Path: blob/main_old/src/libANGLE/Context_gl_1_autogen.h
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// GENERATED FILE - DO NOT EDIT.1// Generated by generate_entry_points.py using data from gl.xml.2//3// Copyright 2020 The ANGLE Project Authors. All rights reserved.4// Use of this source code is governed by a BSD-style license that can be5// found in the LICENSE file.6//7// Context_gl_1_autogen.h: Creates a macro for interfaces in Context.89#ifndef ANGLE_CONTEXT_GL_1_AUTOGEN_H_10#define ANGLE_CONTEXT_GL_1_AUTOGEN_H_1112#define ANGLE_GL_1_CONTEXT_API \13void accum(GLenum op, GLfloat value); \14void begin(GLenum mode); \15void bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, \16GLfloat ymove, const GLubyte *bitmap); \17void callList(GLuint list); \18void callLists(GLsizei n, GLenum type, const void *lists); \19void clearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); \20void clearDepth(GLdouble depth); \21void clearIndex(GLfloat c); \22void clipPlane(GLenum plane, const GLdouble *equation); \23void color3b(GLbyte red, GLbyte green, GLbyte blue); \24void color3bv(const GLbyte *v); \25void color3d(GLdouble red, GLdouble green, GLdouble blue); \26void color3dv(const GLdouble *v); \27void color3f(GLfloat red, GLfloat green, GLfloat blue); \28void color3fv(const GLfloat *v); \29void color3i(GLint red, GLint green, GLint blue); \30void color3iv(const GLint *v); \31void color3s(GLshort red, GLshort green, GLshort blue); \32void color3sv(const GLshort *v); \33void color3ub(GLubyte red, GLubyte green, GLubyte blue); \34void color3ubv(const GLubyte *v); \35void color3ui(GLuint red, GLuint green, GLuint blue); \36void color3uiv(const GLuint *v); \37void color3us(GLushort red, GLushort green, GLushort blue); \38void color3usv(const GLushort *v); \39void color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); \40void color4bv(const GLbyte *v); \41void color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); \42void color4dv(const GLdouble *v); \43void color4fv(const GLfloat *v); \44void color4i(GLint red, GLint green, GLint blue, GLint alpha); \45void color4iv(const GLint *v); \46void color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); \47void color4sv(const GLshort *v); \48void color4ubv(const GLubyte *v); \49void color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); \50void color4uiv(const GLuint *v); \51void color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); \52void color4usv(const GLushort *v); \53void colorMaterial(GLenum face, GLenum mode); \54void copyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); \55void deleteLists(GLuint list, GLsizei range); \56void depthRange(GLdouble n, GLdouble f); \57void drawBuffer(GLenum buf); \58void drawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, \59const void *pixels); \60void edgeFlag(GLboolean flag); \61void edgeFlagv(const GLboolean *flag); \62void end(); \63void endList(); \64void evalCoord1d(GLdouble u); \65void evalCoord1dv(const GLdouble *u); \66void evalCoord1f(GLfloat u); \67void evalCoord1fv(const GLfloat *u); \68void evalCoord2d(GLdouble u, GLdouble v); \69void evalCoord2dv(const GLdouble *u); \70void evalCoord2f(GLfloat u, GLfloat v); \71void evalCoord2fv(const GLfloat *u); \72void evalMesh1(GLenum mode, GLint i1, GLint i2); \73void evalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); \74void evalPoint1(GLint i); \75void evalPoint2(GLint i, GLint j); \76void feedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); \77void fogi(GLenum pname, GLint param); \78void fogiv(GLenum pname, const GLint *params); \79void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \80GLdouble zFar); \81GLuint genLists(GLsizei range); \82void getClipPlane(GLenum plane, GLdouble *equation); \83void getDoublev(GLenum pname, GLdouble *data); \84void getLightiv(GLenum light, GLenum pname, GLint *params); \85void getMapdv(GLenum target, GLenum query, GLdouble *v); \86void getMapfv(GLenum target, GLenum query, GLfloat *v); \87void getMapiv(GLenum target, GLenum query, GLint *v); \88void getMaterialiv(GLenum face, GLenum pname, GLint *params); \89void getPixelMapfv(GLenum map, GLfloat *values); \90void getPixelMapuiv(GLenum map, GLuint *values); \91void getPixelMapusv(GLenum map, GLushort *values); \92void getPolygonStipple(GLubyte *mask); \93void getTexGendv(GLenum coord, GLenum pname, GLdouble *params); \94void indexMask(GLuint mask); \95void indexd(GLdouble c); \96void indexdv(const GLdouble *c); \97void indexf(GLfloat c); \98void indexfv(const GLfloat *c); \99void indexi(GLint c); \100void indexiv(const GLint *c); \101void indexs(GLshort c); \102void indexsv(const GLshort *c); \103void initNames(); \104GLboolean isList(GLuint list) const; \105void lightModeli(GLenum pname, GLint param); \106void lightModeliv(GLenum pname, const GLint *params); \107void lighti(GLenum light, GLenum pname, GLint param); \108void lightiv(GLenum light, GLenum pname, const GLint *params); \109void lineStipple(GLint factor, GLushort pattern); \110void listBase(GLuint base); \111void loadMatrixd(const GLdouble *m); \112void loadName(GLuint name); \113void map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, \114const GLdouble *points); \115void map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, \116const GLfloat *points); \117void map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, \118GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); \119void map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, \120GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); \121void mapGrid1d(GLint un, GLdouble u1, GLdouble u2); \122void mapGrid1f(GLint un, GLfloat u1, GLfloat u2); \123void mapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); \124void mapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); \125void materiali(GLenum face, GLenum pname, GLint param); \126void materialiv(GLenum face, GLenum pname, const GLint *params); \127void multMatrixd(const GLdouble *m); \128void newList(GLuint list, GLenum mode); \129void normal3b(GLbyte nx, GLbyte ny, GLbyte nz); \130void normal3bv(const GLbyte *v); \131void normal3d(GLdouble nx, GLdouble ny, GLdouble nz); \132void normal3dv(const GLdouble *v); \133void normal3fv(const GLfloat *v); \134void normal3i(GLint nx, GLint ny, GLint nz); \135void normal3iv(const GLint *v); \136void normal3s(GLshort nx, GLshort ny, GLshort nz); \137void normal3sv(const GLshort *v); \138void ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, \139GLdouble zFar); \140void passThrough(GLfloat token); \141void pixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); \142void pixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); \143void pixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); \144void pixelStoref(GLenum pname, GLfloat param); \145void pixelTransferf(GLenum pname, GLfloat param); \146void pixelTransferi(GLenum pname, GLint param); \147void pixelZoom(GLfloat xfactor, GLfloat yfactor); \148void polygonMode(GLenum face, GLenum mode); \149void polygonStipple(const GLubyte *mask); \150void popAttrib(); \151void popName(); \152void pushAttrib(GLbitfield mask); \153void pushName(GLuint name); \154void rasterPos2d(GLdouble x, GLdouble y); \155void rasterPos2dv(const GLdouble *v); \156void rasterPos2f(GLfloat x, GLfloat y); \157void rasterPos2fv(const GLfloat *v); \158void rasterPos2i(GLint x, GLint y); \159void rasterPos2iv(const GLint *v); \160void rasterPos2s(GLshort x, GLshort y); \161void rasterPos2sv(const GLshort *v); \162void rasterPos3d(GLdouble x, GLdouble y, GLdouble z); \163void rasterPos3dv(const GLdouble *v); \164void rasterPos3f(GLfloat x, GLfloat y, GLfloat z); \165void rasterPos3fv(const GLfloat *v); \166void rasterPos3i(GLint x, GLint y, GLint z); \167void rasterPos3iv(const GLint *v); \168void rasterPos3s(GLshort x, GLshort y, GLshort z); \169void rasterPos3sv(const GLshort *v); \170void rasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \171void rasterPos4dv(const GLdouble *v); \172void rasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \173void rasterPos4fv(const GLfloat *v); \174void rasterPos4i(GLint x, GLint y, GLint z, GLint w); \175void rasterPos4iv(const GLint *v); \176void rasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); \177void rasterPos4sv(const GLshort *v); \178void rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); \179void rectdv(const GLdouble *v1, const GLdouble *v2); \180void rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); \181void rectfv(const GLfloat *v1, const GLfloat *v2); \182void recti(GLint x1, GLint y1, GLint x2, GLint y2); \183void