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// GENERATED FILE - DO NOT EDIT.
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// Generated by generate_entry_points.py using data from gl.xml.
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// Copyright 2020 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// Context_gl_1_0_autogen.h: Creates a macro for interfaces in Context.
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#ifndef ANGLE_CONTEXT_GL_1_0_AUTOGEN_H_
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#define ANGLE_CONTEXT_GL_1_0_AUTOGEN_H_
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#define ANGLE_GL_1_0_CONTEXT_API \
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void accum(GLenum op, GLfloat value); \
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void begin(GLenum mode); \
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void bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, \
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GLfloat ymove, const GLubyte *bitmap); \
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void callList(GLuint list); \
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void callLists(GLsizei n, GLenum type, const void *lists); \
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void clearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \
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void clearDepth(GLdouble depth); \
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void clearIndex(GLfloat c); \
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void clipPlane(GLenum plane, const GLdouble *equation); \
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void color3b(GLbyte red, GLbyte green, GLbyte blue); \
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void color3bv(const GLbyte *v); \
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void color3d(GLdouble red, GLdouble green, GLdouble blue); \
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void color3dv(const GLdouble *v); \
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void color3f(GLfloat red, GLfloat green, GLfloat blue); \
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void color3fv(const GLfloat *v); \
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void color3i(GLint red, GLint green, GLint blue); \
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void color3iv(const GLint *v); \
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void color3s(GLshort red, GLshort green, GLshort blue); \
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void color3sv(const GLshort *v); \
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void color3ub(GLubyte red, GLubyte green, GLubyte blue); \
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void color3ubv(const GLubyte *v); \
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void color3ui(GLuint red, GLuint green, GLuint blue); \
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void color3uiv(const GLuint *v); \
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void color3us(GLushort red, GLushort green, GLushort blue); \
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void color3usv(const GLushort *v); \
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void color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); \
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void color4bv(const GLbyte *v); \
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void color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); \
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void color4dv(const GLdouble *v); \
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void color4fv(const GLfloat *v); \
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void color4i(GLint red, GLint green, GLint blue, GLint alpha); \
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void color4iv(const GLint *v); \
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void color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); \
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void color4sv(const GLshort *v); \
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void color4ubv(const GLubyte *v); \
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void color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); \
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void color4uiv(const GLuint *v); \
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void color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); \
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void color4usv(const GLushort *v); \
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void colorMaterial(GLenum face, GLenum mode); \
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void copyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); \
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void deleteLists(GLuint list, GLsizei range); \
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void depthRange(GLdouble n, GLdouble f); \
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void drawBuffer(GLenum buf); \
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void drawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, \
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const void *pixels); \
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void edgeFlag(GLboolean flag); \
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void edgeFlagv(const GLboolean *flag); \
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void evalCoord1d(GLdouble u); \
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void evalCoord1dv(const GLdouble *u); \
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void evalCoord1f(GLfloat u); \
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void evalCoord1fv(const GLfloat *u); \
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void evalCoord2d(GLdouble u, GLdouble v); \
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void evalCoord2dv(const GLdouble *u); \
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void evalCoord2f(GLfloat u, GLfloat v); \
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void evalCoord2fv(const GLfloat *u); \
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void evalMesh1(GLenum mode, GLint i1, GLint i2); \
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void evalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); \
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void evalPoint1(GLint i); \
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void evalPoint2(GLint i, GLint j); \
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void feedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); \
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void fogi(GLenum pname, GLint param); \
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void fogiv(GLenum pname, const GLint *params); \
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void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \
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GLuint genLists(GLsizei range); \
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void getClipPlane(GLenum plane, GLdouble *equation); \
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void getDoublev(GLenum pname, GLdouble *data); \
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void getLightiv(GLenum light, GLenum pname, GLint *params); \
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void getMapdv(GLenum target, GLenum query, GLdouble *v); \
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void getMapfv(GLenum target, GLenum query, GLfloat *v); \
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void getMapiv(GLenum target, GLenum query, GLint *v); \
