Sweden-Number/dlls/opengl32/opengl_norm.c

3697 lines
97 KiB
C

/* Auto-generated file... Do not edit ! */
#include "config.h"
#include "wine_gl.h"
typedef const GLubyte * GLstring;
/***********************************************************************
* glAccum
*/
void WINAPI wine_glAccum( GLenum op, GLfloat value ) {
ENTER_GL();
glAccum( op, value );
LEAVE_GL();
}
/***********************************************************************
* glActiveTextureARB
*/
void WINAPI wine_glActiveTextureARB( GLenum texture ) {
ENTER_GL();
glActiveTextureARB( texture );
LEAVE_GL();
}
/***********************************************************************
* glAlphaFunc
*/
void WINAPI wine_glAlphaFunc( GLenum func, GLclampf ref ) {
ENTER_GL();
glAlphaFunc( func, ref );
LEAVE_GL();
}
/***********************************************************************
* glAreTexturesResident
*/
GLboolean WINAPI wine_glAreTexturesResident( GLsizei n, GLuint* textures, GLboolean* residences ) {
GLboolean ret_value;
ENTER_GL();
ret_value = glAreTexturesResident( n, textures, residences );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glArrayElement
*/
void WINAPI wine_glArrayElement( GLint i ) {
ENTER_GL();
glArrayElement( i );
LEAVE_GL();
}
/***********************************************************************
* glBegin
*/
void WINAPI wine_glBegin( GLenum mode ) {
ENTER_GL();
glBegin( mode );
LEAVE_GL();
}
/***********************************************************************
* glBindTexture
*/
void WINAPI wine_glBindTexture( GLenum target, GLuint texture ) {
ENTER_GL();
glBindTexture( target, texture );
LEAVE_GL();
}
/***********************************************************************
* glBitmap
*/
void WINAPI wine_glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte* bitmap ) {
ENTER_GL();
glBitmap( width, height, xorig, yorig, xmove, ymove, bitmap );
LEAVE_GL();
}
/***********************************************************************
* glBlendColor
*/
void WINAPI wine_glBlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
ENTER_GL();
glBlendColor( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glBlendEquation
*/
void WINAPI wine_glBlendEquation( GLenum mode ) {
ENTER_GL();
glBlendEquation( mode );
LEAVE_GL();
}
/***********************************************************************
* glBlendFunc
*/
void WINAPI wine_glBlendFunc( GLenum sfactor, GLenum dfactor ) {
ENTER_GL();
glBlendFunc( sfactor, dfactor );
LEAVE_GL();
}
/***********************************************************************
* glCallList
*/
void WINAPI wine_glCallList( GLuint list ) {
ENTER_GL();
glCallList( list );
LEAVE_GL();
}
/***********************************************************************
* glCallLists
*/
void WINAPI wine_glCallLists( GLsizei n, GLenum type, GLvoid* lists ) {
ENTER_GL();
glCallLists( n, type, lists );
LEAVE_GL();
}
/***********************************************************************
* glClear
*/
void WINAPI wine_glClear( GLbitfield mask ) {
ENTER_GL();
glClear( mask );
LEAVE_GL();
}
/***********************************************************************
* glClearAccum
*/
void WINAPI wine_glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
ENTER_GL();
glClearAccum( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glClearColor
*/
void WINAPI wine_glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
ENTER_GL();
glClearColor( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glClearDepth
*/
void WINAPI wine_glClearDepth( GLclampd depth ) {
ENTER_GL();
glClearDepth( depth );
LEAVE_GL();
}
/***********************************************************************
* glClearIndex
*/
void WINAPI wine_glClearIndex( GLfloat c ) {
ENTER_GL();
glClearIndex( c );
LEAVE_GL();
}
/***********************************************************************
* glClearStencil
*/
void WINAPI wine_glClearStencil( GLint s ) {
ENTER_GL();
glClearStencil( s );
LEAVE_GL();
}
/***********************************************************************
* glClientActiveTextureARB
*/
void WINAPI wine_glClientActiveTextureARB( GLenum texture ) {
ENTER_GL();
glClientActiveTextureARB( texture );
LEAVE_GL();
}
/***********************************************************************
* glClipPlane
*/
void WINAPI wine_glClipPlane( GLenum plane, GLdouble* equation ) {
ENTER_GL();
glClipPlane( plane, equation );
LEAVE_GL();
}
/***********************************************************************
* glColor3b
*/
void WINAPI wine_glColor3b( GLbyte red, GLbyte green, GLbyte blue ) {
ENTER_GL();
glColor3b( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3bv
*/
void WINAPI wine_glColor3bv( GLbyte* v ) {
ENTER_GL();
glColor3bv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3d
*/
void WINAPI wine_glColor3d( GLdouble red, GLdouble green, GLdouble blue ) {
ENTER_GL();
glColor3d( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3dv
*/
void WINAPI wine_glColor3dv( GLdouble* v ) {
ENTER_GL();
glColor3dv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3f
*/
void WINAPI wine_glColor3f( GLfloat red, GLfloat green, GLfloat blue ) {
ENTER_GL();
glColor3f( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3fv
*/
void WINAPI wine_glColor3fv( GLfloat* v ) {
ENTER_GL();
glColor3fv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3i
*/
void WINAPI wine_glColor3i( GLint red, GLint green, GLint blue ) {
ENTER_GL();
glColor3i( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3iv
*/
void WINAPI wine_glColor3iv( GLint* v ) {
ENTER_GL();
glColor3iv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3s
*/
void WINAPI wine_glColor3s( GLshort red, GLshort green, GLshort blue ) {
ENTER_GL();
glColor3s( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3sv
*/
void WINAPI wine_glColor3sv( GLshort* v ) {
ENTER_GL();
glColor3sv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3ub
*/
void WINAPI wine_glColor3ub( GLubyte red, GLubyte green, GLubyte blue ) {
ENTER_GL();
glColor3ub( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3ubv
*/
void WINAPI wine_glColor3ubv( GLubyte* v ) {
ENTER_GL();
glColor3ubv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3ui
*/
void WINAPI wine_glColor3ui( GLuint red, GLuint green, GLuint blue ) {
ENTER_GL();
glColor3ui( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3uiv
*/
void WINAPI wine_glColor3uiv( GLuint* v ) {
ENTER_GL();
glColor3uiv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor3us
*/
void WINAPI wine_glColor3us( GLushort red, GLushort green, GLushort blue ) {
ENTER_GL();
glColor3us( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
* glColor3usv
*/
void WINAPI wine_glColor3usv( GLushort* v ) {
ENTER_GL();
glColor3usv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4b
*/
void WINAPI wine_glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) {
ENTER_GL();
glColor4b( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4bv
*/
void WINAPI wine_glColor4bv( GLbyte* v ) {
ENTER_GL();
glColor4bv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4d
*/
void WINAPI wine_glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) {
ENTER_GL();
glColor4d( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4dv
*/
void WINAPI wine_glColor4dv( GLdouble* v ) {
ENTER_GL();
glColor4dv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4f
*/
void WINAPI wine_glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
ENTER_GL();
glColor4f( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4fv
*/
void WINAPI wine_glColor4fv( GLfloat* v ) {
ENTER_GL();
glColor4fv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4i
*/
void WINAPI wine_glColor4i( GLint red, GLint green, GLint blue, GLint alpha ) {
ENTER_GL();
glColor4i( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4iv
*/
void WINAPI wine_glColor4iv( GLint* v ) {
ENTER_GL();
glColor4iv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4s
*/
void WINAPI wine_glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha ) {
ENTER_GL();
glColor4s( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4sv
*/
void WINAPI wine_glColor4sv( GLshort* v ) {
ENTER_GL();
glColor4sv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4ub
*/
void WINAPI wine_glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) {
ENTER_GL();
glColor4ub( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4ubv
*/
void WINAPI wine_glColor4ubv( GLubyte* v ) {
ENTER_GL();
glColor4ubv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4ui
*/
void WINAPI wine_glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ) {
ENTER_GL();
glColor4ui( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4uiv
*/
void WINAPI wine_glColor4uiv( GLuint* v ) {
ENTER_GL();
glColor4uiv( v );
LEAVE_GL();
}
/***********************************************************************
* glColor4us
*/
void WINAPI wine_glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha ) {
ENTER_GL();
glColor4us( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColor4usv
*/
void WINAPI wine_glColor4usv( GLushort* v ) {
ENTER_GL();
glColor4usv( v );
LEAVE_GL();
}
