix2dv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix4fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix3fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniformMatrix2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniformMatrix2fv(program, location, count, transpose, value);
}

void gl4_3core_glProgramUniform4uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4uiv(program, location, count, value);
}

void gl4_3core_glProgramUniform4ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4ui(program, location, v0, v1, v2, v3);
}

void gl4_3core_glProgramUniform4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4dv(program, location, count, value);
}

void gl4_3core_glProgramUniform4d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4d(program, location, v0, v1, v2, v3);
}

void gl4_3core_glProgramUniform4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4fv(program, location, count, value);
}

void gl4_3core_glProgramUniform4f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4f(program, location, v0, v1, v2, v3);
}

void gl4_3core_glProgramUniform4iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4iv(program, location, count, value);
}

void gl4_3core_glProgramUniform4i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform4i(program, location, v0, v1, v2, v3);
}

void gl4_3core_glProgramUniform3uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3uiv(program, location, count, value);
}

void gl4_3core_glProgramUniform3ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3ui(program, location, v0, v1, v2);
}

void gl4_3core_glProgramUniform3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3dv(program, location, count, value);
}

void gl4_3core_glProgramUniform3d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3d(program, location, v0, v1, v2);
}

void gl4_3core_glProgramUniform3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3fv(program, location, count, value);
}

void gl4_3core_glProgramUniform3f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3f(program, location, v0, v1, v2);
}

void gl4_3core_glProgramUniform3iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3iv(program, location, count, value);
}

void gl4_3core_glProgramUniform3i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform3i(program, location, v0, v1, v2);
}

void gl4_3core_glProgramUniform2uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2uiv(program, location, count, value);
}

void gl4_3core_glProgramUniform2ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2ui(program, location, v0, v1);
}

void gl4_3core_glProgramUniform2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2dv(program, location, count, value);
}

void gl4_3core_glProgramUniform2d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2d(program, location, v0, v1);
}

void gl4_3core_glProgramUniform2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2fv(program, location, count, value);
}

void gl4_3core_glProgramUniform2f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2f(program, location, v0, v1);
}

void gl4_3core_glProgramUniform2iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2iv(program, location, count, value);
}

void gl4_3core_glProgramUniform2i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform2i(program, location, v0, v1);
}

void gl4_3core_glProgramUniform1uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1uiv(program, location, count, value);
}

void gl4_3core_glProgramUniform1ui(void *_glfuncs, GLuint program, GLint location, GLuint v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1ui(program, location, v0);
}

void gl4_3core_glProgramUniform1dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1dv(program, location, count, value);
}

void gl4_3core_glProgramUniform1d(void *_glfuncs, GLuint program, GLint location, GLdouble v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1d(program, location, v0);
}

void gl4_3core_glProgramUniform1fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1fv(program, location, count, value);
}

void gl4_3core_glProgramUniform1f(void *_glfuncs, GLuint program, GLint location, GLfloat v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1f(program, location, v0);
}

void gl4_3core_glProgramUniform1iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1iv(program, location, count, value);
}

void gl4_3core_glProgramUniform1i(void *_glfuncs, GLuint program, GLint location, GLint v0)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramUniform1i(program, location, v0);
}

void gl4_3core_glGetProgramPipelineiv(void *_glfuncs, GLuint pipeline, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramPipelineiv(pipeline, pname, params);
}

GLboolean gl4_3core_glIsProgramPipeline(void *_glfuncs, GLuint pipeline)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glIsProgramPipeline(pipeline);
}

void gl4_3core_glGenProgramPipelines(void *_glfuncs, GLsizei n, GLuint* pipelines)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGenProgramPipelines(n, pipelines);
}

void gl4_3core_glDeleteProgramPipelines(void *_glfuncs, GLsizei n, const GLuint* pipelines)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDeleteProgramPipelines(n, pipelines);
}

void gl4_3core_glBindProgramPipeline(void *_glfuncs, GLuint pipeline)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindProgramPipeline(pipeline);
}

void gl4_3core_glActiveShaderProgram(void *_glfuncs, GLuint pipeline, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glActiveShaderProgram(pipeline, program);
}

void gl4_3core_glUseProgramStages(void *_glfuncs, GLuint pipeline, GLbitfield stages, GLuint program)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glUseProgramStages(pipeline, stages, program);
}

void gl4_3core_glProgramParameteri(void *_glfuncs, GLuint program, GLenum pname, GLint value)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramParameteri(program, pname, value);
}

void gl4_3core_glProgramBinary(void *_glfuncs, GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glProgramBinary(program, binaryFormat, binary, length);
}

