1 /*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file indirect_api.cpp
26 * Validate the generated code in indirect_init.c
27 *
28 * Tests various apsects of the dispatch table generated by
29 * \c __glXNewIndirectAPI.
30 *
31 * * No entry in the table should be \c NULL.
32 *
33 * * Entries in the table that correspond to "known" functions with GLX
34 * protocol should point to the correct function.
35 *
36 * * Entries beyond the end of the "known" part of the table (i.e., entries
37 * that can be allocated by drivers for extensions) should point to a
38 * no-op function.
39 *
40 * * Entries in the table that correspond to "known" functions that lack
41 * GLX protocol should point to a no-op function.
42 *
43 * Very few entries in the last catogory are tests. See \c OpenGL_20_is_nop.
44 */
45
46 #include <gtest/gtest.h>
47 #include "main/glheader.h"
48 #include "../indirect_init.h"
49 #include "glapi/glapi.h"
50 #include "../../mesa/main/dispatch.h"
51
52 static const void *nil = 0;
53
54 #define EXTRA_DISPATCH 111
55
56 static bool dispatch_table_size_was_queried = false;
57
58 extern "C" GLuint
_glapi_get_dispatch_table_size(void)59 _glapi_get_dispatch_table_size(void)
60 {
61 dispatch_table_size_was_queried = true;
62 return _gloffset_COUNT + EXTRA_DISPATCH;
63 }
64
65 /**
66 * \name Indirect-rendering function stubs
67 *
68 * These are necessary so that indirect_init.c doesn't try to link with
69 * indirect.c. Linking with indirect.c would require linking with various X
70 * libraries and a bunch of other stuff. While this is ugly, it does simplify
71 * the build quite a bit.
72 */
73 /*@{*/
74 extern "C" {
__indirect_glAccum(GLenum op,GLfloat value)75 void __indirect_glAccum(GLenum op, GLfloat value) { }
__indirect_glAlphaFunc(GLenum func,GLclampf ref)76 void __indirect_glAlphaFunc(GLenum func, GLclampf ref) { }
__indirect_glBegin(GLenum mode)77 void __indirect_glBegin(GLenum mode) { }
__indirect_glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte * bitmap)78 void __indirect_glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) { }
__indirect_glBlendFunc(GLenum sfactor,GLenum dfactor)79 void __indirect_glBlendFunc(GLenum sfactor, GLenum dfactor) { }
__indirect_glCallList(GLuint list)80 void __indirect_glCallList(GLuint list) { }
__indirect_glCallLists(GLsizei n,GLenum type,const GLvoid * lists)81 void __indirect_glCallLists(GLsizei n, GLenum type, const GLvoid *lists) { }
__indirect_glClear(GLbitfield mask)82 void __indirect_glClear(GLbitfield mask) { }
__indirect_glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)83 void __indirect_glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { }
__indirect_glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)84 void __indirect_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { }
__indirect_glClearDepth(GLclampd depth)85 void __indirect_glClearDepth(GLclampd depth) { }
__indirect_glClearIndex(GLfloat c)86 void __indirect_glClearIndex(GLfloat c) { }
__indirect_glClearStencil(GLint s)87 void __indirect_glClearStencil(GLint s) { }
__indirect_glClipPlane(GLenum plane,const GLdouble * equation)88 void __indirect_glClipPlane(GLenum plane, const GLdouble *equation) { }
__indirect_glColor3b(GLbyte red,GLbyte green,GLbyte blue)89 void __indirect_glColor3b(GLbyte red, GLbyte green, GLbyte blue) { }
__indirect_glColor3bv(const GLbyte * v)90 void __indirect_glColor3bv(const GLbyte *v) { }
__indirect_glColor3d(GLdouble red,GLdouble green,GLdouble blue)91 void __indirect_glColor3d(GLdouble red, GLdouble green, GLdouble blue) { }
__indirect_glColor3dv(const GLdouble * v)92 void __indirect_glColor3dv(const GLdouble *v) { }
__indirect_glColor3f(GLfloat red,GLfloat green,GLfloat blue)93 void __indirect_glColor3f(GLfloat red, GLfloat green, GLfloat