📄 gl.c
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/*=================================================================================
FILE: GL.c
SERVICES: OpenGL-ES 3D graphics interfaces
EGL windowing interfaces
DESCRIPTION:
Copyright (c) 2003 QUALCOMM Incorporated.
All Rights Reserved.
QUALCOMM Proprietary/GTDR
=================================================================================*/
////
////
//// DO NOT EDIT THIS FILE
////
////
/*-------------------------------------------------------------------------------*
* I N C L U D E F I L E S *
*-------------------------------------------------------------------------------*/
#include "AEEGL.h"
/*-------------------------------------------------------------------------------*
* G L O B A L S *
*-------------------------------------------------------------------------------*/
#if defined(__ARMCC_VERSION) && !defined(AEE_STATIC)
IGL *const gpIGL;
#define GPIGL (*(IGL**)&gpIGL)
IEGL *const gpIEGL;
#define GPIEGL (*(IEGL**)&gpIEGL)
#else
IGL *gpIGL;
#define GPIGL (gpIGL)
IEGL *gpIEGL;
#define GPIEGL (gpIEGL)
#endif
/*-------------------------------------------------------------------------------*
* I N I T F U N C T I O N S *
*-------------------------------------------------------------------------------*/
void IGL_Init(IGL *pIGL)
{
GPIGL = pIGL;
}
void IEGL_Init(IEGL *pIEGL)
{
GPIEGL = pIEGL;
}
/*-------------------------------------------------------------------------------*
* GL FUNCTIONS *
*-------------------------------------------------------------------------------*/
GL_API void GL_APIENTRY glActiveTexture(GLenum texture)
{
IGL_glActiveTexture(GPIGL,texture);
}
GL_API void GL_APIENTRY glAlphaFuncx(GLenum func, GLclampx ref)
{
IGL_glAlphaFuncx(GPIGL,func,ref);
}
GL_API void GL_APIENTRY glBindTexture(GLenum target, GLuint texture)
{
IGL_glBindTexture(GPIGL,target, texture);
}
GL_API void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
IGL_glBlendFunc(GPIGL,sfactor, dfactor);
}
GL_API void GL_APIENTRY glClear(GLbitfield mask)
{
IGL_glClear(GPIGL,mask);
}
GL_API void GL_APIENTRY glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha)
{
IGL_glClearColorx(GPIGL,red,green,blue,alpha);
}
GL_API void GL_APIENTRY glClearDepthx(GLclampx depth)
{
IGL_glClearDepthx(GPIGL,depth);
}
GL_API void GL_APIENTRY glClearStencil(GLint s)
{
IGL_glClearStencil(GPIGL,s);
}
GL_API void GL_APIENTRY glClientActiveTexture(GLenum texture)
{
IGL_glClientActiveTexture(GPIGL,texture);
}
GL_API void GL_APIENTRY glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
{
IGL_glColor4x(GPIGL,red,green,blue,alpha);
}
GL_API void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
IGL_glColorMask(GPIGL,red,green,blue,alpha);
}
GL_API void GL_APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
IGL_glColorPointer(GPIGL,size, type, stride, pointer);
}
GL_API void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{;
IGL_glCompressedTexImage2D(GPIGL,target, level, internalformat, width, height, border, imageSize, data);
}
GL_API void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
{
IGL_glCompressedTexSubImage2D(GPIGL,target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
GL_API void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
IGL_glCopyTexImage2D(GPIGL,target, level, internalformat, x, y, width, height, border);
}
GL_API void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
IGL_glCopyTexSubImage2D(GPIGL, target, level, xoffset, yoffset, x, y, width, height);
}
GL_API void GL_APIENTRY glCullFace(GLenum mode)
{
IGL_glCullFace(GPIGL,mode);
}
GL_API void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
{
IGL_glDeleteTextures(GPIGL,n, textures);
}
GL_API void GL_APIENTRY glDepthFunc(GLenum func)
{
IGL_glDepthFunc(GPIGL,func);
}
GL_API void GL_APIENTRY glDepthMask(GLboolean flag)
{
IGL_glDepthMask(GPIGL,flag);
}
GL_API void GL_APIENTRY glDepthRangex(GLclampx zNear, GLclampx zFar)
{
IGL_glDepthRangex(GPIGL,zNear, zFar);
}
GL_API void GL_APIENTRY glDisable(GLenum cap)
{
IGL_glDisable(GPIGL,cap);
}
GL_API void GL_APIENTRY glDisableClientState(GLenum array)
{
IGL_glDisableClientState(GPIGL,array);
}
GL_API void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
