/* $Id: glapi.c,v 1.34 2000/02/12 17:31:40 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999-2000 Brian Paul 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, sublicense, * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL 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 manages the OpenGL API dispatch layer. * The dispatch table (struct _glapi_table) is basically just a list * of function pointers. * There are functions to set/get the current dispatch table for the * current thread and to manage registration/dispatch of dynamically * added extension functions. * * It's intended that this file and the other glapi*.[ch] files are * flexible enough to be reused in several places: XFree86, DRI- * based libGL.so, and perhaps the SGI SI. * * There are no dependencies on Mesa in this code. */ #include "glheader.h" #include "glapi.h" #include "glapinoop.h" #include "glapioffsets.h" #include "glapitable.h" #if defined(THREADS) #include "glthread.h" #endif /* This is used when thread safety is disabled */ struct _glapi_table *_glapi_Dispatch = &__glapi_noop_table; /* Used when thread safety disabled */ void *_glapi_Context = NULL; #if defined(THREADS) /* Flag to indicate whether thread-safe dispatch is enabled */ static GLboolean ThreadSafe = GL_FALSE; static _glthread_TSD DispatchTSD; static _glthread_TSD ContextTSD; #endif static GLuint MaxDispatchOffset = sizeof(struct _glapi_table) / sizeof(void *) - 1; static GLboolean GetSizeCalled = GL_FALSE; /* * We should call this periodically from a function such as glXMakeCurrent * in order to test if multiple threads are being used. When we detect * that situation we should then call _glapi_enable_thread_safety() */ void _glapi_check_multithread(void) { #if defined(THREADS) if (!ThreadSafe) { static unsigned long knownID; static GLboolean firstCall = GL_TRUE; if (firstCall) { knownID = _glthread_GetID(); firstCall = GL_FALSE; } else if (knownID != _glthread_GetID()) { ThreadSafe = GL_TRUE; } } if (ThreadSafe) { /* make sure that this thread's dispatch pointer isn't null */ if (!_glapi_get_dispatch()) { _glapi_set_dispatch(NULL); } } #endif } /* * Set the current context pointer for this thread. * The context pointer is an opaque type which should be cast to * void from the real context pointer type. */ void _glapi_set_context(void *context) { #if defined(THREADS) _glthread_SetTSD(&ContextTSD, context); if (ThreadSafe) _glapi_Context = NULL; else _glapi_Context = context; #else _glapi_Context = context; #endif } /* * Get the current context pointer for this thread. * The context pointer is an opaque type which should be cast from * void to the real context pointer type. */ void * _glapi_get_context(void) { #if defined(THREADS) if (ThreadSafe) { return _glthread_GetTSD(&ContextTSD); } else { return _glapi_Context; } #else return _glapi_Context; #endif } /* * Set the global or per-thread dispatch table pointer. */ void _glapi_set_dispatch(struct _glapi_table *dispatch) { if (!dispatch) { /* use the no-op functions */ dispatch = &__glapi_noop_table; } #ifdef DEBUG else { _glapi_check_table(dispatch); } #endif #if defined(THREADS) _glthread_SetTSD(&DispatchTSD, (void*) dispatch); if (ThreadSafe) _glapi_Dispatch = NULL; else _glapi_Dispatch = dispatch; #else _glapi_Dispatch = dispatch; #endif } /* * Return pointer to current dispatch table for calling thread. */ struct _glapi_table * _glapi_get_dispatch(void) { #if defined(THREADS) if (ThreadSafe) { return (struct _glapi_table *) _glthread_GetTSD(&DispatchTSD); } else { assert(_glapi_Dispatch); return _glapi_Dispatch; } #else return _glapi_Dispatch; #endif } /* * Return size of dispatch table struct as number of functions (or * slots). */ GLuint _glapi_get_dispatch_table_size(void) { /* return sizeof(struct _glapi_table) / sizeof(void *);*/ GetSizeCalled = GL_TRUE; return MaxDispatchOffset + 1; } /* * Get API dispatcher version string. */ const char * _glapi_get_version(void) { return "20000128"; /* YYYYMMDD */ } struct name_address_pair { const char *Name; GLvoid *Address; }; static struct name_address_pair static_functions[1000]; /* * Return dispatch table offset of the named static (built-in) function. * Return -1 if function not found. */ static GLint get_static_proc_offset(const char *funcName) { GLuint i; for (i = 0; static_functions[i].Name; i++) { if (strcmp(static_functions[i].Name, funcName) == 0) { return i; } } return -1; } /* * Return dispatch function address the named static (built-in) function. * Return NULL if function not found. */ static GLvoid * get_static_proc_address(const char *funcName) { GLuint i = get_static_proc_offset(funcName); if (i >= 0) return static_functions[i].Address; else return NULL; } /********************************************************************** * Extension function management. */ #define MAX_EXTENSION_FUNCS 1000 struct _glapi_ext_entrypoint { const char *Name; /* the extension function's name */ GLuint Offset; /* relative to start of dispatch table */ GLvoid *Address; /* address of dispatch function */ }; static struct _glapi_ext_entrypoint ExtEntryTable[MAX_EXTENSION_FUNCS]; static GLuint NumExtEntryPoints = 0; /* * Generate a dispatch function (entrypoint) which jumps through * the given slot number (offset) in the current dispatch table. * We need assembly language in order to accomplish this. */ static void * generate_entrypoint(GLuint functionOffset) { #if defined(USE_X86_ASM) /* * This x86 code contributed by Josh Vanderhoof. * * 0: a1 10 32 54 76 movl __glapi_Dispatch,%eax * 00 01 02 03 04 * 5: 85 c0 testl %eax,%eax * 05 06 * 7: 74 06 je f * 07 08 * 9: ff a0 10 32 54 76 jmp *0x76543210(%eax) * 09 0a 0b 0c 0d 0e * f: e8 fc ff ff ff call __glapi_get_dispatch * 0f 10 11 12 13 * 14: ff a0 10 32 54 76 jmp *0x76543210(%eax) * 14 15 16 17 18 19 */ static const unsigned char temp[] = { 0xa1, 0x00, 0x00, 0x00, 0x00, 0x85, 0xc0, 0x74, 0x06, 0xff, 0xa0, 0x00, 0x00, 0x00, 0x00, 0xe8, 0x00, 0x00, 0x00, 0x00, 0xff, 0xa0, 0x00, 0x00, 0x00, 0x00 }; unsigned char *code = malloc(sizeof(temp)); unsigned int next_insn; if (code) { memcpy(code, temp, sizeof(temp)); *(unsigned int *)(code + 0x01) = (unsigned int)&_glapi_Dispatch; *(unsigned int *)(code + 0x0b) = (unsigned int)functionOffset * 4; next_insn = (unsigned int)(code + 0x14); *(unsigned int *)(code + 0x10) = (unsigned int)_glapi_get_dispatch - next_insn; *(unsigned int *)(code + 0x16) = (unsigned int)functionOffset * 4; } return code; #else return NULL; #endif } /* * Add a new extension function entrypoint. * Return: GL_TRUE = success or GL_FALSE = failure */ GLboolean _glapi_add_entrypoint(const char *funcName, GLuint offset) { /* Make sure we don't try to add a new entrypoint after someone * has already called _glapi_get_dispatch_table_size()! If that's * happened the caller's information will now be out of date. */ assert(!GetSizeCalled); /* first check if the named function is already statically present */ { GLint index = get_static_proc_offset(funcName); if (index >= 0) { return (GLboolean) (index == offset); /* bad offset! */ } } { /* make sure this offset/name pair is legal */ const char *name = _glapi_get_proc_name(offset); if (name && strcmp(name, funcName) != 0) return GL_FALSE; /* bad name! */ } { /* be sure index and name match known data */ GLuint i; for (i = 0; i < NumExtEntryPoints; i++) { if (strcmp(ExtEntryTable[i].Name, funcName) == 0) { /* function already registered with api */ if (ExtEntryTable[i].Offset == offset) { return GL_TRUE; /* offsets match */ } else { return GL_FALSE; /* bad offset! */ } } } /* make sure we have space */ if (NumExtEntryPoints >= MAX_EXTENSION_FUNCS) { return GL_FALSE; } else { void *entrypoint = generate_entrypoint(offset); if (!entrypoint) return GL_FALSE; ExtEntryTable[NumExtEntryPoints].Name = strdup(funcName); ExtEntryTable[NumExtEntryPoints].Offset = offset; ExtEntryTable[NumExtEntryPoints].Address = entrypoint; NumExtEntryPoints++; if (offset > MaxDispatchOffset) MaxDispatchOffset = offset; return GL_TRUE; /* success */ } } /* should never get here, but play it safe */ return GL_FALSE; } #if 0000 /* prototype code for dynamic extension slot allocation */ static int NextFreeOffset = 409; /*XXX*/ #define MAX_DISPATCH_TABLE_SIZE 1000 /* * Dynamically allocate a dispatch slot for an extension entrypoint * and generate the assembly language dispatch stub. * Return the dispatch offset for the function or -1 if no room or error. */ GLint _glapi_add_entrypoint2(const char *funcName) { int offset; /* first see if extension func is already known */ offset = _glapi_get_proc_offset(funcName); if (offset >= 0) return offset; if (NumExtEntryPoints < MAX_EXTENSION_FUNCS && NextFreeOffset < MAX_DISPATCH_TABLE_SIZE) { void *entryPoint; offset = NextFreeOffset; entryPoint = generate_entrypoint(offset); if (entryPoint) { NextFreeOffset++; ExtEntryTable[NumExtEntryPoints].Name = strdup(funcName); ExtEntryTable[NumExtEntryPoints].Offset = offset; ExtEntryTable[NumExtEntryPoints].Address = entryPoint; NumExtEntryPoints++; return offset; } } return -1; } #endif /* * Return offset of entrypoint for named function within dispatch table. */ GLint _glapi_get_proc_offset(const char *funcName) { /* search extension functions first */ GLint i; for (i = 0; i < NumExtEntryPoints; i++) { if (strcmp(ExtEntryTable[i].Name, funcName) == 0) { return ExtEntryTable[i].Offset; } } /* search static functions */ return get_static_proc_offset(funcName); } /* * Return entrypoint for named function. */ const GLvoid * _glapi_get_proc_address(const char *funcName) { /* search extension functions first */ GLint i; for (i = 0; i < NumExtEntryPoints; i++) { if (strcmp(ExtEntryTable[i].Name, funcName) == 0) { return ExtEntryTable[i].Address; } } /* search static functions */ return get_static_proc_address(funcName); } /* * Return the name of the function at the given dispatch offset. * This is only intended for debugging. */ const char * _glapi_get_proc_name(GLuint offset) { GLuint n = sizeof(static_functions) / sizeof(struct name_address_pair); if (offset < n) { return static_functions[offset].Name; } else { /* search added extension functions */ GLuint i; for (i = 0; i < NumExtEntryPoints; i++) { if (ExtEntryTable[i].Offset == offset) { return ExtEntryTable[i].Name; } } return NULL; } } /* * Make sure there are no NULL pointers in the given dispatch table. * Intented for debugging purposes. */ void _glapi_check_table(const struct _glapi_table *table) { const GLuint entries = _glapi_get_dispatch_table_size(); const void **tab = (const void **) table; GLuint i; for (i = 1; i < entries; i++) { assert(tab[i]); } #ifdef DEBUG /* Do some spot checks to be sure that the dispatch table * slots are assigned correctly. */ { GLuint BeginOffset = _glapi_get_proc_offset("glBegin"); char *BeginFunc = (char*) &table->Begin; GLuint offset = (BeginFunc - (char *) table) / sizeof(void *); assert(BeginOffset == _gloffset_Begin); assert(BeginOffset == offset); } { GLuint viewportOffset = _glapi_get_proc_offset("glViewport"); char *viewportFunc = (char*) &table->Viewport; GLuint offset = (viewportFunc - (char *) table) / sizeof(void *); assert(viewportOffset == _gloffset_Viewport); assert(viewportOffset == offset); } { GLuint VertexPointerOffset = _glapi_get_proc_offset("glVertexPointer"); char *VertexPointerFunc = (char*) &table->VertexPointer; GLuint offset = (VertexPointerFunc - (char *) table) / sizeof(void *); assert(VertexPointerOffset == _gloffset_VertexPointer); assert(VertexPointerOffset == offset); } { GLuint ResetMinMaxOffset = _glapi_get_proc_offset("glResetMinmax"); char *ResetMinMaxFunc = (char*) &table->ResetMinmax; GLuint offset = (ResetMinMaxFunc - (char *) table) / sizeof(void *); assert(ResetMinMaxOffset == _gloffset_ResetMinmax); assert(ResetMinMaxOffset == offset); } { GLuint blendColorOffset = _glapi_get_proc_offset("glBlendColorEXT"); char *blendColorFunc = (char*) &table->BlendColorEXT; GLuint offset = (blendColorFunc - (char *) table) / sizeof(void *); assert(blendColorOffset == _gloffset_BlendColorEXT); assert(blendColorOffset == offset); } { GLuint istextureOffset = _glapi_get_proc_offset("glIsTextureEXT"); char *istextureFunc = (char*) &table->IsTextureEXT; GLuint offset = (istextureFunc - (char *) table) / sizeof(void *); assert(istextureOffset == _gloffset_IsTextureEXT); assert(istextureOffset == offset); } #endif } /* * For each entry in static_functions[] which use this function * we should implement a dispatch function in glapitemp.h and * in glapinoop.c */ static int NotImplemented(void) { return 0; } static struct name_address_pair static_functions[] = { { "NotImplemented", (GLvoid *) NotImplemented }, /* GL 1.1 */ { "glAccum", (GLvoid *) glAccum }, { "glAlphaFunc", (GLvoid *) glAlphaFunc }, { "glBegin", (GLvoid *) glBegin }, { "glBitmap", (GLvoid *) glBitmap }, { "glBlendFunc", (GLvoid *) glBlendFunc }, { "glCallList", (GLvoid *) glCallList }, { "glCallLists", (GLvoid *) glCallLists }, { "glClear", (GLvoid *) glClear }, { "glClearAccum", (GLvoid *) glClearAccum }, { "glClearColor", (GLvoid *) glClearColor }, { "glClearDepth", (GLvoid *) glClearDepth }, { "glClearIndex", (GLvoid *) glClearIndex }, { "glClearStencil", (GLvoid *) glClearStencil }, { "glClipPlane", (GLvoid *) glClipPlane }, { "glColor3b", (GLvoid *) glColor3b }, { "glColor3bv", (GLvoid *) glColor3bv }, { "glColor3d", (GLvoid *) glColor3d }, { "glColor3dv", (GLvoid *) glColor3dv }, { "glColor3f", (GLvoid *) glColor3f }, { "glColor3fv", (GLvoid *) glColor3fv }, { "glColor3i", (GLvoid *) glColor3i }, { "glColor3iv", (GLvoid *) glColor3iv }, { "glColor3s", (GLvoid *) glColor3s }, { "glColor3sv", (GLvoid *) glColor3sv }, { "glColor3ub", (GLvoid *) glColor3ub }, { "glColor3ubv", (GLvoid *) glColor3ubv }, { "glColor3ui", (GLvoid *) glColor3ui }, { "glColor3uiv", (GLvoid *) glColor3uiv }, { "glColor3us", (GLvoid *) glColor3us }, { "glColor3usv", (GLvoid *) glColor3usv }, { "glColor4b", (GLvoid *) glColor4b }, { "glColor4bv", (GLvoid *) glColor4bv }, { "glColor4d", (GLvoid *) glColor4d }, { "glColor4dv", (GLvoid *) glColor4dv }, { "glColor4f", (GLvoid *) glColor4f }, { "glColor4fv", (GLvoid *) glColor4fv }, { "glColor4i", (GLvoid *) glColor4i }, { "glColor4iv", (GLvoid *) glColor4iv }, { "glColor4s", (GLvoid *) glColor4s }, { "glColor4sv", (GLvoid *) glColor4sv }, { "glColor4ub", (GLvoid *) glColor4ub }, { "glColor4ubv", (GLvoid *) glColor4ubv }, { "glColor4ui", (GLvoid *) glColor4ui }, { "glColor4uiv", (GLvoid *) glColor4uiv }, { "glColor4us", (GLvoid *) glColor4us }, { "glColor4usv", (GLvoid *) glColor4usv }, { "glColorMask", (GLvoid *) glColorMask }, { "glColorMaterial", (GLvoid *) glColorMaterial }, { "glCopyPixels", (GLvoid *) glCopyPixels }, { "glCullFace", (GLvoid *) glCullFace }, { "glDeleteLists", (GLvoid *) glDeleteLists }, { "glDepthFunc", (GLvoid *) glDepthFunc }, { "glDepthMask", (GLvoid *) glDepthMask }, { "glDepthRange", (GLvoid *) glDepthRange }, { "glDisable", (GLvoid *) glDisable }, { "glDrawBuffer", (GLvoid *) glDrawBuffer }, { "glDrawPixels", (GLvoid *) glDrawPixels }, { "glEdgeFlag", (GLvoid *) glEdgeFlag }, { "glEdgeFlagv", (GLvoid *) glEdgeFlagv }, { "glEnable", (GLvoid *) glEnable }, { "glEnd", (GLvoid *) glEnd }, { "glEndList", (GLvoid *) glEndList }, { "glEvalCoord1d", (GLvoid *) glEvalCoord1d }, { "glEvalCoord1dv", (GLvoid *) glEvalCoord1dv }, { "glEvalCoord1f", (GLvoid *) glEvalCoord1f }, { "glEvalCoord1fv", (GLvoid *) glEvalCoord1fv }, { "glEvalCoord2d", (GLvoid *) glEvalCoord2d }, { "glEvalCoord2dv", (GLvoid *) glEvalCoord2dv }, { "glEvalCoord2f", (GLvoid *) glEvalCoord2f }, { "glEvalCoord2fv", (GLvoid *) glEvalCoord2fv }, { "glEvalMesh1", (GLvoid *) glEvalMesh1 }, { "glEvalMesh2", (GLvoid *) glEvalMesh2 }, { "glEvalPoint1", (GLvoid *) glEvalPoint1 }, { "glEvalPoint2", (GLvoid *) glEvalPoint2 }, { "glFeedbackBuffer", (GLvoid *) glFeedbackBuffer }, { "glFinish", (GLvoid *) glFinish }, { "glFlush", (GLvoid *) glFlush }, { "glFogf", (GLvoid *) glFogf }, { "glFogfv", (GLvoid *) glFogfv }, { "glFogi", (GLvoid *) glFogi }, { "glFogiv", (GLvoid *) glFogiv }, { "glFrontFace", (GLvoid *) glFrontFace }, { "glFrustum", (GLvoid *) glFrustum }, { "glGenLists", (GLvoid *) glGenLists }, { "glGetBooleanv", (GLvoid *) glGetBooleanv }, { "glGetClipPlane", (GLvoid *) glGetClipPlane }, { "glGetDoublev", (GLvoid *) glGetDoublev }, { "glGetError", (GLvoid *) glGetError }, { "glGetFloatv", (GLvoid *) glGetFloatv }, { "glGetIntegerv", (GLvoid *) glGetIntegerv }, { "glGetLightfv", (GLvoid *) glGetLightfv }, { "glGetLightiv", (GLvoid *) glGetLightiv }, { "glGetMapdv", (GLvoid *) glGetMapdv }, { "glGetMapfv", (GLvoid *) glGetMapfv }, { "glGetMapiv", (GLvoid *) glGetMapiv }, { "glGetMaterialfv", (GLvoid *) glGetMaterialfv }, { "glGetMaterialiv", (GLvoid *) glGetMaterialiv }, { "glGetPixelMapfv", (GLvoid *) glGetPixelMapfv }, { "glGetPixelMapuiv", (GLvoid *) glGetPixelMapuiv }, { "glGetPixelMapusv", (GLvoid *) glGetPixelMapusv }, { "glGetPolygonStipple", (GLvoid *) glGetPolygonStipple }, { "glGetString", (GLvoid *) glGetString }, { "glGetTexEnvfv", (GLvoid *) glGetTexEnvfv }, { "glGetTexEnviv", (GLvoid *) glGetTexEnviv }, { "glGetTexGendv", (GLvoid *) glGetTexGendv }, { "glGetTexGenfv", (GLvoid *) glGetTexGenfv }, { "glGetTexGeniv", (GLvoid *) glGetTexGeniv }, { "glGetTexImage", (GLvoid *) glGetTexImage }, { "glGetTexLevelParameterfv", (GLvoid *) glGetTexLevelParameterfv }, { "glGetTexLevelParameteriv", (GLvoid *) glGetTexLevelParameteriv }, { "glGetTexParameterfv", (GLvoid *) glGetTexParameterfv }, { "glGetTexParameteriv", (GLvoid *) glGetTexParameteriv }, { "glHint", (GLvoid *) glHint }, { "glIndexMask", (GLvoid *) glIndexMask }, { "glIndexd", (GLvoid *) glIndexd }, { "glIndexdv", (GLvoid *) glIndexdv }, { "glIndexf", (GLvoid *) glIndexf }, { "glIndexfv", (GLvoid *) glIndexfv }, { "glIndexi", (GLvoid *) glIndexi }, { "glIndexiv", (GLvoid *) glIndexiv }, { "glIndexs", (GLvoid *) glIndexs }, { "glIndexsv", (GLvoid *) glIndexsv }, { "glInitNames", (GLvoid *) glInitNames }, { "glIsEnabled", (GLvoid *) glIsEnabled }, { "glIsList", (GLvoid *) glIsList }, { "glLightModelf", (GLvoid *) glLightModelf }, { "glLightModelfv", (GLvoid *) glLightModelfv }, { "glLightModeli", (GLvoid *) glLightModeli }, { "glLightModeliv", (GLvoid *) glLightModeliv }, { "glLightf", (GLvoid *) glLightf }, { "glLightfv", (GLvoid *) glLightfv }, { "glLighti", (GLvoid *) glLighti }, { "glLightiv", (GLvoid *) glLightiv }, { "glLineStipple", (GLvoid *) glLineStipple }, { "glLineWidth", (GLvoid *) glLineWidth }, { "glListBase", (GLvoid *) glListBase }, { "glLoadIdentity", (GLvoid *) glLoadIdentity }, { "glLoadMatrixd", (GLvoid *) glLoadMatrixd }, { "glLoadMatrixf", (GLvoid *) glLoadMatrixf }, { "glLoadName", (GLvoid *) glLoadName }, { "glLogicOp", (GLvoid *) glLogicOp }, { "glMap1d", (GLvoid *) glMap1d }, { "glMap1f", (GLvoid *) glMap1f }, { "glMap2d", (GLvoid *) glMap2d }, { "glMap2f", (GLvoid *) glMap2f }, { "glMapGrid1d", (GLvoid *) glMapGrid1d }, { "glMapGrid1f", (GLvoid *) glMapGrid1f }, { "glMapGrid2d", (GLvoid *) glMapGrid2d }, { "glMapGrid2f", (GLvoid *) glMapGrid2f }, { "glMaterialf", (GLvoid *) glMaterialf }, { "glMaterialfv", (GLvoid *) glMaterialfv }, { "glMateriali", (GLvoid *) glMateriali }, { "glMaterialiv", (GLvoid *) glMaterialiv }, { "glMatrixMode", (GLvoid *) glMatrixMode }, { "glMultMatrixd", (GLvoid *) glMultMatrixd }, { "glMultMatrixf", (GLvoid *) glMultMatrixf }, { "glNewList", (GLvoid *) glNewList }, { "glNormal3b", (GLvoid *) glNormal3b }, { "glNormal3bv", (GLvoid *) glNormal3bv }, { "glNormal3d", (GLvoid *) glNormal3d }, { "glNormal3dv", (GLvoid *) glNormal3dv }, { "glNormal3f", (GLvoid *) glNormal3f }, { "glNormal3fv", (GLvoid *) glNormal3fv }, { "glNormal3i", (GLvoid *) glNormal3i }, { "glNormal3iv", (GLvoid *) glNormal3iv }, { "glNormal3s", (GLvoid *) glNormal3s }, { "glNormal3sv", (GLvoid *) glNormal3sv }, { "glOrtho", (GLvoid *) glOrtho }, { "glPassThrough", (GLvoid *) glPassThrough }, { "glPixelMapfv", (GLvoid *) glPixelMapfv }, { "glPixelMapuiv", (GLvoid *) glPixelMapuiv }, { "glPixelMapusv", (GLvoid *) glPixelMapusv }, { "glPixelStoref", (GLvoid *) glPixelStoref }, { "glPixelStorei", (GLvoid *) glPixelStorei }, { "glPixelTransferf", (GLvoid *) glPixelTransferf }, { "glPixelTransferi", (GLvoid *) glPixelTransferi }, { "glPixelZoom", (GLvoid *) glPixelZoom }, { "glPointSize", (GLvoid *) glPointSize }, { "glPolygonMode", (GLvoid *) glPolygonMode }, { "glPolygonOffset", (GLvoid *) glPolygonOffset }, { "glPolygonStipple", (GLvoid *) glPolygonStipple }, { "glPopAttrib", (GLvoid *) glPopAttrib }, { "glPopMatrix", (GLvoid *) glPopMatrix }, { "glPopName", (GLvoid *) glPopName }, { "glPushAttrib", (GLvoid *) glPushAttrib }, { "glPushMatrix", (GLvoid *) glPushMatrix }, { "glPushName", (GLvoid *) glPushName }, { "glRasterPos2d", (GLvoid *) glRasterPos2d }, { "glRasterPos2dv", (GLvoid *) glRasterPos2dv }, { "glRasterPos2f", (GLvoid *) glRasterPos2f }, { "glRasterPos2fv", (GLvoid *) glRasterPos2fv }, { "glRasterPos2i", (GLvoid *) glRasterPos2i }, { "glRasterPos2iv", (GLvoid *) glRasterPos2iv }, { "glRasterPos2s", (GLvoid *) glRasterPos2s }, { "glRasterPos2sv", (GLvoid *) glRasterPos2sv }, { "glRasterPos3d", (GLvoid *) glRasterPos3d }, { "glRasterPos3dv", (GLvoid *) glRasterPos3dv }, { "glRasterPos3f", (GLvoid *) glRasterPos3f }, { "glRasterPos3fv", (GLvoid *) glRasterPos3fv }, { "glRasterPos3i", (GLvoid *) glRasterPos3i }, { "glRasterPos3iv", (GLvoid *) glRasterPos3iv }, { "glRasterPos3s", (GLvoid *) glRasterPos3s }, { "glRasterPos3sv", (GLvoid *) glRasterPos3sv }, { "glRasterPos4d", (GLvoid *) glRasterPos4d }, { "glRasterPos4dv", (GLvoid *) glRasterPos4dv }, { "glRasterPos4f", (GLvoid *) glRasterPos4f }, { "glRasterPos4fv", (GLvoid *) glRasterPos4fv }, { "glRasterPos4i", (GLvoid *) glRasterPos4i }, { "glRasterPos4iv", (GLvoid *) glRasterPos4iv }, { "glRasterPos4s", (GLvoid *) glRasterPos4s }, { "glRasterPos4sv", (GLvoid *) glRasterPos4sv }, { "glReadBuffer", (GLvoid *) glReadBuffer }, { "glReadPixels", (GLvoid *) glReadPixels }, { "glRectd", (GLvoid *) glRectd }, { "glRectdv", (GLvoid *) glRectdv }, { "glRectf", (GLvoid *) glRectf }, { "glRectfv", (GLvoid *) glRectfv }, { "glRecti", (GLvoid *) glRecti }, { "glRectiv", (GLvoid *) glRectiv }, { "glRects", (GLvoid *) glRects }, { "glRectsv", (GLvoid *) glRectsv }, { "glRenderMode", (GLvoid *) glRenderMode }, { "glRotated", (GLvoid *) glRotated }, { "glRotatef", (GLvoid *) glRotatef }, { "glScaled", (GLvoid *) glScaled }, { "glScalef", (GLvoid *) glScalef }, { "glScissor", (GLvoid *) glScissor }, { "glSelectBuffer", (GLvoid *) glSelectBuffer }, { "glShadeModel", (GLvoid *) glShadeModel }, { "glStencilFunc", (GLvoid *) glStencilFunc }, { "glStencilMask", (GLvoid *) glStencilMask }, { "glStencilOp", (GLvoid *) glStencilOp }, { "glTexCoord1d", (GLvoid *) glTexCoord1d }, { "glTexCoord1dv", (GLvoid *) glTexCoord1dv }, { "glTexCoord1f", (GLvoid *) glTexCoord1f }, { "glTexCoord1fv", (GLvoid *) glTexCoord1fv }, { "glTexCoord1i", (GLvoid *) glTexCoord1i }, { "glTexCoord1iv", (GLvoid *) glTexCoord1iv }, { "glTexCoord1s", (GLvoid *) glTexCoord1s }, { "glTexCoord1sv", (GLvoid *) glTexCoord1sv }, { "glTexCoord2d", (GLvoid *) glTexCoord2d }, { "glTexCoord2dv", (GLvoid *) glTexCoord2dv }, { "glTexCoord2f", (GLvoid *) glTexCoord2f }, { "glTexCoord2fv", (GLvoid *) glTexCoord2fv }, { "glTexCoord2i", (GLvoid *) glTexCoord2i }, { "glTexCoord2iv", (GLvoid *) glTexCoord2iv }, { "glTexCoord2s", (GLvoid *) glTexCoord2s }, { "glTexCoord2sv", (GLvoid *) glTexCoord2sv }, { "glTexCoord3d", (GLvoid *) glTexCoord3d }, { "glTexCoord3dv", (GLvoid *) glTexCoord3dv }, { "glTexCoord3f", (GLvoid *) glTexCoord3f }, { "glTexCoord3fv", (GLvoid *) glTexCoord3fv }, { "glTexCoord3i", (GLvoid *) glTexCoord3i }, { "glTexCoord3iv", (GLvoid *) glTexCoord3iv }, { "glTexCoord3s", (GLvoid *) glTexCoord3s }, { "glTexCoord3sv", (GLvoid *) glTexCoord3sv }, { "glTexCoord4d", (GLvoid *) glTexCoord4d }, { "glTexCoord4dv", (GLvoid *) glTexCoord4dv }, { "glTexCoord4f", (GLvoid *) glTexCoord4f }, { "glTexCoord4fv", (GLvoid *) glTexCoord4fv }, { "glTexCoord4i", (GLvoid *) glTexCoord4i }, { "glTexCoord4iv", (GLvoid *) glTexCoord4iv }, { "glTexCoord4s", (GLvoid *) glTexCoord4s }, { "glTexCoord4sv", (GLvoid *) glTexCoord4sv }, { "glTexEnvf", (GLvoid *) glTexEnvf }, { "glTexEnvfv", (GLvoid *) glTexEnvfv }, { "glTexEnvi", (GLvoid *) glTexEnvi }, { "glTexEnviv", (GLvoid *) glTexEnviv }, { "glTexGend", (GLvoid *) glTexGend }, { "glTexGendv", (GLvoid *) glTexGendv }, { "glTexGenf", (GLvoid *) glTexGenf }, { "glTexGenfv", (GLvoid *) glTexGenfv }, { "glTexGeni", (GLvoid *) glTexGeni }, { "glTexGeniv", (GLvoid *) glTexGeniv }, { "glTexImage1D", (GLvoid *) glTexImage1D }, { "glTexImage2D", (GLvoid *) glTexImage2D }, { "glTexParameterf", (GLvoid *) glTexParameterf }, { "glTexParameterfv", (GLvoid *) glTexParameterfv }, { "glTexParameteri", (GLvoid *) glTexParameteri }, { "glTexParameteriv", (GLvoid *) glTexParameteriv }, { "glTranslated", (GLvoid *) glTranslated }, { "glTranslatef", (GLvoid *) glTranslatef }, { "glVertex2d", (GLvoid *) glVertex2d }, { "glVertex2dv", (GLvoid *) glVertex2dv }, { "glVertex2f", (GLvoid *) glVertex2f }, { "glVertex2fv", (GLvoid *) glVertex2fv }, { "glVertex2i", (GLvoid *) glVertex2i }, { "glVertex2iv", (GLvoid *) glVertex2iv }, { "glVertex2s", (GLvoid *) glVertex2s }, { "glVertex2sv", (GLvoid *) glVertex2sv }, { "glVertex3d", (GLvoid *) glVertex3d }, { "glVertex3dv", (GLvoid *) glVertex3dv }, { "glVertex3f", (GLvoid *) glVertex3f }, { "glVertex3fv", (GLvoid *) glVertex3fv }, { "glVertex3i", (GLvoid *) glVertex3i }, { "glVertex3iv", (GLvoid *) glVertex3iv }, { "glVertex3s", (GLvoid *) glVertex3s }, { "glVertex3sv", (GLvoid *) glVertex3sv }, { "glVertex4d", (GLvoid *) glVertex4d }, { "glVertex4dv", (GLvoid *) glVertex4dv }, { "glVertex4f", (GLvoid *) glVertex4f }, { "glVertex4fv", (GLvoid *) glVertex4fv }, { "glVertex4i", (GLvoid *) glVertex4i }, { "glVertex4iv", (GLvoid *) glVertex4iv }, { "glVertex4s", (GLvoid *) glVertex4s }, { "glVertex4sv", (GLvoid *) glVertex4sv }, { "glViewport", (GLvoid *) glViewport }, /* GL 1.1 */ #ifdef GL_VERSION_1_1 #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glAreTexturesResident", (GLvoid *) NAME(glAreTexturesResident) }, { "glArrayElement", (GLvoid *) NAME(glArrayElement) }, { "glBindTexture", (GLvoid *) NAME(glBindTexture) }, { "glColorPointer", (GLvoid *) NAME(glColorPointer) }, { "glCopyTexImage1D", (GLvoid *) NAME(glCopyTexImage1D) }, { "glCopyTexImage2D", (GLvoid *) NAME(glCopyTexImage2D) }, { "glCopyTexSubImage1D", (GLvoid *) NAME(glCopyTexSubImage1D) }, { "glCopyTexSubImage2D", (GLvoid *) NAME(glCopyTexSubImage2D) }, { "glDeleteTextures", (GLvoid *) NAME(glDeleteTextures) }, { "glDisableClientState", (GLvoid *) NAME(glDisableClientState) }, { "glDrawArrays", (GLvoid *) NAME(glDrawArrays) }, { "glDrawElements", (GLvoid *) NAME(glDrawElements) }, { "glEdgeFlagPointer", (GLvoid *) NAME(glEdgeFlagPointer) }, { "glEnableClientState", (GLvoid *) NAME(glEnableClientState) }, { "glGenTextures", (GLvoid *) NAME(glGenTextures) }, { "glGetPointerv", (GLvoid *) NAME(glGetPointerv) }, { "glIndexPointer", (GLvoid *) NAME(glIndexPointer) }, { "glIndexub", (GLvoid *) NAME(glIndexub) }, { "glIndexubv", (GLvoid *) NAME(glIndexubv) }, { "glInterleavedArrays", (GLvoid *) NAME(glInterleavedArrays) }, { "glIsTexture", (GLvoid *) NAME(glIsTexture) }, { "glNormalPointer", (GLvoid *) NAME(glNormalPointer) }, { "glPopClientAttrib", (GLvoid *) NAME(glPopClientAttrib) }, { "glPrioritizeTextures", (GLvoid *) NAME(glPrioritizeTextures) }, { "glPushClientAttrib", (GLvoid *) NAME(glPushClientAttrib) }, { "glTexCoordPointer", (GLvoid *) NAME(glTexCoordPointer) }, { "glTexSubImage1D", (GLvoid *) NAME(glTexSubImage1D) }, { "glTexSubImage2D", (GLvoid *) NAME(glTexSubImage2D) }, { "glVertexPointer", (GLvoid *) NAME(glVertexPointer) }, #undef NAME /* GL 1.2 */ #ifdef GL_VERSION_1_2 #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glCopyTexSubImage3D", (GLvoid *) NAME(glCopyTexSubImage3D) }, { "glDrawRangeElements", (GLvoid *) NAME(glDrawRangeElements) }, { "glTexImage3D", (GLvoid *) NAME(glTexImage3D) }, { "glTexSubImage3D", (GLvoid *) NAME(glTexSubImage3D) }, #undef NAME /* GL_ARB_imaging */ #ifdef GL_ARB_imaging #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glBlendColor", (GLvoid *) NAME(glBlendColor) }, { "glBlendEquation", (GLvoid *) NAME(glBlendEquation) }, { "glColorSubTable", (GLvoid *) NAME(glColorSubTable) }, { "glColorTable", (GLvoid *) NAME(glColorTable) }, { "glColorTableParameterfv", (GLvoid *) NAME(glColorTableParameterfv) }, { "glColorTableParameteriv", (GLvoid *) NAME(glColorTableParameteriv) }, { "glConvolutionFilter1D", (GLvoid *) NAME(glConvolutionFilter1D) }, { "glConvolutionFilter2D", (GLvoid *) NAME(glConvolutionFilter2D) }, { "glConvolutionParameterf", (GLvoid *) NAME(glConvolutionParameterf) }, { "glConvolutionParameterfv", (GLvoid *) NAME(glConvolutionParameterfv) }, { "glConvolutionParameteri", (GLvoid *) NAME(glConvolutionParameteri) }, { "glConvolutionParameteriv", (GLvoid *) NAME(glConvolutionParameteriv) }, { "glCopyColorSubTable", (GLvoid *) NAME(glCopyColorSubTable) }, { "glCopyColorTable", (GLvoid *) NAME(glCopyColorTable) }, { "glCopyConvolutionFilter1D", (GLvoid *) NAME(glCopyConvolutionFilter1D) }, { "glCopyConvolutionFilter2D", (GLvoid *) NAME(glCopyConvolutionFilter2D) }, { "glGetColorTable", (GLvoid *) NAME(glGetColorTable) }, { "glGetColorTableParameterfv", (GLvoid *) NAME(glGetColorTableParameterfv) }, { "glGetColorTableParameteriv", (GLvoid *) NAME(glGetColorTableParameteriv) }, { "glGetConvolutionFilter", (GLvoid *) NAME(glGetConvolutionFilter) }, { "glGetConvolutionParameterfv", (GLvoid *) NAME(glGetConvolutionParameterfv) }, { "glGetConvolutionParameteriv", (GLvoid *) NAME(glGetConvolutionParameteriv) }, { "glGetHistogram", (GLvoid *) NAME(glGetHistogram) }, { "glGetHistogramParameterfv", (GLvoid *) NAME(glGetHistogramParameterfv) }, { "glGetHistogramParameteriv", (GLvoid *) NAME(glGetHistogramParameteriv) }, { "glGetMinmax", (GLvoid *) NAME(glGetMinmax) }, { "glGetMinmaxParameterfv", (GLvoid *) NAME(glGetMinmaxParameterfv) }, { "glGetMinmaxParameteriv", (GLvoid *) NAME(glGetMinmaxParameteriv) }, { "glGetSeparableFilter", (GLvoid *) NAME(glGetSeparableFilter) }, { "glHistogram", (GLvoid *) NAME(glHistogram) }, { "glMinmax", (GLvoid *) NAME(glMinmax) }, { "glResetHistogram", (GLvoid *) NAME(glResetHistogram) }, { "glResetMinmax", (GLvoid *) NAME(glResetMinmax) }, { "glSeparableFilter2D", (GLvoid *) NAME(glSeparableFilter2D) }, #undef NAME /* GL_ARB_multitexture */ #ifdef GL_ARB_multitexture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glActiveTextureARB", (GLvoid *) NAME(glActiveTextureARB) }, { "glClientActiveTextureARB", (GLvoid *) NAME(glClientActiveTextureARB) }, { "glMultiTexCoord1dARB", (GLvoid *) NAME(glMultiTexCoord1dARB) }, { "glMultiTexCoord1dvARB", (GLvoid *) NAME(glMultiTexCoord1dvARB) }, { "glMultiTexCoord1fARB", (GLvoid *) NAME(glMultiTexCoord1fARB) }, { "glMultiTexCoord1fvARB", (GLvoid *) NAME(glMultiTexCoord1fvARB) }, { "glMultiTexCoord1iARB", (GLvoid *) NAME(glMultiTexCoord1iARB) }, { "glMultiTexCoord1ivARB", (GLvoid *) NAME(glMultiTexCoord1ivARB) }, { "glMultiTexCoord1sARB", (GLvoid *) NAME(glMultiTexCoord1sARB) }, { "glMultiTexCoord1svARB", (GLvoid *) NAME(glMultiTexCoord1svARB) }, { "glMultiTexCoord2dARB", (GLvoid *) NAME(glMultiTexCoord2dARB) }, { "glMultiTexCoord2dvARB", (GLvoid *) NAME(glMultiTexCoord2dvARB) }, { "glMultiTexCoord2fARB", (GLvoid *) NAME(glMultiTexCoord2fARB) }, { "glMultiTexCoord2fvARB", (GLvoid *) NAME(glMultiTexCoord2fvARB) }, { "glMultiTexCoord2iARB", (GLvoid *) NAME(glMultiTexCoord2iARB) }, { "glMultiTexCoord2ivARB", (GLvoid *) NAME(glMultiTexCoord2ivARB) }, { "glMultiTexCoord2sARB", (GLvoid *) NAME(glMultiTexCoord2sARB) }, { "glMultiTexCoord2svARB", (GLvoid *) NAME(glMultiTexCoord2svARB) }, { "glMultiTexCoord3dARB", (GLvoid *) NAME(glMultiTexCoord3dARB) }, { "glMultiTexCoord3dvARB", (GLvoid *) NAME(glMultiTexCoord3dvARB) }, { "glMultiTexCoord3fARB", (GLvoid *) NAME(glMultiTexCoord3fARB) }, { "glMultiTexCoord3fvARB", (GLvoid *) NAME(glMultiTexCoord3fvARB) }, { "glMultiTexCoord3iARB", (GLvoid *) NAME(glMultiTexCoord3iARB) }, { "glMultiTexCoord3ivARB", (GLvoid *) NAME(glMultiTexCoord3ivARB) }, { "glMultiTexCoord3sARB", (GLvoid *) NAME(glMultiTexCoord3sARB) }, { "glMultiTexCoord3svARB", (GLvoid *) NAME(glMultiTexCoord3svARB) }, { "glMultiTexCoord4dARB", (GLvoid *) NAME(glMultiTexCoord4dARB) }, { "glMultiTexCoord4dvARB", (GLvoid *) NAME(glMultiTexCoord4dvARB) }, { "glMultiTexCoord4fARB", (GLvoid *) NAME(glMultiTexCoord4fARB) }, { "glMultiTexCoord4fvARB", (GLvoid *) NAME(glMultiTexCoord4fvARB) }, { "glMultiTexCoord4iARB", (GLvoid *) NAME(glMultiTexCoord4iARB) }, { "glMultiTexCoord4ivARB", (GLvoid *) NAME(glMultiTexCoord4ivARB) }, { "glMultiTexCoord4sARB", (GLvoid *) NAME(glMultiTexCoord4sARB) }, { "glMultiTexCoord4svARB", (GLvoid *) NAME(glMultiTexCoord4svARB) }, #undef NAME /* 2. GL_EXT_blend_color */ #ifdef GL_EXT_blend_color #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glBlendColorEXT", (GLvoid *) NAME(glBlendColorEXT) }, #undef NAME /* 3. GL_EXT_polygon_offset */ #ifdef GL_EXT_polygon_offset #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glPolygonOffsetEXT", (GLvoid *) NAME(glPolygonOffsetEXT) }, #undef NAME /* 6. GL_EXT_texture3D */ #ifdef GL_EXT_texture3D #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glCopyTexSubImage3DEXT", (GLvoid *) NAME(glCopyTexSubImage3DEXT) }, { "glTexImage3DEXT", (GLvoid *) NAME(glTexImage3DEXT) }, { "glTexSubImage3DEXT", (GLvoid *) NAME(glTexSubImage3DEXT) }, #undef NAME /* 7. GL_SGI_texture_filter4 */ #ifdef GL_SGI_texture_filter4 #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glGetTexFilterFuncSGIS", (GLvoid *) NAME(glGetTexFilterFuncSGIS) }, { "glTexFilterFuncSGIS", (GLvoid *) NAME(glTexFilterFuncSGIS) }, #undef NAME /* 9. GL_EXT_subtexture */ #ifdef GL_EXT_subtexture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glTexSubImage1DEXT", (GLvoid *) NAME(glTexSubImage1DEXT) }, { "glTexSubImage2DEXT", (GLvoid *) NAME(glTexSubImage2DEXT) }, #undef NAME /* 10. GL_EXT_copy_texture */ #ifdef GL_EXT_copy_texture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glCopyTexImage1DEXT", (GLvoid *) NAME(glCopyTexImage1DEXT) }, { "glCopyTexImage2DEXT", (GLvoid *) NAME(glCopyTexImage2DEXT) }, { "glCopyTexSubImage1DEXT", (GLvoid *) NAME(glCopyTexSubImage1DEXT) }, { "glCopyTexSubImage2DEXT", (GLvoid *) NAME(glCopyTexSubImage2DEXT) }, #undef NAME /* 11. GL_EXT_histogram */ #ifdef GL_EXT_histogram #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glGetHistogramEXT", (GLvoid *) NAME(glGetHistogramEXT) }, { "glGetHistogramParameterfvEXT", (GLvoid *) NAME(glGetHistogramParameterfvEXT) }, { "glGetHistogramParameterivEXT", (GLvoid *) NAME(glGetHistogramParameterivEXT) }, { "glGetMinmaxEXT", (GLvoid *) NAME(glGetMinmaxEXT) }, { "glGetMinmaxParameterfvEXT", (GLvoid *) NAME(glGetMinmaxParameterfvEXT) }, { "glGetMinmaxParameterivEXT", (GLvoid *) NAME(glGetMinmaxParameterivEXT) }, { "glHistogramEXT", (GLvoid *) NAME(glHistogramEXT) }, { "glMinmaxEXT", (GLvoid *) NAME(glMinmaxEXT) }, { "glResetHistogramEXT", (GLvoid *) NAME(glResetHistogramEXT) }, { "glResetMinmaxEXT", (GLvoid *) NAME(glResetMinmaxEXT) }, #undef NAME /* 12. GL_EXT_convolution */ #ifdef GL_EXT_convolution #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glConvolutionFilter1DEXT", (GLvoid *) NAME(glConvolutionFilter1DEXT) }, { "glConvolutionFilter2DEXT", (GLvoid *) NAME(glConvolutionFilter2DEXT) }, { "glConvolutionParameterfEXT", (GLvoid *) NAME(glConvolutionParameterfEXT) }, { "glConvolutionParameterfvEXT", (GLvoid *) NAME(glConvolutionParameterfvEXT) }, { "glConvolutionParameteriEXT", (GLvoid *) NAME(glConvolutionParameteriEXT) }, { "glConvolutionParameterivEXT", (GLvoid *) NAME(glConvolutionParameterivEXT) }, { "glCopyConvolutionFilter1DEXT", (GLvoid *) NAME(glCopyConvolutionFilter1DEXT) }, { "glCopyConvolutionFilter2DEXT", (GLvoid *) NAME(glCopyConvolutionFilter2DEXT) }, { "glGetConvolutionFilterEXT", (GLvoid *) NAME(glGetConvolutionFilterEXT) }, { "glGetConvolutionParameterivEXT", (GLvoid *) NAME(glGetConvolutionParameterivEXT) }, { "glGetConvolutionParameterfvEXT", (GLvoid *) NAME(glGetConvolutionParameterfvEXT) }, { "glGetSeparableFilterEXT", (GLvoid *) NAME(glGetSeparableFilterEXT) }, { "glSeparableFilter2DEXT", (GLvoid *) NAME(glSeparableFilter2DEXT) }, #undef NAME /* 14. GL_SGI_color_table */ #ifdef GL_SGI_color_table #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glColorTableSGI", (GLvoid *) NAME(glColorTableSGI) }, { "glColorTableParameterfvSGI", (GLvoid *) NAME(glColorTableParameterfvSGI) }, { "glColorTableParameterivSGI", (GLvoid *) NAME(glColorTableParameterivSGI) }, { "glCopyColorTableSGI", (GLvoid *) NAME(glCopyColorTableSGI) }, { "glGetColorTableSGI", (GLvoid *) NAME(glGetColorTableSGI) }, { "glGetColorTableParameterfvSGI", (GLvoid *) NAME(glGetColorTableParameterfvSGI) }, { "glGetColorTableParameterivSGI", (GLvoid *) NAME(glGetColorTableParameterivSGI) }, #undef NAME /* 15. GL_SGIS_pixel_texture */ #ifdef GL_SGIS_pixel_texture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glPixelTexGenParameterfSGIS", (GLvoid *) NAME(glPixelTexGenParameterfSGIS) }, { "glPixelTexGenParameteriSGIS", (GLvoid *) NAME(glPixelTexGenParameteriSGIS) }, { "glGetPixelTexGenParameterfvSGIS", (GLvoid *) NAME(glGetPixelTexGenParameterfvSGIS) }, { "glGetPixelTexGenParameterivSGIS", (GLvoid *) NAME(glGetPixelTexGenParameterivSGIS) }, #undef NAME /* 16. GL_SGIS_texture4D */ #ifdef GL_SGIS_texture4D #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glTexImage4DSGIS", (GLvoid *) NAME(glTexImage4DSGIS) }, { "glTexSubImage4DSGIS", (GLvoid *) NAME(glTexSubImage4DSGIS) }, #undef NAME /* 20. GL_EXT_texture_object */ #ifdef GL_EXT_texture_object #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glAreTexturesResidentEXT", (GLvoid *) NAME(glAreTexturesResidentEXT) }, { "glBindTextureEXT", (GLvoid *) NAME(glBindTextureEXT) }, { "glDeleteTexturesEXT", (GLvoid *) NAME(glDeleteTexturesEXT) }, { "glGenTexturesEXT", (GLvoid *) NAME(glGenTexturesEXT) }, { "glIsTextureEXT", (GLvoid *) NAME(glIsTextureEXT) }, { "glPrioritizeTexturesEXT", (GLvoid *) NAME(glPrioritizeTexturesEXT) }, #undef NAME /* 21. GL_SGIS_detail_texture */ #ifdef GL_SGIS_detail_texture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glDetailTexFuncSGIS", (GLvoid *) NAME(glDetailTexFuncSGIS) }, { "glGetDetailTexFuncSGIS", (GLvoid *) NAME(glGetDetailTexFuncSGIS) }, #undef NAME /* 22. GL_SGIS_sharpen_texture */ #ifdef GL_SGIS_sharpen_texture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glGetSharpenTexFuncSGIS", (GLvoid *) NAME(glGetSharpenTexFuncSGIS) }, { "glSharpenTexFuncSGIS", (GLvoid *) NAME(glSharpenTexFuncSGIS) }, #undef NAME /* 25. GL_SGIS_multisample */ #ifdef GL_SGIS_multisample #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glSampleMaskSGIS", (GLvoid *) NAME(glSampleMaskSGIS) }, { "glSamplePatternSGIS", (GLvoid *) NAME(glSamplePatternSGIS) }, #undef NAME /* 30. GL_EXT_vertex_array */ #ifdef GL_EXT_vertex_array #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glArrayElementEXT", (GLvoid *) NAME(glArrayElementEXT) }, { "glColorPointerEXT", (GLvoid *) NAME(glColorPointerEXT) }, { "glDrawArraysEXT", (GLvoid *) NAME(glDrawArraysEXT) }, { "glEdgeFlagPointerEXT", (GLvoid *) NAME(glEdgeFlagPointerEXT) }, { "glGetPointervEXT", (GLvoid *) NAME(glGetPointervEXT) }, { "glIndexPointerEXT", (GLvoid *) NAME(glIndexPointerEXT) }, { "glNormalPointerEXT", (GLvoid *) NAME(glNormalPointerEXT) }, { "glTexCoordPointerEXT", (GLvoid *) NAME(glTexCoordPointerEXT) }, { "glVertexPointerEXT", (GLvoid *) NAME(glVertexPointerEXT) }, #undef NAME /* 37. GL_EXT_blend_minmax */ #ifdef GL_EXT_blend_minmax #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glBlendEquationEXT", (GLvoid *) NAME(glBlendEquationEXT) }, #undef NAME /* 52. GL_SGIX_sprite */ #ifdef