blue) { }
__indirect_glColor3fv(const GLfloat * v)94 void __indirect_glColor3fv(const GLfloat *v) { }
__indirect_glColor3i(GLint red,GLint green,GLint blue)95 void __indirect_glColor3i(GLint red, GLint green, GLint blue) { }
__indirect_glColor3iv(const GLint * v)96 void __indirect_glColor3iv(const GLint *v) { }
__indirect_glColor3s(GLshort red,GLshort green,GLshort blue)97 void __indirect_glColor3s(GLshort red, GLshort green, GLshort blue) { }
__indirect_glColor3sv(const GLshort * v)98 void __indirect_glColor3sv(const GLshort *v) { }
__indirect_glColor3ub(GLubyte red,GLubyte green,GLubyte blue)99 void __indirect_glColor3ub(GLubyte red, GLubyte green, GLubyte blue) { }
__indirect_glColor3ubv(const GLubyte * v)100 void __indirect_glColor3ubv(const GLubyte *v) { }
__indirect_glColor3ui(GLuint red,GLuint green,GLuint blue)101 void __indirect_glColor3ui(GLuint red, GLuint green, GLuint blue) { }
__indirect_glColor3uiv(const GLuint * v)102 void __indirect_glColor3uiv(const GLuint *v) { }
__indirect_glColor3us(GLushort red,GLushort green,GLushort blue)103 void __indirect_glColor3us(GLushort red, GLushort green, GLushort blue) { }
__indirect_glColor3usv(const GLushort * v)104 void __indirect_glColor3usv(const GLushort *v) { }
__indirect_glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha)105 void __indirect_glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) { }
__indirect_glColor4bv(const GLbyte * v)106 void __indirect_glColor4bv(const GLbyte *v) { }
__indirect_glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha)107 void __indirect_glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) { }
__indirect_glColor4dv(const GLdouble * v)108 void __indirect_glColor4dv(const GLdouble *v) { }
__indirect_glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)109 void __indirect_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { }
__indirect_glColor4fv(const GLfloat * v)110 void __indirect_glColor4fv(const GLfloat *v) { }
__indirect_glColor4i(GLint red,GLint green,GLint blue,GLint alpha)111 void __indirect_glColor4i(GLint red, GLint green, GLint blue, GLint alpha) { }
__indirect_glColor4iv(const GLint * v)112 void __indirect_glColor4iv(const GLint *v) { }
__indirect_glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha)113 void __indirect_glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha) { }
__indirect_glColor4sv(const GLshort * v)114 void __indirect_glColor4sv(const GLshort *v) { }
__indirect_glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha)115 void __indirect_glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { }
__indirect_glColor4ubv(const GLubyte * v)116 void __indirect_glColor4ubv(const GLubyte *v) { }
__indirect_glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha)117 void __indirect_glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) { }
__indirect_glColor4uiv(const GLuint * v)118 void __indirect_glColor4uiv(const GLuint *v) { }
__indirect_glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha)119 void __indirect_glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha) { }
__indirect_glColor4usv(const GLushort * v)120 void __indirect_glColor4usv(const GLushort *v) { }
__indirect_glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)121 void __indirect_glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { }
__indirect_glColorMaterial(GLenum face,GLenum mode)122 void __indirect_glColorMaterial(GLenum face, GLenum mode) { }
__indirect_glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type)123 void __indirect_glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { }
__indirect_glCullFace(GLenum mode)124 void __indirect_glCullFace(GLenum mode) { }
__indirect_glDeleteLists(GLuint list,GLsizei range)125 void __indirect_glDeleteLists(GLuint list, GLsizei range) { }
