1 // GENERATED FILE - DO NOT EDIT. 2 // Generated by generate_entry_points.py using data from gl.xml. 3 // 4 // Copyright 2020 The ANGLE Project Authors. All rights reserved. 5 // Use of this source code is governed by a BSD-style license that can be 6 // found in the LICENSE file. 7 // 8 // Context_gl_1_autogen.h: Creates a macro for interfaces in Context. 9 10 #ifndef ANGLE_CONTEXT_GL_1_AUTOGEN_H_ 11 #define ANGLE_CONTEXT_GL_1_AUTOGEN_H_ 12 13 #define ANGLE_GL_1_CONTEXT_API \ 14 void accum(GLenum op, GLfloat value); \ 15 void begin(GLenum mode); \ 16 void bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, \ 17 GLfloat ymove, const GLubyte *bitmap); \ 18 void callList(GLuint list); \ 19 void callLists(GLsizei n, GLenum type, const void *lists); \ 20 void clearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \ 21 void clearDepth(GLdouble depth); \ 22 void clearIndex(GLfloat c); \ 23 void clipPlane(GLenum plane, const GLdouble *equation); \ 24 void color3b(GLbyte red, GLbyte green, GLbyte blue); \ 25 void color3bv(const GLbyte *v); \ 26 void color3d(GLdouble red, GLdouble green, GLdouble blue); \ 27 void color3dv(const GLdouble *v); \ 28 void color3f(GLfloat red, GLfloat green, GLfloat blue); \ 29 void color3fv(const GLfloat *v); \ 30 void color3i(GLint red, GLint green, GLint blue); \ 31 void color3iv(const GLint *v); \ 32 void color3s(GLshort red, GLshort green, GLshort blue); \ 33 void color3sv(const GLshort *v); \ 34 void color3ub(GLubyte red, GLubyte green, GLubyte blue); \ 35 void color3ubv(const GLubyte *v); \ 36 void color3ui(GLuint red, GLuint green, GLuint blue); \ 37 void color3uiv(const GLuint *v); \ 38 void color3us(GLushort red, GLushort green, GLushort blue); \ 39 void color3usv(const GLushort *v); \ 40 void color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); \ 41 void color4bv(const GLbyte *v); \ 42 void color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); \ 43 void color4dv(const GLdouble *v); \ 44 void color4fv(const GLfloat *v); \ 45 void color4i(GLint red, GLint green, GLint blue, GLint alpha); \ 46 void color4iv(const GLint *v); \ 47 void color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); \ 48 void color4sv(const GLshort *v); \ 49 void color4ubv(const GLubyte *v); \ 50 void color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); \ 51 void color4uiv(const GLuint *v); \ 52 void color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); \ 53 void color4usv(const GLushort *v); \ 54 void colorMaterial(GLenum face, GLenum mode); \ 55 void copyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); \ 56 void deleteLists(GLuint list, GLsizei range); \ 57 void depthRange(GLdouble n, GLdouble f); \ 58 void drawBuffer(GLenum buf); \ 59 void drawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, \ 60 const void *pixels); \ 61 void edgeFlag(GLboolean flag); \ 62 void edgeFlagv(const GLboolean *flag); \ 63 void end(); \ 64 void endList(); \ 65 void evalCoord1d(GLdouble u); \ 66 void evalCoord1dv(const GLdouble *u); \ 67 void evalCoord1f(GLfloat u); \ 68 void evalCoord1fv(const GLfloat *u); \ 69 void evalCoord2d(GLdouble u, GLdouble v); \ 70 void evalCoord2dv(const GLdouble *u); \ 71 void evalCoord2f(GLfloat u, GLfloat v); \ 72 void evalCoord2fv(const GLfloat *u); \ 73 void evalMesh1(GLenum mode, GLint i1, GLint i2); \ 74 void evalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); \ 75 void evalPoint1(GLint i); \ 76 void evalPoint2(GLint i, GLint j); \ 77 void feedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); \ 78 void fogi(GLenum