--- /dev/null
+windows/*.o
+
+*.exe
+triangle
+triangle_legacygl
+image
+image_bubble
+index_buffer
+math
+wireframe
+framebuffer
+cube
\ No newline at end of file
--- /dev/null
+# This makefile builds the demo programs and their dependencies.
+#
+# Condition for Windows taken from http://stackoverflow.com/a/12099167 by Trevor Robinson.
+# make -p lists all defined variables and implicit rules. Useful to see what we start out with.
+# $(warning $(VAR)) is usefull to output the value of a variable for debugging.
+
+
+
+# Setup implicit rule to build object files
+CC = gcc
+CFLAGS = -std=c99 -Ideps/include -Werror -Wall -Wextra -Wno-unused-variable -Wno-unused-but-set-variable -Wno-unused-parameter
+
+# Choose between debug and release build.
+ifdef RELEASE
+ CFLAGS += -O3 -s
+ # Don't open a console window in the background for release builds. This sends all stdout and stderr output to oblivion.
+ ifeq ($(OS),Windows_NT)
+ CFLAGS += -mwindows
+ endif
+else
+ CFLAGS += -g
+endif
+
+
+
+#
+# Demo applications, object files are created by implicit rules
+#
+DEMOS = $(patsubst %.c,%,$(wildcard *.c))
+all: $(DEMOS)
+
+$(DEMOS): deps/libSDL2.a $(PLATFORM_DEPS)
+wireframe framebuffer cube: ../math_3d.h
+
+# Clean all files in the .gitignore list, ensures that the ignore file
+# is properly maintained.
+clean:
+ cat .gitignore | xargs rm -fr
+
+
+
+#
+# Fetch SDL2 library
+#
+ifeq ($(OS),Windows_NT)
+
+# On Windows download the MinGW development files and extract the static libraries and headers
+# from it. The basic utilities in the win directory are taken from http://unxutils.sourceforge.net/.
+# Old but probably sufficient.
+
+# Add the windows directory to the PATH so we can use the basic UNIX utilities there.
+export PATH := .\windows;$(PATH)
+
+# Compiler flags for SDL
+CFLAGS += -Dmain=SDL_main
+LDLIBS += -Ldeps -lmingw32 -lSDL2main -lSDL2 -Wl,--no-undefined -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -static-libgcc -lopengl32
+PLATFORM_DEPS = windows/gl_3_1_core.o
+
+deps/libSDL2-devel.tar.gz:
+ wget http://libsdl.org/release/SDL2-devel-2.0.3-mingw.tar.gz -O deps/libSDL2-devel.tar.gz
+
+# tar --ungzip doesn't work. The zcat/tar combination by akira is taken from http://superuser.com/a/124728
+# mkdir is an CMD buildin and needs a backslash path without -p to work properly.
+deps/libSDL2.a: deps/libSDL2-devel.tar.gz
+ zcat deps/libSDL2-devel.tar.gz | tar --extract --directory deps
+ mv deps/SDL* deps/SDL2
+ mv deps/SDL2/x86_64-w64-mingw32/lib/libSDL2.a deps/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a deps
+ mkdir deps\include
+ mv deps/SDL2/include deps/include/SDL
+ rm -rf deps/SDL2
+ touch deps/libSDL2.a
+
+else
+
+# On Linux download and build SDL2 as static library.
+
+# Compiler flags for SDL
+CFLAGS += `pkg-config --cflags gl` -pthread
+LDLIBS += `pkg-config --libs gl` -ldl -lrt -lm
+PLATFORM_DEPS =
+
+deps/libSDL2.tar.gz:
+ wget http://libsdl.org/release/SDL2-2.0.3.tar.gz -O deps/libSDL2.tar.gz
+
+deps/libSDL2.a: deps/libSDL2.tar.gz
+ cd deps; tar -xaf libSDL2.tar.gz
+ mv deps/SDL* deps/SDL2
+ cd deps/SDL2; ./configure --disable-shared
+ cd deps/SDL2; make -j
+ mv deps/SDL2/build/.libs/libSDL2.a deps/
+ mkdir -p deps/include
+ mv deps/SDL2/include deps/include/SDL
+ rm -rf deps/SDL2
+
+endif
\ No newline at end of file
--- /dev/null
+/**
+
+Demonstrates basic Slim GL usage to render a wireframe cube with an orthographic projection.
+
+**/
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+
+
+
+int main(int argc, char** argv) {
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ int ww = 800, wh = 600;
+ SDL_Window* win = SDL_CreateWindow("SlimGL cube", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ww, wh, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(0);
+
+ // Enable primitive restart (an index of 0xff restarts the primitive, e.g. triangle strip)
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(0xff);
+
+ // Create the vertex and index buffers for a cube
+ float w = 1.0 / 2, h = 1.0 / 2;
+ struct { float x, y, z; } vertices[] = {
+ // Front
+ { w, -h, w },
+ { w, h, w },
+ { -w, -h, w },
+ { -w, h, w },
+ // Left
+ { -w, -h, w },
+ { -w, h, w },
+ { -w, -h, -w },
+ { -w, h, -w },
+ // Back
+ { -w, -h, -w },
+ { -w, h, -w },
+ { w, -h, -w },
+ { w, h, -w },
+ // Right
+ { w, h, w },
+ { w, -h, w },
+ { w, h, -w },
+ { w, -h, -w },
+ // Top
+ { w, h, w },
+ { w, h, -w },
+ { -w, h, w },
+ { -w, h, -w },
+ // Bottom
+ { w, -h, -w },
+ { w, -h, w },
+ { -w, -h, -w },
+ { -w, -h, w }
+ };
+ GLuint vertex_buffer = sgl_buffer_new(vertices, sizeof(vertices));
+ uint8_t indices[] = {
+ 0, 1, 2, 3, 0xff,
+ 4, 5, 6, 7, 0xff,
+ 8, 9, 10, 11, 0xff,
+ 12, 13, 14, 15, 0xff,
+ 16, 17, 18, 19, 0xff,
+ 20, 21, 22, 23
+ };
+ GLuint index_buffer = sgl_buffer_new(indices, sizeof(indices));
+
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ uniform mat4 projection;
+ in vec3 pos;
+
+ void main() {
+ gl_Position = projection * vec4(pos, 1);
+ }
+ ), SGL_GLSL("#version 140",
+ void main() {
+ gl_FragColor = vec4(1);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Setup projection, camera, model and model-view matrix
+ mat4_t projection_matrix = m4_ortho(-2, 2, -2, 2, -2, 2);
+ mat4_t model_view_matrix = m4_identity();
+
+ // Switch to wireframe rendering
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ // Don't render (cull) backfaces, that are faces the camera can only see from behind.
+ glEnable(GL_CULL_FACE);
+
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLE_STRIP, program, "$bI projection %4M pos %3f", index_buffer, &projection_matrix, vertex_buffer);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(vertex_buffer);
+ sgl_buffer_destroy(index_buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+# Blender v2.66 (sub 1) OBJ File: 'darwinian.blend'
+# www.blender.org
+o Cube_Cube.001
+v -1.000000 -1.000000 1.000000
+v -1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v -1.000000 1.000000 1.000000
+v -1.000000 1.000000 -1.000000
+v 1.000000 1.000000 -1.000000
+v 1.000000 1.000000 1.000000
+v -1.000000 3.000000 1.000000
+v -1.000000 3.000000 -1.000000
+v 1.000000 3.000000 -1.000000
+v 1.000000 3.000000 1.000000
+v -1.000000 5.000000 1.000000
+v -1.000000 5.000000 -1.000000
+v 1.000000 5.000000 -1.000000
+v 1.000000 5.000000 1.000000
+v 5.000000 1.000000 -1.000000
+v 5.000000 1.000000 1.000000
+v 5.000000 3.000000 -1.000000
+v 5.000000 3.000000 1.000000
+v -5.000000 1.000000 1.000000
+v -5.000000 1.000000 -1.000000
+v -5.000000 3.000000 1.000000
+v -5.000000 3.000000 -1.000000
+v -1.000000 -3.000000 1.000000
+v -1.000000 -3.000000 -1.000000
+v 1.000000 -3.000000 -1.000000
+v 1.000000 -3.000000 1.000000
+v 1.000000 -1.000000 -1.000000
+v 1.000000 -1.000000 1.000000
+v 1.000000 -3.000000 -1.000000
+v 1.000000 -3.000000 1.000000
+v -3.000000 -1.000000 1.000000
+v -3.000000 -1.000000 -1.000000
+v -3.000000 -3.000000 1.000000
+v -3.000000 -3.000000 -1.000000
+v 3.000000 -1.000000 -1.000000
+v 3.000000 -1.000000 1.000000
+v 3.000000 -3.000000 -1.000000
+v 3.000000 -3.000000 1.000000
+v -1.000000 -7.000000 1.000000
+v -1.000000 -7.000000 -1.000000
+v 1.000000 -7.000000 -1.000000
+v 1.000000 -7.000000 1.000000
+v -3.000000 -7.000000 1.000000
+v -3.000000 -7.000000 -1.000000
+v 3.000000 -7.000000 -1.000000
+v 3.000000 -7.000000 1.000000
+s off
+f 5 6 1
+f 6 7 2
+f 7 8 4
+f 8 5 1
+f 1 2 34
+f 5 8 12
+f 11 10 15
+f 11 12 20
+f 5 9 23
+f 7 6 11
+f 16 15 14
+f 12 11 15
+f 9 12 16
+f 10 9 14
+f 18 17 19
+f 7 11 17
+f 8 7 17
+f 12 8 18
+f 22 21 24
+f 6 5 21
+f 10 6 24
+f 9 10 24
+f 25 26 27
+f 2 3 26
+f 4 1 25
+f 28 27 31
+f 31 29 39
+f 27 3 29
+f 4 28 32
+f 3 4 30
+f 33 34 35
+f 32 31 44
+f 2 26 34
+f 25 1 33
+f 37 38 40
+f 30 32 40
+f 29 30 38
+f 36 26 46
+f 42 41 45
+f 44 43 47
+f 31 39 43
+f 25 35 45
+f 39 40 48
+f 26 25 41
+f 35 36 45
+f 40 32 44
+f 6 2 1
+f 7 3 2
+f 3 7 4
+f 4 8 1
+f 33 1 34
+f 9 5 12
+f 10 14 15
+f 19 11 20
+f 21 5 23
+f 6 10 11
+f 13 16 14
+f 16 12 15
+f 13 9 16
+f 9 13 14
+f 20 18 19
+f 11 19 17
+f 18 8 17
+f 20 12 18
+f 21 23 24
+f 22 6 21
+f 6 22 24
+f 23 9 24
+f 28 25 27
+f 3 27 26
+f 28 4 25
+f 32 28 31
+f 29 37 39
+f 31 27 29
+f 30 4 32
+f 29 3 30
+f 34 36 35
+f 31 43 44
+f 26 36 34
+f 35 25 33
+f 39 37 40
+f 38 30 40
+f 37 29 38
+f 26 42 46
+f 46 42 45
+f 48 44 47
+f 39 47 43
+f 41 25 45
+f 47 39 48
+f 42 26 41
+f 36 46 45
+f 48 40 44
--- /dev/null
+*.tar.gz
+*.a
+include
+SDL2
\ No newline at end of file
--- /dev/null
+/**
+
+Renders a rotating cube with an image on it into a framebuffer.