__indirect_glDepthFunc(GLenum func)126 void __indirect_glDepthFunc(GLenum func) { }
__indirect_glDepthMask(GLboolean flag)127 void __indirect_glDepthMask(GLboolean flag) { }
__indirect_glDepthRange(GLclampd near_val,GLclampd far_val)128 void __indirect_glDepthRange(GLclampd near_val, GLclampd far_val) { }
__indirect_glDisable(GLenum cap)129 void __indirect_glDisable(GLenum cap) { }
__indirect_glDrawBuffer(GLenum mode)130 void __indirect_glDrawBuffer(GLenum mode) { }
__indirect_glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * pixels)131 void __indirect_glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { }
__indirect_glEdgeFlag(GLboolean flag)132 void __indirect_glEdgeFlag(GLboolean flag) { }
__indirect_glEdgeFlagv(const GLboolean * flag)133 void __indirect_glEdgeFlagv(const GLboolean *flag) { }
__indirect_glEnable(GLenum cap)134 void __indirect_glEnable(GLenum cap) { }
__indirect_glEnd(void)135 void __indirect_glEnd(void) { }
__indirect_glEndList(void)136 void __indirect_glEndList(void) { }
__indirect_glEvalCoord1d(GLdouble u)137 void __indirect_glEvalCoord1d(GLdouble u) { }
__indirect_glEvalCoord1dv(const GLdouble * u)138 void __indirect_glEvalCoord1dv(const GLdouble *u) { }
__indirect_glEvalCoord1f(GLfloat u)139 void __indirect_glEvalCoord1f(GLfloat u) { }
__indirect_glEvalCoord1fv(const GLfloat * u)140 void __indirect_glEvalCoord1fv(const GLfloat *u) { }
__indirect_glEvalCoord2d(GLdouble u,GLdouble v)141 void __indirect_glEvalCoord2d(GLdouble u, GLdouble v) { }
__indirect_glEvalCoord2dv(const GLdouble * u)142 void __indirect_glEvalCoord2dv(const GLdouble *u) { }
__indirect_glEvalCoord2f(GLfloat u,GLfloat v)143 void __indirect_glEvalCoord2f(GLfloat u, GLfloat v) { }
__indirect_glEvalCoord2fv(const GLfloat * u)144 void __indirect_glEvalCoord2fv(const GLfloat *u) { }
__indirect_glEvalMesh1(GLenum mode,GLint i1,GLint i2)145 void __indirect_glEvalMesh1(GLenum mode, GLint i1, GLint i2) { }
__indirect_glEvalMesh2(GLenum mode,GLint i1,GLint i2,GLint j1,GLint j2)146 void __indirect_glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { }
__indirect_glEvalPoint1(GLint i)147 void __indirect_glEvalPoint1(GLint i) { }
__indirect_glEvalPoint2(GLint i,GLint j)148 void __indirect_glEvalPoint2(GLint i, GLint j) { }
__indirect_glFeedbackBuffer(GLsizei size,GLenum type,GLfloat * buffer)149 void __indirect_glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer) { }
__indirect_glFinish(void)150 void __indirect_glFinish(void) { }
__indirect_glFlush(void)151 void __indirect_glFlush(void) { }
__indirect_glFogf(GLenum pname,GLfloat param)152 void __indirect_glFogf(GLenum pname, GLfloat param) { }
__indirect_glFogfv(GLenum pname,const GLfloat * params)153 void __indirect_glFogfv(GLenum pname, const GLfloat *params) { }
__indirect_glFogi(GLenum pname,GLint param)154 void __indirect_glFogi(GLenum pname, GLint param) { }
__indirect_glFogiv(GLenum pname,const GLint * params)155 void __indirect_glFogiv(GLenum pname, const GLint *params) { }
__indirect_glFrontFace(GLenum mode)156 void __indirect_glFrontFace(GLenum mode) { }
__indirect_glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble near_val,GLdouble far_val)157 void __indirect_glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { }
__indirect_glGenLists(GLsizei range)158 void __indirect_glGenLists(GLsizei range) { }
__indirect_glGetBooleanv(GLenum pname,GLboolean * params)159 void __indirect_glGetBooleanv(GLenum pname, GLboolean *params) { }
__indirect_glGetClipPlane(GLenum plane,GLdouble * equation)160 void __indirect_glGetClipPlane(GLenum plane, GLdouble *equation) { }
__indirect_glGetDoublev(GLenum pname,GLdouble * params)161 void __indirect_glGetDoublev(GLenum pname, GLdouble *params) { }
__indirect_glGetError(void)162 void __indirect_glGetError(void) { }
