Source code

Revision control

Copy as Markdown

Other Tools

// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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_autogen.h: Creates a macro for interfaces in Context.
#ifndef ANGLE_CONTEXT_GL_1_AUTOGEN_H_
#define ANGLE_CONTEXT_GL_1_AUTOGEN_H_
#define ANGLE_GL_1_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 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) const; \
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); \
GLboolean areTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); \
void arrayElement(GLint i); \
void copyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, \
GLsizei width, GLint border); \
void copyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, \
GLsizei width); \
void edgeFlagPointer(GLsizei stride, const void *pointer); \
void indexPointer(GLenum type, GLsizei stride, const void *pointer); \
void indexub(GLubyte c); \
void indexubv(const GLubyte *c); \
void interleavedArrays(GLenum format, GLsizei stride, const void *pointer); \
void popClientAttrib(); \
void prioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); \
void pushClientAttrib(GLbitfield mask); \
void texSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, \
GLenum type, const void *pixels); \
void compressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, \
GLint border, GLsizei imageSize, const void *data); \
void compressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, \
GLenum format, GLsizei imageSize, const void *data); \
void loadTransposeMatrixd(const GLdouble *m); \
void loadTransposeMatrixf(const GLfloat *m); \
void multTransposeMatrixd(const GLdouble *m); \
void multTransposeMatrixf(const GLfloat *m); \
void multiTexCoord1d(GLenum target, GLdouble s); \
void multiTexCoord1dv(GLenum target, const GLdouble *v); \
void multiTexCoord1f(GLenum target, GLfloat s); \
void multiTexCoord1fv(GLenum target, const GLfloat *v); \
void multiTexCoord1i(GLenum target, GLint s); \
void multiTexCoord1iv(GLenum target, const GLint *v); \
void multiTexCoord1s(GLenum target, GLshort s); \
void multiTexCoord1sv(GLenum target, const GLshort *v); \
void multiTexCoord2d(GLenum target, GLdouble s, GLdouble t); \
void multiTexCoord2dv(GLenum target, const GLdouble *v); \
void multiTexCoord2f(GLenum target, GLfloat s, GLfloat t); \
void multiTexCoord2fv(GLenum target, const GLfloat *v); \
void multiTexCoord2i(GLenum target, GLint s, GLint t); \
void multiTexCoord2iv(GLenum target, const GLint *v); \
void multiTexCoord2s(GLenum target, GLshort s, GLshort t); \
void multiTexCoord2sv(GLenum target, const GLshort *v); \
void multiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); \
void multiTexCoord3dv(GLenum target, const GLdouble *v); \
void multiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); \
void multiTexCoord3fv(GLenum target, const GLfloat *v); \
void multiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); \
void multiTexCoord3iv(GLenum target, const GLint *v); \
void multiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); \
void multiTexCoord3sv(GLenum target, const GLshort *v); \
void multiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); \
void multiTexCoord4dv(GLenum target, const GLdouble *v); \
void multiTexCoord4fv(GLenum target, const GLfloat *v); \
void multiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); \
void multiTexCoord4iv(GLenum target, const GLint *v); \
void multiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); \
void multiTexCoord4sv(GLenum target, const GLshort *v); \
void fogCoordPointer(GLenum type, GLsizei stride, const void *pointer); \
void fogCoordd(GLdouble coord); \
void fogCoorddv(const GLdouble *coord); \
void fogCoordf(GLfloat coord); \
void fogCoordfv(const GLfloat *coord); \
void pointParameteri(GLenum pname, GLint param); \
void pointParameteriv(GLenum pname, const GLint *params); \
void secondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); \
void secondaryColor3bv(const GLbyte *v); \
void secondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); \
void secondaryColor3dv(const GLdouble *v); \
void secondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); \
void secondaryColor3fv(const GLfloat *v); \
void secondaryColor3i(GLint red, GLint green, GLint blue); \
void secondaryColor3iv(const GLint *v); \
void secondaryColor3s(GLshort red, GLshort green, GLshort blue); \
void secondaryColor3sv(const GLshort *v); \
void secondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); \
void secondaryColor3ubv(const GLubyte *v); \
void secondaryColor3ui(GLuint red, GLuint green, GLuint blue); \
void secondaryColor3uiv(const GLuint *v); \
void secondaryColor3us(GLushort red, GLushort green, GLushort blue); \
void secondaryColor3usv(const GLushort *v); \
void secondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \
void windowPos2d(GLdouble x, GLdouble y); \
void windowPos2dv(const GLdouble *v); \
void windowPos2f(GLfloat x, GLfloat y); \
void windowPos2fv(const GLfloat *v); \
void windowPos2i(GLint x, GLint y); \
void windowPos2iv(const GLint *v); \
void windowPos2s(GLshort x, GLshort y); \
void windowPos2sv(const GLshort *v); \
void windowPos3d(GLdouble x, GLdouble y, GLdouble z); \
void windowPos3dv(const GLdouble *v); \
void windowPos3f(GLfloat x, GLfloat y, GLfloat z); \
void windowPos3fv(const GLfloat *v); \
void windowPos3i(GLint x, GLint y, GLint z); \
void windowPos3iv(const GLint *v); \
void windowPos3s(GLshort x, GLshort y, GLshort z); \
void windowPos3sv(const GLshort *v); \
void getBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
#endif // ANGLE_CONTEXT_API_1_AUTOGEN_H_