void gl4_3core_glGetProgramBinary(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramBinary(program, bufSize, length, binaryFormat, binary);
}

void gl4_3core_glClearDepthf(void *_glfuncs, GLfloat dd)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearDepthf(dd);
}

void gl4_3core_glDepthRangef(void *_glfuncs, GLfloat n, GLfloat f)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDepthRangef(n, f);
}

void gl4_3core_glGetShaderPrecisionFormat(void *_glfuncs, GLenum shadertype, GLenum precisionType, GLint* range_, GLint* precision)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetShaderPrecisionFormat(shadertype, precisionType, range_, precision);
}

void gl4_3core_glShaderBinary(void *_glfuncs, GLsizei count, const GLuint* shaders, GLenum binaryFormat, const GLvoid* binary, GLsizei length)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glShaderBinary(count, shaders, binaryFormat, binary, length);
}

void gl4_3core_glReleaseShaderCompiler(void *_glfuncs)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glReleaseShaderCompiler();
}

void gl4_3core_glTexStorage3D(void *_glfuncs, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexStorage3D(target, levels, internalFormat, width, height, depth);
}

void gl4_3core_glTexStorage2D(void *_glfuncs, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexStorage2D(target, levels, internalFormat, width, height);
}

void gl4_3core_glTexStorage1D(void *_glfuncs, GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexStorage1D(target, levels, internalFormat, width);
}

void gl4_3core_glMemoryBarrier(void *_glfuncs, GLbitfield barriers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMemoryBarrier(barriers);
}

void gl4_3core_glBindImageTexture(void *_glfuncs, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindImageTexture(unit, texture, level, layered, layer, access, format);
}

void gl4_3core_glGetActiveAtomicCounterBufferiv(void *_glfuncs, GLuint program, GLuint bufferIndex, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params);
}

void gl4_3core_glGetInternalformativ(void *_glfuncs, GLenum target, GLenum internalFormat, GLenum pname, GLsizei bufSize, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetInternalformativ(target, internalFormat, pname, bufSize, params);
}

void gl4_3core_glDrawTransformFeedbackStreamInstanced(void *_glfuncs, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
}

void gl4_3core_glDrawTransformFeedbackInstanced(void *_glfuncs, GLenum mode, GLuint id, GLsizei instancecount)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawTransformFeedbackInstanced(mode, id, instancecount);
}

void gl4_3core_glDrawElementsInstancedBaseVertexBaseInstance(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElementsInstancedBaseVertexBaseInstance(mode, count, gltype, indices, instancecount, basevertex, baseinstance);
}

void gl4_3core_glDrawElementsInstancedBaseInstance(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLuint baseinstance)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawElementsInstancedBaseInstance(mode, count, gltype, indices, instancecount, baseinstance);
}

void gl4_3core_glDrawArraysInstancedBaseInstance(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance);
}

void gl4_3core_glTexStorage3DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexStorage3DMultisample(target, samples, internalFormat, width, height, depth, fixedsamplelocations);
}

void gl4_3core_glTexStorage2DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexStorage2DMultisample(target, samples, internalFormat, width, height, fixedsamplelocations);
}

void gl4_3core_glTexBufferRange(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTexBufferRange(target, internalFormat, buffer, offset, size);
}

void gl4_3core_glShaderStorageBlockBinding(void *_glfuncs, GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding);
}

GLint gl4_3core_glGetProgramResourceLocationIndex(void *_glfuncs, GLuint program, GLenum programInterface, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetProgramResourceLocationIndex(program, programInterface, name);
}

GLint gl4_3core_glGetProgramResourceLocation(void *_glfuncs, GLuint program, GLenum programInterface, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetProgramResourceLocation(program, programInterface, name);
}

void gl4_3core_glGetProgramResourceiv(void *_glfuncs, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramResourceiv(program, programInterface, index, propCount, props, bufSize, length, params);
}

void gl4_3core_glGetProgramResourceName(void *_glfuncs, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramResourceName(program, programInterface, index, bufSize, length, name);
}