__indirect_glGetFloatv(GLenum pname,GLfloat * params)163 void __indirect_glGetFloatv(GLenum pname, GLfloat *params) { }
__indirect_glGetIntegerv(GLenum pname,GLint * params)164 void __indirect_glGetIntegerv(GLenum pname, GLint *params) { }
__indirect_glGetLightfv(GLenum light,GLenum pname,GLfloat * params)165 void __indirect_glGetLightfv(GLenum light, GLenum pname, GLfloat *params) { }
__indirect_glGetLightiv(GLenum light,GLenum pname,GLint * params)166 void __indirect_glGetLightiv(GLenum light, GLenum pname, GLint *params) { }
__indirect_glGetMapdv(GLenum target,GLenum query,GLdouble * v)167 void __indirect_glGetMapdv(GLenum target, GLenum query, GLdouble *v) { }
__indirect_glGetMapfv(GLenum target,GLenum query,GLfloat * v)168 void __indirect_glGetMapfv(GLenum target, GLenum query, GLfloat *v) { }
__indirect_glGetMapiv(GLenum target,GLenum query,GLint * v)169 void __indirect_glGetMapiv(GLenum target, GLenum query, GLint *v) { }
__indirect_glGetMaterialfv(GLenum face,GLenum pname,GLfloat * params)170 void __indirect_glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params) { }
__indirect_glGetMaterialiv(GLenum face,GLenum pname,GLint * params)171 void __indirect_glGetMaterialiv(GLenum face, GLenum pname, GLint *params) { }
__indirect_glGetPixelMapfv(GLenum map,GLfloat * values)172 void __indirect_glGetPixelMapfv(GLenum map, GLfloat *values) { }
__indirect_glGetPixelMapuiv(GLenum map,GLuint * values)173 void __indirect_glGetPixelMapuiv(GLenum map, GLuint *values) { }
__indirect_glGetPixelMapusv(GLenum map,GLushort * values)174 void __indirect_glGetPixelMapusv(GLenum map, GLushort *values) { }
__indirect_glGetPolygonStipple(GLubyte * mask)175 void __indirect_glGetPolygonStipple(GLubyte *mask) { }
__indirect_glGetString(GLenum name)176 void __indirect_glGetString(GLenum name) { }
__indirect_glGetTexEnvfv(GLenum target,GLenum pname,GLfloat * params)177 void __indirect_glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params) { }
__indirect_glGetTexEnviv(GLenum target,GLenum pname,GLint * params)178 void __indirect_glGetTexEnviv(GLenum target, GLenum pname, GLint *params) { }
__indirect_glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params)179 void __indirect_glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params) { }
__indirect_glGetTexGenfv(GLenum coord,GLenum pname,GLfloat * params)180 void __indirect_glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params) { }
__indirect_glGetTexGeniv(GLenum coord,GLenum pname,GLint * params)181 void __indirect_glGetTexGeniv(GLenum coord, GLenum pname, GLint *params) { }
__indirect_glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * pixels)182 void __indirect_glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) { }
__indirect_glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLfloat * params)183 void __indirect_glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) { }
__indirect_glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params)184 void __indirect_glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { }
__indirect_glGetTexParameterfv(GLenum target,GLenum pname,GLfloat * params)185 void __indirect_glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) { }
__indirect_glGetTexParameteriv(GLenum target,GLenum pname,GLint * params)186 void __indirect_glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) { }
__indirect_glHint(GLenum target,GLenum mode)187 void __indirect_glHint(GLenum target, GLenum mode) { }
__indirect_glIndexMask(GLuint mask)188 void __indirect_glIndexMask(GLuint mask) { }
__indirect_glIndexd(GLdouble c)189 void __indirect_glIndexd(GLdouble c) { }
__indirect_glIndexdv(const GLdouble * c)190 void __indirect_glIndexdv(const GLdouble *c) { }
__indirect_glIndexf(GLfloat c)191 void __indirect_glIndexf(GLfloat