// 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_