+The framebuffer content is then drawn onto the screen with a zoom bubble effect that magnifies the pixels under the
+mouse cursor.
+
+You can use the mouse and WASD keys to navigate.
+
+**/
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+
+int main(int argc, char** argv) {
+ if (argc != 2) {
+ fprintf(stderr, "Usage: %s image-file\n", argv[0]);
+ return 1;
+ }
+
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ int ww = 800, wh = 600;
+ SDL_Window* win = SDL_CreateWindow("SlimGL framebuffer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ww, wh, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(1);
+
+ // Enable primitive restart
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(0xff);
+
+ // Create the color buffer texture and framebuffer object
+ GLuint color_buffer = sgl_texture_new(ww, wh, 4, NULL, 0, SGL_RECT);
+ GLuint framebuffer = sgl_framebuffer_new(color_buffer, SGL_RECT);
+
+ // Compile vertex and fragment shaders to draw the color buffer with a zoom bubble
+ GLuint screen_rect_program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ in vec2 pos;
+
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ }
+ ), SGL_GLSL("#version 140",
+ uniform sampler2DRect tex;
+ uniform vec2 mouse_pos;
+
+ // Zoom level inside the bubble (2 = double magnification, 4 = four times the size, etc.)
+ float zoom_level = 2.0;
+ // The distance from the mouse cursor the bubble starts to zoom slightly
+ float bubble_outer_radius = 200;
+ // The distance from the mouse cursor where the bubble arrives at full zoom. Everything
+ // inside is zoomed with `zoom_level`.
+ float bubble_inner_radius = 100;
+
+ void main() {
+ vec2 to_mouse = mouse_pos - gl_FragCoord.xy;
+ float distance = length(to_mouse);
+
+ // 0 where no zoom is applied (outside of bubble), 1 where full zoom (inside bubble), blended on the edge
+ float zoom_mask = 1 - smoothstep(bubble_inner_radius, bubble_outer_radius, distance);
+ vec2 offset = to_mouse * mix(0, 1.0 - 1.0 / zoom_level, zoom_mask);
+ gl_FragColor = texture2DRect(tex, gl_FragCoord.xy + offset);
+ }
+ ), NULL);
+ if (!screen_rect_program)
+ return 1;
+
+ // Create a vertex buffer with one quad that fills the entire screen.
+ struct { float x, y; } screen_rect_vertices[] = {
+ { 1, -1 }, // left bottom
+ { 1, 1 }, // left top
+ { -1, -1 }, // right bottom
+ { -1, 1 } // right top
+ };
+ GLuint screen_rect_buffer = sgl_buffer_new(screen_rect_vertices, sizeof(screen_rect_vertices));
+
+
+ // Load image and create a texture with it
+ int img_w = 0, img_h = 0;
+ uint8_t* img = stbi_load(argv[1], &img_w, &img_h, NULL, 4);
+ GLuint texture = sgl_texture_new(img_w, img_h, 4, img, 0, 0);
+ free(img);
+ float img_aspect_ratio = (float)img_w / img_h;
+
+ // Create the vertex and index buffers for a cube
+ float w = 1.0 / 2, h = (1.0 / img_aspect_ratio) / 2;
+ struct { float x, y, z, u, v; } vertices[] = {
+ // Front
+ { w, -h, w, 1, 1 },
+ { w, h, w, 1, 0 },
+ { -w, -h, w, 0, 1 },
+ { -w, h, w, 0, 0 },
+ // Left
+ { -w, -h, w, 1, 1 },
+ { -w, h, w, 1, 0 },
+ { -w, -h, -w, 0, 1 },
+ { -w, h, -w, 0, 0 },
+ // Back
+ { -w, -h, -w, 1, 1 },
+ { -w, h, -w, 1, 0 },
+ { w, -h, -w, 0, 1 },
+ { w, h, -w, 0, 0 },
+ // Right
+ { w, h, w, 0, 0 },
+ { w, -h, w, 0, 1 },
+ { w, h, -w, 1, 0 },
+ { w, -h, -w, 1, 1 },
+ // Top
+ { w, h, w, 0, 0 },
+ { w, h, -w, 0, 0 },
+ { -w, h, w, 0, 0 },
+ { -w, h, -w, 0, 0 },
+ // Bottom
+ { w, -h, -w, 0, 0 },
+ { w, -h, w, 0, 0 },
+ { -w, -h, -w, 0, 0 },
+ { -w, -h, w, 0, 0 }
+ };
+ GLuint vertex_buffer = sgl_buffer_new(vertices, sizeof(vertices));
+ uint8_t indices[] = {
+ 0, 1, 2, 3, 0xff,
+ 4, 5, 6, 7, 0xff,
+ 8, 9, 10, 11, 0xff,
+ 12, 13, 14, 15, 0xff,
+ 16, 17, 18, 19, 0xff,
+ 20, 21, 22, 23
+ };
+ GLuint index_buffer = sgl_buffer_new(indices, sizeof(indices));
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ uniform mat4 model_view;
+ uniform mat4 projection;
+
+ in vec3 pos;
+ in vec2 tex_coords;
+ out vec2 interpolated_tex_coords;
+
+ void main() {
+ vec4 camera_space = model_view * vec4(pos, 1);
+ gl_Position = projection * camera_space;
+ interpolated_tex_coords = tex_coords;
+ }
+ ), SGL_GLSL("#version 140",
+ uniform sampler2D tex;
+
+ in vec2 interpolated_tex_coords;
+
+ void main(){
+ gl_FragColor = texture2D(tex, interpolated_tex_coords);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Setup projection, camera, model and model-view matrix
+ mat4_t projection_matrix = m4_perspective(60, (float)ww / wh, 0.1f, 100);
+ vec3_t camera_pos = {-1, 0.5, 2}, camera_dir = {1, -0.5, -2}, camera_up = {0, 1, 0};
+ mat4_t model_matrix = m4_identity();
+
+ // Don't render (cull) backfaces, that are faces the camera can only see from behind.
+ glEnable(GL_CULL_FACE);
+
+ bool quit = false;
+ float mouse_pos[2];
+ uint32_t ticks_last_frame = SDL_GetTicks(), ticks_this_frame = 0;
+ while(!quit) {
+ // Calculate how much time has passed since the last frame (dt in seconds)
+ ticks_this_frame = SDL_GetTicks();
+ float dt = (ticks_this_frame - ticks_last_frame) / 1000.0f;
+ ticks_last_frame = ticks_this_frame;
+
+ // React to user input
+ SDL_Event event;
+ while( SDL_PollEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ quit = true;
+ break;
+ }
+
+ switch(event.type) {
+ case SDL_KEYDOWN:
+ switch (event.key.keysym.sym) {
+ case SDLK_LEFT:
+ model_matrix = m4_mul( m4_rotation_y(-0.1 * M_PI), model_matrix );
+ break;
+ case SDLK_RIGHT:
+ model_matrix = m4_mul( m4_rotation_y( 0.1 * M_PI), model_matrix );
+ break;
+ case SDLK_UP:
+ model_matrix = m4_mul( m4_rotation_x(-0.1 * M_PI), model_matrix );
+ break;
+ case SDLK_DOWN:
+ model_matrix = m4_mul( m4_rotation_x( 0.1 * M_PI), model_matrix );
+ break;
+ case SDLK_w:
+ camera_pos = v3_add(camera_pos, v3_muls(camera_dir, 0.5));
+ break;
+ case SDLK_s:
+ camera_pos = v3_add(camera_pos, v3_muls(camera_dir, -0.5));
+ break;
+ case SDLK_a:
+ camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), -0.5));
+ break;
+ case SDLK_d:
+ camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), 0.5));
+ break;
+ }
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ SDL_SetRelativeMouseMode(true);
+ break;
+ case SDL_MOUSEBUTTONUP:
+ SDL_SetRelativeMouseMode(false);
+ break;
+ case SDL_MOUSEMOTION:
+ // Store mouse pos in OpenGL window space (origin in bottom left corner)
+ mouse_pos[0] = event.motion.x;
+ mouse_pos[1] = wh - event.motion.y;
+
+ if ( SDL_GetRelativeMouseMode() ) {
+ if (event.motion.xrel != 0)
+ camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.xrel, camera_up), camera_dir );
+ if (event.motion.yrel != 0)
+ camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.yrel, v3_cross(camera_dir, camera_up)), camera_dir );
+ camera_dir = v3_norm(camera_dir);
+ }
+ break;
+ }
+ }
+
+ // Simulate
+ float angular_velocity = 0.25 * M_PI;
+ model_matrix = m4_mul( m4_rotation_y(angular_velocity * dt), model_matrix );
+
+ // Refresh camera and model-view matrix
+ mat4_t camera_matrix = m4_look_at(camera_pos, v3_add(camera_pos, camera_dir), camera_up);
+ mat4_t model_view_matrix = m4_mul(camera_matrix, model_matrix);
+
+ // Draw
+ sgl_framebuffer_bind(framebuffer, ww, wh);
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLE_STRIP, program, "$bI model_view %4M projection %4M tex %T pos %3f tex_coords %2f", index_buffer, &model_view_matrix, &projection_matrix, texture, vertex_buffer);
+ sgl_framebuffer_bind(0, ww, wh);
+
+ sgl_draw(GL_TRIANGLE_STRIP, screen_rect_program, "mouse_pos %2F tex %rT pos %2f", mouse_pos, color_buffer, screen_rect_buffer);
