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📄 indirect.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* DO NOT EDIT - This file generated automatically by glX_proto_send.py (from Mesa) script *//* * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas. * (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 * PRECISION INSIGHT, 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. */#if !defined( _INDIRECT_H_ )#  define _INDIRECT_H_/** * \file * Prototypes for indirect rendering functions. * * \author Kevin E. Martin <kevin@precisioninsight.com> * \author Ian Romanick <idr@us.ibm.com> */#  if (__GNUC__ > 3 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 3)) && defined(__ELF__)#    define HIDDEN  __attribute__((visibility("hidden")))#  else#    define HIDDEN#  endif#  if defined(__i386__) && defined(__GNUC__) && !defined(__CYGWIN__) && !defined(__MINGW32__)#    define FASTCALL __attribute__((fastcall))#  else#    define FASTCALL#  endif#  if defined(__GNUC__)#    define NOINLINE __attribute__((noinline))#  else#    define NOINLINE#  endif#include "glxclient.h"extern HIDDEN NOINLINE CARD32 __glXReadReply( Display *dpy, size_t size,    void * dest, GLboolean reply_is_always_array );extern HIDDEN NOINLINE void __glXReadPixelReply( Display *dpy,    __GLXcontext * gc, unsigned max_dim, GLint width, GLint height,    GLint depth, GLenum format, GLenum type, void * dest,    GLboolean dimensions_in_reply );extern HIDDEN NOINLINE FASTCALL GLubyte * __glXSetupSingleRequest(    __GLXcontext * gc, GLint sop, GLint cmdlen );extern HIDDEN NOINLINE FASTCALL GLubyte * __glXSetupVendorRequest(    __GLXcontext * gc, GLint code, GLint vop, GLint cmdlen );extern HIDDEN void __indirect_glNewList(GLuint list, GLenum mode);extern HIDDEN void __indirect_glEndList(void);extern HIDDEN void __indirect_glCallList(GLuint list);extern HIDDEN void __indirect_glCallLists(GLsizei n, GLenum type, const GLvoid * lists);extern HIDDEN void __indirect_glDeleteLists(GLuint list, GLsizei range);extern HIDDEN GLuint __indirect_glGenLists(GLsizei range);extern HIDDEN void __indirect_glListBase(GLuint base);extern HIDDEN void __indirect_glBegin(GLenum mode);extern HIDDEN void __indirect_glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);extern HIDDEN void __indirect_glColor3b(GLbyte red, GLbyte green, GLbyte blue);extern HIDDEN void __indirect_glColor3bv(const GLbyte * v);extern HIDDEN void __indirect_glColor3d(GLdouble red, GLdouble green, GLdouble blue);extern HIDDEN void __indirect_glColor3dv(const GLdouble * v);extern HIDDEN void __indirect_glColor3f(GLfloat red, GLfloat green, GLfloat blue);extern HIDDEN void __indirect_glColor3fv(const GLfloat * v);extern HIDDEN void __indirect_glColor3i(GLint red, GLint green, GLint blue);extern HIDDEN void __indirect_glColor3iv(const GLint * v);extern HIDDEN void __indirect_glColor3s(GLshort red, GLshort green, GLshort blue);extern HIDDEN void __indirect_glColor3sv(const GLshort * v);extern HIDDEN void __indirect_glColor3ub(GLubyte red, GLubyte green, GLubyte blue);extern HIDDEN void __indirect_glColor3ubv(const GLubyte * v);extern HIDDEN void __indirect_glColor3ui(GLuint red, GLuint green, GLuint blue);extern HIDDEN void __indirect_glColor3uiv(const GLuint * v);extern HIDDEN void __indirect_glColor3us(GLushort red, GLushort green, GLushort blue);extern HIDDEN void __indirect_glColor3usv(const GLushort * v);extern HIDDEN void __indirect_glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);extern HIDDEN void __indirect_glColor4bv(const GLbyte * v);extern HIDDEN void __indirect_glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);extern HIDDEN void __indirect_glColor4dv(const GLdouble * v);extern HIDDEN void __indirect_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);extern HIDDEN void __indirect_glColor4fv(const GLfloat * v);extern HIDDEN void __indirect_glColor4i(GLint red, GLint green, GLint blue, GLint alpha);extern HIDDEN void __indirect_glColor4iv(const GLint * v);extern HIDDEN void __indirect_glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);extern HIDDEN void __indirect_glColor4sv(const GLshort * v);extern HIDDEN void __indirect_glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);extern HIDDEN void __indirect_glColor4ubv(const GLubyte * v);extern HIDDEN void __indirect_glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);extern HIDDEN void __indirect_glColor4uiv(const GLuint * v);extern HIDDEN void __indirect_glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);extern HIDDEN void __indirect_glColor4usv(const GLushort * v);extern HIDDEN