/***********************************************************************
* glColorMask
*/
void WINAPI wine_glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) {
ENTER_GL();
glColorMask( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
* glColorMaterial
*/
void WINAPI wine_glColorMaterial( GLenum face, GLenum mode ) {
ENTER_GL();
glColorMaterial( face, mode );
LEAVE_GL();
}
/***********************************************************************
* glColorPointer
*/
void WINAPI wine_glColorPointer( GLint size, GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glColorPointer( size, type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glColorSubTable
*/
void WINAPI wine_glColorSubTable( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, GLvoid* data ) {
ENTER_GL();
glColorSubTable( target, start, count, format, type, data );
LEAVE_GL();
}
/***********************************************************************
* glColorTable
*/
void WINAPI wine_glColorTable( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, GLvoid* table ) {
ENTER_GL();
glColorTable( target, internalformat, width, format, type, table );
LEAVE_GL();
}
/***********************************************************************
* glColorTableParameterfv
*/
void WINAPI wine_glColorTableParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glColorTableParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glColorTableParameteriv
*/
void WINAPI wine_glColorTableParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glColorTableParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glConvolutionFilter1D
*/
void WINAPI wine_glConvolutionFilter1D( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, GLvoid* image ) {
ENTER_GL();
glConvolutionFilter1D( target, internalformat, width, format, type, image );
LEAVE_GL();
}
/***********************************************************************
* glConvolutionFilter2D
*/
void WINAPI wine_glConvolutionFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* image ) {
ENTER_GL();
glConvolutionFilter2D( target, internalformat, width, height, format, type, image );
LEAVE_GL();
}
/***********************************************************************
* glConvolutionParameterf
*/
void WINAPI wine_glConvolutionParameterf( GLenum target, GLenum pname, GLfloat params ) {
ENTER_GL();
glConvolutionParameterf( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glConvolutionParameterfv
*/
void WINAPI wine_glConvolutionParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glConvolutionParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glConvolutionParameteri
*/
void WINAPI wine_glConvolutionParameteri( GLenum target, GLenum pname, GLint params ) {
ENTER_GL();
glConvolutionParameteri( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glConvolutionParameteriv
*/
void WINAPI wine_glConvolutionParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glConvolutionParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glCopyColorSubTable
*/
void WINAPI wine_glCopyColorSubTable( GLenum target, GLsizei start, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
glCopyColorSubTable( target, start, x, y, width );
LEAVE_GL();
}
/***********************************************************************
* glCopyColorTable
*/
void WINAPI wine_glCopyColorTable( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
glCopyColorTable( target, internalformat, x, y, width );
LEAVE_GL();
}
/***********************************************************************
* glCopyConvolutionFilter1D
*/
void WINAPI wine_glCopyConvolutionFilter1D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
glCopyConvolutionFilter1D( target, internalformat, x, y, width );
LEAVE_GL();
}
/***********************************************************************
* glCopyConvolutionFilter2D
*/
void WINAPI wine_glCopyConvolutionFilter2D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
glCopyConvolutionFilter2D( target, internalformat, x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
* glCopyPixels
*/
void WINAPI wine_glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ) {
ENTER_GL();
glCopyPixels( x, y, width, height, type );
LEAVE_GL();
}
/***********************************************************************
* glCopyTexImage1D
*/
void WINAPI wine_glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ) {
ENTER_GL();
glCopyTexImage1D( target, level, internalformat, x, y, width, border );
LEAVE_GL();
}
/***********************************************************************
* glCopyTexImage2D
*/
void WINAPI wine_glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) {
ENTER_GL();
glCopyTexImage2D( target, level, internalformat, x, y, width, height, border );
LEAVE_GL();
}
/***********************************************************************
* glCopyTexSubImage1D
*/
void WINAPI wine_glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
glCopyTexSubImage1D( target, level, xoffset, x, y, width );
LEAVE_GL();
}
/***********************************************************************
* glCopyTexSubImage2D
*/
void WINAPI wine_glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
* glCopyTexSubImage3D
*/
void WINAPI wine_glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
glCopyTexSubImage3D( target, level, xoffset, yoffset, zoffset, x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
* glCullFace
*/
void WINAPI wine_glCullFace( GLenum mode ) {
ENTER_GL();
glCullFace( mode );
LEAVE_GL();
}
/***********************************************************************
* glDeleteLists
*/
void WINAPI wine_glDeleteLists( GLuint list, GLsizei range ) {
ENTER_GL();
glDeleteLists( list, range );
LEAVE_GL();
}
/***********************************************************************
* glDeleteTextures
*/
void WINAPI wine_glDeleteTextures( GLsizei n, GLuint* textures ) {
ENTER_GL();
glDeleteTextures( n, textures );
LEAVE_GL();
}
/***********************************************************************
* glDepthFunc
*/
void WINAPI wine_glDepthFunc( GLenum func ) {
ENTER_GL();
glDepthFunc( func );
LEAVE_GL();
}
/***********************************************************************
* glDepthMask
*/
void WINAPI wine_glDepthMask( GLboolean flag ) {
ENTER_GL();
glDepthMask( flag );
LEAVE_GL();
}
/***********************************************************************
* glDepthRange
*/
void WINAPI wine_glDepthRange( GLclampd near, GLclampd far ) {
ENTER_GL();
glDepthRange( near, far );
LEAVE_GL();
}
/***********************************************************************
* glDisable
*/
void WINAPI wine_glDisable( GLenum cap ) {
ENTER_GL();
glDisable( cap );
LEAVE_GL();
}
/***********************************************************************
* glDisableClientState
*/
void WINAPI wine_glDisableClientState( GLenum array ) {
ENTER_GL();
glDisableClientState( array );
LEAVE_GL();
}
/***********************************************************************
* glDrawArrays
*/
void WINAPI wine_glDrawArrays( GLenum mode, GLint first, GLsizei count ) {
ENTER_GL();
glDrawArrays( mode, first, count );
LEAVE_GL();
}
/***********************************************************************
* glDrawBuffer
*/
void WINAPI wine_glDrawBuffer( GLenum mode ) {
ENTER_GL();
glDrawBuffer( mode );
LEAVE_GL();
}
/***********************************************************************
* glDrawElements
*/
void WINAPI wine_glDrawElements( GLenum mode, GLsizei count, GLenum type, GLvoid* indices ) {
ENTER_GL();
glDrawElements( mode, count, type, indices );
LEAVE_GL();
}
/***********************************************************************
* glDrawPixels
*/
void WINAPI wine_glDrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glDrawPixels( width, height, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glDrawRangeElements
*/
void WINAPI wine_glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLvoid* indices ) {
ENTER_GL();
glDrawRangeElements( mode, start, end, count, type, indices );
LEAVE_GL();
}
/***********************************************************************
* glEdgeFlag
*/
void WINAPI wine_glEdgeFlag( GLboolean flag ) {
ENTER_GL();
glEdgeFlag( flag );
LEAVE_GL();
}
/***********************************************************************
* glEdgeFlagPointer
*/
void WINAPI wine_glEdgeFlagPointer( GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glEdgeFlagPointer( stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glEdgeFlagv
*/
void WINAPI wine_glEdgeFlagv( GLboolean* flag ) {
ENTER_GL();
glEdgeFlagv( flag );
LEAVE_GL();
}
/***********************************************************************
* glEnable
*/
void WINAPI wine_glEnable( GLenum cap ) {
ENTER_GL();
glEnable( cap );
LEAVE_GL();
}
/***********************************************************************
* glEnableClientState
*/
void WINAPI wine_glEnableClientState( GLenum array ) {
ENTER_GL();
glEnableClientState( array );
LEAVE_GL();
}
/***********************************************************************
* glEnd
*/