+ SDL_GL_SwapWindow(win);
+ }
+
+ // Cleanup
+ sgl_framebuffer_destroy(framebuffer);
+ sgl_texture_destroy(color_buffer);
+
+ sgl_texture_destroy(texture);
+ sgl_buffer_destroy(vertex_buffer);
+ sgl_buffer_destroy(index_buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+#ifndef OPENGL_NOLOAD_STYLE_H\r
+#define OPENGL_NOLOAD_STYLE_H\r
+\r
+/**\r
+ * This header only contains the OpenGL 3.1 core profile definitions. It's meant\r
+ * to be used on Linux where you can directly link against libGL.so and the operating\r
+ * system loader loads all the OpenGL function pointers. On Windows you need to\r
+ * use the header in the win directory since extra code is necessary to load the\r
+ * function pointers.\r
+ * \r
+ * The header file was generated with glLoadGen in the noload_c style. The actual\r
+ * loading code was removed by hand so only the definitions remained.\r
+ */\r
+\r
+#if defined(__glew_h__) || defined(__GLEW_H__)\r
+#error Attempt to include auto-generated header after including glew.h\r
+#endif\r
+#if defined(__gl_h_) || defined(__GL_H__)\r
+#error Attempt to include auto-generated header after including gl.h\r
+#endif\r
+#if defined(__glext_h_) || defined(__GLEXT_H_)\r
+#error Attempt to include auto-generated header after including glext.h\r
+#endif\r
+#if defined(__gltypes_h_)\r
+#error Attempt to include auto-generated header after gltypes.h\r
+#endif\r
+#if defined(__gl_ATI_h_)\r
+#error Attempt to include auto-generated header after including glATI.h\r
+#endif\r
+\r
+#define __glew_h__\r
+#define __GLEW_H__\r
+#define __gl_h_\r
+#define __GL_H__\r
+#define __glext_h_\r
+#define __GLEXT_H_\r
+#define __gltypes_h_\r
+#define __gl_ATI_h_\r
+\r
+#ifndef APIENTRY\r
+ #if defined(__MINGW32__)\r
+ #ifndef WIN32_LEAN_AND_MEAN\r
+ #define WIN32_LEAN_AND_MEAN 1\r
+ #endif\r
+ #ifndef NOMINMAX\r
+ #define NOMINMAX\r
+ #endif\r
+ #include <windows.h>\r
+ #elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)\r
+ #ifndef WIN32_LEAN_AND_MEAN\r
+ #define WIN32_LEAN_AND_MEAN 1\r
+ #endif\r
+ #ifndef NOMINMAX\r
+ #define NOMINMAX\r
+ #endif\r
+ #include <windows.h>\r
+ #else\r
+ #define APIENTRY\r
+ #endif\r
+#endif /*APIENTRY*/\r
+\r
+#ifndef CODEGEN_FUNCPTR\r
+ #define CODEGEN_REMOVE_FUNCPTR\r
+ #if defined(_WIN32)\r
+ #define CODEGEN_FUNCPTR APIENTRY\r
+ #else\r
+ #define CODEGEN_FUNCPTR\r
+ #endif\r
+#endif /*CODEGEN_FUNCPTR*/\r
+\r
+#ifndef GLAPI\r
+ #define GLAPI extern\r
+#endif\r
+\r
+\r
+#ifndef GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+#define GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+\r
+\r
+#endif /*GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS*/\r
+\r
+#include <stddef.h>\r
+#ifndef GLEXT_64_TYPES_DEFINED\r
+/* This code block is duplicated in glxext.h, so must be protected */\r
+#define GLEXT_64_TYPES_DEFINED\r
+/* Define int32_t, int64_t, and uint64_t types for UST/MSC */\r
+/* (as used in the GL_EXT_timer_query extension). */\r
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L\r
+#include <inttypes.h>\r
+#elif defined(__sun__) || defined(__digital__)\r
+#include <inttypes.h>\r
+#if defined(__STDC__)\r
+#if defined(__arch64__) || defined(_LP64)\r
+typedef long int int64_t;\r
+typedef unsigned long int uint64_t;\r
+#else\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#endif /* __arch64__ */\r
+#endif /* __STDC__ */\r
+#elif defined( __VMS ) || defined(__sgi)\r
+#include <inttypes.h>\r
+#elif defined(__SCO__) || defined(__USLC__)\r
+#include <stdint.h>\r
+#elif defined(__UNIXOS2__) || defined(__SOL64__)\r
+typedef long int int32_t;\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#elif defined(_WIN32) && defined(__GNUC__)\r
+#include <stdint.h>\r
+#elif defined(_WIN32)\r
+typedef __int32 int32_t;\r
+typedef __int64 int64_t;\r
+typedef unsigned __int64 uint64_t;\r
+#else\r
+/* Fallback if nothing above works */\r
+#include <inttypes.h>\r
+#endif\r
+#endif\r
+ typedef unsigned int GLenum;\r
+ typedef unsigned char GLboolean;\r
+ typedef unsigned int GLbitfield;\r
+ typedef void GLvoid;\r
+ typedef signed char GLbyte;\r
+ typedef short GLshort;\r
+ typedef int GLint;\r
+ typedef unsigned char GLubyte;\r
+ typedef unsigned short GLushort;\r
+ typedef unsigned int GLuint;\r
+ typedef int GLsizei;\r
+ typedef float GLfloat;\r
+ typedef float GLclampf;\r
+ typedef double GLdouble;\r
+ typedef double GLclampd;\r
+ typedef char GLchar;\r
+ typedef char GLcharARB;\r
+ #ifdef __APPLE__\r
+typedef void *GLhandleARB;\r
+#else\r
+typedef unsigned int GLhandleARB;\r
+#endif\r
+ typedef unsigned short GLhalfARB;\r
+ typedef unsigned short GLhalf;\r
+ typedef GLint GLfixed;\r
+ typedef ptrdiff_t GLintptr;\r
+ typedef ptrdiff_t GLsizeiptr;\r
+ typedef int64_t GLint64;\r
+ typedef uint64_t GLuint64;\r
+ typedef ptrdiff_t GLintptrARB;\r
+ typedef ptrdiff_t GLsizeiptrARB;\r
+ typedef int64_t GLint64EXT;\r
+ typedef uint64_t GLuint64EXT;\r
+ typedef struct __GLsync *GLsync;\r
+ struct _cl_context;\r
+ struct _cl_event;\r
+ typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+ typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+ typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);\r
+ typedef unsigned short GLhalfNV;\r
+ typedef GLintptr GLvdpauSurfaceNV;\r
+ \r
+ #ifdef __cplusplus\r
+ extern "C" {\r
+ #endif /*__cplusplus*/\r
+ \r
+ /////////////////////////\r
+ // Extension Variables\r
+ \r
+ \r
+ // Version: 1.1\r
+ #define GL_2D 0x0600\r
+ #define GL_2_BYTES 0x1407\r
+ #define GL_3D 0x0601\r
+ #define GL_3D_COLOR 0x0602\r
+ #define GL_3D_COLOR_TEXTURE 0x0603\r
+ #define GL_3_BYTES 0x1408\r
+ #define GL_4D_COLOR_TEXTURE 0x0604\r
+ #define GL_4_BYTES 0x1409\r
+ #define GL_ACCUM 0x0100\r
+ #define GL_ACCUM_ALPHA_BITS 0x0D5B\r
+ #define GL_ACCUM_BLUE_BITS 0x0D5A\r
+ #define GL_ACCUM_BUFFER_BIT 0x00000200\r
+ #define GL_ACCUM_CLEAR_VALUE 0x0B80\r
+ #define GL_ACCUM_GREEN_BITS 0x0D59\r
+ #define GL_ACCUM_RED_BITS 0x0D58\r
+ #define GL_ADD 0x0104\r
+ #define GL_ALL_ATTRIB_BITS 0xFFFFFFFF\r
+ #define GL_ALPHA 0x1906\r
+ #define GL_ALPHA12 0x803D\r
+ #define GL_ALPHA16 0x803E\r
+ #define GL_ALPHA4 0x803B\r
+ #define GL_ALPHA8 0x803C\r
+ #define GL_ALPHA_BIAS 0x0D1D\r
+ #define GL_ALPHA_BITS 0x0D55\r
+ #define GL_ALPHA_SCALE 0x0D1C\r
+ #define GL_ALPHA_TEST 0x0BC0\r
+ #define GL_ALPHA_TEST_FUNC 0x0BC1\r
+ #define GL_ALPHA_TEST_REF 0x0BC2\r
+ #define GL_ALWAYS 0x0207\r
+ #define GL_AMBIENT 0x1200\r
+ #define GL_AMBIENT_AND_DIFFUSE 0x1602\r
+ #define GL_AND 0x1501\r
+ #define GL_AND_INVERTED 0x1504\r
+ #define GL_AND_REVERSE 0x1502\r
+ #define GL_ATTRIB_STACK_DEPTH 0x0BB0\r
+ #define GL_AUTO_NORMAL 0x0D80\r
+ #define GL_AUX0 0x0409\r
+ #define GL_AUX1 0x040A\r
+ #define GL_AUX2 0x040B\r
+ #define GL_AUX3 0x040C\r
+ #define GL_AUX_BUFFERS 0x0C00\r
+ #define GL_BACK 0x0405\r
+ #define GL_BACK_LEFT 0x0402\r
+ #define GL_BACK_RIGHT 0x0403\r
+ #define GL_BITMAP 0x1A00\r
+ #define GL_BITMAP_TOKEN 0x0704\r
+ #define GL_BLEND 0x0BE2\r
+ #define GL_BLEND_DST 0x0BE0\r
+ #define GL_BLEND_SRC 0x0BE1\r
+ #define GL_BLUE 0x1905\r
+ #define GL_BLUE_BIAS 0x0D1B\r
+ #define GL_BLUE_BITS 0x0D54\r
+ #define GL_BLUE_SCALE 0x0D1A\r
+ #define GL_BYTE 0x1400\r
+ #define GL_C3F_V3F 0x2A24\r
+ #define GL_C4F_N3F_V3F 0x2A26\r
+ #define GL_C4UB_V2F 0x2A22\r
+ #define GL_C4UB_V3F 0x2A23\r
+ #define GL_CCW 0x0901\r
+ #define GL_CLAMP 0x2900\r
+ #define GL_CLEAR 0x1500\r
+ #define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF\r
+ #define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1\r
