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📄 glapitemp.h

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
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/* DO NOT EDIT - This file generated automatically by gl_apitemp.py (from Mesa) script */

/*
 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
 * (C) Copyright IBM Corporation 2004
 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sub license,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL, IBM,
 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */


/*
 * This file is a template which generates the OpenGL API entry point
 * functions.  It should be included by a .c file which first defines
 * the following macros:
 *   KEYWORD1 - usually nothing, but might be __declspec(dllexport) on Win32
 *   KEYWORD2 - usually nothing, but might be __stdcall on Win32
 *   NAME(n)  - builds the final function name (usually add "gl" prefix)
 *   DISPATCH(func, args, msg) - code to do dispatch of named function.
 *                               msg is a printf-style debug message.
 *   RETURN_DISPATCH(func, args, msg) - code to do dispatch with a return value
 *
 * Here is an example which generates the usual OpenGL functions:
 *   #define KEYWORD1
 *   #define KEYWORD2
 *   #define NAME(func)  gl##func
 *   #define DISPATCH(func, args, msg)                           \
 *          struct _glapi_table *dispatch = CurrentDispatch;     \
 *          (*dispatch->func) args
 *   #define RETURN DISPATCH(func, args, msg)                    \
 *          struct _glapi_table *dispatch = CurrentDispatch;     \
 *          return (*dispatch->func) args
 *
 */


#if defined( NAME )
#ifndef KEYWORD1
#define KEYWORD1
#endif

#ifndef KEYWORD2
#define KEYWORD2
#endif

#ifndef DISPATCH
#error DISPATCH must be defined
#endif

#ifndef RETURN_DISPATCH
#error RETURN_DISPATCH must be defined
#endif


KEYWORD1 void KEYWORD2 NAME(NewList)(GLuint list, GLenum mode)
{
   DISPATCH(NewList, (list, mode), (F, "glNewList(%d, 0x%x);\n", list, mode));
}

KEYWORD1 void KEYWORD2 NAME(EndList)(void)
{
   DISPATCH(EndList, (), (F, "glEndList();\n"));
}

KEYWORD1 void KEYWORD2 NAME(CallList)(GLuint list)
{
   DISPATCH(CallList, (list), (F, "glCallList(%d);\n", list));
}

KEYWORD1 void KEYWORD2 NAME(CallLists)(GLsizei n, GLenum type, const GLvoid * lists)
{
   DISPATCH(CallLists, (n, type, lists), (F, "glCallLists(%d, 0x%x, %p);\n", n, type, (const void *) lists));
}

KEYWORD1 void KEYWORD2 NAME(DeleteLists)(GLuint list, GLsizei range)
{
   DISPATCH(DeleteLists, (list, range), (F, "glDeleteLists(%d, %d);\n", list, range));
}

KEYWORD1 GLuint KEYWORD2 NAME(GenLists)(GLsizei range)
{
   RETURN_DISPATCH(GenLists, (range), (F, "glGenLists(%d);\n", range));
}

KEYWORD1 void KEYWORD2 NAME(ListBase)(GLuint base)
{
   DISPATCH(ListBase, (base), (F, "glListBase(%d);\n", base));
}

KEYWORD1 void KEYWORD2 NAME(Begin)(GLenum mode)
{
   DISPATCH(Begin, (mode), (F, "glBegin(0x%x);\n", mode));
}

KEYWORD1 void KEYWORD2 NAME(Bitmap)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)
{
   DISPATCH(Bitmap, (width, height, xorig, yorig, xmove, ymove, bitmap), (F, "glBitmap(%d, %d, %f, %f, %f, %f, %p);\n", width, height, xorig, yorig, xmove, ymove, (const void *) bitmap));
}

KEYWORD1 void KEYWORD2 NAME(Color3b)(GLbyte red, GLbyte green, GLbyte blue)
{
   DISPATCH(Color3b, (red, green, blue), (F, "glColor3b(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3bv)(const GLbyte * v)
{
   DISPATCH(Color3bv, (v), (F, "glColor3bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3d)(GLdouble red, GLdouble green, GLdouble blue)
{
   DISPATCH(Color3d, (red, green, blue), (F, "glColor3d(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3dv)(const GLdouble * v)
{
   DISPATCH(Color3dv, (v), (F, "glColor3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3f)(GLfloat red, GLfloat green, GLfloat blue)
{
   DISPATCH(Color3f, (red, green, blue), (F, "glColor3f(%f, %f, %f);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3fv)(const GLfloat * v)
{
   DISPATCH(Color3fv, (v), (F, "glColor3fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3i)(GLint red, GLint green, GLint blue)
{
   DISPATCH(Color3i, (red, green, blue), (F, "glColor3i(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3iv)(const GLint * v)
{
   DISPATCH(Color3iv, (v), (F, "glColor3iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3s)(GLshort red, GLshort green, GLshort blue)
{
   DISPATCH(Color3s, (red, green, blue), (F, "glColor3s(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3sv)(const GLshort * v)
{
   DISPATCH(Color3sv, (v), (F, "glColor3sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3ub)(GLubyte red, GLubyte green, GLubyte blue)
{
   DISPATCH(Color3ub, (red, green, blue), (F, "glColor3ub(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3ubv)(const GLubyte * v)
{
   DISPATCH(Color3ubv, (v), (F, "glColor3ubv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3ui)(GLuint red, GLuint green, GLuint blue)
{
   DISPATCH(Color3ui, (red, green, blue), (F, "glColor3ui(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3uiv)(const GLuint * v)
{
   DISPATCH(Color3uiv, (v), (F, "glColor3uiv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color3us)(GLushort red, GLushort green, GLushort blue)
{
   DISPATCH(Color3us, (red, green, blue), (F, "glColor3us(%d, %d, %d);\n", red, green, blue));
}