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void getMaterialiv(GLenum face, GLenum pname, GLint *params); \
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void getPixelMapfv(GLenum map, GLfloat *values); \
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void getPixelMapuiv(GLenum map, GLuint *values); \
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void getPixelMapusv(GLenum map, GLushort *values); \
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void getPolygonStipple(GLubyte *mask); \
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void getTexGendv(GLenum coord, GLenum pname, GLdouble *params); \
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void indexMask(GLuint mask); \
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void indexd(GLdouble c); \
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void indexdv(const GLdouble *c); \
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void indexf(GLfloat c); \
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void indexfv(const GLfloat *c); \
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void indexi(GLint c); \
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void indexiv(const GLint *c); \
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void indexs(GLshort c); \
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void indexsv(const GLshort *c); \
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GLboolean isList(GLuint list); \
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void lightModeli(GLenum pname, GLint param); \
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void lightModeliv(GLenum pname, const GLint *params); \
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void lighti(GLenum light, GLenum pname, GLint param); \
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void lightiv(GLenum light, GLenum pname, const GLint *params); \
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void lineStipple(GLint factor, GLushort pattern); \
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void listBase(GLuint base); \
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void loadMatrixd(const GLdouble *m); \
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void loadName(GLuint name); \
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void map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, \
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const GLdouble *points); \
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void map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, \
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const GLfloat *points); \
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void map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, \
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GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); \
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void map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, \
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GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); \
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void mapGrid1d(GLint un, GLdouble u1, GLdouble u2); \
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void mapGrid1f(GLint un, GLfloat u1, GLfloat u2); \
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void mapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); \
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void mapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); \
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void materiali(GLenum face, GLenum pname, GLint param); \
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void materialiv(GLenum face, GLenum pname, const GLint *params); \
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void multMatrixd(const GLdouble *m); \
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void newList(GLuint list, GLenum mode); \
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void normal3b(GLbyte nx, GLbyte ny, GLbyte nz); \
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void normal3bv(const GLbyte *v); \
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void normal3d(GLdouble nx, GLdouble ny, GLdouble nz); \
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void normal3dv(const GLdouble *v); \
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void normal3fv(const GLfloat *v); \
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void normal3i(GLint nx, GLint ny, GLint nz); \
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void normal3iv(const GLint *v); \
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void normal3s(GLshort nx, GLshort ny, GLshort nz); \
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void normal3sv(const GLshort *v); \
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void ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \
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void passThrough(GLfloat token); \
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void pixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); \
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void pixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); \
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void pixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); \
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void pixelStoref(GLenum pname, GLfloat param); \
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void pixelTransferf(GLenum pname, GLfloat param); \
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void pixelTransferi(GLenum pname, GLint param); \
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void pixelZoom(GLfloat xfactor, GLfloat yfactor); \
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void polygonMode(GLenum face, GLenum mode); \
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void polygonStipple(const GLubyte *mask); \
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void pushAttrib(GLbitfield mask); \
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void pushName(GLuint name); \
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void rasterPos2d(GLdouble x, GLdouble y); \
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void rasterPos2dv(const GLdouble *v); \
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void rasterPos2f(GLfloat x, GLfloat y); \
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void rasterPos2fv(const GLfloat *v); \
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void rasterPos2i(GLint x, GLint y); \
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void rasterPos2iv(const GLint *v); \
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void rasterPos2s(GLshort x, GLshort y); \
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void rasterPos2sv(const GLshort *v); \
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void rasterPos3d(GLdouble x, GLdouble y, GLdouble z); \
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void rasterPos3dv(const GLdouble *v); \
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void rasterPos3f(GLfloat x, GLfloat y, GLfloat z); \
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void rasterPos3fv(const GLfloat *v); \
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void rasterPos3i(GLint x, GLint y, GLint z); \
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void rasterPos3iv(const GLint *v); \
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void rasterPos3s(GLshort x, GLshort y, GLshort z); \
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void rasterPos3sv(const GLshort *v); \
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void rasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
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void rasterPos4dv(const GLdouble *v); \