+ #define GL_CLIENT_PIXEL_STORE_BIT 0x00000001\r
+ #define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002\r
+ #define GL_CLIP_PLANE0 0x3000\r
+ #define GL_CLIP_PLANE1 0x3001\r
+ #define GL_CLIP_PLANE2 0x3002\r
+ #define GL_CLIP_PLANE3 0x3003\r
+ #define GL_CLIP_PLANE4 0x3004\r
+ #define GL_CLIP_PLANE5 0x3005\r
+ #define GL_COEFF 0x0A00\r
+ #define GL_COLOR 0x1800\r
+ #define GL_COLOR_ARRAY 0x8076\r
+ #define GL_COLOR_ARRAY_POINTER 0x8090\r
+ #define GL_COLOR_ARRAY_SIZE 0x8081\r
+ #define GL_COLOR_ARRAY_STRIDE 0x8083\r
+ #define GL_COLOR_ARRAY_TYPE 0x8082\r
+ #define GL_COLOR_BUFFER_BIT 0x00004000\r
+ #define GL_COLOR_CLEAR_VALUE 0x0C22\r
+ #define GL_COLOR_INDEX 0x1900\r
+ #define GL_COLOR_INDEXES 0x1603\r
+ #define GL_COLOR_LOGIC_OP 0x0BF2\r
+ #define GL_COLOR_MATERIAL 0x0B57\r
+ #define GL_COLOR_MATERIAL_FACE 0x0B55\r
+ #define GL_COLOR_MATERIAL_PARAMETER 0x0B56\r
+ #define GL_COLOR_WRITEMASK 0x0C23\r
+ #define GL_COMPILE 0x1300\r
+ #define GL_COMPILE_AND_EXECUTE 0x1301\r
+ #define GL_CONSTANT_ATTENUATION 0x1207\r
+ #define GL_COPY 0x1503\r
+ #define GL_COPY_INVERTED 0x150C\r
+ #define GL_COPY_PIXEL_TOKEN 0x0706\r
+ #define GL_CULL_FACE 0x0B44\r
+ #define GL_CULL_FACE_MODE 0x0B45\r
+ #define GL_CURRENT_BIT 0x00000001\r
+ #define GL_CURRENT_COLOR 0x0B00\r
+ #define GL_CURRENT_INDEX 0x0B01\r
+ #define GL_CURRENT_NORMAL 0x0B02\r
+ #define GL_CURRENT_RASTER_COLOR 0x0B04\r
+ #define GL_CURRENT_RASTER_DISTANCE 0x0B09\r
+ #define GL_CURRENT_RASTER_INDEX 0x0B05\r
+ #define GL_CURRENT_RASTER_POSITION 0x0B07\r
+ #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08\r
+ #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06\r
+ #define GL_CURRENT_TEXTURE_COORDS 0x0B03\r
+ #define GL_CW 0x0900\r
+ #define GL_DECAL 0x2101\r
+ #define GL_DECR 0x1E03\r
+ #define GL_DEPTH 0x1801\r
+ #define GL_DEPTH_BIAS 0x0D1F\r
+ #define GL_DEPTH_BITS 0x0D56\r
+ #define GL_DEPTH_BUFFER_BIT 0x00000100\r
+ #define GL_DEPTH_CLEAR_VALUE 0x0B73\r
+ #define GL_DEPTH_COMPONENT 0x1902\r
+ #define GL_DEPTH_FUNC 0x0B74\r
+ #define GL_DEPTH_RANGE 0x0B70\r
+ #define GL_DEPTH_SCALE 0x0D1E\r
+ #define GL_DEPTH_TEST 0x0B71\r
+ #define GL_DEPTH_WRITEMASK 0x0B72\r
+ #define GL_DIFFUSE 0x1201\r
+ #define GL_DITHER 0x0BD0\r
+ #define GL_DOMAIN 0x0A02\r
+ #define GL_DONT_CARE 0x1100\r
+ #define GL_DOUBLE 0x140A\r
+ #define GL_DOUBLEBUFFER 0x0C32\r
+ #define GL_DRAW_BUFFER 0x0C01\r
+ #define GL_DRAW_PIXEL_TOKEN 0x0705\r
+ #define GL_DST_ALPHA 0x0304\r
+ #define GL_DST_COLOR 0x0306\r
+ #define GL_EDGE_FLAG 0x0B43\r
+ #define GL_EDGE_FLAG_ARRAY 0x8079\r
+ #define GL_EDGE_FLAG_ARRAY_POINTER 0x8093\r
+ #define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C\r
+ #define GL_EMISSION 0x1600\r
+ #define GL_ENABLE_BIT 0x00002000\r
+ #define GL_EQUAL 0x0202\r
+ #define GL_EQUIV 0x1509\r
+ #define GL_EVAL_BIT 0x00010000\r
+ #define GL_EXP 0x0800\r
+ #define GL_EXP2 0x0801\r
+ #define GL_EXTENSIONS 0x1F03\r
+ #define GL_EYE_LINEAR 0x2400\r
+ #define GL_EYE_PLANE 0x2502\r
+ #define GL_FALSE 0\r
+ #define GL_FASTEST 0x1101\r
+ #define GL_FEEDBACK 0x1C01\r
+ #define GL_FEEDBACK_BUFFER_POINTER 0x0DF0\r
+ #define GL_FEEDBACK_BUFFER_SIZE 0x0DF1\r
+ #define GL_FEEDBACK_BUFFER_TYPE 0x0DF2\r
+ #define GL_FILL 0x1B02\r
+ #define GL_FLAT 0x1D00\r
+ #define GL_FLOAT 0x1406\r
+ #define GL_FOG 0x0B60\r
+ #define GL_FOG_BIT 0x00000080\r
+ #define GL_FOG_COLOR 0x0B66\r
+ #define GL_FOG_DENSITY 0x0B62\r
+ #define GL_FOG_END 0x0B64\r
+ #define GL_FOG_HINT 0x0C54\r
+ #define GL_FOG_INDEX 0x0B61\r
+ #define GL_FOG_MODE 0x0B65\r
+ #define GL_FOG_START 0x0B63\r
+ #define GL_FRONT 0x0404\r
+ #define GL_FRONT_AND_BACK 0x0408\r
+ #define GL_FRONT_FACE 0x0B46\r
+ #define GL_FRONT_LEFT 0x0400\r
+ #define GL_FRONT_RIGHT 0x0401\r
+ #define GL_GEQUAL 0x0206\r
+ #define GL_GREATER 0x0204\r
+ #define GL_GREEN 0x1904\r
+ #define GL_GREEN_BIAS 0x0D19\r
+ #define GL_GREEN_BITS 0x0D53\r
+ #define GL_GREEN_SCALE 0x0D18\r
+ #define GL_HINT_BIT 0x00008000\r
+ #define GL_INCR 0x1E02\r
+ #define GL_INDEX_ARRAY 0x8077\r
+ #define GL_INDEX_ARRAY_POINTER 0x8091\r
+ #define GL_INDEX_ARRAY_STRIDE 0x8086\r
+ #define GL_INDEX_ARRAY_TYPE 0x8085\r
+ #define GL_INDEX_BITS 0x0D51\r
+ #define GL_INDEX_CLEAR_VALUE 0x0C20\r
+ #define GL_INDEX_LOGIC_OP 0x0BF1\r
+ #define GL_INDEX_MODE 0x0C30\r
+ #define GL_INDEX_OFFSET 0x0D13\r
+ #define GL_INDEX_SHIFT 0x0D12\r
+ #define GL_INDEX_WRITEMASK 0x0C21\r
+ #define GL_INT 0x1404\r
+ #define GL_INTENSITY 0x8049\r
+ #define GL_INTENSITY12 0x804C\r
+ #define GL_INTENSITY16 0x804D\r
+ #define GL_INTENSITY4 0x804A\r
+ #define GL_INTENSITY8 0x804B\r
+ #define GL_INVALID_ENUM 0x0500\r
+ #define GL_INVALID_OPERATION 0x0502\r
+ #define GL_INVALID_VALUE 0x0501\r
+ #define GL_INVERT 0x150A\r
+ #define GL_KEEP 0x1E00\r
+ #define GL_LEFT 0x0406\r
+ #define GL_LEQUAL 0x0203\r
+ #define GL_LESS 0x0201\r
+ #define GL_LIGHT0 0x4000\r
+ #define GL_LIGHT1 0x4001\r
+ #define GL_LIGHT2 0x4002\r
+ #define GL_LIGHT3 0x4003\r
+ #define GL_LIGHT4 0x4004\r
+ #define GL_LIGHT5 0x4005\r
+ #define GL_LIGHT6 0x4006\r
+ #define GL_LIGHT7 0x4007\r
+ #define GL_LIGHTING 0x0B50\r
+ #define GL_LIGHTING_BIT 0x00000040\r
+ #define GL_LIGHT_MODEL_AMBIENT 0x0B53\r
+ #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51\r
+ #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52\r
+ #define GL_LINE 0x1B01\r
+ #define GL_LINEAR 0x2601\r
+ #define GL_LINEAR_ATTENUATION 0x1208\r
+ #define GL_LINEAR_MIPMAP_LINEAR 0x2703\r
+ #define GL_LINEAR_MIPMAP_NEAREST 0x2701\r
+ #define GL_LINES 0x0001\r
+ #define GL_LINE_BIT 0x00000004\r
+ #define GL_LINE_LOOP 0x0002\r
+ #define GL_LINE_RESET_TOKEN 0x0707\r
+ #define GL_LINE_SMOOTH 0x0B20\r
+ #define GL_LINE_SMOOTH_HINT 0x0C52\r
+ #define GL_LINE_STIPPLE 0x0B24\r
+ #define GL_LINE_STIPPLE_PATTERN 0x0B25\r
+ #define GL_LINE_STIPPLE_REPEAT 0x0B26\r
+ #define GL_LINE_STRIP 0x0003\r
+ #define GL_LINE_TOKEN 0x0702\r
+ #define GL_LINE_WIDTH 0x0B21\r
+ #define GL_LINE_WIDTH_GRANULARITY 0x0B23\r
+ #define GL_LINE_WIDTH_RANGE 0x0B22\r
+ #define GL_LIST_BASE 0x0B32\r
+ #define GL_LIST_BIT 0x00020000\r
+ #define GL_LIST_INDEX 0x0B33\r
+ #define GL_LIST_MODE 0x0B30\r
+ #define GL_LOAD 0x0101\r
+ #define GL_LOGIC_OP 0x0BF1\r
+ #define GL_LOGIC_OP_MODE 0x0BF0\r
+ #define GL_LUMINANCE 0x1909\r
+ #define GL_LUMINANCE12 0x8041\r
+ #define GL_LUMINANCE12_ALPHA12 0x8047\r
+ #define GL_LUMINANCE12_ALPHA4 0x8046\r
+ #define GL_LUMINANCE16 0x8042\r
+ #define GL_LUMINANCE16_ALPHA16 0x8048\r
+ #define GL_LUMINANCE4 0x803F\r
+ #define GL_LUMINANCE4_ALPHA4 0x8043\r
+ #define GL_LUMINANCE6_ALPHA2 0x8044\r
+ #define GL_LUMINANCE8 0x8040\r
+ #define GL_LUMINANCE8_ALPHA8 0x8045\r
+ #define GL_LUMINANCE_ALPHA 0x190A\r
+ #define GL_MAP1_COLOR_4 0x0D90\r
+ #define GL_MAP1_GRID_DOMAIN 0x0DD0\r
+ #define GL_MAP1_GRID_SEGMENTS 0x0DD1\r
+ #define GL_MAP1_INDEX 0x0D91\r
+ #define GL_MAP1_NORMAL 0x0D92\r
+ #define GL_MAP1_TEXTURE_COORD_1 0x0D93\r
+ #define GL_MAP1_TEXTURE_COORD_2 0x0D94\r
+ #define GL_MAP1_TEXTURE_COORD_3 0x0D95\r
+ #define GL_MAP1_TEXTURE_COORD_4 0x0D96\r
+ #define GL_MAP1_VERTEX_3 0x0D97\r
+ #define GL_MAP1_VERTEX_4 0x0D98\r
+ #define GL_MAP2_COLOR_4 0x0DB0\r
+ #define GL_MAP2_GRID_DOMAIN 0x0DD2\r
+ #define GL_MAP2_GRID_SEGMENTS 0x0DD3\r
+ #define GL_MAP2_INDEX 0x0DB1\r
+ #define GL_MAP2_NORMAL 0x0DB2\r
+ #define GL_MAP2_TEXTURE_COORD_1 0x0DB3\r
+ #define GL_MAP2_TEXTURE_COORD_2 0x0DB4\r
+ #define GL_MAP2_TEXTURE_COORD_3 0x0DB5\r
+ #define GL_MAP2_TEXTURE_COORD_4 0x0DB6\r
+ #define GL_MAP2_VERTEX_3 0x0DB7\r
+ #define GL_MAP2_VERTEX_4 0x0DB8\r