pname, GLint param); \ 79 void fogiv(GLenum pname, const GLint *params); \ 80 void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \ 81 GLdouble zFar); \ 82 GLuint genLists(GLsizei range); \ 83 void getClipPlane(GLenum plane, GLdouble *equation); \ 84 void getDoublev(GLenum pname, GLdouble *data); \ 85 void getLightiv(GLenum light, GLenum pname, GLint *params); \ 86 void getMapdv(GLenum target, GLenum query, GLdouble *v); \ 87 void getMapfv(GLenum target, GLenum query, GLfloat *v); \ 88 void getMapiv(GLenum target, GLenum query, GLint *v); \ 89 void getMaterialiv(GLenum face, GLenum pname, GLint *params); \ 90 void getPixelMapfv(GLenum map, GLfloat *values); \ 91 void getPixelMapuiv(GLenum map, GLuint *values); \ 92 void getPixelMapusv(GLenum map, GLushort *values); \ 93 void getPolygonStipple(GLubyte *mask); \ 94 void getTexGendv(GLenum coord, GLenum pname, GLdouble *params); \ 95 void indexMask(GLuint mask); \ 96 void indexd(GLdouble c); \ 97 void indexdv(const GLdouble *c); \ 98 void indexf(GLfloat c); \ 99 void indexfv(const GLfloat *c); \ 100 void indexi(GLint c); \ 101 void indexiv(const GLint *c); \ 102 void indexs(GLshort c); \ 103 void indexsv(const GLshort *c); \ 104 void initNames(); \ 105 GLboolean isList(GLuint list) const; \ 106 void lightModeli(GLenum pname, GLint param); \ 107 void lightModeliv(GLenum pname, const GLint *params); \ 108 void lighti(GLenum light, GLenum pname, GLint param); \ 109 void lightiv(GLenum light, GLenum pname, const GLint *params); \ 110 void lineStipple(GLint factor, GLushort pattern); \ 111 void listBase(GLuint base); \ 112 void loadMatrixd(const GLdouble *m); \ 113 void loadName(GLuint name); \ 114 void map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, \ 115 const GLdouble *points); \ 116 void map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, \ 117 const GLfloat *points); \ 118 void map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, \ 119 GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); \ 120 void map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, \ 121 GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); \ 122 void mapGrid1d(GLint un, GLdouble u1, GLdouble u2); \ 123 void mapGrid1f(GLint un, GLfloat u1, GLfloat u2); \ 124 void mapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); \ 125 void mapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); \ 126 void materiali(GLenum face, GLenum pname, GLint param); \ 127 void materialiv(GLenum face, GLenum pname, const GLint *params); \ 128 void multMatrixd(const GLdouble *m); \ 129 void newList(GLuint list, GLenum mode); \ 130 void normal3b(GLbyte nx, GLbyte ny, GLbyte nz); \ 131 void normal3bv(const GLbyte *v); \ 132 void normal3d(GLdouble nx, GLdouble ny, GLdouble nz); \ 133 void normal3dv(const GLdouble *v); \ 134 void normal3fv(const GLfloat *v); \ 135 void normal3i(GLint nx, GLint ny, GLint nz); \ 136 void normal3iv(const GLint *v); \ 137 void normal3s(GLshort nx, GLshort ny, GLshort nz); \ 138 void normal3sv(const GLshort *v); \ 139 void ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \ 140 GLdouble zFar); \ 141 void passThrough(GLfloat token); \ 142 void pixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); \ 143 void pixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); \ 144 void pixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); \ 145 void pixelStoref(GLenum pname, GLfloat param); \ 146 void pixelTransferf(GLenum pname, GLfloat param); \ 147 void pixelTransferi(GLenum pname, GLint param); \ 148 void pixelZoom(GLfloat