void WINAPI wine_glEnd( ) {
ENTER_GL();
glEnd( );
LEAVE_GL();
}
/***********************************************************************
* glEndList
*/
void WINAPI wine_glEndList( ) {
ENTER_GL();
glEndList( );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord1d
*/
void WINAPI wine_glEvalCoord1d( GLdouble u ) {
ENTER_GL();
glEvalCoord1d( u );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord1dv
*/
void WINAPI wine_glEvalCoord1dv( GLdouble* u ) {
ENTER_GL();
glEvalCoord1dv( u );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord1f
*/
void WINAPI wine_glEvalCoord1f( GLfloat u ) {
ENTER_GL();
glEvalCoord1f( u );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord1fv
*/
void WINAPI wine_glEvalCoord1fv( GLfloat* u ) {
ENTER_GL();
glEvalCoord1fv( u );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord2d
*/
void WINAPI wine_glEvalCoord2d( GLdouble u, GLdouble v ) {
ENTER_GL();
glEvalCoord2d( u, v );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord2dv
*/
void WINAPI wine_glEvalCoord2dv( GLdouble* u ) {
ENTER_GL();
glEvalCoord2dv( u );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord2f
*/
void WINAPI wine_glEvalCoord2f( GLfloat u, GLfloat v ) {
ENTER_GL();
glEvalCoord2f( u, v );
LEAVE_GL();
}
/***********************************************************************
* glEvalCoord2fv
*/
void WINAPI wine_glEvalCoord2fv( GLfloat* u ) {
ENTER_GL();
glEvalCoord2fv( u );
LEAVE_GL();
}
/***********************************************************************
* glEvalMesh1
*/
void WINAPI wine_glEvalMesh1( GLenum mode, GLint i1, GLint i2 ) {
ENTER_GL();
glEvalMesh1( mode, i1, i2 );
LEAVE_GL();
}
/***********************************************************************
* glEvalMesh2
*/
void WINAPI wine_glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) {
ENTER_GL();
glEvalMesh2( mode, i1, i2, j1, j2 );
LEAVE_GL();
}
/***********************************************************************
* glEvalPoint1
*/
void WINAPI wine_glEvalPoint1( GLint i ) {
ENTER_GL();
glEvalPoint1( i );
LEAVE_GL();
}
/***********************************************************************
* glEvalPoint2
*/
void WINAPI wine_glEvalPoint2( GLint i, GLint j ) {
ENTER_GL();
glEvalPoint2( i, j );
LEAVE_GL();
}
/***********************************************************************
* glFeedbackBuffer
*/
void WINAPI wine_glFeedbackBuffer( GLsizei size, GLenum type, GLfloat* buffer ) {
ENTER_GL();
glFeedbackBuffer( size, type, buffer );
LEAVE_GL();
}
/***********************************************************************
* glFinish
*/
void WINAPI wine_glFinish( ) {
ENTER_GL();
glFinish( );
LEAVE_GL();
}
/***********************************************************************
* glFlush
*/
void WINAPI wine_glFlush( ) {
ENTER_GL();
glFlush( );
LEAVE_GL();
}
/***********************************************************************
* glFogf
*/
void WINAPI wine_glFogf( GLenum pname, GLfloat param ) {
ENTER_GL();
glFogf( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glFogfv
*/
void WINAPI wine_glFogfv( GLenum pname, GLfloat* params ) {
ENTER_GL();
glFogfv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glFogi
*/
void WINAPI wine_glFogi( GLenum pname, GLint param ) {
ENTER_GL();
glFogi( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glFogiv
*/
void WINAPI wine_glFogiv( GLenum pname, GLint* params ) {
ENTER_GL();
glFogiv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glFrontFace
*/
void WINAPI wine_glFrontFace( GLenum mode ) {
ENTER_GL();
glFrontFace( mode );
LEAVE_GL();
}
/***********************************************************************
* glFrustum
*/
void WINAPI wine_glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar ) {
ENTER_GL();
glFrustum( left, right, bottom, top, zNear, zFar );
LEAVE_GL();
}
/***********************************************************************
* glGenLists
*/
GLuint WINAPI wine_glGenLists( GLsizei range ) {
GLuint ret_value;
ENTER_GL();
ret_value = glGenLists( range );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glGenTextures
*/
void WINAPI wine_glGenTextures( GLsizei n, GLuint* textures ) {
ENTER_GL();
glGenTextures( n, textures );
LEAVE_GL();
}
/***********************************************************************
* glGetBooleanv
*/
void WINAPI wine_glGetBooleanv( GLenum pname, GLboolean* params ) {
ENTER_GL();
glGetBooleanv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetClipPlane
*/
void WINAPI wine_glGetClipPlane( GLenum plane, GLdouble* equation ) {
ENTER_GL();
glGetClipPlane( plane, equation );
LEAVE_GL();
}
/***********************************************************************
* glGetColorTable
*/
void WINAPI wine_glGetColorTable( GLenum target, GLenum format, GLenum type, GLvoid* table ) {
ENTER_GL();
glGetColorTable( target, format, type, table );
LEAVE_GL();
}
/***********************************************************************
* glGetColorTableParameterfv
*/
void WINAPI wine_glGetColorTableParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetColorTableParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetColorTableParameteriv
*/
void WINAPI wine_glGetColorTableParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glGetColorTableParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetConvolutionFilter
*/
void WINAPI wine_glGetConvolutionFilter( GLenum target, GLenum format, GLenum type, GLvoid* image ) {
ENTER_GL();
glGetConvolutionFilter( target, format, type, image );
LEAVE_GL();
}
/***********************************************************************
* glGetConvolutionParameterfv
*/
void WINAPI wine_glGetConvolutionParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetConvolutionParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetConvolutionParameteriv
*/
void WINAPI wine_glGetConvolutionParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glGetConvolutionParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetDoublev
*/
void WINAPI wine_glGetDoublev( GLenum pname, GLdouble* params ) {
ENTER_GL();
glGetDoublev( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetError
*/
GLenum WINAPI wine_glGetError( ) {
GLenum ret_value;
ENTER_GL();
ret_value = glGetError( );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glGetFloatv
*/
void WINAPI wine_glGetFloatv( GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetFloatv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetHistogram
*/
void WINAPI wine_glGetHistogram( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid* values ) {
ENTER_GL();
glGetHistogram( target, reset, format, type, values );
LEAVE_GL();
}
/***********************************************************************
* glGetHistogramParameterfv
*/
void WINAPI wine_glGetHistogramParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetHistogramParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetHistogramParameteriv
*/
void WINAPI wine_glGetHistogramParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glGetHistogramParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetIntegerv
*/
void WINAPI wine_glGetIntegerv( GLenum pname, GLint* params ) {
ENTER_GL();
glGetIntegerv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetLightfv
*/
void WINAPI wine_glGetLightfv( GLenum light, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetLightfv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetLightiv
*/
void WINAPI wine_glGetLightiv( GLenum light, GLenum pname, GLint* params ) {
ENTER_GL();
glGetLightiv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetMapdv
*/
void WINAPI wine_glGetMapdv( GLenum target, GLenum query, GLdouble* v ) {
ENTER_GL();
glGetMapdv( target, query, v );
LEAVE_GL();
}
/***********************************************************************
* glGetMapfv
*/
void WINAPI wine_glGetMapfv( GLenum target, GLenum query, GLfloat* v ) {
ENTER_GL();
glGetMapfv( target, query, v );
LEAVE_GL();
}
/***********************************************************************
* glGetMapiv
*/
void WINAPI wine_glGetMapiv( GLenum target, GLenum query, GLint* v ) {
ENTER_GL();
glGetMapiv( target, query, v );
LEAVE_GL();
}
/***********************************************************************
* glGetMaterialfv
*/
void WINAPI wine_glGetMaterialfv( GLenum face, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetMaterialfv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetMaterialiv
*/
void WINAPI wine_glGetMaterialiv( GLenum face, GLenum pname, GLint* params ) {
ENTER_GL();
glGetMaterialiv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetMinmax
*/
void WINAPI wine_glGetMinmax( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid* values ) {
ENTER_GL();
glGetMinmax( target, reset, format, type, values );
LEAVE_GL();
}
/***********************************************************************
* glGetMinmaxParameterfv
*/
void WINAPI wine_glGetMinmaxParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetMinmaxParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetMinmaxParameteriv
*/