c) { }
__indirect_glIndexfv(const GLfloat * c)192 void __indirect_glIndexfv(const GLfloat *c) { }
__indirect_glIndexi(GLint c)193 void __indirect_glIndexi(GLint c) { }
__indirect_glIndexiv(const GLint * c)194 void __indirect_glIndexiv(const GLint *c) { }
__indirect_glIndexs(GLshort c)195 void __indirect_glIndexs(GLshort c) { }
__indirect_glIndexsv(const GLshort * c)196 void __indirect_glIndexsv(const GLshort *c) { }
__indirect_glInitNames(void)197 void __indirect_glInitNames(void) { }
__indirect_glIsEnabled(GLenum cap)198 void __indirect_glIsEnabled(GLenum cap) { }
__indirect_glIsList(GLuint list)199 void __indirect_glIsList(GLuint list) { }
__indirect_glLightModelf(GLenum pname,GLfloat param)200 void __indirect_glLightModelf(GLenum pname, GLfloat param) { }
__indirect_glLightModelfv(GLenum pname,const GLfloat * params)201 void __indirect_glLightModelfv(GLenum pname, const GLfloat *params) { }
__indirect_glLightModeli(GLenum pname,GLint param)202 void __indirect_glLightModeli(GLenum pname, GLint param) { }
__indirect_glLightModeliv(GLenum pname,const GLint * params)203 void __indirect_glLightModeliv(GLenum pname, const GLint *params) { }
__indirect_glLightf(GLenum light,GLenum pname,GLfloat param)204 void __indirect_glLightf(GLenum light, GLenum pname, GLfloat param) { }
__indirect_glLightfv(GLenum light,GLenum pname,const GLfloat * params)205 void __indirect_glLightfv(GLenum light, GLenum pname, const GLfloat *params) { }
__indirect_glLighti(GLenum light,GLenum pname,GLint param)206 void __indirect_glLighti(GLenum light, GLenum pname, GLint param) { }
__indirect_glLightiv(GLenum light,GLenum pname,const GLint * params)207 void __indirect_glLightiv(GLenum light, GLenum pname, const GLint *params) { }
__indirect_glLineStipple(GLint factor,GLushort pattern)208 void __indirect_glLineStipple(GLint factor, GLushort pattern) { }
__indirect_glLineWidth(GLfloat width)209 void __indirect_glLineWidth(GLfloat width) { }
__indirect_glListBase(GLuint base)210 void __indirect_glListBase(GLuint base) { }
__indirect_glLoadIdentity(void)211 void __indirect_glLoadIdentity(void) { }
__indirect_glLoadMatrixd(const GLdouble * m)212 void __indirect_glLoadMatrixd(const GLdouble *m) { }
__indirect_glLoadMatrixf(const GLfloat * m)213 void __indirect_glLoadMatrixf(const GLfloat *m) { }
__indirect_glLoadName(GLuint name)214 void __indirect_glLoadName(GLuint name) { }
__indirect_glLogicOp(GLenum opcode)215 void __indirect_glLogicOp(GLenum opcode) { }
__indirect_glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points)216 void __indirect_glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points) { }
__indirect_glMap1f(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,const GLfloat * points)217 void __indirect_glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points) { }
__indirect_glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble * points)218 void __indirect_glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points) { }
__indirect_glMap2f(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,const GLfloat * points)219 void __indirect_glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) { }
__indirect_glMapGrid1d(GLint un,GLdouble u1,GLdouble u2)220 void __indirect_glMapGrid1d(GLint un, GLdouble u1, GLdouble u2) { }
__indirect_glMapGrid1f(GLint un,GLfloat u1,GLfloat u2)221 void __indirect_glMapGrid1f(GLint un, GLfloat u1, GLfloat u2) { }
__indirect_glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2)222 void __indirect_glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) { }
__indirect_glMapGrid2f(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2)223 void __indirect_glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) { }
__indirect_glMaterialf(GLenum face,GLenum pname,GLfloat param)224 