+ #define GL_MAP_COLOR 0x0D10\r
+ #define GL_MAP_STENCIL 0x0D11\r
+ #define GL_MATRIX_MODE 0x0BA0\r
+ #define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35\r
+ #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B\r
+ #define GL_MAX_CLIP_PLANES 0x0D32\r
+ #define GL_MAX_EVAL_ORDER 0x0D30\r
+ #define GL_MAX_LIGHTS 0x0D31\r
+ #define GL_MAX_LIST_NESTING 0x0B31\r
+ #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36\r
+ #define GL_MAX_NAME_STACK_DEPTH 0x0D37\r
+ #define GL_MAX_PIXEL_MAP_TABLE 0x0D34\r
+ #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38\r
+ #define GL_MAX_TEXTURE_SIZE 0x0D33\r
+ #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39\r
+ #define GL_MAX_VIEWPORT_DIMS 0x0D3A\r
+ #define GL_MODELVIEW 0x1700\r
+ #define GL_MODELVIEW_MATRIX 0x0BA6\r
+ #define GL_MODELVIEW_STACK_DEPTH 0x0BA3\r
+ #define GL_MODULATE 0x2100\r
+ #define GL_MULT 0x0103\r
+ #define GL_N3F_V3F 0x2A25\r
+ #define GL_NAME_STACK_DEPTH 0x0D70\r
+ #define GL_NAND 0x150E\r
+ #define GL_NEAREST 0x2600\r
+ #define GL_NEAREST_MIPMAP_LINEAR 0x2702\r
+ #define GL_NEAREST_MIPMAP_NEAREST 0x2700\r
+ #define GL_NEVER 0x0200\r
+ #define GL_NICEST 0x1102\r
+ #define GL_NONE 0\r
+ #define GL_NOOP 0x1505\r
+ #define GL_NOR 0x1508\r
+ #define GL_NORMALIZE 0x0BA1\r
+ #define GL_NORMAL_ARRAY 0x8075\r
+ #define GL_NORMAL_ARRAY_POINTER 0x808F\r
+ #define GL_NORMAL_ARRAY_STRIDE 0x807F\r
+ #define GL_NORMAL_ARRAY_TYPE 0x807E\r
+ #define GL_NOTEQUAL 0x0205\r
+ #define GL_NO_ERROR 0\r
+ #define GL_OBJECT_LINEAR 0x2401\r
+ #define GL_OBJECT_PLANE 0x2501\r
+ #define GL_ONE 1\r
+ #define GL_ONE_MINUS_DST_ALPHA 0x0305\r
+ #define GL_ONE_MINUS_DST_COLOR 0x0307\r
+ #define GL_ONE_MINUS_SRC_ALPHA 0x0303\r
+ #define GL_ONE_MINUS_SRC_COLOR 0x0301\r
+ #define GL_OR 0x1507\r
+ #define GL_ORDER 0x0A01\r
+ #define GL_OR_INVERTED 0x150D\r
+ #define GL_OR_REVERSE 0x150B\r
+ #define GL_OUT_OF_MEMORY 0x0505\r
+ #define GL_PACK_ALIGNMENT 0x0D05\r
+ #define GL_PACK_LSB_FIRST 0x0D01\r
+ #define GL_PACK_ROW_LENGTH 0x0D02\r
+ #define GL_PACK_SKIP_PIXELS 0x0D04\r
+ #define GL_PACK_SKIP_ROWS 0x0D03\r
+ #define GL_PACK_SWAP_BYTES 0x0D00\r
+ #define GL_PASS_THROUGH_TOKEN 0x0700\r
+ #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50\r
+ #define GL_PIXEL_MAP_A_TO_A 0x0C79\r
+ #define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9\r
+ #define GL_PIXEL_MAP_B_TO_B 0x0C78\r
+ #define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8\r
+ #define GL_PIXEL_MAP_G_TO_G 0x0C77\r
+ #define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7\r
+ #define GL_PIXEL_MAP_I_TO_A 0x0C75\r
+ #define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5\r
+ #define GL_PIXEL_MAP_I_TO_B 0x0C74\r
+ #define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4\r
+ #define GL_PIXEL_MAP_I_TO_G 0x0C73\r
+ #define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3\r
+ #define GL_PIXEL_MAP_I_TO_I 0x0C70\r
+ #define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0\r
+ #define GL_PIXEL_MAP_I_TO_R 0x0C72\r
+ #define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2\r
+ #define GL_PIXEL_MAP_R_TO_R 0x0C76\r
+ #define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6\r
+ #define GL_PIXEL_MAP_S_TO_S 0x0C71\r
+ #define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1\r
+ #define GL_PIXEL_MODE_BIT 0x00000020\r
+ #define GL_POINT 0x1B00\r
+ #define GL_POINTS 0x0000\r
+ #define GL_POINT_BIT 0x00000002\r
+ #define GL_POINT_SIZE 0x0B11\r
+ #define GL_POINT_SIZE_GRANULARITY 0x0B13\r
+ #define GL_POINT_SIZE_RANGE 0x0B12\r
+ #define GL_POINT_SMOOTH 0x0B10\r
+ #define GL_POINT_SMOOTH_HINT 0x0C51\r
+ #define GL_POINT_TOKEN 0x0701\r
+ #define GL_POLYGON 0x0009\r
+ #define GL_POLYGON_BIT 0x00000008\r
+ #define GL_POLYGON_MODE 0x0B40\r
+ #define GL_POLYGON_OFFSET_FACTOR 0x8038\r
+ #define GL_POLYGON_OFFSET_FILL 0x8037\r
+ #define GL_POLYGON_OFFSET_LINE 0x2A02\r
+ #define GL_POLYGON_OFFSET_POINT 0x2A01\r
+ #define GL_POLYGON_OFFSET_UNITS 0x2A00\r
+ #define GL_POLYGON_SMOOTH 0x0B41\r
+ #define GL_POLYGON_SMOOTH_HINT 0x0C53\r
+ #define GL_POLYGON_STIPPLE 0x0B42\r
+ #define GL_POLYGON_STIPPLE_BIT 0x00000010\r
+ #define GL_POLYGON_TOKEN 0x0703\r
+ #define GL_POSITION 0x1203\r
+ #define GL_PROJECTION 0x1701\r
+ #define GL_PROJECTION_MATRIX 0x0BA7\r
+ #define GL_PROJECTION_STACK_DEPTH 0x0BA4\r
+ #define GL_PROXY_TEXTURE_1D 0x8063\r
+ #define GL_PROXY_TEXTURE_2D 0x8064\r
+ #define GL_Q 0x2003\r
+ #define GL_QUADRATIC_ATTENUATION 0x1209\r
+ #define GL_QUADS 0x0007\r
+ #define GL_QUAD_STRIP 0x0008\r
+ #define GL_R 0x2002\r
+ #define GL_R3_G3_B2 0x2A10\r
+ #define GL_READ_BUFFER 0x0C02\r
+ #define GL_RED 0x1903\r
+ #define GL_RED_BIAS 0x0D15\r
+ #define GL_RED_BITS 0x0D52\r
+ #define GL_RED_SCALE 0x0D14\r
+ #define GL_RENDER 0x1C00\r
+ #define GL_RENDERER 0x1F01\r
+ #define GL_RENDER_MODE 0x0C40\r
+ #define GL_REPEAT 0x2901\r
+ #define GL_REPLACE 0x1E01\r
+ #define GL_RETURN 0x0102\r
+ #define GL_RGB 0x1907\r
+ #define GL_RGB10 0x8052\r
+ #define GL_RGB10_A2 0x8059\r
+ #define GL_RGB12 0x8053\r
+ #define GL_RGB16 0x8054\r
+ #define GL_RGB4 0x804F\r
+ #define GL_RGB5 0x8050\r
+ #define GL_RGB5_A1 0x8057\r
+ #define GL_RGB8 0x8051\r
+ #define GL_RGBA 0x1908\r
+ #define GL_RGBA12 0x805A\r
+ #define GL_RGBA16 0x805B\r
+ #define GL_RGBA2 0x8055\r
+ #define GL_RGBA4 0x8056\r
+ #define GL_RGBA8 0x8058\r
+ #define GL_RGBA_MODE 0x0C31\r
+ #define GL_RIGHT 0x0407\r
+ #define GL_S 0x2000\r
+ #define GL_SCISSOR_BIT 0x00080000\r
+ #define GL_SCISSOR_BOX 0x0C10\r
+ #define GL_SCISSOR_TEST 0x0C11\r
+ #define GL_SELECT 0x1C02\r
+ #define GL_SELECTION_BUFFER_POINTER 0x0DF3\r
+ #define GL_SELECTION_BUFFER_SIZE 0x0DF4\r
+ #define GL_SET 0x150F\r
+ #define GL_SHADE_MODEL 0x0B54\r
+ #define GL_SHININESS 0x1601\r
+ #define GL_SHORT 0x1402\r
+ #define GL_SMOOTH 0x1D01\r
+ #define GL_SPECULAR 0x1202\r
+ #define GL_SPHERE_MAP 0x2402\r
+ #define GL_SPOT_CUTOFF 0x1206\r
+ #define GL_SPOT_DIRECTION 0x1204\r
+ #define GL_SPOT_EXPONENT 0x1205\r
+ #define GL_SRC_ALPHA 0x0302\r
+ #define GL_SRC_ALPHA_SATURATE 0x0308\r
+ #define GL_SRC_COLOR 0x0300\r
+ #define GL_STACK_OVERFLOW 0x0503\r
+ #define GL_STACK_UNDERFLOW 0x0504\r
+ #define GL_STENCIL 0x1802\r
+ #define GL_STENCIL_BITS 0x0D57\r
+ #define GL_STENCIL_BUFFER_BIT 0x00000400\r
+ #define GL_STENCIL_CLEAR_VALUE 0x0B91\r
+ #define GL_STENCIL_FAIL 0x0B94\r
+ #define GL_STENCIL_FUNC 0x0B92\r
+ #define GL_STENCIL_INDEX 0x1901\r
+ #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95\r
+ #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96\r
+ #define GL_STENCIL_REF 0x0B97\r
+ #define GL_STENCIL_TEST 0x0B90\r
+ #define GL_STENCIL_VALUE_MASK 0x0B93\r
+ #define GL_STENCIL_WRITEMASK 0x0B98\r
+ #define GL_STEREO 0x0C33\r
+ #define GL_SUBPIXEL_BITS 0x0D50\r
+ #define GL_T 0x2001\r
+ #define GL_T2F_C3F_V3F 0x2A2A\r
+ #define GL_T2F_C4F_N3F_V3F 0x2A2C\r
+ #define GL_T2F_C4UB_V3F 0x2A29\r
+ #define GL_T2F_N3F_V3F 0x2A2B\r
+ #define GL_T2F_V3F 0x2A27\r
+ #define GL_T4F_C4F_N3F_V4F 0x2A2D\r
+ #define GL_T4F_V4F 0x2A28\r
+ #define GL_TEXTURE 0x1702\r
+ #define GL_TEXTURE_1D 0x0DE0\r
+ #define GL_TEXTURE_2D 0x0DE1\r
+ #define GL_TEXTURE_ALPHA_SIZE 0x805F\r
+ #define GL_TEXTURE_BINDING_1D 0x8068\r
+ #define GL_TEXTURE_BINDING_2D 0x8069\r
+ #define GL_TEXTURE_BIT 0x00040000\r
+ #define GL_TEXTURE_BLUE_SIZE 0x805E\r
+ #define GL_TEXTURE_BORDER 0x1005\r
+ #define GL_TEXTURE_BORDER_COLOR 0x1004\r
+ #define GL_TEXTURE_COMPONENTS 0x1003\r
+ #define GL_TEXTURE_COORD_ARRAY 0x8078\r
+ #define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092\r
