?? 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 *
*-------------------------------------------------------------------------------*/
GLAPI void APIENTRY glActiveTexture(GLenum texture)
{
IGL_glActiveTexture(GPIGL,texture);
}
GLAPI void APIENTRY glAlphaFuncx(GLenum func, GLclampx ref)
{
IGL_glAlphaFuncx(GPIGL,func,ref);
}
GLAPI void APIENTRY glBindTexture(GLenum target, GLuint texture)
{
IGL_glBindTexture(GPIGL,target, texture);
}
GLAPI void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor)
{
IGL_glBlendFunc(GPIGL,sfactor, dfactor);
}
GLAPI void APIENTRY glClear(GLbitfield mask)
{
IGL_glClear(GPIGL,mask);
}
GLAPI void APIENTRY glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha)
{
IGL_glClearColorx(GPIGL,red,green,blue,alpha);
}
GLAPI void APIENTRY glClearDepthx(GLclampx depth)
{
IGL_glClearDepthx(GPIGL,depth);
}
GLAPI void APIENTRY glClearStencil(GLint s)
{
IGL_glClearStencil(GPIGL,s);
}
GLAPI void APIENTRY glClientActiveTexture(GLenum texture)
{
IGL_glClientActiveTexture(GPIGL,texture);
}
GLAPI void APIENTRY glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha)
{
IGL_glColor4x(GPIGL,red,green,blue,alpha);
}
GLAPI void APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
IGL_glColorMask(GPIGL,red,green,blue,alpha);
}
GLAPI void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
{
IGL_glColorPointer(GPIGL,size, type, stride, pointer);
}
GLAPI void 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);
}
GLAPI void 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);
}
GLAPI void 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);
}
GLAPI void 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);
}
GLAPI void APIENTRY glCullFace(GLenum mode)
{
IGL_glCullFace(GPIGL,mode);
}
GLAPI void APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures)
{
IGL_glDeleteTextures(GPIGL,n, textures);
}
GLAPI void APIENTRY glDepthFunc(GLenum func)
{
IGL_glDepthFunc(GPIGL,func);
}
GLAPI void APIENTRY glDepthMask(GLboolean flag)
{
IGL_glDepthMask(GPIGL,flag);
}
GLAPI void APIENTRY glDepthRangex(GLclampx zNear, GLclampx zFar)
{
IGL_glDepthRangex(GPIGL,zNear, zFar);
}
GLAPI void APIENTRY glDisable(GLenum cap)
{
IGL_glDisable(GPIGL,cap);
}
GLAPI void APIENTRY glDisableClientState(GLenum array)
{
IGL_glDisableClientState(GPIGL,array);
}
GLAPI void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
IGL_glDrawArrays(GPIGL,mode,first,count);
}
GLAPI void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
IGL_glDrawElements(GPIGL,mode, count, type, indices);
}
GLAPI void APIENTRY glEnable(GLenum cap)
{
IGL_glEnable(GPIGL,cap);
}
GLAPI void APIENTRY glEnableClientState(GLenum array)
{
IGL_glEnableClientState(GPIGL,array);
}
GLAPI void APIENTRY glFinish(void)
{
IGL_glFinish(GPIGL);
}
GLAPI void APIENTRY glFlush(void)
{
IGL_glFlush(GPIGL);
}
GLAPI void APIENTRY glFogx(GLenum pname, GLfixed param)
{
IGL_glFogx(GPIGL,pname,param);
}
GLAPI void APIENTRY glFogxv(GLenum pname, const GLfixed *params)
{
IGL_glFogxv(GPIGL,pname,params);
}
GLAPI void APIENTRY glFrontFace(GLenum mode)
{
IGL_glFrontFace(GPIGL,mode);
}
GLAPI void APIENTRY glFrustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar)
{
IGL_glFrustumx(GPIGL,left, right, bottom, top, zNear, zFar);
}
GLAPI void APIENTRY glGenTextures(GLsizei n, GLuint *textures)
{
IGL_glGenTextures(GPIGL,n,textures);
}
GLAPI GLenum APIENTRY glGetError(void)
{
return( IGL_glGetError(GPIGL) );
}
GLAPI void APIENTRY glGetIntegerv(GLenum pname, GLint *params)
{
IGL_glGetIntegerv(GPIGL,pname,params);
}
GLAPI const GLubyte * APIENTRY glGetString(GLenum name)
{
return(IGL_glGetString(GPIGL,name));
}
GLAPI void APIENTRY glHint(GLenum target, GLenum mode)
{
IGL_glHint(GPIGL,target,mode);
}
GLAPI void APIENTRY glLightModelx(GLenum pname, GLfixed param)
{
IGL_glLightModelx(GPIGL,pname,param);
}
GLAPI void APIENTRY glLightModelxv(GLenum pname, const GLfixed *params)
{
IGL_glLightModelxv(GPIGL,pname,params);
}
GLAPI void APIENTRY glLightx(GLenum light, GLenum pname, GLfixed param)
{
IGL_glLightx(GPIGL,light,pname,param);
}
GLAPI void APIENTRY glLightxv(GLenum light, GLenum pname, const GLfixed *params)
{
IGL_glLightxv(GPIGL,light,pname,params);
}
GLAPI void APIENTRY glLineWidthx(GLfixed width)
{
IGL_glLineWidthx(GPIGL,width);
}
GLAPI void APIENTRY glLoadIdentity(void)
{
IGL_glLoadIdentity(GPIGL);
}
GLAPI void APIENTRY glLoadMatrixx(const GLfixed *m)
{
IGL_glLoadMatrixx(GPIGL,m);
}
GLAPI void APIENTRY glLogicOp(GLenum opcode)
{
IGL_glLogicOp(GPIGL,opcode);
}
GLAPI void APIENTRY glMaterialx(GLenum face, GLenum pname, GLfixed param)
{
IGL_glMaterialx(GPIGL,face,pname,param);
}
GLAPI void APIENTRY glMaterialxv(GLenum face, GLenum pname, const GLfixed *params)
{
IGL_glMaterialxv(GPIGL,face,pname,params);
}
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