void WINAPI wine_glGetMinmaxParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glGetMinmaxParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetPixelMapfv
*/
void WINAPI wine_glGetPixelMapfv( GLenum map, GLfloat* values ) {
ENTER_GL();
glGetPixelMapfv( map, values );
LEAVE_GL();
}
/***********************************************************************
* glGetPixelMapuiv
*/
void WINAPI wine_glGetPixelMapuiv( GLenum map, GLuint* values ) {
ENTER_GL();
glGetPixelMapuiv( map, values );
LEAVE_GL();
}
/***********************************************************************
* glGetPixelMapusv
*/
void WINAPI wine_glGetPixelMapusv( GLenum map, GLushort* values ) {
ENTER_GL();
glGetPixelMapusv( map, values );
LEAVE_GL();
}
/***********************************************************************
* glGetPointerv
*/
void WINAPI wine_glGetPointerv( GLenum pname, GLvoid** params ) {
ENTER_GL();
glGetPointerv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetPolygonStipple
*/
void WINAPI wine_glGetPolygonStipple( GLubyte* mask ) {
ENTER_GL();
glGetPolygonStipple( mask );
LEAVE_GL();
}
/***********************************************************************
* glGetSeparableFilter
*/
void WINAPI wine_glGetSeparableFilter( GLenum target, GLenum format, GLenum type, GLvoid* row, GLvoid* column, GLvoid* span ) {
ENTER_GL();
glGetSeparableFilter( target, format, type, row, column, span );
LEAVE_GL();
}
/***********************************************************************
* glGetString
*/
GLstring WINAPI wine_glGetString( GLenum name ) {
GLstring ret_value;
ENTER_GL();
ret_value = glGetString( name );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glGetTexEnvfv
*/
void WINAPI wine_glGetTexEnvfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetTexEnvfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexEnviv
*/
void WINAPI wine_glGetTexEnviv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glGetTexEnviv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexGendv
*/
void WINAPI wine_glGetTexGendv( GLenum coord, GLenum pname, GLdouble* params ) {
ENTER_GL();
glGetTexGendv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexGenfv
*/
void WINAPI wine_glGetTexGenfv( GLenum coord, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetTexGenfv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexGeniv
*/
void WINAPI wine_glGetTexGeniv( GLenum coord, GLenum pname, GLint* params ) {
ENTER_GL();
glGetTexGeniv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexImage
*/
void WINAPI wine_glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glGetTexImage( target, level, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glGetTexLevelParameterfv
*/
void WINAPI wine_glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetTexLevelParameterfv( target, level, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexLevelParameteriv
*/
void WINAPI wine_glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint* params ) {
ENTER_GL();
glGetTexLevelParameteriv( target, level, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexParameterfv
*/
void WINAPI wine_glGetTexParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glGetTexParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glGetTexParameteriv
*/
void WINAPI wine_glGetTexParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glGetTexParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glHint
*/
void WINAPI wine_glHint( GLenum target, GLenum mode ) {
ENTER_GL();
glHint( target, mode );
LEAVE_GL();
}
/***********************************************************************
* glHistogram
*/
void WINAPI wine_glHistogram( GLenum target, GLsizei width, GLenum internalformat, GLboolean sink ) {
ENTER_GL();
glHistogram( target, width, internalformat, sink );
LEAVE_GL();
}
/***********************************************************************
* glIndexMask
*/
void WINAPI wine_glIndexMask( GLuint mask ) {
ENTER_GL();
glIndexMask( mask );
LEAVE_GL();
}
/***********************************************************************
* glIndexPointer
*/
void WINAPI wine_glIndexPointer( GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glIndexPointer( type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glIndexd
*/
void WINAPI wine_glIndexd( GLdouble c ) {
ENTER_GL();
glIndexd( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexdv
*/
void WINAPI wine_glIndexdv( GLdouble* c ) {
ENTER_GL();
glIndexdv( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexf
*/
void WINAPI wine_glIndexf( GLfloat c ) {
ENTER_GL();
glIndexf( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexfv
*/
void WINAPI wine_glIndexfv( GLfloat* c ) {
ENTER_GL();
glIndexfv( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexi
*/
void WINAPI wine_glIndexi( GLint c ) {
ENTER_GL();
glIndexi( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexiv
*/
void WINAPI wine_glIndexiv( GLint* c ) {
ENTER_GL();
glIndexiv( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexs
*/
void WINAPI wine_glIndexs( GLshort c ) {
ENTER_GL();
glIndexs( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexsv
*/
void WINAPI wine_glIndexsv( GLshort* c ) {
ENTER_GL();
glIndexsv( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexub
*/
void WINAPI wine_glIndexub( GLubyte c ) {
ENTER_GL();
glIndexub( c );
LEAVE_GL();
}
/***********************************************************************
* glIndexubv
*/
void WINAPI wine_glIndexubv( GLubyte* c ) {
ENTER_GL();
glIndexubv( c );
LEAVE_GL();
}
/***********************************************************************
* glInitNames
*/
void WINAPI wine_glInitNames( ) {
ENTER_GL();
glInitNames( );
LEAVE_GL();
}
/***********************************************************************
* glInterleavedArrays
*/
void WINAPI wine_glInterleavedArrays( GLenum format, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glInterleavedArrays( format, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glIsEnabled
*/
GLboolean WINAPI wine_glIsEnabled( GLenum cap ) {
GLboolean ret_value;
ENTER_GL();
ret_value = glIsEnabled( cap );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glIsList
*/
GLboolean WINAPI wine_glIsList( GLuint list ) {
GLboolean ret_value;
ENTER_GL();
ret_value = glIsList( list );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glIsTexture
*/
GLboolean WINAPI wine_glIsTexture( GLuint texture ) {
GLboolean ret_value;
ENTER_GL();
ret_value = glIsTexture( texture );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glLightModelf
*/
void WINAPI wine_glLightModelf( GLenum pname, GLfloat param ) {
ENTER_GL();
glLightModelf( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glLightModelfv
*/
void WINAPI wine_glLightModelfv( GLenum pname, GLfloat* params ) {
ENTER_GL();
glLightModelfv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glLightModeli
*/
void WINAPI wine_glLightModeli( GLenum pname, GLint param ) {
ENTER_GL();
glLightModeli( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glLightModeliv
*/
void WINAPI wine_glLightModeliv( GLenum pname, GLint* params ) {
ENTER_GL();
glLightModeliv( pname, params );
LEAVE_GL();
}
/***********************************************************************
* glLightf
*/
void WINAPI wine_glLightf( GLenum light, GLenum pname, GLfloat param ) {
ENTER_GL();
glLightf( light, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glLightfv
*/
void WINAPI wine_glLightfv( GLenum light, GLenum pname, GLfloat* params ) {
ENTER_GL();
glLightfv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glLighti
*/
void WINAPI wine_glLighti( GLenum light, GLenum pname, GLint param ) {
ENTER_GL();
glLighti( light, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glLightiv
*/
void WINAPI wine_glLightiv( GLenum light, GLenum pname, GLint* params ) {
ENTER_GL();
glLightiv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glLineStipple
*/
void WINAPI wine_glLineStipple( GLint factor, GLushort pattern ) {
ENTER_GL();
glLineStipple( factor, pattern );
LEAVE_GL();
}
/***********************************************************************
* glLineWidth
*/
void WINAPI wine_glLineWidth( GLfloat width ) {
ENTER_GL();
glLineWidth( width );
LEAVE_GL();
}
/***********************************************************************
* glListBase
*/
void WINAPI wine_glListBase( GLuint base ) {
ENTER_GL();
glListBase( base );
LEAVE_GL();
}
/***********************************************************************
* glLoadIdentity
*/
void WINAPI wine_glLoadIdentity( ) {
ENTER_GL();
glLoadIdentity( );
LEAVE_GL();
}
/***********************************************************************
* glLoadMatrixd
*/
void WINAPI wine_glLoadMatrixd( GLdouble* m ) {
ENTER_GL();
glLoadMatrixd( m );
LEAVE_GL();
}
/***********************************************************************
* glLoadMatrixf
*/
void WINAPI wine_glLoadMatrixf( GLfloat* m ) {
ENTER_GL();
glLoadMatrixf( m );
LEAVE_GL();
}
/***********************************************************************
* glLoadName
*/
void WINAPI wine_glLoadName( GLuint name ) {
ENTER_GL();
glLoadName( name );
