// 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. // // entry_points_gles_1_0_autogen.h: // Defines the GLES 1.0 entry points. #ifndef LIBGLESV2_ENTRY_POINTS_GLES_1_0_AUTOGEN_H_ #define LIBGLESV2_ENTRY_POINTS_GLES_1_0_AUTOGEN_H_ #include #include extern "C" { ANGLE_EXPORT void GL_APIENTRY GL_AlphaFunc(GLenum func, GLfloat ref); ANGLE_EXPORT void GL_APIENTRY GL_AlphaFuncx(GLenum func, GLfixed ref); ANGLE_EXPORT void GL_APIENTRY GL_ClearColorx(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); ANGLE_EXPORT void GL_APIENTRY GL_ClearDepthx(GLfixed depth); ANGLE_EXPORT void GL_APIENTRY GL_ClientActiveTexture(GLenum texture); ANGLE_EXPORT void GL_APIENTRY GL_ClipPlanef(GLenum p, const GLfloat *eqn); ANGLE_EXPORT void GL_APIENTRY GL_ClipPlanex(GLenum plane, const GLfixed *equation); ANGLE_EXPORT void GL_APIENTRY GL_Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); ANGLE_EXPORT void GL_APIENTRY GL_Color4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); ANGLE_EXPORT void GL_APIENTRY GL_ColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_DepthRangex(GLfixed n, GLfixed f); ANGLE_EXPORT void GL_APIENTRY GL_DisableClientState(GLenum array); ANGLE_EXPORT void GL_APIENTRY GL_EnableClientState(GLenum array); ANGLE_EXPORT void GL_APIENTRY GL_Fogf(GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_Fogfv(GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_Fogx(GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_Fogxv(GLenum pname, const GLfixed *param); ANGLE_EXPORT void GL_APIENTRY GL_Frustumf(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); ANGLE_EXPORT void GL_APIENTRY GL_Frustumx(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); ANGLE_EXPORT void GL_APIENTRY GL_GetClipPlanef(GLenum plane, GLfloat *equation); ANGLE_EXPORT void GL_APIENTRY GL_GetClipPlanex(GLenum plane, GLfixed *equation); ANGLE_EXPORT void GL_APIENTRY GL_GetFixedv(GLenum pname, GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_GetLightfv(GLenum light, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetLightxv(GLenum light, GLenum pname, GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_GetMaterialfv(GLenum face, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetMaterialxv(GLenum face, GLenum pname, GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexEnvfv(GLenum target, GLenum pname, GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexEnviv(GLenum target, GLenum pname, GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexEnvxv(GLenum target, GLenum pname, GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_GetTexParameterxv(GLenum target, GLenum pname, GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_LightModelf(GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_LightModelfv(GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_LightModelx(GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_LightModelxv(GLenum pname, const GLfixed *param); ANGLE_EXPORT void GL_APIENTRY GL_Lightf(GLenum light, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_Lightfv(GLenum light, GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_Lightx(GLenum light, GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_Lightxv(GLenum light, GLenum pname, const GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_LineWidthx(GLfixed width); ANGLE_EXPORT void GL_APIENTRY GL_LoadIdentity(); ANGLE_EXPORT void GL_APIENTRY GL_LoadMatrixf(const GLfloat *m); ANGLE_EXPORT void GL_APIENTRY GL_LoadMatrixx(const GLfixed *m); ANGLE_EXPORT void GL_APIENTRY GL_LogicOp(GLenum opcode); ANGLE_EXPORT void GL_APIENTRY GL_Materialf(GLenum face, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_Materialfv(GLenum face, GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_Materialx(GLenum face, GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_Materialxv(GLenum face, GLenum pname, const GLfixed *param); ANGLE_EXPORT void GL_APIENTRY GL_MatrixMode(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_MultMatrixf(const GLfloat *m); ANGLE_EXPORT void GL_APIENTRY GL_MultMatrixx(const GLfixed *m); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); ANGLE_EXPORT void GL_APIENTRY GL_MultiTexCoord4x(GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); ANGLE_EXPORT void GL_APIENTRY GL_Normal3f(GLfloat nx, GLfloat ny, GLfloat nz); ANGLE_EXPORT void GL_APIENTRY GL_Normal3x(GLfixed nx, GLfixed ny, GLfixed nz); ANGLE_EXPORT void GL_APIENTRY GL_NormalPointer(GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_Orthof(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); ANGLE_EXPORT void GL_APIENTRY GL_Orthox(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); ANGLE_EXPORT void GL_APIENTRY GL_PointParameterf(GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_PointParameterfv(GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_PointParameterx(GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_PointParameterxv(GLenum pname, const GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_PointSize(GLfloat size); ANGLE_EXPORT void GL_APIENTRY GL_PointSizex(GLfixed size); ANGLE_EXPORT void GL_APIENTRY GL_PolygonOffsetx(GLfixed factor, GLfixed units); ANGLE_EXPORT void GL_APIENTRY GL_PopMatrix(); ANGLE_EXPORT void GL_APIENTRY GL_PushMatrix(); ANGLE_EXPORT void GL_APIENTRY GL_Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_Rotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z); ANGLE_EXPORT void GL_APIENTRY GL_SampleCoveragex(GLclampx value, GLboolean invert); ANGLE_EXPORT void GL_APIENTRY GL_Scalef(GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_Scalex(GLfixed x, GLfixed y, GLfixed z); ANGLE_EXPORT void GL_APIENTRY GL_ShadeModel(GLenum mode); ANGLE_EXPORT void GL_APIENTRY GL_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); ANGLE_EXPORT void GL_APIENTRY GL_TexEnvf(GLenum target, GLenum pname, GLfloat param); ANGLE_EXPORT void GL_APIENTRY GL_TexEnvfv(GLenum target, GLenum pname, const GLfloat *params); ANGLE_EXPORT void GL_APIENTRY GL_TexEnvi(GLenum target, GLenum pname, GLint param); ANGLE_EXPORT void GL_APIENTRY GL_TexEnviv(GLenum target, GLenum pname, const GLint *params); ANGLE_EXPORT void GL_APIENTRY GL_TexEnvx(GLenum target, GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_TexEnvxv(GLenum target, GLenum pname, const GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_TexParameterx(GLenum target, GLenum pname, GLfixed param); ANGLE_EXPORT void GL_APIENTRY GL_TexParameterxv(GLenum target, GLenum pname, const GLfixed *params); ANGLE_EXPORT void GL_APIENTRY GL_Translatef(GLfloat x, GLfloat y, GLfloat z); ANGLE_EXPORT void GL_APIENTRY GL_Translatex(GLfixed x, GLfixed y, GLfixed z); ANGLE_EXPORT void GL_APIENTRY GL_VertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); } // extern "C" #endif // LIBGLESV2_ENTRY_POINTS_GLES_1_0_AUTOGEN_H_