| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml. |
| // |
| // Copyright 2019 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // Context_gl_1_0_autogen.h: Creates a macro for interfaces in Context. |
| |
| #ifndef ANGLE_CONTEXT_GL_1_0_AUTOGEN_H_ |
| #define ANGLE_CONTEXT_GL_1_0_AUTOGEN_H_ |
| |
| #define ANGLE_GL_1_0_CONTEXT_API \ |
| void accum(GLenum op, GLfloat value); \ |
| void begin(GLenum mode); \ |
| void bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, \ |
| GLfloat ymove, const GLubyte *bitmap); \ |
| void callList(GLuint list); \ |
| void callLists(GLsizei n, GLenum type, const void *lists); \ |
| void clearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ |
| void clearDepth(GLdouble depth); \ |
| void clearIndex(GLfloat c); \ |
| void clipPlane(GLenum plane, const GLdouble *equation); \ |
| void color3b(GLbyte red, GLbyte green, GLbyte blue); \ |
| void color3bv(const GLbyte *v); \ |
| void color3d(GLdouble red, GLdouble green, GLdouble blue); \ |
| void color3dv(const GLdouble *v); \ |
| void color3f(GLfloat red, GLfloat green, GLfloat blue); \ |
| void color3fv(const GLfloat *v); \ |
| void color3i(GLint red, GLint green, GLint blue); \ |
| void color3iv(const GLint *v); \ |
| void color3s(GLshort red, GLshort green, GLshort blue); \ |
| void color3sv(const GLshort *v); \ |
| void color3ub(GLubyte red, GLubyte green, GLubyte blue); \ |
| void color3ubv(const GLubyte *v); \ |
| void color3ui(GLuint red, GLuint green, GLuint blue); \ |
| void color3uiv(const GLuint *v); \ |
| void color3us(GLushort red, GLushort green, GLushort blue); \ |
| void color3usv(const GLushort *v); \ |
| void color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); \ |
| void color4bv(const GLbyte *v); \ |
| void color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); \ |
| void color4dv(const GLdouble *v); \ |
| void color4fv(const GLfloat *v); \ |
| void color4i(GLint red, GLint green, GLint blue, GLint alpha); \ |
| void color4iv(const GLint *v); \ |
| void color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); \ |
| void color4sv(const GLshort *v); \ |
| void color4ubv(const GLubyte *v); \ |
| void color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); \ |
| void color4uiv(const GLuint *v); \ |
| void color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); \ |
| void color4usv(const GLushort *v); \ |
| void colorMaterial(GLenum face, GLenum mode); \ |
| void copyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); \ |
| void deleteLists(GLuint list, GLsizei range); \ |
| void depthRange(GLdouble n, GLdouble f); \ |
| void drawBuffer(GLenum buf); \ |
| void drawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, \ |
| const void *pixels); \ |
| void edgeFlag(GLboolean flag); \ |
| void edgeFlagv(const GLboolean *flag); \ |
| void end(); \ |
| void endList(); \ |
| void evalCoord1d(GLdouble u); \ |
| void evalCoord1dv(const GLdouble *u); \ |
| void evalCoord1f(GLfloat u); \ |
| void evalCoord1fv(const GLfloat *u); \ |
| void evalCoord2d(GLdouble u, GLdouble v); \ |
| void evalCoord2dv(const GLdouble *u); \ |
| void evalCoord2f(GLfloat u, GLfloat v); \ |
| void evalCoord2fv(const GLfloat *u); \ |
| void evalMesh1(GLenum mode, GLint i1, GLint i2); \ |
| void evalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); \ |
| void evalPoint1(GLint i); \ |
| void evalPoint2(GLint i, GLint j); \ |
| void feedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); \ |
| void fogi(GLenum pname, GLint param); \ |
| void fogiv(GLenum pname, const GLint *params); \ |
| void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \ |
| GLdouble zFar); \ |
| GLuint genLists(GLsizei range); \ |
| void getClipPlane(GLenum plane, GLdouble *equation); \ |
| void getDoublev(GLenum pname, GLdouble *data); \ |
| void getLightiv(GLenum light, GLenum pname, GLint *params); \ |
| void getMapdv(GLenum target, GLenum query, GLdouble *v); \ |
| void getMapfv(GLenum target, GLenum query, GLfloat *v); \ |
| void getMapiv(GLenum target, GLenum query, GLint *v); \ |