LEAVE_GL();
}
/***********************************************************************
* glLogicOp
*/
void WINAPI wine_glLogicOp( GLenum opcode ) {
ENTER_GL();
glLogicOp( opcode );
LEAVE_GL();
}
/***********************************************************************
* glMap1d
*/
void WINAPI wine_glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, GLdouble* points ) {
ENTER_GL();
glMap1d( target, u1, u2, stride, order, points );
LEAVE_GL();
}
/***********************************************************************
* glMap1f
*/
void WINAPI wine_glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, GLfloat* points ) {
ENTER_GL();
glMap1f( target, u1, u2, stride, order, points );
LEAVE_GL();
}
/***********************************************************************
* glMap2d
*/
void WINAPI wine_glMap2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble* points ) {
ENTER_GL();
glMap2d( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points );
LEAVE_GL();
}
/***********************************************************************
* glMap2f
*/
void WINAPI wine_glMap2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat* points ) {
ENTER_GL();
glMap2f( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points );
LEAVE_GL();
}
/***********************************************************************
* glMapGrid1d
*/
void WINAPI wine_glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ) {
ENTER_GL();
glMapGrid1d( un, u1, u2 );
LEAVE_GL();
}
/***********************************************************************
* glMapGrid1f
*/
void WINAPI wine_glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) {
ENTER_GL();
glMapGrid1f( un, u1, u2 );
LEAVE_GL();
}
/***********************************************************************
* glMapGrid2d
*/
void WINAPI wine_glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) {
ENTER_GL();
glMapGrid2d( un, u1, u2, vn, v1, v2 );
LEAVE_GL();
}
/***********************************************************************
* glMapGrid2f
*/
void WINAPI wine_glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) {
ENTER_GL();
glMapGrid2f( un, u1, u2, vn, v1, v2 );
LEAVE_GL();
}
/***********************************************************************
* glMaterialf
*/
void WINAPI wine_glMaterialf( GLenum face, GLenum pname, GLfloat param ) {
ENTER_GL();
glMaterialf( face, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glMaterialfv
*/
void WINAPI wine_glMaterialfv( GLenum face, GLenum pname, GLfloat* params ) {
ENTER_GL();
glMaterialfv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glMateriali
*/
void WINAPI wine_glMateriali( GLenum face, GLenum pname, GLint param ) {
ENTER_GL();
glMateriali( face, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glMaterialiv
*/
void WINAPI wine_glMaterialiv( GLenum face, GLenum pname, GLint* params ) {
ENTER_GL();
glMaterialiv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glMatrixMode
*/
void WINAPI wine_glMatrixMode( GLenum mode ) {
ENTER_GL();
glMatrixMode( mode );
LEAVE_GL();
}
/***********************************************************************
* glMinmax
*/
void WINAPI wine_glMinmax( GLenum target, GLenum internalformat, GLboolean sink ) {
ENTER_GL();
glMinmax( target, internalformat, sink );
LEAVE_GL();
}
/***********************************************************************
* glMultMatrixd
*/
void WINAPI wine_glMultMatrixd( GLdouble* m ) {
ENTER_GL();
glMultMatrixd( m );
LEAVE_GL();
}
/***********************************************************************
* glMultMatrixf
*/
void WINAPI wine_glMultMatrixf( GLfloat* m ) {
ENTER_GL();
glMultMatrixf( m );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1dARB
*/
void WINAPI wine_glMultiTexCoord1dARB( GLenum target, GLdouble s ) {
ENTER_GL();
glMultiTexCoord1dARB( target, s );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1dvARB
*/
void WINAPI wine_glMultiTexCoord1dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
glMultiTexCoord1dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1fARB
*/
void WINAPI wine_glMultiTexCoord1fARB( GLenum target, GLfloat s ) {
ENTER_GL();
glMultiTexCoord1fARB( target, s );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1fvARB
*/
void WINAPI wine_glMultiTexCoord1fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
glMultiTexCoord1fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1iARB
*/
void WINAPI wine_glMultiTexCoord1iARB( GLenum target, GLint s ) {
ENTER_GL();
glMultiTexCoord1iARB( target, s );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1ivARB
*/
void WINAPI wine_glMultiTexCoord1ivARB( GLenum target, GLint* v ) {
ENTER_GL();
glMultiTexCoord1ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1sARB
*/
void WINAPI wine_glMultiTexCoord1sARB( GLenum target, GLshort s ) {
ENTER_GL();
glMultiTexCoord1sARB( target, s );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord1svARB
*/
void WINAPI wine_glMultiTexCoord1svARB( GLenum target, GLshort* v ) {
ENTER_GL();
glMultiTexCoord1svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2dARB
*/
void WINAPI wine_glMultiTexCoord2dARB( GLenum target, GLdouble s, GLdouble t ) {
ENTER_GL();
glMultiTexCoord2dARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2dvARB
*/
void WINAPI wine_glMultiTexCoord2dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
glMultiTexCoord2dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2fARB
*/
void WINAPI wine_glMultiTexCoord2fARB( GLenum target, GLfloat s, GLfloat t ) {
ENTER_GL();
glMultiTexCoord2fARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2fvARB
*/
void WINAPI wine_glMultiTexCoord2fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
glMultiTexCoord2fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2iARB
*/
void WINAPI wine_glMultiTexCoord2iARB( GLenum target, GLint s, GLint t ) {
ENTER_GL();
glMultiTexCoord2iARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2ivARB
*/
void WINAPI wine_glMultiTexCoord2ivARB( GLenum target, GLint* v ) {
ENTER_GL();
glMultiTexCoord2ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2sARB
*/
void WINAPI wine_glMultiTexCoord2sARB( GLenum target, GLshort s, GLshort t ) {
ENTER_GL();
glMultiTexCoord2sARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord2svARB
*/
void WINAPI wine_glMultiTexCoord2svARB( GLenum target, GLshort* v ) {
ENTER_GL();
glMultiTexCoord2svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3dARB
*/
void WINAPI wine_glMultiTexCoord3dARB( GLenum target, GLdouble s, GLdouble t, GLdouble r ) {
ENTER_GL();
glMultiTexCoord3dARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3dvARB
*/
void WINAPI wine_glMultiTexCoord3dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
glMultiTexCoord3dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3fARB
*/
void WINAPI wine_glMultiTexCoord3fARB( GLenum target, GLfloat s, GLfloat t, GLfloat r ) {
ENTER_GL();
glMultiTexCoord3fARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3fvARB
*/
void WINAPI wine_glMultiTexCoord3fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
glMultiTexCoord3fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3iARB
*/
void WINAPI wine_glMultiTexCoord3iARB( GLenum target, GLint s, GLint t, GLint r ) {
ENTER_GL();
glMultiTexCoord3iARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3ivARB
*/
void WINAPI wine_glMultiTexCoord3ivARB( GLenum target, GLint* v ) {
ENTER_GL();
glMultiTexCoord3ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3sARB
*/
void WINAPI wine_glMultiTexCoord3sARB( GLenum target, GLshort s, GLshort t, GLshort r ) {
ENTER_GL();
glMultiTexCoord3sARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord3svARB
*/
void WINAPI wine_glMultiTexCoord3svARB( GLenum target, GLshort* v ) {
ENTER_GL();
glMultiTexCoord3svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4dARB
*/
void WINAPI wine_glMultiTexCoord4dARB( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {
ENTER_GL();
glMultiTexCoord4dARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4dvARB
*/
void WINAPI wine_glMultiTexCoord4dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
glMultiTexCoord4dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4fARB
*/
void WINAPI wine_glMultiTexCoord4fARB( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
ENTER_GL();
glMultiTexCoord4fARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4fvARB
*/
void WINAPI wine_glMultiTexCoord4fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
glMultiTexCoord4fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4iARB
*/
void WINAPI wine_glMultiTexCoord4iARB( GLenum target, GLint s, GLint t, GLint r, GLint q ) {
ENTER_GL();
glMultiTexCoord4iARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4ivARB
*/
void WINAPI wine_glMultiTexCoord4ivARB( GLenum target, GLint* v ) {
ENTER_GL();
glMultiTexCoord4ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4sARB
*/
void WINAPI wine_glMultiTexCoord4sARB( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ) {
ENTER_GL();
glMultiTexCoord4sARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glMultiTexCoord4svARB