GL_SGIX_sprite #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glSpriteParameterfSGIX", (GLvoid *) NAME(glSpriteParameterfSGIX) }, { "glSpriteParameterfvSGIX", (GLvoid *) NAME(glSpriteParameterfvSGIX) }, { "glSpriteParameteriSGIX", (GLvoid *) NAME(glSpriteParameteriSGIX) }, { "glSpriteParameterivSGIX", (GLvoid *) NAME(glSpriteParameterivSGIX) }, #undef NAME /* 54. GL_EXT_point_parameters */ #ifdef GL_EXT_point_parameters #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glPointParameterfEXT", (GLvoid *) NAME(glPointParameterfEXT) }, { "glPointParameterfvEXT", (GLvoid *) NAME(glPointParameterfvEXT) }, #undef NAME /* 55. GL_SGIX_instruments */ #ifdef GL_SGIX_instruments #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glInstrumentsBufferSGIX", (GLvoid *) NAME(glInstrumentsBufferSGIX) }, { "glStartInstrumentsSGIX", (GLvoid *) NAME(glStartInstrumentsSGIX) }, { "glStopInstrumentsSGIX", (GLvoid *) NAME(glStopInstrumentsSGIX) }, { "glReadInstrumentsSGIX", (GLvoid *) NAME(glReadInstrumentsSGIX) }, { "glPollInstrumentsSGIX", (GLvoid *) NAME(glPollInstrumentsSGIX) }, { "glGetInstrumentsSGIX", (GLvoid *) NAME(glGetInstrumentsSGIX) }, #undef NAME /* 57. GL_SGIX_framezoom */ #ifdef GL_SGIX_framezoom #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glFrameZoomSGIX", (GLvoid *) NAME(glFrameZoomSGIX) }, #undef NAME /* 60. GL_SGIX_reference_plane */ #ifdef GL_SGIX_reference_plane #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glReferencePlaneSGIX", (GLvoid *) NAME(glReferencePlaneSGIX) }, #undef NAME /* 61. GL_SGIX_flush_raster */ #ifdef GL_SGIX_flush_raster #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glFlushRasterSGIX", (GLvoid *) NAME(glFlushRasterSGIX) }, #undef NAME /* 66. GL_HP_image_transform */ #ifdef GL_HP_image_transform #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glGetImageTransformParameterfvHP", (GLvoid *) NAME(glGetImageTransformParameterfvHP) }, { "glGetImageTransformParameterivHP", (GLvoid *) NAME(glGetImageTransformParameterivHP) }, { "glImageTransformParameterfHP", (GLvoid *) NAME(glImageTransformParameterfHP) }, { "glImageTransformParameterfvHP", (GLvoid *) NAME(glImageTransformParameterfvHP) }, { "glImageTransformParameteriHP", (GLvoid *) NAME(glImageTransformParameteriHP) }, { "glImageTransformParameterivHP", (GLvoid *) NAME(glImageTransformParameterivHP) }, #undef NAME /* 74. GL_EXT_color_subtable */ #ifdef GL_EXT_color_subtable #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glColorSubTableEXT", (GLvoid *) NAME(glColorSubTableEXT) }, { "glCopyColorSubTableEXT", (GLvoid *) NAME(glCopyColorSubTableEXT) }, #undef NAME /* 77. GL_PGI_misc_hints */ #ifdef GL_PGI_misc_hints #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glHintPGI", (GLvoid *) NAME(glHintPGI) }, #undef NAME /* 78. GL_EXT_paletted_texture */ #ifdef GL_EXT_paletted_texture #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glColorTableEXT", (GLvoid *) NAME(glColorTableEXT) }, { "glGetColorTableEXT", (GLvoid *) NAME(glGetColorTableEXT) }, { "glGetColorTableParameterfvEXT", (GLvoid *) NAME(glGetColorTableParameterfvEXT) }, { "glGetColorTableParameterivEXT", (GLvoid *) NAME(glGetColorTableParameterivEXT) }, #undef NAME /* 80. GL_SGIX_list_priority */ #ifdef GL_SGIX_list_priority #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glGetListParameterfvSGIX", (GLvoid *) NAME(glGetListParameterfvSGIX) }, { "glGetListParameterivSGIX", (GLvoid *) NAME(glGetListParameterivSGIX) }, { "glListParameterfSGIX", (GLvoid *) NAME(glListParameterfSGIX) }, { "glListParameterfvSGIX", (GLvoid *) NAME(glListParameterfvSGIX) }, { "glListParameteriSGIX", (GLvoid *) NAME(glListParameteriSGIX) }, { "glListParameterivSGIX", (GLvoid *) NAME(glListParameterivSGIX) }, #undef NAME /* 94. GL_EXT_index_material */ #ifdef GL_EXT_index_material #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glIndexMaterialEXT", (GLvoid *) NAME(glIndexMaterialEXT) }, #undef NAME /* 95. GL_EXT_index_func */ #ifdef GL_EXT_index_func #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glIndexFuncEXT", (GLvoid *) NAME(glIndexFuncEXT) }, #undef NAME /* 97. GL_EXT_compiled_vertex_array */ #ifdef GL_EXT_compiled_vertex_array #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glLockArraysEXT", (GLvoid *) NAME(glLockArraysEXT) }, { "glUnlockArraysEXT", (GLvoid *) NAME(glUnlockArraysEXT) }, #undef NAME /* 98. GL_EXT_cull_vertex */ #ifdef GL_EXT_cull_vertex #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glCullParameterfvEXT", (GLvoid *) NAME(glCullParameterfvEXT) }, { "glCullParameterdvEXT", (GLvoid *) NAME(glCullParameterdvEXT) }, #undef NAME /* 173. GL_EXT/INGR_blend_func_separate */ #ifdef GL_INGR_blend_func_separate #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glBlendFuncSeparateINGR", (GLvoid *) NAME(glBlendFuncSeparateINGR) }, #undef NAME /* GL_MESA_window_pos */ #ifdef MESA_window_pos #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glWindowPos4fMESA", (GLvoid *) NAME(glWindowPos4fMESA) }, #undef NAME /* GL_MESA_resize_buffers */ #ifdef MESA_resize_buffers #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glResizeBuffersMESA", (GLvoid *) NAME(glResizeBuffersMESA) }, #undef NAME /* GL_ARB_transpose_matrix */ #ifdef GL_ARB_transpose_matrix #define NAME(X) X #else #define NAME(X) NotImplemented #endif { "glLoadTransposeMatrixdARB", (GLvoid *) NAME(glLoadTransposeMatrixdARB) }, { "glLoadTransposeMatrixfARB", (GLvoid *) NAME(glLoadTransposeMatrixfARB) }, { "glMultTransposeMatrixdARB", (GLvoid *) NAME(glMultTransposeMatrixdARB) }, { "glMultTransposeMatrixfARB", (GLvoid *) NAME(glMultTransposeMatrixfARB) }, #undef NAME /* * XXX many more extenstion functions to add. */ { NULL, NULL } /* end of list marker */ };