+ #define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088\r
+ #define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A\r
+ #define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089\r
+ #define GL_TEXTURE_ENV 0x2300\r
+ #define GL_TEXTURE_ENV_COLOR 0x2201\r
+ #define GL_TEXTURE_ENV_MODE 0x2200\r
+ #define GL_TEXTURE_GEN_MODE 0x2500\r
+ #define GL_TEXTURE_GEN_Q 0x0C63\r
+ #define GL_TEXTURE_GEN_R 0x0C62\r
+ #define GL_TEXTURE_GEN_S 0x0C60\r
+ #define GL_TEXTURE_GEN_T 0x0C61\r
+ #define GL_TEXTURE_GREEN_SIZE 0x805D\r
+ #define GL_TEXTURE_HEIGHT 0x1001\r
+ #define GL_TEXTURE_INTENSITY_SIZE 0x8061\r
+ #define GL_TEXTURE_INTERNAL_FORMAT 0x1003\r
+ #define GL_TEXTURE_LUMINANCE_SIZE 0x8060\r
+ #define GL_TEXTURE_MAG_FILTER 0x2800\r
+ #define GL_TEXTURE_MATRIX 0x0BA8\r
+ #define GL_TEXTURE_MIN_FILTER 0x2801\r
+ #define GL_TEXTURE_PRIORITY 0x8066\r
+ #define GL_TEXTURE_RED_SIZE 0x805C\r
+ #define GL_TEXTURE_RESIDENT 0x8067\r
+ #define GL_TEXTURE_STACK_DEPTH 0x0BA5\r
+ #define GL_TEXTURE_WIDTH 0x1000\r
+ #define GL_TEXTURE_WRAP_S 0x2802\r
+ #define GL_TEXTURE_WRAP_T 0x2803\r
+ #define GL_TRANSFORM_BIT 0x00001000\r
+ #define GL_TRIANGLES 0x0004\r
+ #define GL_TRIANGLE_FAN 0x0006\r
+ #define GL_TRIANGLE_STRIP 0x0005\r
+ #define GL_TRUE 1\r
+ #define GL_UNPACK_ALIGNMENT 0x0CF5\r
+ #define GL_UNPACK_LSB_FIRST 0x0CF1\r
+ #define GL_UNPACK_ROW_LENGTH 0x0CF2\r
+ #define GL_UNPACK_SKIP_PIXELS 0x0CF4\r
+ #define GL_UNPACK_SKIP_ROWS 0x0CF3\r
+ #define GL_UNPACK_SWAP_BYTES 0x0CF0\r
+ #define GL_UNSIGNED_BYTE 0x1401\r
+ #define GL_UNSIGNED_INT 0x1405\r
+ #define GL_UNSIGNED_SHORT 0x1403\r
+ #define GL_V2F 0x2A20\r
+ #define GL_V3F 0x2A21\r
+ #define GL_VENDOR 0x1F00\r
+ #define GL_VERSION 0x1F02\r
+ #define GL_VERTEX_ARRAY 0x8074\r
+ #define GL_VERTEX_ARRAY_POINTER 0x808E\r
+ #define GL_VERTEX_ARRAY_SIZE 0x807A\r
+ #define GL_VERTEX_ARRAY_STRIDE 0x807C\r
+ #define GL_VERTEX_ARRAY_TYPE 0x807B\r
+ #define GL_VIEWPORT 0x0BA2\r
+ #define GL_VIEWPORT_BIT 0x00000800\r
+ #define GL_XOR 0x1506\r
+ #define GL_ZERO 0\r
+ #define GL_ZOOM_X 0x0D16\r
+ #define GL_ZOOM_Y 0x0D17\r
+ \r
+ // Version: 1.2\r
+ #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E\r
+ #define GL_ALIASED_POINT_SIZE_RANGE 0x846D\r
+ #define GL_BGR 0x80E0\r
+ #define GL_BGRA 0x80E1\r
+ #define GL_CLAMP_TO_EDGE 0x812F\r
+ #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8\r
+ #define GL_MAX_3D_TEXTURE_SIZE 0x8073\r
+ #define GL_MAX_ELEMENTS_INDICES 0x80E9\r
+ #define GL_MAX_ELEMENTS_VERTICES 0x80E8\r
+ #define GL_PACK_IMAGE_HEIGHT 0x806C\r
+ #define GL_PACK_SKIP_IMAGES 0x806B\r
+ #define GL_PROXY_TEXTURE_3D 0x8070\r
+ #define GL_RESCALE_NORMAL 0x803A\r
+ #define GL_SEPARATE_SPECULAR_COLOR 0x81FA\r
+ #define GL_SINGLE_COLOR 0x81F9\r
+ #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23\r
+ #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22\r
+ #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13\r
+ #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12\r
+ #define GL_TEXTURE_3D 0x806F\r
+ #define GL_TEXTURE_BASE_LEVEL 0x813C\r
+ #define GL_TEXTURE_BINDING_3D 0x806A\r
+ #define GL_TEXTURE_DEPTH 0x8071\r
+ #define GL_TEXTURE_MAX_LEVEL 0x813D\r
+ #define GL_TEXTURE_MAX_LOD 0x813B\r
+ #define GL_TEXTURE_MIN_LOD 0x813A\r
+ #define GL_TEXTURE_WRAP_R 0x8072\r
+ #define GL_UNPACK_IMAGE_HEIGHT 0x806E\r
+ #define GL_UNPACK_SKIP_IMAGES 0x806D\r
+ #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362\r
+ #define GL_UNSIGNED_BYTE_3_3_2 0x8032\r
+ #define GL_UNSIGNED_INT_10_10_10_2 0x8036\r
+ #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368\r
+ #define GL_UNSIGNED_INT_8_8_8_8 0x8035\r
+ #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367\r
+ #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366\r
+ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033\r
+ #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365\r
+ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034\r
+ #define GL_UNSIGNED_SHORT_5_6_5 0x8363\r
+ #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364\r
+ \r
+ // Version: 1.3\r
+ #define GL_ACTIVE_TEXTURE 0x84E0\r
+ #define GL_ADD_SIGNED 0x8574\r
+ #define GL_CLAMP_TO_BORDER 0x812D\r
+ #define GL_CLIENT_ACTIVE_TEXTURE 0x84E1\r
+ #define GL_COMBINE 0x8570\r
+ #define GL_COMBINE_ALPHA 0x8572\r
+ #define GL_COMBINE_RGB 0x8571\r
+ #define GL_COMPRESSED_ALPHA 0x84E9\r
+ #define GL_COMPRESSED_INTENSITY 0x84EC\r
+ #define GL_COMPRESSED_LUMINANCE 0x84EA\r
+ #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB\r
+ #define GL_COMPRESSED_RGB 0x84ED\r
+ #define GL_COMPRESSED_RGBA 0x84EE\r
+ #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3\r
+ #define GL_CONSTANT 0x8576\r
+ #define GL_DOT3_RGB 0x86AE\r
+ #define GL_DOT3_RGBA 0x86AF\r
+ #define GL_INTERPOLATE 0x8575\r
+ #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C\r
+ #define GL_MAX_TEXTURE_UNITS 0x84E2\r
+ #define GL_MULTISAMPLE 0x809D\r
+ #define GL_MULTISAMPLE_BIT 0x20000000\r
+ #define GL_NORMAL_MAP 0x8511\r
+ #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2\r
+ #define GL_OPERAND0_ALPHA 0x8598\r
+ #define GL_OPERAND0_RGB 0x8590\r
+ #define GL_OPERAND1_ALPHA 0x8599\r
+ #define GL_OPERAND1_RGB 0x8591\r
+ #define GL_OPERAND2_ALPHA 0x859A\r
+ #define GL_OPERAND2_RGB 0x8592\r
+ #define GL_PREVIOUS 0x8578\r
+ #define GL_PRIMARY_COLOR 0x8577\r
+ #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B\r
+ #define GL_REFLECTION_MAP 0x8512\r
+ #define GL_RGB_SCALE 0x8573\r
+ #define GL_SAMPLES 0x80A9\r
+ #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E\r
+ #define GL_SAMPLE_ALPHA_TO_ONE 0x809F\r
+ #define GL_SAMPLE_BUFFERS 0x80A8\r
+ #define GL_SAMPLE_COVERAGE 0x80A0\r
+ #define GL_SAMPLE_COVERAGE_INVERT 0x80AB\r
+ #define GL_SAMPLE_COVERAGE_VALUE 0x80AA\r
+ #define GL_SOURCE0_ALPHA 0x8588\r
+ #define GL_SOURCE0_RGB 0x8580\r
+ #define GL_SOURCE1_ALPHA 0x8589\r
+ #define GL_SOURCE1_RGB 0x8581\r
+ #define GL_SOURCE2_ALPHA 0x858A\r
+ #define GL_SOURCE2_RGB 0x8582\r
+ #define GL_SUBTRACT 0x84E7\r
+ #define GL_TEXTURE0 0x84C0\r
+ #define GL_TEXTURE1 0x84C1\r
+ #define GL_TEXTURE10 0x84CA\r
+ #define GL_TEXTURE11 0x84CB\r
+ #define GL_TEXTURE12 0x84CC\r
+ #define GL_TEXTURE13 0x84CD\r
+ #define GL_TEXTURE14 0x84CE\r
+ #define GL_TEXTURE15 0x84CF\r
+ #define GL_TEXTURE16 0x84D0\r
+ #define GL_TEXTURE17 0x84D1\r
+ #define GL_TEXTURE18 0x84D2\r
+ #define GL_TEXTURE19 0x84D3\r
+ #define GL_TEXTURE2 0x84C2\r
+ #define GL_TEXTURE20 0x84D4\r
+ #define GL_TEXTURE21 0x84D5\r
+ #define GL_TEXTURE22 0x84D6\r
+ #define GL_TEXTURE23 0x84D7\r
+ #define GL_TEXTURE24 0x84D8\r
+ #define GL_TEXTURE25 0x84D9\r
+ #define GL_TEXTURE26 0x84DA\r
+ #define GL_TEXTURE27 0x84DB\r
+ #define GL_TEXTURE28 0x84DC\r
+ #define GL_TEXTURE29 0x84DD\r
+ #define GL_TEXTURE3 0x84C3\r
+ #define GL_TEXTURE30 0x84DE\r
+ #define GL_TEXTURE31 0x84DF\r
+ #define GL_TEXTURE4 0x84C4\r
+ #define GL_TEXTURE5 0x84C5\r
+ #define GL_TEXTURE6 0x84C6\r
+ #define GL_TEXTURE7 0x84C7\r
+ #define GL_TEXTURE8 0x84C8\r
+ #define GL_TEXTURE9 0x84C9\r
+ #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514\r
+ #define GL_TEXTURE_COMPRESSED 0x86A1\r
+ #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0\r
+ #define GL_TEXTURE_COMPRESSION_HINT 0x84EF\r
+ #define GL_TEXTURE_CUBE_MAP 0x8513\r
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516\r
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518\r
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A\r
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515\r