*/
void WINAPI wine_glMultiTexCoord4svARB( GLenum target, GLshort* v ) {
ENTER_GL();
glMultiTexCoord4svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
* glNewList
*/
void WINAPI wine_glNewList( GLuint list, GLenum mode ) {
ENTER_GL();
glNewList( list, mode );
LEAVE_GL();
}
/***********************************************************************
* glNormal3b
*/
void WINAPI wine_glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ) {
ENTER_GL();
glNormal3b( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
* glNormal3bv
*/
void WINAPI wine_glNormal3bv( GLbyte* v ) {
ENTER_GL();
glNormal3bv( v );
LEAVE_GL();
}
/***********************************************************************
* glNormal3d
*/
void WINAPI wine_glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ) {
ENTER_GL();
glNormal3d( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
* glNormal3dv
*/
void WINAPI wine_glNormal3dv( GLdouble* v ) {
ENTER_GL();
glNormal3dv( v );
LEAVE_GL();
}
/***********************************************************************
* glNormal3f
*/
void WINAPI wine_glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ) {
ENTER_GL();
glNormal3f( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
* glNormal3fv
*/
void WINAPI wine_glNormal3fv( GLfloat* v ) {
ENTER_GL();
glNormal3fv( v );
LEAVE_GL();
}
/***********************************************************************
* glNormal3i
*/
void WINAPI wine_glNormal3i( GLint nx, GLint ny, GLint nz ) {
ENTER_GL();
glNormal3i( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
* glNormal3iv
*/
void WINAPI wine_glNormal3iv( GLint* v ) {
ENTER_GL();
glNormal3iv( v );
LEAVE_GL();
}
/***********************************************************************
* glNormal3s
*/
void WINAPI wine_glNormal3s( GLshort nx, GLshort ny, GLshort nz ) {
ENTER_GL();
glNormal3s( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
* glNormal3sv
*/
void WINAPI wine_glNormal3sv( GLshort* v ) {
ENTER_GL();
glNormal3sv( v );
LEAVE_GL();
}
/***********************************************************************
* glNormalPointer
*/
void WINAPI wine_glNormalPointer( GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glNormalPointer( type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glOrtho
*/
void WINAPI wine_glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar ) {
ENTER_GL();
glOrtho( left, right, bottom, top, zNear, zFar );
LEAVE_GL();
}
/***********************************************************************
* glPassThrough
*/
void WINAPI wine_glPassThrough( GLfloat token ) {
ENTER_GL();
glPassThrough( token );
LEAVE_GL();
}
/***********************************************************************
* glPixelMapfv
*/
void WINAPI wine_glPixelMapfv( GLenum map, GLint mapsize, GLfloat* values ) {
ENTER_GL();
glPixelMapfv( map, mapsize, values );
LEAVE_GL();
}
/***********************************************************************
* glPixelMapuiv
*/
void WINAPI wine_glPixelMapuiv( GLenum map, GLint mapsize, GLuint* values ) {
ENTER_GL();
glPixelMapuiv( map, mapsize, values );
LEAVE_GL();
}
/***********************************************************************
* glPixelMapusv
*/
void WINAPI wine_glPixelMapusv( GLenum map, GLint mapsize, GLushort* values ) {
ENTER_GL();
glPixelMapusv( map, mapsize, values );
LEAVE_GL();
}
/***********************************************************************
* glPixelStoref
*/
void WINAPI wine_glPixelStoref( GLenum pname, GLfloat param ) {
ENTER_GL();
glPixelStoref( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glPixelStorei
*/
void WINAPI wine_glPixelStorei( GLenum pname, GLint param ) {
ENTER_GL();
glPixelStorei( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glPixelTransferf
*/
void WINAPI wine_glPixelTransferf( GLenum pname, GLfloat param ) {
ENTER_GL();
glPixelTransferf( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glPixelTransferi
*/
void WINAPI wine_glPixelTransferi( GLenum pname, GLint param ) {
ENTER_GL();
glPixelTransferi( pname, param );
LEAVE_GL();
}
/***********************************************************************
* glPixelZoom
*/
void WINAPI wine_glPixelZoom( GLfloat xfactor, GLfloat yfactor ) {
ENTER_GL();
glPixelZoom( xfactor, yfactor );
LEAVE_GL();
}
/***********************************************************************
* glPointSize
*/
void WINAPI wine_glPointSize( GLfloat size ) {
ENTER_GL();
glPointSize( size );
LEAVE_GL();
}
/***********************************************************************
* glPolygonMode
*/
void WINAPI wine_glPolygonMode( GLenum face, GLenum mode ) {
ENTER_GL();
glPolygonMode( face, mode );
LEAVE_GL();
}
/***********************************************************************
* glPolygonOffset
*/
void WINAPI wine_glPolygonOffset( GLfloat factor, GLfloat units ) {
ENTER_GL();
glPolygonOffset( factor, units );
LEAVE_GL();
}
/***********************************************************************
* glPolygonStipple
*/
void WINAPI wine_glPolygonStipple( GLubyte* mask ) {
ENTER_GL();
glPolygonStipple( mask );
LEAVE_GL();
}
/***********************************************************************
* glPopAttrib
*/
void WINAPI wine_glPopAttrib( ) {
ENTER_GL();
glPopAttrib( );
LEAVE_GL();
}
/***********************************************************************
* glPopClientAttrib
*/
void WINAPI wine_glPopClientAttrib( ) {
ENTER_GL();
glPopClientAttrib( );
LEAVE_GL();
}
/***********************************************************************
* glPopMatrix
*/
void WINAPI wine_glPopMatrix( ) {
ENTER_GL();
glPopMatrix( );
LEAVE_GL();
}
/***********************************************************************
* glPopName
*/
void WINAPI wine_glPopName( ) {
ENTER_GL();
glPopName( );
LEAVE_GL();
}
/***********************************************************************
* glPrioritizeTextures
*/
void WINAPI wine_glPrioritizeTextures( GLsizei n, GLuint* textures, GLclampf* priorities ) {
ENTER_GL();
glPrioritizeTextures( n, textures, priorities );
LEAVE_GL();
}
/***********************************************************************
* glPushAttrib
*/
void WINAPI wine_glPushAttrib( GLbitfield mask ) {
ENTER_GL();
glPushAttrib( mask );
LEAVE_GL();
}
/***********************************************************************
* glPushClientAttrib
*/
void WINAPI wine_glPushClientAttrib( GLbitfield mask ) {
ENTER_GL();
glPushClientAttrib( mask );
LEAVE_GL();
}
/***********************************************************************
* glPushMatrix
*/
void WINAPI wine_glPushMatrix( ) {
ENTER_GL();
glPushMatrix( );
LEAVE_GL();
}
/***********************************************************************
* glPushName
*/
void WINAPI wine_glPushName( GLuint name ) {
ENTER_GL();
glPushName( name );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2d
*/
void WINAPI wine_glRasterPos2d( GLdouble x, GLdouble y ) {
ENTER_GL();
glRasterPos2d( x, y );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2dv
*/
void WINAPI wine_glRasterPos2dv( GLdouble* v ) {
ENTER_GL();
glRasterPos2dv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2f
*/
void WINAPI wine_glRasterPos2f( GLfloat x, GLfloat y ) {
ENTER_GL();
glRasterPos2f( x, y );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2fv
*/
void WINAPI wine_glRasterPos2fv( GLfloat* v ) {
ENTER_GL();
glRasterPos2fv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2i
*/
void WINAPI wine_glRasterPos2i( GLint x, GLint y ) {
ENTER_GL();
glRasterPos2i( x, y );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2iv
*/
void WINAPI wine_glRasterPos2iv( GLint* v ) {
ENTER_GL();
glRasterPos2iv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2s
*/
void WINAPI wine_glRasterPos2s( GLshort x, GLshort y ) {
ENTER_GL();
glRasterPos2s( x, y );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos2sv
*/
void WINAPI wine_glRasterPos2sv( GLshort* v ) {
ENTER_GL();
glRasterPos2sv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3d
*/
void WINAPI wine_glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
glRasterPos3d( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3dv
*/
void WINAPI wine_glRasterPos3dv( GLdouble* v ) {
ENTER_GL();
glRasterPos3dv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3f
*/
void WINAPI wine_glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
glRasterPos3f( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3fv
*/
void WINAPI wine_glRasterPos3fv( GLfloat* v ) {
ENTER_GL();
glRasterPos3fv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3i
*/
void WINAPI wine_glRasterPos3i( GLint x, GLint y, GLint z ) {
ENTER_GL();
glRasterPos3i( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3iv
*/
void WINAPI wine_glRasterPos3iv( GLint* v ) {
ENTER_GL();
glRasterPos3iv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3s
*/
void WINAPI wine_glRasterPos3s( GLshort x, GLshort y, GLshort z ) {
ENTER_GL();
glRasterPos3s( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos3sv
*/
void WINAPI wine_glRasterPos3sv( GLshort* v ) {
ENTER_GL();
glRasterPos3sv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4d