void __indirect_glMaterialf(GLenum face, GLenum pname, GLfloat param) { }
__indirect_glMaterialfv(GLenum face,GLenum pname,const GLfloat * params)225 void __indirect_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) { }
__indirect_glMateriali(GLenum face,GLenum pname,GLint param)226 void __indirect_glMateriali(GLenum face, GLenum pname, GLint param) { }
__indirect_glMaterialiv(GLenum face,GLenum pname,const GLint * params)227 void __indirect_glMaterialiv(GLenum face, GLenum pname, const GLint *params) { }
__indirect_glMatrixMode(GLenum mode)228 void __indirect_glMatrixMode(GLenum mode) { }
__indirect_glMultMatrixd(const GLdouble * m)229 void __indirect_glMultMatrixd(const GLdouble *m) { }
__indirect_glMultMatrixf(const GLfloat * m)230 void __indirect_glMultMatrixf(const GLfloat *m) { }
__indirect_glNewList(GLuint list,GLenum mode)231 void __indirect_glNewList(GLuint list, GLenum mode) { }
__indirect_glNormal3b(GLbyte nx,GLbyte ny,GLbyte nz)232 void __indirect_glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz) { }
__indirect_glNormal3bv(const GLbyte * v)233 void __indirect_glNormal3bv(const GLbyte *v) { }
__indirect_glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz)234 void __indirect_glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz) { }
__indirect_glNormal3dv(const GLdouble * v)235 void __indirect_glNormal3dv(const GLdouble *v) { }
__indirect_glNormal3f(GLfloat nx,GLfloat ny,GLfloat nz)236 void __indirect_glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) { }
__indirect_glNormal3fv(const GLfloat * v)237 void __indirect_glNormal3fv(const GLfloat *v) { }
__indirect_glNormal3i(GLint nx,GLint ny,GLint nz)238 void __indirect_glNormal3i(GLint nx, GLint ny, GLint nz) { }
__indirect_glNormal3iv(const GLint * v)239 void __indirect_glNormal3iv(const GLint *v) { }
__indirect_glNormal3s(GLshort nx,GLshort ny,GLshort nz)240 void __indirect_glNormal3s(GLshort nx, GLshort ny, GLshort nz) { }
__indirect_glNormal3sv(const GLshort * v)241 void __indirect_glNormal3sv(const GLshort *v) { }
__indirect_glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble near_val,GLdouble far_val)242 void __indirect_glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { }
__indirect_glPassThrough(GLfloat token)243 void __indirect_glPassThrough(GLfloat token) { }
__indirect_glPixelMapfv(GLenum map,GLsizei mapsize,const GLfloat * values)244 void __indirect_glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values) { }
__indirect_glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint * values)245 void __indirect_glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values) { }
__indirect_glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort * values)246 void __indirect_glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values) { }
__indirect_glPixelStoref(GLenum pname,GLfloat param)247 void __indirect_glPixelStoref(GLenum pname, GLfloat param) { }
__indirect_glPixelStorei(GLenum pname,GLint param)248 void __indirect_glPixelStorei(GLenum pname, GLint param) { }
__indirect_glPixelTransferf(GLenum pname,GLfloat param)249 void __indirect_glPixelTransferf(GLenum pname, GLfloat param) { }
__indirect_glPixelTransferi(GLenum pname,GLint param)250 void __indirect_glPixelTransferi(GLenum pname, GLint param) { }
__indirect_glPixelZoom(GLfloat xfactor,GLfloat yfactor)251 void __indirect_glPixelZoom(GLfloat xfactor, GLfloat yfactor) { }
__indirect_glPointSize(GLfloat size)252 void __indirect_glPointSize(GLfloat size) { }
__indirect_glPolygonMode(GLenum face,GLenum mode)253 void __indirect_glPolygonMode(GLenum face, GLenum mode) { }
__indirect_glPolygonStipple(const GLubyte * mask)254 void __indirect_glPolygonStipple(const GLubyte *mask) { }
__indirect_glPopAttrib(void)255 void __indirect_glPopAttrib(void) { }