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517\r
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519\r
+ #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6\r
+ #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3\r
+ #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4\r
+ #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5\r
+ \r
+ // Version: 1.4\r
+ #define GL_BLEND_COLOR 0x8005\r
+ #define GL_BLEND_DST_ALPHA 0x80CA\r
+ #define GL_BLEND_DST_RGB 0x80C8\r
+ #define GL_BLEND_EQUATION 0x8009\r
+ #define GL_BLEND_SRC_ALPHA 0x80CB\r
+ #define GL_BLEND_SRC_RGB 0x80C9\r
+ #define GL_COLOR_SUM 0x8458\r
+ #define GL_COMPARE_R_TO_TEXTURE 0x884E\r
+ #define GL_CONSTANT_ALPHA 0x8003\r
+ #define GL_CONSTANT_COLOR 0x8001\r
+ #define GL_CURRENT_FOG_COORDINATE 0x8453\r
+ #define GL_CURRENT_SECONDARY_COLOR 0x8459\r
+ #define GL_DECR_WRAP 0x8508\r
+ #define GL_DEPTH_COMPONENT16 0x81A5\r
+ #define GL_DEPTH_COMPONENT24 0x81A6\r
+ #define GL_DEPTH_COMPONENT32 0x81A7\r
+ #define GL_DEPTH_TEXTURE_MODE 0x884B\r
+ #define GL_FOG_COORDINATE 0x8451\r
+ #define GL_FOG_COORDINATE_ARRAY 0x8457\r
+ #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456\r
+ #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455\r
+ #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454\r
+ #define GL_FOG_COORDINATE_SOURCE 0x8450\r
+ #define GL_FRAGMENT_DEPTH 0x8452\r
+ #define GL_FUNC_ADD 0x8006\r
+ #define GL_FUNC_REVERSE_SUBTRACT 0x800B\r
+ #define GL_FUNC_SUBTRACT 0x800A\r
+ #define GL_GENERATE_MIPMAP 0x8191\r
+ #define GL_GENERATE_MIPMAP_HINT 0x8192\r
+ #define GL_INCR_WRAP 0x8507\r
+ #define GL_MAX 0x8008\r
+ #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD\r
+ #define GL_MIN 0x8007\r
+ #define GL_MIRRORED_REPEAT 0x8370\r
+ #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004\r
+ #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002\r
+ #define GL_POINT_DISTANCE_ATTENUATION 0x8129\r
+ #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128\r
+ #define GL_POINT_SIZE_MAX 0x8127\r
+ #define GL_POINT_SIZE_MIN 0x8126\r
+ #define GL_SECONDARY_COLOR_ARRAY 0x845E\r
+ #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D\r
+ #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A\r
+ #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C\r
+ #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B\r
+ #define GL_TEXTURE_COMPARE_FUNC 0x884D\r
+ #define GL_TEXTURE_COMPARE_MODE 0x884C\r
+ #define GL_TEXTURE_DEPTH_SIZE 0x884A\r
+ #define GL_TEXTURE_FILTER_CONTROL 0x8500\r
+ #define GL_TEXTURE_LOD_BIAS 0x8501\r
+ \r
+ // Version: 1.5\r
+ #define GL_ARRAY_BUFFER 0x8892\r
+ #define GL_ARRAY_BUFFER_BINDING 0x8894\r
+ #define GL_BUFFER_ACCESS 0x88BB\r
+ #define GL_BUFFER_MAPPED 0x88BC\r
+ #define GL_BUFFER_MAP_POINTER 0x88BD\r
+ #define GL_BUFFER_SIZE 0x8764\r
+ #define GL_BUFFER_USAGE 0x8765\r
+ #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898\r
+ #define GL_CURRENT_FOG_COORD 0x8453\r
+ #define GL_CURRENT_QUERY 0x8865\r
+ #define GL_DYNAMIC_COPY 0x88EA\r
+ #define GL_DYNAMIC_DRAW 0x88E8\r
+ #define GL_DYNAMIC_READ 0x88E9\r
+ #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B\r
+ #define GL_ELEMENT_ARRAY_BUFFER 0x8893\r
+ #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895\r
+ #define GL_FOG_COORD 0x8451\r
+ #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D\r
+ #define GL_FOG_COORD_ARRAY 0x8457\r
+ #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D\r
+ #define GL_FOG_COORD_ARRAY_POINTER 0x8456\r
+ #define GL_FOG_COORD_ARRAY_STRIDE 0x8455\r
+ #define GL_FOG_COORD_ARRAY_TYPE 0x8454\r
+ #define GL_FOG_COORD_SRC 0x8450\r
+ #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899\r
+ #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897\r
+ #define GL_QUERY_COUNTER_BITS 0x8864\r
+ #define GL_QUERY_RESULT 0x8866\r
+ #define GL_QUERY_RESULT_AVAILABLE 0x8867\r
+ #define GL_READ_ONLY 0x88B8\r
+ #define GL_READ_WRITE 0x88BA\r
+ #define GL_SAMPLES_PASSED 0x8914\r
+ #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C\r
+ #define GL_SRC0_ALPHA 0x8588\r
+ #define GL_SRC0_RGB 0x8580\r
+ #define GL_SRC1_ALPHA 0x8589\r
+ #define GL_SRC1_RGB 0x8581\r
+ #define GL_SRC2_ALPHA 0x858A\r
+ #define GL_SRC2_RGB 0x8582\r
+ #define GL_STATIC_COPY 0x88E6\r
+ #define GL_STATIC_DRAW 0x88E4\r
+ #define GL_STATIC_READ 0x88E5\r
+ #define GL_STREAM_COPY 0x88E2\r
+ #define GL_STREAM_DRAW 0x88E0\r
+ #define GL_STREAM_READ 0x88E1\r
+ #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A\r
+ #define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896\r
+ #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F\r
+ #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E\r
+ #define GL_WRITE_ONLY 0x88B9\r
+ \r
+ // Version: 2.0\r
+ #define GL_ACTIVE_ATTRIBUTES 0x8B89\r
+ #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A\r
+ #define GL_ACTIVE_UNIFORMS 0x8B86\r
+ #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87\r
+ #define GL_ATTACHED_SHADERS 0x8B85\r
+ #define GL_BLEND_EQUATION_ALPHA 0x883D\r
+ #define GL_BLEND_EQUATION_RGB 0x8009\r
+ #define GL_BOOL 0x8B56\r
+ #define GL_BOOL_VEC2 0x8B57\r
+ #define GL_BOOL_VEC3 0x8B58\r
+ #define GL_BOOL_VEC4 0x8B59\r
+ #define GL_COMPILE_STATUS 0x8B81\r
+ #define GL_COORD_REPLACE 0x8862\r
+ #define GL_CURRENT_PROGRAM 0x8B8D\r
+ #define GL_CURRENT_VERTEX_ATTRIB 0x8626\r
+ #define GL_DELETE_STATUS 0x8B80\r
+ #define GL_DRAW_BUFFER0 0x8825\r
+ #define GL_DRAW_BUFFER1 0x8826\r
+ #define GL_DRAW_BUFFER10 0x882F\r
+ #define GL_DRAW_BUFFER11 0x8830\r
+ #define GL_DRAW_BUFFER12 0x8831\r
+ #define GL_DRAW_BUFFER13 0x8832\r
+ #define GL_DRAW_BUFFER14 0x8833\r
+ #define GL_DRAW_BUFFER15 0x8834\r
+ #define GL_DRAW_BUFFER2 0x8827\r
+ #define GL_DRAW_BUFFER3 0x8828\r
+ #define GL_DRAW_BUFFER4 0x8829\r
+ #define GL_DRAW_BUFFER5 0x882A\r
+ #define GL_DRAW_BUFFER6 0x882B\r
+ #define GL_DRAW_BUFFER7 0x882C\r
+ #define GL_DRAW_BUFFER8 0x882D\r
+ #define GL_DRAW_BUFFER9 0x882E\r
+ #define GL_FLOAT_MAT2 0x8B5A\r
+ #define GL_FLOAT_MAT3 0x8B5B\r
+ #define GL_FLOAT_MAT4 0x8B5C\r
+ #define GL_FLOAT_VEC2 0x8B50\r
+ #define GL_FLOAT_VEC3 0x8B51\r
+ #define GL_FLOAT_VEC4 0x8B52\r
+ #define GL_FRAGMENT_SHADER 0x8B30\r
+ #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B\r
+ #define GL_INFO_LOG_LENGTH 0x8B84\r
+ #define GL_INT_VEC2 0x8B53\r
+ #define GL_INT_VEC3 0x8B54\r
+ #define GL_INT_VEC4 0x8B55\r
+ #define GL_LINK_STATUS 0x8B82\r
+ #define GL_LOWER_LEFT 0x8CA1\r
+ #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D\r
+ #define GL_MAX_DRAW_BUFFERS 0x8824\r
+ #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49\r
+ #define GL_MAX_TEXTURE_COORDS 0x8871\r
+ #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872\r
+ #define GL_MAX_VARYING_FLOATS 0x8B4B\r
+ #define GL_MAX_VERTEX_ATTRIBS 0x8869\r
+ #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C\r
+ #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A\r
+ #define GL_POINT_SPRITE 0x8861\r
+ #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0\r
+ #define GL_SAMPLER_1D 0x8B5D\r
+ #define GL_SAMPLER_1D_SHADOW 0x8B61\r
+ #define GL_SAMPLER_2D 0x8B5E\r
+ #define GL_SAMPLER_2D_SHADOW 0x8B62\r
+ #define GL_SAMPLER_3D 0x8B5F\r
+ #define GL_SAMPLER_CUBE 0x8B60\r
+ #define GL_SHADER_SOURCE_LENGTH 0x8B88\r
+ #define GL_SHADER_TYPE 0x8B4F\r
+ #define GL_SHADING_LANGUAGE_VERSION 0x8B8C\r
+ #define GL_STENCIL_BACK_FAIL 0x8801\r
+ #define GL_STENCIL_BACK_FUNC 0x8800\r
+ #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802\r