rectiv(const GLint *v1, const GLint *v2); \184void rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); \185void rectsv(const GLshort *v1, const GLshort *v2); \186GLint renderMode(GLenum mode); \187void rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); \188void scaled(GLdouble x, GLdouble y, GLdouble z); \189void selectBuffer(GLsizei size, GLuint *buffer); \190void texCoord1d(GLdouble s); \191void texCoord1dv(const GLdouble *v); \192void texCoord1f(GLfloat s); \193void texCoord1fv(const GLfloat *v); \194void texCoord1i(GLint s); \195void texCoord1iv(const GLint *v); \196void texCoord1s(GLshort s); \197void texCoord1sv(const GLshort *v); \198void texCoord2d(GLdouble s, GLdouble t); \199void texCoord2dv(const GLdouble *v); \200void texCoord2f(GLfloat s, GLfloat t); \201void texCoord2fv(const GLfloat *v); \202void texCoord2i(GLint s, GLint t); \203void texCoord2iv(const GLint *v); \204void texCoord2s(GLshort s, GLshort t); \205void texCoord2sv(const GLshort *v); \206void texCoord3d(GLdouble s, GLdouble t, GLdouble r); \207void texCoord3dv(const GLdouble *v); \208void texCoord3f(GLfloat s, GLfloat t, GLfloat r); \209void texCoord3fv(const GLfloat *v); \210void texCoord3i(GLint s, GLint t, GLint r); \211void texCoord3iv(const GLint *v); \212void texCoord3s(GLshort s, GLshort t, GLshort r); \213void texCoord3sv(const GLshort *v); \214void texCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); \215void texCoord4dv(const GLdouble *v); \216void texCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); \217void texCoord4fv(const GLfloat *v); \218void texCoord4i(GLint s, GLint t, GLint r, GLint q); \219void texCoord4iv(const GLint *v); \220void texCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); \221void texCoord4sv(const GLshort *v); \222void texGend(GLenum coord, GLenum pname, GLdouble param); \223void texGendv(GLenum coord, GLenum pname, const GLdouble *params); \224void texImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, \225GLenum format, GLenum type, const void *pixels); \226void translated(GLdouble x, GLdouble y, GLdouble z); \227void vertex2d(GLdouble x, GLdouble y); \228void vertex2dv(const GLdouble *v); \229void vertex2f(GLfloat x, GLfloat y); \230void vertex2fv(const GLfloat *v); \231void vertex2i(GLint x, GLint y); \232void vertex2iv(const GLint *v); \233void vertex2s(GLshort x, GLshort y); \234void vertex2sv(const GLshort *v); \235void vertex3d(GLdouble x, GLdouble y, GLdouble z); \236void vertex3dv(const GLdouble *v); \237void vertex3f(GLfloat x, GLfloat y, GLfloat z); \238void vertex3fv(const GLfloat *v); \239void vertex3i(GLint x, GLint y, GLint z); \240void vertex3iv(const GLint *v); \241void vertex3s(GLshort x, GLshort y, GLshort z); \242void vertex3sv(const GLshort *v); \243void vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); \244void vertex4dv(const GLdouble *v); \245void vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); \246void vertex4fv(const GLfloat *v); \247void vertex4i(GLint x, GLint y, GLint z, GLint w); \248void vertex4iv(const GLint *v); \249void vertex4s(GLshort x, GLshort y, GLshort z, GLshort w); \250void vertex4sv(const GLshort *v); \251GLboolean areTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); \252void arrayElement(GLint i); \253void copyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, \254GLsizei width, GLint border); \255void copyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, \256GLsizei width); \257void edgeFlagPointer(GLsizei stride, const void *pointer); \258void indexPointer(GLenum type, GLsizei stride, const void *pointer); \259void indexub(GLubyte c); \260void indexubv(const GLubyte *c); \261void interleavedArrays(GLenum format, GLsizei stride, const void *pointer); \262void popClientAttrib(); \263void prioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); \264void pushClientAttrib(GLbitfield mask); \265void texSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, \266GLenum type, const void *pixels); \267void compressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, \268GLint border, GLsizei imageSize, const void *data); \269void compressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, \270GLenum format, GLsizei imageSize, const void *data); \271void getCompressedTexImage(GLenum target, GLint