xfactor, GLfloat yfactor); \ 149 void polygonMode(GLenum face, GLenum mode); \ 150 void polygonStipple(const GLubyte *mask); \ 151 void popAttrib(); \ 152 void popName(); \ 153 void pushAttrib(GLbitfield mask); \ 154 void pushName(GLuint name); \ 155 void rasterPos2d(GLdouble x, GLdouble y); \ 156 void rasterPos2dv(const GLdouble *v); \ 157 void rasterPos2f(GLfloat x, GLfloat y); \ 158 void rasterPos2fv(const GLfloat *v); \ 159 void rasterPos2i(GLint x, GLint y); \ 160 void rasterPos2iv(const GLint *v); \ 161 void rasterPos2s(GLshort x, GLshort y); \ 162 void rasterPos2sv(const GLshort *v); \ 163 void rasterPos3d(GLdouble x, GLdouble y, GLdouble z); \ 164 void rasterPos3dv(const GLdouble *v); \ 165 void rasterPos3f(GLfloat x, GLfloat y, GLfloat z); \ 166 void rasterPos3fv(const GLfloat *v); \ 167 void rasterPos3i(GLint x, GLint y, GLint z); \ 168 void rasterPos3iv(const GLint *v); \ 169 void rasterPos3s(GLshort x, GLshort y, GLshort z); \ 170 void rasterPos3sv(const GLshort *v); \ 171 void rasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ 172 void rasterPos4dv(const GLdouble *v); \ 173 void rasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ 174 void rasterPos4fv(const GLfloat *v); \ 175 void rasterPos4i(GLint x, GLint y, GLint z, GLint w); \ 176 void rasterPos4iv(const GLint *v); \ 177 void rasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); \ 178 void rasterPos4sv(const GLshort *v); \ 179 void rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); \ 180 void rectdv(const GLdouble *v1, const GLdouble *v2); \ 181 void rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); \ 182 void rectfv(const GLfloat *v1, const GLfloat *v2); \ 183 void recti(GLint x1, GLint y1, GLint x2, GLint y2); \ 184 void rectiv(const GLint *v1, const GLint *v2); \ 185 void rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); \ 186 void rectsv(const GLshort *v1, const GLshort *v2); \ 187 GLint renderMode(GLenum mode); \ 188 void rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); \ 189 void scaled(GLdouble x, GLdouble y, GLdouble z); \ 190 void selectBuffer(GLsizei size, GLuint *buffer); \ 191 void texCoord1d(GLdouble s); \ 192 void texCoord1dv(const GLdouble *v); \ 193 void texCoord1f(GLfloat s); \ 194 void texCoord1fv(const GLfloat *v); \ 195 void texCoord1i(GLint s); \ 196 void texCoord1iv(const GLint *v); \ 197 void texCoord1s(GLshort s); \ 198 void texCoord1sv(const GLshort *v); \ 199 void texCoord2d(GLdouble s, GLdouble t); \ 200 void texCoord2dv(const GLdouble *v); \ 201 void texCoord2f(GLfloat s, GLfloat t); \ 202 void texCoord2fv(const GLfloat *v); \ 203 void texCoord2i(GLint s, GLint t); \ 204 void texCoord2iv(const GLint *v); \ 205 void texCoord2s(GLshort s, GLshort t); \ 206 void texCoord2sv(const GLshort *v); \ 207 void texCoord3d(GLdouble s, GLdouble t, GLdouble r); \ 208 void texCoord3dv(const GLdouble *v); \ 209 void texCoord3f(GLfloat s, GLfloat t, GLfloat r); \ 210 void texCoord3fv(const GLfloat *v); \ 211 void texCoord3i(GLint s, GLint t, GLint r); \ 212 void texCoord3iv(const GLint *v); \ 213 void texCoord3s(GLshort s, GLshort t, GLshort r); \ 214 void texCoord3sv(const GLshort *v); \ 215 void texCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); \ 216 void texCoord4dv(const GLdouble *v); \ 217 void texCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); \ 218 void texCoord4fv(const GLfloat *v); \ 219 void texCoord4i(GLint s, GLint t, GLint r, GLint q); \ 220 void texCoord4iv(const GLint *v); \ 221 void texCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); \ 