IGL_glDrawArrays(GPIGL,mode,first,count);
}
GL_API void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
IGL_glDrawElements(GPIGL,mode, count, type, indices);
}
GL_API void GL_APIENTRY glEnable(GLenum cap)
{
IGL_glEnable(GPIGL,cap);
}
GL_API void GL_APIENTRY glEnableClientState(GLenum array)
{
IGL_glEnableClientState(GPIGL,array);
}
GL_API void GL_APIENTRY glFinish(void)
{
IGL_glFinish(GPIGL);
}
GL_API void GL_APIENTRY glFlush(void)
{
IGL_glFlush(GPIGL);
}
GL_API void GL_APIENTRY glFogx(GLenum pname, GLfixed param)
{
IGL_glFogx(GPIGL,pname,param);
}
GL_API void GL_APIENTRY glFogxv(GLenum pname, const GLfixed *params)
{
IGL_glFogxv(GPIGL,pname,params);
}
GL_API void GL_APIENTRY glFrontFace(GLenum mode)
{
IGL_glFrontFace(GPIGL,mode);
}
GL_API void GL_APIENTRY glFrustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar)
{
IGL_glFrustumx(GPIGL,left, right, bottom, top, zNear, zFar);
}
GL_API void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures)
{
IGL_glGenTextures(GPIGL,n,textures);
}
GL_API GLenum GL_APIENTRY glGetError(void)
{
return( IGL_glGetError(GPIGL) );
}
GL_API void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *params)
{
IGL_glGetIntegerv(GPIGL,pname,params);
}
GL_API const GLubyte * GL_APIENTRY glGetString(GLenum name)
{
return(IGL_glGetString(GPIGL,name));
}
GL_API void GL_APIENTRY glHint(GLenum target, GLenum mode)
{
IGL_glHint(GPIGL,target,mode);
}
GL_API void GL_APIENTRY glLightModelx(GLenum pname, GLfixed param)
{
IGL_glLightModelx(GPIGL,pname,param);
}
GL_API void GL_APIENTRY glLightModelxv(GLenum pname, const GLfixed *params)
{
IGL_glLightModelxv(GPIGL,pname,params);
}
GL_API void GL_APIENTRY glLightx(GLenum light, GLenum pname, GLfixed param)
{
IGL_glLightx(GPIGL,light,pname,param);
}
GL_API void GL_APIENTRY glLightxv(GLenum light, GLenum pname, const GLfixed *params)
{
IGL_glLightxv(GPIGL,light,pname,params);
}
GL_API void GL_APIENTRY glLineWidthx(GLfixed width)
{
IGL_glLineWidthx(GPIGL,width);
}
GL_API void GL_APIENTRY glLoadIdentity(void)
{
IGL_glLoadIdentity(GPIGL);
}
GL_API void GL_APIENTRY glLoadMatrixx(const GLfixed *m)
{
IGL_glLoadMatrixx(GPIGL,m);
}
GL_API void GL_APIENTRY glLogicOp(GLenum opcode)
{
IGL_glLogicOp(GPIGL,opcode);
}
GL_API void GL_APIENTRY glMaterialx(GLenum face, GLenum pname, GLfixed param)
{
IGL_glMaterialx(GPIGL,face,pname,param);
}
GL_API void GL_APIENTRY glMaterialxv(GLenum face, GLenum pname, const GLfixed *params)
{
IGL_glMaterialxv(GPIGL,face,pname,params);
}
GL_API void GL_APIENTRY glMatrixMode(GLenum mode)
{
IGL_glMatrixMode(GPIGL,mode);
}
GL_API void GL_APIENTRY glMultMatrixx(const GLfixed *m)
{
IGL_glMultMatrixx(GPIGL,m);
}
GL_API void GL_APIENTRY glMultiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q)
{
IGL_glMultiTexCoord4x(GPIGL,target, s, t, r, q);
}
GL_API void GL_APIENTRY glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz)
{
IGL_glNormal3x(GPIGL,nx,ny,nz);
}
GL_API void GL_APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
{
IGL_glNormalPointer(GPIGL,type,stride,pointer);
}
GL_API void GL_APIENTRY glOrthox(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar)
{
IGL_glOrthox(GPIGL,left,right,bottom,top,zNear,zFar);
}
GL_API void GL_APIENTRY glPixelStorei(GLenum pname, GLint param)
{
IGL_glPixelStorei(GPIGL,pname,param);
}
GL_API void GL_APIENTRY glPointSizex(GLfixed size)
{
IGL_glPointSizex(GPIGL,size);
}
GL_API void GL_APIENTRY glPolygonOffsetx(GLfixed factor, GLfixed units)
{
IGL_glPolygonOffsetx(GPIGL,factor,units);
}
GL_API void GL_APIENTRY glPopMatrix(void)
{
IGL_glPopMatrix(GPIGL);
}
GL_API void GL_APIENTRY glPushMatrix(void)
{
IGL_glPushMatrix(GPIGL);
}
GL_API void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
{
IGL_glReadPixels(GPIGL,x,y,width,height,format,type,pixels);
}
GL_API void GL_APIENTRY glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
{
IGL_glRotatex(GPIGL,angle, x, y, z);
}
GL_API void GL_APIENTRY glSampleCoveragex(GLclampx value, GLboolean invert)
{
IGL_glSampleCoveragex(GPIGL,value,invert);
}
GL_API void GL_APIENTRY glScalex(GLfixed x, GLfixed y, GLfixed z)
{
IGL_glScalex(GPIGL,x,y,z);
}
GL_API void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
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