__indirect_glPopMatrix(void)256 void __indirect_glPopMatrix(void) { }
__indirect_glPopName(void)257 void __indirect_glPopName(void) { }
__indirect_glPushAttrib(GLbitfield mask)258 void __indirect_glPushAttrib(GLbitfield mask) { }
__indirect_glPushMatrix(void)259 void __indirect_glPushMatrix(void) { }
__indirect_glPushName(GLuint name)260 void __indirect_glPushName(GLuint name) { }
__indirect_glRasterPos2d(GLdouble x,GLdouble y)261 void __indirect_glRasterPos2d(GLdouble x, GLdouble y) { }
__indirect_glRasterPos2dv(const GLdouble * v)262 void __indirect_glRasterPos2dv(const GLdouble *v) { }
__indirect_glRasterPos2f(GLfloat x,GLfloat y)263 void __indirect_glRasterPos2f(GLfloat x, GLfloat y) { }
__indirect_glRasterPos2fv(const GLfloat * v)264 void __indirect_glRasterPos2fv(const GLfloat *v) { }
__indirect_glRasterPos2i(GLint x,GLint y)265 void __indirect_glRasterPos2i(GLint x, GLint y) { }
__indirect_glRasterPos2iv(const GLint * v)266 void __indirect_glRasterPos2iv(const GLint *v) { }
__indirect_glRasterPos2s(GLshort x,GLshort y)267 void __indirect_glRasterPos2s(GLshort x, GLshort y) { }
__indirect_glRasterPos2sv(const GLshort * v)268 void __indirect_glRasterPos2sv(const GLshort *v) { }
__indirect_glRasterPos3d(GLdouble x,GLdouble y,GLdouble z)269 void __indirect_glRasterPos3d(GLdouble x, GLdouble y, GLdouble z) { }
__indirect_glRasterPos3dv(const GLdouble * v)270 void __indirect_glRasterPos3dv(const GLdouble *v) { }
__indirect_glRasterPos3f(GLfloat x,GLfloat y,GLfloat z)271 void __indirect_glRasterPos3f(GLfloat x, GLfloat y, GLfloat z) { }
__indirect_glRasterPos3fv(const GLfloat * v)272 void __indirect_glRasterPos3fv(const GLfloat *v) { }
__indirect_glRasterPos3i(GLint x,GLint y,GLint z)273 void __indirect_glRasterPos3i(GLint x, GLint y, GLint z) { }
__indirect_glRasterPos3iv(const GLint * v)274 void __indirect_glRasterPos3iv(const GLint *v) { }
__indirect_glRasterPos3s(GLshort x,GLshort y,GLshort z)275 void __indirect_glRasterPos3s(GLshort x, GLshort y, GLshort z) { }
__indirect_glRasterPos3sv(const GLshort * v)276 void __indirect_glRasterPos3sv(const GLshort *v) { }
__indirect_glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)277 void __indirect_glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { }
__indirect_glRasterPos4dv(const GLdouble * v)278 void __indirect_glRasterPos4dv(const GLdouble *v) { }
__indirect_glRasterPos4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w)279 void __indirect_glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { }
__indirect_glRasterPos4fv(const GLfloat * v)280 void __indirect_glRasterPos4fv(const GLfloat *v) { }
__indirect_glRasterPos4i(GLint x,GLint y,GLint z,GLint w)281 void __indirect_glRasterPos4i(GLint x, GLint y, GLint z, GLint w) { }
__indirect_glRasterPos4iv(const GLint * v)282 void __indirect_glRasterPos4iv(const GLint *v) { }
__indirect_glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w)283 void __indirect_glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) { }
__indirect_glRasterPos4sv(const GLshort * v)284 void __indirect_glRasterPos4sv(const GLshort *v) { }
__indirect_glReadBuffer(GLenum mode)285 void __indirect_glReadBuffer(GLenum mode) { }
__indirect_glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * pixels)286 void __indirect_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { }
__indirect_glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)287 void __indirect_glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { }
__indirect_glRectdv(const GLdouble * v1,const GLdouble * v2)288 void __indirect_glRectdv(const GLdouble *v1, const GLdouble *v2) { }
__indirect_glRectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2)289 void __indirect_glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { }
__indirect_glRectfv(const