*/
void WINAPI wine_glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
ENTER_GL();
glRasterPos4d( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4dv
*/
void WINAPI wine_glRasterPos4dv( GLdouble* v ) {
ENTER_GL();
glRasterPos4dv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4f
*/
void WINAPI wine_glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
ENTER_GL();
glRasterPos4f( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4fv
*/
void WINAPI wine_glRasterPos4fv( GLfloat* v ) {
ENTER_GL();
glRasterPos4fv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4i
*/
void WINAPI wine_glRasterPos4i( GLint x, GLint y, GLint z, GLint w ) {
ENTER_GL();
glRasterPos4i( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4iv
*/
void WINAPI wine_glRasterPos4iv( GLint* v ) {
ENTER_GL();
glRasterPos4iv( v );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4s
*/
void WINAPI wine_glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ) {
ENTER_GL();
glRasterPos4s( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glRasterPos4sv
*/
void WINAPI wine_glRasterPos4sv( GLshort* v ) {
ENTER_GL();
glRasterPos4sv( v );
LEAVE_GL();
}
/***********************************************************************
* glReadBuffer
*/
void WINAPI wine_glReadBuffer( GLenum mode ) {
ENTER_GL();
glReadBuffer( mode );
LEAVE_GL();
}
/***********************************************************************
* glReadPixels
*/
void WINAPI wine_glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glReadPixels( x, y, width, height, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glRectd
*/
void WINAPI wine_glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ) {
ENTER_GL();
glRectd( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
* glRectdv
*/
void WINAPI wine_glRectdv( GLdouble* v1, GLdouble* v2 ) {
ENTER_GL();
glRectdv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
* glRectf
*/
void WINAPI wine_glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) {
ENTER_GL();
glRectf( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
* glRectfv
*/
void WINAPI wine_glRectfv( GLfloat* v1, GLfloat* v2 ) {
ENTER_GL();
glRectfv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
* glRecti
*/
void WINAPI wine_glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ) {
ENTER_GL();
glRecti( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
* glRectiv
*/
void WINAPI wine_glRectiv( GLint* v1, GLint* v2 ) {
ENTER_GL();
glRectiv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
* glRects
*/
void WINAPI wine_glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ) {
ENTER_GL();
glRects( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
* glRectsv
*/
void WINAPI wine_glRectsv( GLshort* v1, GLshort* v2 ) {
ENTER_GL();
glRectsv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
* glRenderMode
*/
GLint WINAPI wine_glRenderMode( GLenum mode ) {
GLint ret_value;
ENTER_GL();
ret_value = glRenderMode( mode );
LEAVE_GL();
return ret_value;
}
/***********************************************************************
* glResetHistogram
*/
void WINAPI wine_glResetHistogram( GLenum target ) {
ENTER_GL();
glResetHistogram( target );
LEAVE_GL();
}
/***********************************************************************
* glResetMinmax
*/
void WINAPI wine_glResetMinmax( GLenum target ) {
ENTER_GL();
glResetMinmax( target );
LEAVE_GL();
}
/***********************************************************************
* glRotated
*/
void WINAPI wine_glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
glRotated( angle, x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glRotatef
*/
void WINAPI wine_glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
glRotatef( angle, x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glScaled
*/
void WINAPI wine_glScaled( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
glScaled( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glScalef
*/
void WINAPI wine_glScalef( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
glScalef( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glScissor
*/
void WINAPI wine_glScissor( GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
glScissor( x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
* glSelectBuffer
*/
void WINAPI wine_glSelectBuffer( GLsizei size, GLuint* buffer ) {
ENTER_GL();
glSelectBuffer( size, buffer );
LEAVE_GL();
}
/***********************************************************************
* glSeparableFilter2D
*/
void WINAPI wine_glSeparableFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* row, GLvoid* column ) {
ENTER_GL();
glSeparableFilter2D( target, internalformat, width, height, format, type, row, column );
LEAVE_GL();
}
/***********************************************************************
* glShadeModel
*/
void WINAPI wine_glShadeModel( GLenum mode ) {
ENTER_GL();
glShadeModel( mode );
LEAVE_GL();
}
/***********************************************************************
* glStencilFunc
*/
void WINAPI wine_glStencilFunc( GLenum func, GLint ref, GLuint mask ) {
ENTER_GL();
glStencilFunc( func, ref, mask );
LEAVE_GL();
}
/***********************************************************************
* glStencilMask
*/
void WINAPI wine_glStencilMask( GLuint mask ) {
ENTER_GL();
glStencilMask( mask );
LEAVE_GL();
}
/***********************************************************************
* glStencilOp
*/
void WINAPI wine_glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ) {
ENTER_GL();
glStencilOp( fail, zfail, zpass );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1d
*/
void WINAPI wine_glTexCoord1d( GLdouble s ) {
ENTER_GL();
glTexCoord1d( s );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1dv
*/
void WINAPI wine_glTexCoord1dv( GLdouble* v ) {
ENTER_GL();
glTexCoord1dv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1f
*/
void WINAPI wine_glTexCoord1f( GLfloat s ) {
ENTER_GL();
glTexCoord1f( s );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1fv
*/
void WINAPI wine_glTexCoord1fv( GLfloat* v ) {
ENTER_GL();
glTexCoord1fv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1i
*/
void WINAPI wine_glTexCoord1i( GLint s ) {
ENTER_GL();
glTexCoord1i( s );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1iv
*/
void WINAPI wine_glTexCoord1iv( GLint* v ) {
ENTER_GL();
glTexCoord1iv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1s
*/
void WINAPI wine_glTexCoord1s( GLshort s ) {
ENTER_GL();
glTexCoord1s( s );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord1sv
*/
void WINAPI wine_glTexCoord1sv( GLshort* v ) {
ENTER_GL();
glTexCoord1sv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2d
*/
void WINAPI wine_glTexCoord2d( GLdouble s, GLdouble t ) {
ENTER_GL();
glTexCoord2d( s, t );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2dv
*/
void WINAPI wine_glTexCoord2dv( GLdouble* v ) {
ENTER_GL();
glTexCoord2dv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2f
*/
void WINAPI wine_glTexCoord2f( GLfloat s, GLfloat t ) {
ENTER_GL();
glTexCoord2f( s, t );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2fv
*/
void WINAPI wine_glTexCoord2fv( GLfloat* v ) {
ENTER_GL();
glTexCoord2fv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2i
*/
void WINAPI wine_glTexCoord2i( GLint s, GLint t ) {
ENTER_GL();
glTexCoord2i( s, t );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2iv
*/
void WINAPI wine_glTexCoord2iv( GLint* v ) {
ENTER_GL();
glTexCoord2iv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2s
*/
void WINAPI wine_glTexCoord2s( GLshort s, GLshort t ) {
ENTER_GL();
glTexCoord2s( s, t );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord2sv
*/
void WINAPI wine_glTexCoord2sv( GLshort* v ) {
ENTER_GL();
glTexCoord2sv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3d
*/
void WINAPI wine_glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ) {
ENTER_GL();
glTexCoord3d( s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3dv
*/
void WINAPI wine_glTexCoord3dv( GLdouble* v ) {
ENTER_GL();
glTexCoord3dv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3f
*/
void WINAPI wine_glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ) {
ENTER_GL();
glTexCoord3f( s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3fv
*/
void WINAPI wine_glTexCoord3fv( GLfloat* v ) {
ENTER_GL();
glTexCoord3fv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3i
*/
void WINAPI wine_glTexCoord3i( GLint s, GLint t, GLint r ) {
ENTER_GL();
glTexCoord3i( s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3iv
*/
void WINAPI wine_glTexCoord3iv( GLint* v ) {
ENTER_GL();
glTexCoord3iv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3s
*/
void WINAPI wine_glTexCoord3s( GLshort s, GLshort t, GLshort r ) {
ENTER_GL();
glTexCoord3s( s, t, r );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord3sv
*/
void WINAPI wine_glTexCoord3sv( GLshort* v ) {
ENTER_GL();
glTexCoord3sv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4d
*/
void WINAPI wine_glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {
ENTER_GL();