222 void texCoord4sv(const GLshort *v); \ 223 void texGend(GLenum coord, GLenum pname, GLdouble param); \ 224 void texGendv(GLenum coord, GLenum pname, const GLdouble *params); \ 225 void texImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, \ 226 GLenum format, GLenum type, const void *pixels); \ 227 void translated(GLdouble x, GLdouble y, GLdouble z); \ 228 void vertex2d(GLdouble x, GLdouble y); \ 229 void vertex2dv(const GLdouble *v); \ 230 void vertex2f(GLfloat x, GLfloat y); \ 231 void vertex2fv(const GLfloat *v); \ 232 void vertex2i(GLint x, GLint y); \ 233 void vertex2iv(const GLint *v); \ 234 void vertex2s(GLshort x, GLshort y); \ 235 void vertex2sv(const GLshort *v); \ 236 void vertex3d(GLdouble x, GLdouble y, GLdouble z); \ 237 void vertex3dv(const GLdouble *v); \ 238 void vertex3f(GLfloat x, GLfloat y, GLfloat z); \ 239 void vertex3fv(const GLfloat *v); \ 240 void vertex3i(GLint x, GLint y, GLint z); \ 241 void vertex3iv(const GLint *v); \ 242 void vertex3s(GLshort x, GLshort y, GLshort z); \ 243 void vertex3sv(const GLshort *v); \ 244 void vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \ 245 void vertex4dv(const GLdouble *v); \ 246 void vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \ 247 void vertex4fv(const GLfloat *v); \ 248 void vertex4i(GLint x, GLint y, GLint z, GLint w); \ 249 void vertex4iv(const GLint *v); \ 250 void vertex4s(GLshort x, GLshort y, GLshort z, GLshort w); \ 251 void vertex4sv(const GLshort *v); \ 252 GLboolean areTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); \ 253 void arrayElement(GLint i); \ 254 void copyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, \ 255 GLsizei width, GLint border); \ 256 void copyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, \ 257 GLsizei width); \ 258 void edgeFlagPointer(GLsizei stride, const void *pointer); \ 259 void indexPointer(GLenum type, GLsizei stride, const void *pointer); \ 260 void indexub(GLubyte c); \ 261 void indexubv(const GLubyte *c); \ 262 void interleavedArrays(GLenum format, GLsizei stride, const void *pointer); \ 263 void popClientAttrib(); \ 264 void prioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); \ 265 void pushClientAttrib(GLbitfield mask); \ 266 void texSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, \ 267 GLenum type, const void *pixels); \ 268 void compressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, \ 269 GLint border, GLsizei imageSize, const void *data); \ 270 void compressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, \ 271 GLenum format, GLsizei imageSize, const void *data); \ 272 void getCompressedTexImage(GLenum target, GLint level, void *img); \ 273 void loadTransposeMatrixd(const GLdouble *m); \ 274 void loadTransposeMatrixf(const GLfloat *m); \ 275 void multTransposeMatrixd(const GLdouble *m); \ 276 void multTransposeMatrixf(const GLfloat *m); \ 277 void multiTexCoord1d(GLenum target, GLdouble s); \ 278 void multiTexCoord1dv(GLenum target, const GLdouble *v); \ 279 void multiTexCoord1f(GLenum target, GLfloat s); \ 280 void multiTexCoord1fv(GLenum target, const GLfloat *v); \ 281 void multiTexCoord1i(GLenum target, GLint s); \ 282 void multiTexCoord1iv(GLenum target, const GLint *v); \ 283 void multiTexCoord1s(GLenum target, GLshort s); \ 284 void multiTexCoord1sv(GLenum target, const GLshort *v); \ 285 void multiTexCoord2d(GLenum target, GLdouble s, GLdouble t); \ 286 void multiTexCoord2dv(GLenum target, const GLdouble *v); \ 287 void multiTexCoord2f(GLenum target, GLfloat s, GLfloat t); \ 288 void