GLfloat * v1,const GLfloat * v2)290 void __indirect_glRectfv(const GLfloat *v1, const GLfloat *v2) { }
__indirect_glRecti(GLint x1,GLint y1,GLint x2,GLint y2)291 void __indirect_glRecti(GLint x1, GLint y1, GLint x2, GLint y2) { }
__indirect_glRectiv(const GLint * v1,const GLint * v2)292 void __indirect_glRectiv(const GLint *v1, const GLint *v2) { }
__indirect_glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)293 void __indirect_glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) { }
__indirect_glRectsv(const GLshort * v1,const GLshort * v2)294 void __indirect_glRectsv(const GLshort *v1, const GLshort *v2) { }
__indirect_glRenderMode(GLenum mode)295 void __indirect_glRenderMode(GLenum mode) { }
__indirect_glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z)296 void __indirect_glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) { }
__indirect_glRotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z)297 void __indirect_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { }
__indirect_glScaled(GLdouble x,GLdouble y,GLdouble z)298 void __indirect_glScaled(GLdouble x, GLdouble y, GLdouble z) { }
__indirect_glScalef(GLfloat x,GLfloat y,GLfloat z)299 void __indirect_glScalef(GLfloat x, GLfloat y, GLfloat z) { }
__indirect_glScissor(GLint x,GLint y,GLsizei width,GLsizei height)300 void __indirect_glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { }
__indirect_glSelectBuffer(GLsizei size,GLuint * buffer)301 void __indirect_glSelectBuffer(GLsizei size, GLuint *buffer) { }
__indirect_glShadeModel(GLenum mode)302 void __indirect_glShadeModel(GLenum mode) { }
__indirect_glStencilFunc(GLenum func,GLint ref,GLuint mask)303 void __indirect_glStencilFunc(GLenum func, GLint ref, GLuint mask) { }
__indirect_glStencilMask(GLuint mask)304 void __indirect_glStencilMask(GLuint mask) { }
__indirect_glStencilOp(GLenum fail,GLenum zfail,GLenum zpass)305 void __indirect_glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { }
__indirect_glTexCoord1d(GLdouble s)306 void __indirect_glTexCoord1d(GLdouble s) { }
__indirect_glTexCoord1dv(const GLdouble * v)307 void __indirect_glTexCoord1dv(const GLdouble *v) { }
__indirect_glTexCoord1f(GLfloat s)308 void __indirect_glTexCoord1f(GLfloat s) { }
__indirect_glTexCoord1fv(const GLfloat * v)309 void __indirect_glTexCoord1fv(const GLfloat *v) { }
__indirect_glTexCoord1i(GLint s)310 void __indirect_glTexCoord1i(GLint s) { }
__indirect_glTexCoord1iv(const GLint * v)311 void __indirect_glTexCoord1iv(const GLint *v) { }
__indirect_glTexCoord1s(GLshort s)312 void __indirect_glTexCoord1s(GLshort s) { }
__indirect_glTexCoord1sv(const GLshort * v)313 void __indirect_glTexCoord1sv(const GLshort *v) { }
__indirect_glTexCoord2d(GLdouble s,GLdouble t)314 void __indirect_glTexCoord2d(GLdouble s, GLdouble t) { }
__indirect_glTexCoord2dv(const GLdouble * v)315 void __indirect_glTexCoord2dv(const GLdouble *v) { }
__indirect_glTexCoord2f(GLfloat s,GLfloat t)316 void __indirect_glTexCoord2f(GLfloat s, GLfloat t) { }
__indirect_glTexCoord2fv(const GLfloat * v)317 void __indirect_glTexCoord2fv(const GLfloat *v) { }
__indirect_glTexCoord2i(GLint s,GLint t)318 void __indirect_glTexCoord2i(GLint s, GLint t) { }
__indirect_glTexCoord2iv(const GLint * v)319 void __indirect_glTexCoord2iv(const GLint *v) { }
__indirect_glTexCoord2s(GLshort s,GLshort t)320 void __indirect_glTexCoord2s(GLshort s, GLshort t) { }
__indirect_glTexCoord2sv(const GLshort * v)321 void __indirect_glTexCoord2sv(const GLshort *v) { }
__indirect_glTexCoord3d(GLdouble s,GLdouble t,GLdouble r)322 void __indirect_glTexCoord3d(GLdouble s, GLdouble t, GLdouble r) { }
__indirect_glTexCoord3dv(const GLdouble * v)323 void __indirect_glTexCoord3dv(const GLdouble *v) { }
__indirect_glTexCoord3f(GLfloat s,GLfloat t,GLfloat r)324