void __indirect_glEdgeFlag(GLboolean flag);extern HIDDEN void __indirect_glEdgeFlagv(const GLboolean * flag);extern HIDDEN void __indirect_glEnd(void);extern HIDDEN void __indirect_glIndexd(GLdouble c);extern HIDDEN void __indirect_glIndexdv(const GLdouble * c);extern HIDDEN void __indirect_glIndexf(GLfloat c);extern HIDDEN void __indirect_glIndexfv(const GLfloat * c);extern HIDDEN void __indirect_glIndexi(GLint c);extern HIDDEN void __indirect_glIndexiv(const GLint * c);extern HIDDEN void __indirect_glIndexs(GLshort c);extern HIDDEN void __indirect_glIndexsv(const GLshort * c);extern HIDDEN void __indirect_glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz);extern HIDDEN void __indirect_glNormal3bv(const GLbyte * v);extern HIDDEN void __indirect_glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz);extern HIDDEN void __indirect_glNormal3dv(const GLdouble * v);extern HIDDEN void __indirect_glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);extern HIDDEN void __indirect_glNormal3fv(const GLfloat * v);extern HIDDEN void __indirect_glNormal3i(GLint nx, GLint ny, GLint nz);extern HIDDEN void __indirect_glNormal3iv(const GLint * v);extern HIDDEN void __indirect_glNormal3s(GLshort nx, GLshort ny, GLshort nz);extern HIDDEN void __indirect_glNormal3sv(const GLshort * v);extern HIDDEN void __indirect_glRasterPos2d(GLdouble x, GLdouble y);extern HIDDEN void __indirect_glRasterPos2dv(const GLdouble * v);extern HIDDEN void __indirect_glRasterPos2f(GLfloat x, GLfloat y);extern HIDDEN void __indirect_glRasterPos2fv(const GLfloat * v);extern HIDDEN void __indirect_glRasterPos2i(GLint x, GLint y);extern HIDDEN void __indirect_glRasterPos2iv(const GLint * v);extern HIDDEN void __indirect_glRasterPos2s(GLshort x, GLshort y);extern HIDDEN void __indirect_glRasterPos2sv(const GLshort * v);extern HIDDEN void __indirect_glRasterPos3d(GLdouble x, GLdouble y, GLdouble z);extern HIDDEN void __indirect_glRasterPos3dv(const GLdouble * v);extern HIDDEN void __indirect_glRasterPos3f(GLfloat x, GLfloat y, GLfloat z);extern HIDDEN void __indirect_glRasterPos3fv(const GLfloat * v);extern HIDDEN void __indirect_glRasterPos3i(GLint x, GLint y, GLint z);extern HIDDEN void __indirect_glRasterPos3iv(const GLint * v);extern HIDDEN void __indirect_glRasterPos3s(GLshort x, GLshort y, GLshort z);extern HIDDEN void __indirect_glRasterPos3sv(const GLshort * v);extern HIDDEN void __indirect_glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);extern HIDDEN void __indirect_glRasterPos4dv(const GLdouble * v);extern HIDDEN void __indirect_glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);extern HIDDEN void __indirect_glRasterPos4fv(const GLfloat * v);extern HIDDEN void __indirect_glRasterPos4i(GLint x, GLint y, GLint z, GLint w);extern HIDDEN void __indirect_glRasterPos4iv(const GLint * v);extern HIDDEN void __indirect_glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);extern HIDDEN void __indirect_glRasterPos4sv(const GLshort * v);extern HIDDEN void __indirect_glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);extern HIDDEN void __indirect_glRectdv(const GLdouble * v1, const GLdouble * v2);extern HIDDEN void __indirect_glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);extern HIDDEN void __indirect_glRectfv(const GLfloat * v1, const GLfloat * v2);extern HIDDEN void __indirect_glRecti(GLint x1, GLint y1, GLint x2, GLint y2);extern HIDDEN void __indirect_glRectiv(const GLint * v1, const GLint * v2);extern HIDDEN void __indirect_glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);extern HIDDEN void __indirect_glRectsv(const GLshort * v1, const GLshort * v2);extern HIDDEN void __indirect_glTexCoord1d(GLdouble s);extern HIDDEN void __indirect_glTexCoord1dv(const GLdouble * v);extern HIDDEN void __indirect_glTexCoord1f(GLfloat s);extern HIDDEN void __indirect_glTexCoord1fv(const GLfloat * v);extern HIDDEN void __indirect_glTexCoord1i(GLint s);extern HIDDEN void __indirect_glTexCoord1iv(const GLint * v);extern HIDDEN void __indirect_glTexCoord1s(GLshort s);extern HIDDEN void __indirect_glTexCoord1sv(const GLshort * v);extern HIDDEN void __indirect_glTexCoord2d(GLdouble s, GLdouble t);extern HIDDEN void __indirect_glTexCoord2dv(const GLdouble * v);extern HIDDEN void __indirect_glTexCoord2f(GLfloat s, GLfloat t);extern HIDDEN void __indirect_glTexCoord2fv(const GLfloat * v);extern HIDDEN void __indirect_glTexCoord2i(GLint s, GLint t);extern HIDDEN void __indirect_glTexCoord2iv(const GLint * v);extern HIDDEN void __indirect_glTexCoord2s(GLshort s, GLshort t);

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