multiTexCoord2fv(GLenum target, const GLfloat *v); \ 289 void multiTexCoord2i(GLenum target, GLint s, GLint t); \ 290 void multiTexCoord2iv(GLenum target, const GLint *v); \ 291 void multiTexCoord2s(GLenum target, GLshort s, GLshort t); \ 292 void multiTexCoord2sv(GLenum target, const GLshort *v); \ 293 void multiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); \ 294 void multiTexCoord3dv(GLenum target, const GLdouble *v); \ 295 void multiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); \ 296 void multiTexCoord3fv(GLenum target, const GLfloat *v); \ 297 void multiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); \ 298 void multiTexCoord3iv(GLenum target, const GLint *v); \ 299 void multiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); \ 300 void multiTexCoord3sv(GLenum target, const GLshort *v); \ 301 void multiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); \ 302 void multiTexCoord4dv(GLenum target, const GLdouble *v); \ 303 void multiTexCoord4fv(GLenum target, const GLfloat *v); \ 304 void multiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); \ 305 void multiTexCoord4iv(GLenum target, const GLint *v); \ 306 void multiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); \ 307 void multiTexCoord4sv(GLenum target, const GLshort *v); \ 308 void fogCoordPointer(GLenum type, GLsizei stride, const void *pointer); \ 309 void fogCoordd(GLdouble coord); \ 310 void fogCoorddv(const GLdouble *coord); \ 311 void fogCoordf(GLfloat coord); \ 312 void fogCoordfv(const GLfloat *coord); \ 313 void pointParameteri(GLenum pname, GLint param); \ 314 void pointParameteriv(GLenum pname, const GLint *params); \ 315 void secondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); \ 316 void secondaryColor3bv(const GLbyte *v); \ 317 void secondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); \ 318 void secondaryColor3dv(const GLdouble *v); \ 319 void secondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); \ 320 void secondaryColor3fv(const GLfloat *v); \ 321 void secondaryColor3i(GLint red, GLint green, GLint blue); \ 322 void secondaryColor3iv(const GLint *v); \ 323 void secondaryColor3s(GLshort red, GLshort green, GLshort blue); \ 324 void secondaryColor3sv(const GLshort *v); \ 325 void secondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); \ 326 void secondaryColor3ubv(const GLubyte *v); \ 327 void secondaryColor3ui(GLuint red, GLuint green, GLuint blue); \ 328 void secondaryColor3uiv(const GLuint *v); \ 329 void secondaryColor3us(GLushort red, GLushort green, GLushort blue); \ 330 void secondaryColor3usv(const GLushort *v); \ 331 void secondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \ 332 void windowPos2d(GLdouble x, GLdouble y); \ 333 void windowPos2dv(const GLdouble *v); \ 334 void windowPos2f(GLfloat x, GLfloat y); \ 335 void windowPos2fv(const GLfloat *v); \ 336 void windowPos2i(GLint x, GLint y); \ 337 void windowPos2iv(const GLint *v); \ 338 void windowPos2s(GLshort x, GLshort y); \ 339 void windowPos2sv(const GLshort *v); \ 340 void windowPos3d(GLdouble x, GLdouble y, GLdouble z); \ 341 void windowPos3dv(const GLdouble *v); \ 342 void windowPos3f(GLfloat x, GLfloat y, GLfloat z); \ 343 void windowPos3fv(const GLfloat *v); \ 344 void windowPos3i(GLint x, GLint y, GLint z); \ 345 void windowPos3iv(const GLint *v); \ 346 void windowPos3s(GLshort x, GLshort y, GLshort z); \ 347 void windowPos3sv(const GLshort *v); \ 348 void getBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data); 349 350 #endif // ANGLE_CONTEXT_API_1_AUTOGEN_H_ 351