KEYWORD1 void KEYWORD2 NAME(Color3usv)(const GLushort * v)
{
   DISPATCH(Color3usv, (v), (F, "glColor3usv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4b)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
   DISPATCH(Color4b, (red, green, blue, alpha), (F, "glColor4b(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4bv)(const GLbyte * v)
{
   DISPATCH(Color4bv, (v), (F, "glColor4bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4d)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
   DISPATCH(Color4d, (red, green, blue, alpha), (F, "glColor4d(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4dv)(const GLdouble * v)
{
   DISPATCH(Color4dv, (v), (F, "glColor4dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
   DISPATCH(Color4f, (red, green, blue, alpha), (F, "glColor4f(%f, %f, %f, %f);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4fv)(const GLfloat * v)
{
   DISPATCH(Color4fv, (v), (F, "glColor4fv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4i)(GLint red, GLint green, GLint blue, GLint alpha)
{
   DISPATCH(Color4i, (red, green, blue, alpha), (F, "glColor4i(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4iv)(const GLint * v)
{
   DISPATCH(Color4iv, (v), (F, "glColor4iv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4s)(GLshort red, GLshort green, GLshort blue, GLshort alpha)
{
   DISPATCH(Color4s, (red, green, blue, alpha), (F, "glColor4s(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4sv)(const GLshort * v)
{
   DISPATCH(Color4sv, (v), (F, "glColor4sv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
   DISPATCH(Color4ub, (red, green, blue, alpha), (F, "glColor4ub(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4ubv)(const GLubyte * v)
{
   DISPATCH(Color4ubv, (v), (F, "glColor4ubv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4ui)(GLuint red, GLuint green, GLuint blue, GLuint alpha)
{
   DISPATCH(Color4ui, (red, green, blue, alpha), (F, "glColor4ui(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4uiv)(const GLuint * v)
{
   DISPATCH(Color4uiv, (v), (F, "glColor4uiv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Color4us)(GLushort red, GLushort green, GLushort blue, GLushort alpha)
{
   DISPATCH(Color4us, (red, green, blue, alpha), (F, "glColor4us(%d, %d, %d, %d);\n", red, green, blue, alpha));
}

KEYWORD1 void KEYWORD2 NAME(Color4usv)(const GLushort * v)
{
   DISPATCH(Color4usv, (v), (F, "glColor4usv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(EdgeFlag)(GLboolean flag)
{
   DISPATCH(EdgeFlag, (flag), (F, "glEdgeFlag(%d);\n", flag));
}

KEYWORD1 void KEYWORD2 NAME(EdgeFlagv)(const GLboolean * flag)
{
   DISPATCH(EdgeFlagv, (flag), (F, "glEdgeFlagv(%p);\n", (const void *) flag));
}

KEYWORD1 void KEYWORD2 NAME(End)(void)
{
   DISPATCH(End, (), (F, "glEnd();\n"));
}

KEYWORD1 void KEYWORD2 NAME(Indexd)(GLdouble c)
{
   DISPATCH(Indexd, (c), (F, "glIndexd(%f);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexdv)(const GLdouble * c)
{
   DISPATCH(Indexdv, (c), (F, "glIndexdv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Indexf)(GLfloat c)
{
   DISPATCH(Indexf, (c), (F, "glIndexf(%f);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexfv)(const GLfloat * c)
{
   DISPATCH(Indexfv, (c), (F, "glIndexfv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Indexi)(GLint c)
{
   DISPATCH(Indexi, (c), (F, "glIndexi(%d);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexiv)(const GLint * c)
{
   DISPATCH(Indexiv, (c), (F, "glIndexiv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Indexs)(GLshort c)
{
   DISPATCH(Indexs, (c), (F, "glIndexs(%d);\n", c));
}

KEYWORD1 void KEYWORD2 NAME(Indexsv)(const GLshort * c)
{
   DISPATCH(Indexsv, (c), (F, "glIndexsv(%p);\n", (const void *) c));
}

KEYWORD1 void KEYWORD2 NAME(Normal3b)(GLbyte nx, GLbyte ny, GLbyte nz)
{
   DISPATCH(Normal3b, (nx, ny, nz), (F, "glNormal3b(%d, %d, %d);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3bv)(const GLbyte * v)
{
   DISPATCH(Normal3bv, (v), (F, "glNormal3bv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Normal3d)(GLdouble nx, GLdouble ny, GLdouble nz)
{
   DISPATCH(Normal3d, (nx, ny, nz), (F, "glNormal3d(%f, %f, %f);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3dv)(const GLdouble * v)
{
   DISPATCH(Normal3dv, (v), (F, "glNormal3dv(%p);\n", (const void *) v));
}

KEYWORD1 void KEYWORD2 NAME(Normal3f)(GLfloat nx, GLfloat ny, GLfloat nz)
{
   DISPATCH(Normal3f, (nx, ny, nz), (F, "glNormal3f(%f, %f, %f);\n", nx, ny, nz));
}

KEYWORD1 void KEYWORD2 NAME(Normal3fv)(const GLfloat * v)
{
   DISPATCH(Normal3fv, (v), (F, "glNormal3fv(%p);\n", (const void *) v));

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