| void getMaterialiv(GLenum face, GLenum pname, GLint *params); \ |
| void getPixelMapfv(GLenum map, GLfloat *values); \ |
| void getPixelMapuiv(GLenum map, GLuint *values); \ |
| void getPixelMapusv(GLenum map, GLushort *values); \ |
| void getPolygonStipple(GLubyte *mask); \ |
| void getTexGendv(GLenum coord, GLenum pname, GLdouble *params); \ |
| void getTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); \ |
| void indexMask(GLuint mask); \ |
| void indexd(GLdouble c); \ |
| void indexdv(const GLdouble *c); \ |
| void indexf(GLfloat c); \ |
| void indexfv(const GLfloat *c); \ |
| void indexi(GLint c); \ |
| void indexiv(const GLint *c); \ |
| void indexs(GLshort c); \ |
| void indexsv(const GLshort *c); \ |
| void initNames(); \ |
| GLboolean isList(GLuint list); \ |
| void lightModeli(GLenum pname, GLint param); \ |
| void lightModeliv(GLenum pname, const GLint *params); \ |
| void lighti(GLenum light, GLenum pname, GLint param); \ |
| void lightiv(GLenum light, GLenum pname, const GLint *params); \ |
| void lineStipple(GLint factor, GLushort pattern); \ |
| void listBase(GLuint base); \ |
| void loadMatrixd(const GLdouble *m); \ |
| void loadName(GLuint name); \ |
| void map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, \ |
| const GLdouble *points); \ |
| void map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, \ |
| const GLfloat *points); \ |
| void map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, \ |
| GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); \ |
| void map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, \ |
| GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); \ |
| void mapGrid1d(GLint un, GLdouble u1, GLdouble u2); \ |
| void mapGrid1f(GLint un, GLfloat u1, GLfloat u2); \ |
| void mapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); \ |
| void mapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); \ |
| void materiali(GLenum face, GLenum pname, GLint param); \ |
| void materialiv(GLenum face, GLenum pname, const GLint *params); \ |
| void multMatrixd(const GLdouble *m); \ |
| void newList(GLuint list, GLenum mode); \ |
| void normal3b(GLbyte nx, GLbyte ny, GLbyte nz); \ |
| void normal3bv(const GLbyte *v); \ |
| void normal3d(GLdouble nx, GLdouble ny, GLdouble nz); \ |
| void normal3dv(const GLdouble *v); \ |
| void normal3fv(const GLfloat *v); \ |
| void normal3i(GLint nx, GLint ny, GLint nz); \ |
| void normal3iv(const GLint *v); \ |
| void normal3s(GLshort nx, GLshort ny, GLshort nz); \ |
| void normal3sv(const GLshort *v); \ |
| void ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \ |
| GLdouble zFar); \ |
| void passThrough(GLfloat token); \ |
| void pixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); \ |
| void pixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); \ |
| void pixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); \ |
| void pixelStoref(GLenum pname, GLfloat param); \ |
| void pixelTransferf(GLenum pname, GLfloat param); \ |
| void pixelTransferi(GLenum pname, GLint param); \ |
| void pixelZoom(GLfloat xfactor, GLfloat yfactor); \ |
| void polygonMode(GLenum face, GLenum mode); \ |
| void polygonStipple(const GLubyte *mask); \ |
| void popAttrib(); \ |
| void popName(); \ |
| void pushAttrib(GLbitfield mask); \ |
| void pushName(GLuint name); \ |
| void rasterPos2d(GLdouble x, GLdouble y); \ |
| void rasterPos2dv(const GLdouble *v); \ |
| void rasterPos2f(GLfloat x, GLfloat y); \ |
| void rasterPos2fv(const GLfloat *v); \ |
| void rasterPos2i(GLint x, GLint y); \ |
| void rasterPos2iv(const GLint *v); \ |
| void rasterPos2s(GLshort x, GLshort y); \ |
| void rasterPos2sv(const GLshort *v); \ |
| void rasterPos3d(GLdouble x, GLdouble y, GLdouble z); \ |
| void rasterPos3dv(const GLdouble *v); \ |
| void rasterPos3f(GLfloat x, GLfloat y, GLfloat z); \ |
| void rasterPos3fv(const GLfloat *v); \ |
| void rasterPos3i(GLint x, GLint y, GLint z); \ |
| void rasterPos3iv(const GLint *v); \ |
| void rasterPos3s(GLshort x, GLshort y, GLshort z); \ |
| void rasterPos3sv(const GLshort *v); \ |