GLuint gl4_3core_glGetProgramResourceIndex(void *_glfuncs, GLuint program, GLenum programInterface, const GLchar* name)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	return _qglfuncs->glGetProgramResourceIndex(program, programInterface, name);
}

void gl4_3core_glGetProgramInterfaceiv(void *_glfuncs, GLuint program, GLenum programInterface, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetProgramInterfaceiv(program, programInterface, pname, params);
}

void gl4_3core_glMultiDrawElementsIndirect(void *_glfuncs, GLenum mode, GLenum gltype, const GLvoid* indirect, GLsizei drawcount, GLsizei stride)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiDrawElementsIndirect(mode, gltype, indirect, drawcount, stride);
}

void gl4_3core_glMultiDrawArraysIndirect(void *_glfuncs, GLenum mode, const GLvoid* indirect, GLsizei drawcount, GLsizei stride)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glMultiDrawArraysIndirect(mode, indirect, drawcount, stride);
}

void gl4_3core_glInvalidateSubFramebuffer(void *_glfuncs, GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
}

void gl4_3core_glInvalidateFramebuffer(void *_glfuncs, GLenum target, GLsizei numAttachments, const GLenum* attachments)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glInvalidateFramebuffer(target, numAttachments, attachments);
}

void gl4_3core_glInvalidateBufferData(void *_glfuncs, GLuint buffer)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glInvalidateBufferData(buffer);
}

void gl4_3core_glInvalidateBufferSubData(void *_glfuncs, GLuint buffer, GLintptr offset, GLsizeiptr length)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glInvalidateBufferSubData(buffer, offset, length);
}

void gl4_3core_glInvalidateTexImage(void *_glfuncs, GLuint texture, GLint level)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glInvalidateTexImage(texture, level);
}

void gl4_3core_glInvalidateTexSubImage(void *_glfuncs, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glInvalidateTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth);
}

void gl4_3core_glGetInternalformati64v(void *_glfuncs, GLenum target, GLenum internalFormat, GLenum pname, GLsizei bufSize, GLint64* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetInternalformati64v(target, internalFormat, pname, bufSize, params);
}

void gl4_3core_glGetFramebufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glGetFramebufferParameteriv(target, pname, params);
}

void gl4_3core_glFramebufferParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glFramebufferParameteri(target, pname, param);
}

void gl4_3core_glVertexBindingDivisor(void *_glfuncs, GLuint bindingindex, GLuint divisor)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexBindingDivisor(bindingindex, divisor);
}

void gl4_3core_glVertexAttribBinding(void *_glfuncs, GLuint attribindex, GLuint bindingindex)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribBinding(attribindex, bindingindex);
}

void gl4_3core_glVertexAttribLFormat(void *_glfuncs, GLuint attribindex, GLint size, GLenum gltype, GLuint relativeoffset)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribLFormat(attribindex, size, gltype, relativeoffset);
}

void gl4_3core_glVertexAttribIFormat(void *_glfuncs, GLuint attribindex, GLint size, GLenum gltype, GLuint relativeoffset)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribIFormat(attribindex, size, gltype, relativeoffset);
}

void gl4_3core_glVertexAttribFormat(void *_glfuncs, GLuint attribindex, GLint size, GLenum gltype, GLboolean normalized, GLuint relativeoffset)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glVertexAttribFormat(attribindex, size, gltype, normalized, relativeoffset);
}

void gl4_3core_glBindVertexBuffer(void *_glfuncs, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glBindVertexBuffer(bindingindex, buffer, offset, stride);
}

void gl4_3core_glTextureView(void *_glfuncs, GLuint texture, GLenum target, GLuint origtexture, GLenum internalFormat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glTextureView(texture, target, origtexture, internalFormat, minlevel, numlevels, minlayer, numlayers);
}

void gl4_3core_glCopyImageSubData(void *_glfuncs, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glCopyImageSubData(srcName, srcTarget, srcLevel, srcX, srcY, srcZ, dstName, dstTarget, dstLevel, dstX, dstY, dstZ, srcWidth, srcHeight, srcDepth);
}

void gl4_3core_glDispatchComputeIndirect(void *_glfuncs, GLintptr indirect)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDispatchComputeIndirect(indirect);
}

void gl4_3core_glDispatchCompute(void *_glfuncs, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glDispatchCompute(num_groups_x, num_groups_y, num_groups_z);
}

void gl4_3core_glClearBufferSubData(void *_glfuncs, GLenum target, GLenum internalFormat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum gltype, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearBufferSubData(target, internalFormat, offset, size, format, gltype, data);
}

void gl4_3core_glClearBufferData(void *_glfuncs, GLenum target, GLenum internalFormat, GLenum format, GLenum gltype, const GLvoid* data)
{
	QOpenGLFunctions_4_3_Core* _qglfuncs = reinterpret_cast<QOpenGLFunctions_4_3_Core*>(_glfuncs);
	_qglfuncs->glClearBufferData(target, internalFormat, format, gltype, data);
}