glTexCoord4d( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4dv
*/
void WINAPI wine_glTexCoord4dv( GLdouble* v ) {
ENTER_GL();
glTexCoord4dv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4f
*/
void WINAPI wine_glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
ENTER_GL();
glTexCoord4f( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4fv
*/
void WINAPI wine_glTexCoord4fv( GLfloat* v ) {
ENTER_GL();
glTexCoord4fv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4i
*/
void WINAPI wine_glTexCoord4i( GLint s, GLint t, GLint r, GLint q ) {
ENTER_GL();
glTexCoord4i( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4iv
*/
void WINAPI wine_glTexCoord4iv( GLint* v ) {
ENTER_GL();
glTexCoord4iv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4s
*/
void WINAPI wine_glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) {
ENTER_GL();
glTexCoord4s( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
* glTexCoord4sv
*/
void WINAPI wine_glTexCoord4sv( GLshort* v ) {
ENTER_GL();
glTexCoord4sv( v );
LEAVE_GL();
}
/***********************************************************************
* glTexCoordPointer
*/
void WINAPI wine_glTexCoordPointer( GLint size, GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glTexCoordPointer( size, type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glTexEnvf
*/
void WINAPI wine_glTexEnvf( GLenum target, GLenum pname, GLfloat param ) {
ENTER_GL();
glTexEnvf( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexEnvfv
*/
void WINAPI wine_glTexEnvfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glTexEnvfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexEnvi
*/
void WINAPI wine_glTexEnvi( GLenum target, GLenum pname, GLint param ) {
ENTER_GL();
glTexEnvi( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexEnviv
*/
void WINAPI wine_glTexEnviv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glTexEnviv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexGend
*/
void WINAPI wine_glTexGend( GLenum coord, GLenum pname, GLdouble param ) {
ENTER_GL();
glTexGend( coord, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexGendv
*/
void WINAPI wine_glTexGendv( GLenum coord, GLenum pname, GLdouble* params ) {
ENTER_GL();
glTexGendv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexGenf
*/
void WINAPI wine_glTexGenf( GLenum coord, GLenum pname, GLfloat param ) {
ENTER_GL();
glTexGenf( coord, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexGenfv
*/
void WINAPI wine_glTexGenfv( GLenum coord, GLenum pname, GLfloat* params ) {
ENTER_GL();
glTexGenfv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexGeni
*/
void WINAPI wine_glTexGeni( GLenum coord, GLenum pname, GLint param ) {
ENTER_GL();
glTexGeni( coord, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexGeniv
*/
void WINAPI wine_glTexGeniv( GLenum coord, GLenum pname, GLint* params ) {
ENTER_GL();
glTexGeniv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexImage1D
*/
void WINAPI wine_glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glTexImage1D( target, level, internalformat, width, border, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glTexImage2D
*/
void WINAPI wine_glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glTexImage2D( target, level, internalformat, width, height, border, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glTexImage3D
*/
void WINAPI wine_glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glTexImage3D( target, level, internalformat, width, height, depth, border, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glTexParameterf
*/
void WINAPI wine_glTexParameterf( GLenum target, GLenum pname, GLfloat param ) {
ENTER_GL();
glTexParameterf( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexParameterfv
*/
void WINAPI wine_glTexParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
glTexParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexParameteri
*/
void WINAPI wine_glTexParameteri( GLenum target, GLenum pname, GLint param ) {
ENTER_GL();
glTexParameteri( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
* glTexParameteriv
*/
void WINAPI wine_glTexParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
glTexParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
* glTexSubImage1D
*/
void WINAPI wine_glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glTexSubImage1D( target, level, xoffset, width, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glTexSubImage2D
*/
void WINAPI wine_glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glTexSubImage3D
*/
void WINAPI wine_glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
glTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
* glTranslated
*/
void WINAPI wine_glTranslated( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
glTranslated( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glTranslatef
*/
void WINAPI wine_glTranslatef( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
glTranslatef( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glVertex2d
*/
void WINAPI wine_glVertex2d( GLdouble x, GLdouble y ) {
ENTER_GL();
glVertex2d( x, y );
LEAVE_GL();
}
/***********************************************************************
* glVertex2dv
*/
void WINAPI wine_glVertex2dv( GLdouble* v ) {
ENTER_GL();
glVertex2dv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex2f
*/
void WINAPI wine_glVertex2f( GLfloat x, GLfloat y ) {
ENTER_GL();
glVertex2f( x, y );
LEAVE_GL();
}
/***********************************************************************
* glVertex2fv
*/
void WINAPI wine_glVertex2fv( GLfloat* v ) {
ENTER_GL();
glVertex2fv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex2i
*/
void WINAPI wine_glVertex2i( GLint x, GLint y ) {
ENTER_GL();
glVertex2i( x, y );
LEAVE_GL();
}
/***********************************************************************
* glVertex2iv
*/
void WINAPI wine_glVertex2iv( GLint* v ) {
ENTER_GL();
glVertex2iv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex2s
*/
void WINAPI wine_glVertex2s( GLshort x, GLshort y ) {
ENTER_GL();
glVertex2s( x, y );
LEAVE_GL();
}
/***********************************************************************
* glVertex2sv
*/
void WINAPI wine_glVertex2sv( GLshort* v ) {
ENTER_GL();
glVertex2sv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex3d
*/
void WINAPI wine_glVertex3d( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
glVertex3d( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glVertex3dv
*/
void WINAPI wine_glVertex3dv( GLdouble* v ) {
ENTER_GL();
glVertex3dv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex3f
*/
void WINAPI wine_glVertex3f( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
glVertex3f( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glVertex3fv
*/
void WINAPI wine_glVertex3fv( GLfloat* v ) {
ENTER_GL();
glVertex3fv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex3i
*/
void WINAPI wine_glVertex3i( GLint x, GLint y, GLint z ) {
ENTER_GL();
glVertex3i( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glVertex3iv
*/
void WINAPI wine_glVertex3iv( GLint* v ) {
ENTER_GL();
glVertex3iv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex3s
*/
void WINAPI wine_glVertex3s( GLshort x, GLshort y, GLshort z ) {
ENTER_GL();
glVertex3s( x, y, z );
LEAVE_GL();
}
/***********************************************************************
* glVertex3sv
*/
void WINAPI wine_glVertex3sv( GLshort* v ) {
ENTER_GL();
glVertex3sv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex4d
*/
void WINAPI wine_glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
ENTER_GL();
glVertex4d( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glVertex4dv
*/
void WINAPI wine_glVertex4dv( GLdouble* v ) {
ENTER_GL();
glVertex4dv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex4f
*/
void WINAPI wine_glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
ENTER_GL();
glVertex4f( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glVertex4fv
*/
void WINAPI wine_glVertex4fv( GLfloat* v ) {
ENTER_GL();
glVertex4fv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex4i
*/
void WINAPI wine_glVertex4i( GLint x, GLint y, GLint z, GLint w ) {
ENTER_GL();
glVertex4i( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glVertex4iv
*/
void WINAPI wine_glVertex4iv( GLint* v ) {
ENTER_GL();
glVertex4iv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertex4s
*/
void WINAPI wine_glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) {
ENTER_GL();
glVertex4s( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
* glVertex4sv
*/
void WINAPI wine_glVertex4sv( GLshort* v ) {
ENTER_GL();
glVertex4sv( v );
LEAVE_GL();
}
/***********************************************************************
* glVertexPointer
*/
void WINAPI wine_glVertexPointer( GLint size, GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
glVertexPointer( size, type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
* glViewport
*/
void WINAPI wine_glViewport( GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
glViewport( x, y, width, height );
LEAVE_GL();
}