| void rasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ |
| void rasterPos4dv(const GLdouble *v); \ |
| void rasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ |
| void rasterPos4fv(const GLfloat *v); \ |
| void rasterPos4i(GLint x, GLint y, GLint z, GLint w); \ |
| void rasterPos4iv(const GLint *v); \ |
| void rasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); \ |
| void rasterPos4sv(const GLshort *v); \ |
| void rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); \ |
| void rectdv(const GLdouble *v1, const GLdouble *v2); \ |
| void rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); \ |
| void rectfv(const GLfloat *v1, const GLfloat *v2); \ |
| void recti(GLint x1, GLint y1, GLint x2, GLint y2); \ |
| void rectiv(const GLint *v1, const GLint *v2); \ |
| void rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); \ |
| void rectsv(const GLshort *v1, const GLshort *v2); \ |
| GLint renderMode(GLenum mode); \ |
| void rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); \ |
| void scaled(GLdouble x, GLdouble y, GLdouble z); \ |
| void selectBuffer(GLsizei size, GLuint *buffer); \ |
| void texCoord1d(GLdouble s); \ |
| void texCoord1dv(const GLdouble *v); \ |
| void texCoord1f(GLfloat s); \ |
| void texCoord1fv(const GLfloat *v); \ |
| void texCoord1i(GLint s); \ |
| void texCoord1iv(const GLint *v); \ |
| void texCoord1s(GLshort s); \ |
| void texCoord1sv(const GLshort *v); \ |
| void texCoord2d(GLdouble s, GLdouble t); \ |
| void texCoord2dv(const GLdouble *v); \ |
| void texCoord2f(GLfloat s, GLfloat t); \ |
| void texCoord2fv(const GLfloat *v); \ |
| void texCoord2i(GLint s, GLint t); \ |
| void texCoord2iv(const GLint *v); \ |
| void texCoord2s(GLshort s, GLshort t); \ |
| void texCoord2sv(const GLshort *v); \ |
| void texCoord3d(GLdouble s, GLdouble t, GLdouble r); \ |
| void texCoord3dv(const GLdouble *v); \ |
| void texCoord3f(GLfloat s, GLfloat t, GLfloat r); \ |
| void texCoord3fv(const GLfloat *v); \ |
| void texCoord3i(GLint s, GLint t, GLint r); \ |
| void texCoord3iv(const GLint *v); \ |
| void texCoord3s(GLshort s, GLshort t, GLshort r); \ |
| void texCoord3sv(const GLshort *v); \ |
| void texCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); \ |
| void texCoord4dv(const GLdouble *v); \ |
| void texCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); \ |
| void texCoord4fv(const GLfloat *v); \ |
| void texCoord4i(GLint s, GLint t, GLint r, GLint q); \ |
| void texCoord4iv(const GLint *v); \ |
| void texCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); \ |
| void texCoord4sv(const GLshort *v); \ |
| void texGend(GLenum coord, GLenum pname, GLdouble param); \ |
| void texGendv(GLenum coord, GLenum pname, const GLdouble *params); \ |
| void texImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, \ |
| GLenum format, GLenum type, const void *pixels); \ |
| void translated(GLdouble x, GLdouble y, GLdouble z); \ |
| void vertex2d(GLdouble x, GLdouble y); \ |
| void vertex2dv(const GLdouble *v); \ |
| void vertex2f(GLfloat x, GLfloat y); \ |
| void vertex2fv(const GLfloat *v); \ |
| void vertex2i(GLint x, GLint y); \ |
| void vertex2iv(const GLint *v); \ |
| void vertex2s(GLshort x, GLshort y); \ |
| void vertex2sv(const GLshort *v); \ |
| void vertex3d(GLdouble x, GLdouble y, GLdouble z); \ |
| void vertex3dv(const GLdouble *v); \ |
| void vertex3f(GLfloat x, GLfloat y, GLfloat z); \ |
| void vertex3fv(const GLfloat *v); \ |
| void vertex3i(GLint x, GLint y, GLint z); \ |
| void vertex3iv(const GLint *v); \ |
| void vertex3s(GLshort x, GLshort y, GLshort z); \ |
| void vertex3sv(const GLshort *v); \ |
| void vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ |
| void vertex4dv(const GLdouble *v); \ |
| void vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ |
| void vertex4fv(const GLfloat *v); \ |
| void vertex4i(GLint x, GLint y, GLint z, GLint w); \ |
| void vertex4iv(const GLint *v); \ |
| void vertex4s(GLshort x, GLshort y, GLshort z, GLshort w); \ |
| void vertex4sv(const GLshort *v); |
| |
| #endif // ANGLE_CONTEXT_API_1_0_AUTOGEN_H_ |