level, void *img); \272void loadTransposeMatrixd(const GLdouble *m); \273void loadTransposeMatrixf(const GLfloat *m); \274void multTransposeMatrixd(const GLdouble *m); \275void multTransposeMatrixf(const GLfloat *m); \276void multiTexCoord1d(GLenum target, GLdouble s); \277void multiTexCoord1dv(GLenum target, const GLdouble *v); \278void multiTexCoord1f(GLenum target, GLfloat s); \279void multiTexCoord1fv(GLenum target, const GLfloat *v); \280void multiTexCoord1i(GLenum target, GLint s); \281void multiTexCoord1iv(GLenum target, const GLint *v); \282void multiTexCoord1s(GLenum target, GLshort s); \283void multiTexCoord1sv(GLenum target, const GLshort *v); \284void multiTexCoord2d(GLenum target, GLdouble s, GLdouble t); \285void multiTexCoord2dv(GLenum target, const GLdouble *v); \286void multiTexCoord2f(GLenum target, GLfloat s, GLfloat t); \287void multiTexCoord2fv(GLenum target, const GLfloat *v); \288void multiTexCoord2i(GLenum target, GLint s, GLint t); \289void multiTexCoord2iv(GLenum target, const GLint *v); \290void multiTexCoord2s(GLenum target, GLshort s, GLshort t); \291void multiTexCoord2sv(GLenum target, const GLshort *v); \292void multiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); \293void multiTexCoord3dv(GLenum target, const GLdouble *v); \294void multiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); \295void multiTexCoord3fv(GLenum target, const GLfloat *v); \296void multiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); \297void multiTexCoord3iv(GLenum target, const GLint *v); \298void multiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); \299void multiTexCoord3sv(GLenum target, const GLshort *v); \300void multiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); \301void multiTexCoord4dv(GLenum target, const GLdouble *v); \302void multiTexCoord4fv(GLenum target, const GLfloat *v); \303void multiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); \304void multiTexCoord4iv(GLenum target, const GLint *v); \305void multiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); \306void multiTexCoord4sv(GLenum target, const GLshort *v); \307void fogCoordPointer(GLenum type, GLsizei stride, const void *pointer); \308void fogCoordd(GLdouble coord); \309void fogCoorddv(const GLdouble *coord); \310void fogCoordf(GLfloat coord); \311void fogCoordfv(const GLfloat *coord); \312void pointParameteri(GLenum pname, GLint param); \313void pointParameteriv(GLenum pname, const GLint *params); \314void secondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); \315void secondaryColor3bv(const GLbyte *v); \316void secondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); \317void secondaryColor3dv(const GLdouble *v); \318void secondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); \319void secondaryColor3fv(const GLfloat *v); \320void secondaryColor3i(GLint red, GLint green, GLint blue); \321void secondaryColor3iv(const GLint *v); \322void secondaryColor3s(GLshort red, GLshort green, GLshort blue); \323void secondaryColor3sv(const GLshort *v); \324void secondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); \325void secondaryColor3ubv(const GLubyte *v); \326void secondaryColor3ui(GLuint red, GLuint green, GLuint blue); \327void secondaryColor3uiv(const GLuint *v); \328void secondaryColor3us(GLushort red, GLushort green, GLushort blue); \329void secondaryColor3usv(const GLushort *v); \330void secondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); \331void windowPos2d(GLdouble x, GLdouble y); \332void windowPos2dv(const GLdouble *v); \333void windowPos2f(GLfloat x, GLfloat y); \334void windowPos2fv(const GLfloat *v); \335void windowPos2i(GLint x, GLint y); \336void windowPos2iv(const GLint *v); \337void windowPos2s(GLshort x, GLshort y); \338void windowPos2sv(const GLshort *v); \339void windowPos3d(GLdouble x, GLdouble y, GLdouble z); \340void windowPos3dv(const GLdouble *v); \341void windowPos3f(GLfloat x, GLfloat y, GLfloat z); \342void windowPos3fv(const GLfloat *v); \343void windowPos3i(GLint x, GLint y, GLint z); \344void windowPos3iv(const GLint *v); \345void windowPos3s(GLshort x, GLshort y, GLshort z); \346void windowPos3sv(const GLshort *v); \347void getBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data);348349#endif // ANGLE_CONTEXT_API_1_AUTOGEN_H_350351352