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void rasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \
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void rasterPos4fv(const GLfloat *v); \
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void rasterPos4i(GLint x, GLint y, GLint z, GLint w); \
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void rasterPos4iv(const GLint *v); \
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void rasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); \
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void rasterPos4sv(const GLshort *v); \
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void rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); \
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void rectdv(const GLdouble *v1, const GLdouble *v2); \
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void rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); \
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void rectfv(const GLfloat *v1, const GLfloat *v2); \
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void recti(GLint x1, GLint y1, GLint x2, GLint y2); \
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void rectiv(const GLint *v1, const GLint *v2); \
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void rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); \
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void rectsv(const GLshort *v1, const GLshort *v2); \
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GLint renderMode(GLenum mode); \
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void rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); \
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void scaled(GLdouble x, GLdouble y, GLdouble z); \
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void selectBuffer(GLsizei size, GLuint *buffer); \
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void texCoord1d(GLdouble s); \
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void texCoord1dv(const GLdouble *v); \
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void texCoord1f(GLfloat s); \
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void texCoord1fv(const GLfloat *v); \
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void texCoord1i(GLint s); \
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void texCoord1iv(const GLint *v); \
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void texCoord1s(GLshort s); \
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void texCoord1sv(const GLshort *v); \
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void texCoord2d(GLdouble s, GLdouble t); \
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void texCoord2dv(const GLdouble *v); \
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void texCoord2f(GLfloat s, GLfloat t); \
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void texCoord2fv(const GLfloat *v); \
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void texCoord2i(GLint s, GLint t); \
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void texCoord2iv(const GLint *v); \
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void texCoord2s(GLshort s, GLshort t); \
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void texCoord2sv(const GLshort *v); \
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void texCoord3d(GLdouble s, GLdouble t, GLdouble r); \
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void texCoord3dv(const GLdouble *v); \
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void texCoord3f(GLfloat s, GLfloat t, GLfloat r); \
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void texCoord3fv(const GLfloat *v); \
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void texCoord3i(GLint s, GLint t, GLint r); \
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void texCoord3iv(const GLint *v); \
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void texCoord3s(GLshort s, GLshort t, GLshort r); \
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void texCoord3sv(const GLshort *v); \
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void texCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); \
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void texCoord4dv(const GLdouble *v); \
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void texCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); \
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void texCoord4fv(const GLfloat *v); \
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void texCoord4i(GLint s, GLint t, GLint r, GLint q); \
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void texCoord4iv(const GLint *v); \
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void texCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); \
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void texCoord4sv(const GLshort *v); \
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void texGend(GLenum coord, GLenum pname, GLdouble param); \
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void texGendv(GLenum coord, GLenum pname, const GLdouble *params); \
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void texImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, \
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GLenum format, GLenum type, const void *pixels); \
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void translated(GLdouble x, GLdouble y, GLdouble z); \
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void vertex2d(GLdouble x, GLdouble y); \
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void vertex2dv(const GLdouble *v); \
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void vertex2f(GLfloat x, GLfloat y); \
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void vertex2fv(const GLfloat *v); \
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void vertex2i(GLint x, GLint y); \
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void vertex2iv(const GLint *v); \
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void vertex2s(GLshort x, GLshort y); \
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void vertex2sv(const GLshort *v); \
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void vertex3d(GLdouble x, GLdouble y, GLdouble z); \
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void vertex3dv(const GLdouble *v); \
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void vertex3f(GLfloat x, GLfloat y, GLfloat z); \
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void vertex3fv(const GLfloat *v); \
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void vertex3i(GLint x, GLint y, GLint z); \
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void vertex3iv(const GLint *v); \
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void vertex3s(GLshort x, GLshort y, GLshort z); \
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void vertex3sv(const GLshort *v); \
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void vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \
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void vertex4dv(const GLdouble *v); \
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void vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \
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void vertex4fv(const GLfloat *v); \
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void vertex4i(GLint x, GLint y, GLint z, GLint w); \
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void vertex4iv(const GLint *v); \
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void vertex4s(GLshort x, GLshort y, GLshort z, GLshort w); \
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void vertex4sv(const GLshort *v);
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#endif // ANGLE_CONTEXT_API_1_0_AUTOGEN_H_