Sweden-Number/dlls/opengl32/opengl_norm.c

2472 lines
54 KiB
C

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