+ #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803\r
+ #define GL_STENCIL_BACK_REF 0x8CA3\r
+ #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4\r
+ #define GL_STENCIL_BACK_WRITEMASK 0x8CA5\r
+ #define GL_UPPER_LEFT 0x8CA2\r
+ #define GL_VALIDATE_STATUS 0x8B83\r
+ #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622\r
+ #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\r
+ #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645\r
+ #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623\r
+ #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624\r
+ #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625\r
+ #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642\r
+ #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643\r
+ #define GL_VERTEX_SHADER 0x8B31\r
+ \r
+ // Version: 2.1\r
+ #define GL_COMPRESSED_SLUMINANCE 0x8C4A\r
+ #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B\r
+ #define GL_COMPRESSED_SRGB 0x8C48\r
+ #define GL_COMPRESSED_SRGB_ALPHA 0x8C49\r
+ #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F\r
+ #define GL_FLOAT_MAT2x3 0x8B65\r
+ #define GL_FLOAT_MAT2x4 0x8B66\r
+ #define GL_FLOAT_MAT3x2 0x8B67\r
+ #define GL_FLOAT_MAT3x4 0x8B68\r
+ #define GL_FLOAT_MAT4x2 0x8B69\r
+ #define GL_FLOAT_MAT4x3 0x8B6A\r
+ #define GL_PIXEL_PACK_BUFFER 0x88EB\r
+ #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED\r
+ #define GL_PIXEL_UNPACK_BUFFER 0x88EC\r
+ #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF\r
+ #define GL_SLUMINANCE 0x8C46\r
+ #define GL_SLUMINANCE8 0x8C47\r
+ #define GL_SLUMINANCE8_ALPHA8 0x8C45\r
+ #define GL_SLUMINANCE_ALPHA 0x8C44\r
+ #define GL_SRGB 0x8C40\r
+ #define GL_SRGB8 0x8C41\r
+ #define GL_SRGB8_ALPHA8 0x8C43\r
+ #define GL_SRGB_ALPHA 0x8C42\r
+ \r
+ // Version: 3.0\r
+ #define GL_ALPHA_INTEGER 0x8D97\r
+ #define GL_BGRA_INTEGER 0x8D9B\r
+ #define GL_BGR_INTEGER 0x8D9A\r
+ #define GL_BLUE_INTEGER 0x8D96\r
+ #define GL_BUFFER_ACCESS_FLAGS 0x911F\r
+ #define GL_BUFFER_MAP_LENGTH 0x9120\r
+ #define GL_BUFFER_MAP_OFFSET 0x9121\r
+ #define GL_CLAMP_FRAGMENT_COLOR 0x891B\r
+ #define GL_CLAMP_READ_COLOR 0x891C\r
+ #define GL_CLAMP_VERTEX_COLOR 0x891A\r
+ #define GL_CLIP_DISTANCE0 0x3000\r
+ #define GL_CLIP_DISTANCE1 0x3001\r
+ #define GL_CLIP_DISTANCE2 0x3002\r
+ #define GL_CLIP_DISTANCE3 0x3003\r
+ #define GL_CLIP_DISTANCE4 0x3004\r
+ #define GL_CLIP_DISTANCE5 0x3005\r
+ #define GL_CLIP_DISTANCE6 0x3006\r
+ #define GL_CLIP_DISTANCE7 0x3007\r
+ #define GL_COLOR_ATTACHMENT0 0x8CE0\r
+ #define GL_COLOR_ATTACHMENT1 0x8CE1\r
+ #define GL_COLOR_ATTACHMENT10 0x8CEA\r
+ #define GL_COLOR_ATTACHMENT11 0x8CEB\r
+ #define GL_COLOR_ATTACHMENT12 0x8CEC\r
+ #define GL_COLOR_ATTACHMENT13 0x8CED\r
+ #define GL_COLOR_ATTACHMENT14 0x8CEE\r
+ #define GL_COLOR_ATTACHMENT15 0x8CEF\r
+ #define GL_COLOR_ATTACHMENT2 0x8CE2\r
+ #define GL_COLOR_ATTACHMENT3 0x8CE3\r
+ #define GL_COLOR_ATTACHMENT4 0x8CE4\r
+ #define GL_COLOR_ATTACHMENT5 0x8CE5\r
+ #define GL_COLOR_ATTACHMENT6 0x8CE6\r
+ #define GL_COLOR_ATTACHMENT7 0x8CE7\r
+ #define GL_COLOR_ATTACHMENT8 0x8CE8\r
+ #define GL_COLOR_ATTACHMENT9 0x8CE9\r
+ #define GL_COMPARE_REF_TO_TEXTURE 0x884E\r
+ #define GL_COMPRESSED_RED 0x8225\r
+ #define GL_COMPRESSED_RED_RGTC1 0x8DBB\r
+ #define GL_COMPRESSED_RG 0x8226\r
+ #define GL_COMPRESSED_RG_RGTC2 0x8DBD\r
+ #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC\r
+ #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE\r
+ #define GL_CONTEXT_FLAGS 0x821E\r
+ #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001\r
+ #define GL_DEPTH24_STENCIL8 0x88F0\r
+ #define GL_DEPTH32F_STENCIL8 0x8CAD\r
+ #define GL_DEPTH_ATTACHMENT 0x8D00\r
+ #define GL_DEPTH_COMPONENT32F 0x8CAC\r
+ #define GL_DEPTH_STENCIL 0x84F9\r
+ #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A\r
+ #define GL_DRAW_FRAMEBUFFER 0x8CA9\r
+ #define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6\r
+ #define GL_FIXED_ONLY 0x891D\r
+ #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD\r
+ #define GL_FRAMEBUFFER 0x8D40\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2\r
+ #define GL_FRAMEBUFFER_BINDING 0x8CA6\r
+ #define GL_FRAMEBUFFER_COMPLETE 0x8CD5\r
+ #define GL_FRAMEBUFFER_DEFAULT 0x8218\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC\r
+ #define GL_FRAMEBUFFER_SRGB 0x8DB9\r
+ #define GL_FRAMEBUFFER_UNDEFINED 0x8219\r
+ #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD\r
+ #define GL_GREEN_INTEGER 0x8D95\r
+ #define GL_HALF_FLOAT 0x140B\r
+ #define GL_INTERLEAVED_ATTRIBS 0x8C8C\r
+ #define GL_INT_SAMPLER_1D 0x8DC9\r
+ #define GL_INT_SAMPLER_1D_ARRAY 0x8DCE\r
+ #define GL_INT_SAMPLER_2D 0x8DCA\r
+ #define GL_INT_SAMPLER_2D_ARRAY 0x8DCF\r
+ #define GL_INT_SAMPLER_3D 0x8DCB\r
+ #define GL_INT_SAMPLER_CUBE 0x8DCC\r
+ #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506\r
+ #define GL_MAJOR_VERSION 0x821B\r
+ #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010\r
+ #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008\r
+ #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004\r
+ #define GL_MAP_READ_BIT 0x0001\r
+ #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020\r
+ #define GL_MAP_WRITE_BIT 0x0002\r
+ #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF\r
+ #define GL_MAX_CLIP_DISTANCES 0x0D32\r
+ #define GL_MAX_COLOR_ATTACHMENTS 0x8CDF\r
+ #define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905\r
+ #define GL_MAX_RENDERBUFFER_SIZE 0x84E8\r
+ #define GL_MAX_SAMPLES 0x8D57\r
+ #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A\r
+ #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B\r
+ #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80\r
+ #define GL_MAX_VARYING_COMPONENTS 0x8B4B\r
+ #define GL_MINOR_VERSION 0x821C\r
+ #define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904\r
+ #define GL_NUM_EXTENSIONS 0x821D\r
+ #define GL_PRIMITIVES_GENERATED 0x8C87\r
+ #define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19\r
+ #define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B\r
+ #define GL_QUERY_BY_REGION_NO_WAIT 0x8E16\r
+ #define GL_QUERY_BY_REGION_WAIT 0x8E15\r
+ #define GL_QUERY_NO_WAIT 0x8E14\r
+ #define GL_QUERY_WAIT 0x8E13\r
+ #define GL_R11F_G11F_B10F 0x8C3A\r
+ #define GL_R16 0x822A\r
+ #define GL_R16F 0x822D\r
+ #define GL_R16I 0x8233\r
+ #define GL_R16UI 0x8234\r
+ #define GL_R32F 0x822E\r
+ #define GL_R32I 0x8235\r
+ #define GL_R32UI 0x8236\r
+ #define GL_R8 0x8229\r
+ #define GL_R8I 0x8231\r
+ #define GL_R8UI 0x8232\r
+ #define GL_RASTERIZER_DISCARD 0x8C89\r
+ #define GL_READ_FRAMEBUFFER 0x8CA8\r
+ #define GL_READ_FRAMEBUFFER_BINDING 0x8CAA\r
+ #define GL_RED_INTEGER 0x8D94\r
+ #define GL_RENDERBUFFER 0x8D41\r
+ #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53\r
+ #define GL_RENDERBUFFER_BINDING 0x8CA7\r
+ #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52\r
+ #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54\r
+ #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51\r
+ #define GL_RENDERBUFFER_HEIGHT 0x8D43\r
+ #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44\r
+ #define GL_RENDERBUFFER_RED_SIZE 0x8D50\r
+ #define GL_RENDERBUFFER_SAMPLES 0x8CAB\r
+ #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55\r
+ #define GL_RENDERBUFFER_WIDTH 0x8D42\r
+ #define GL_RG 0x8227\r
+ #define GL_RG16 0x822C\r
+ #define GL_RG16F 0x822F\r
+ #define GL_RG16I 0x8239\r
+ #define GL_RG16UI 0x823A\r
+ #define GL_RG32F 0x8230\r
+ #define GL_RG32I 0x823B\r
+ #define GL_RG32UI 0x823C\r
+ #define GL_RG8 0x822B\r
+ #define GL_RG8I 0x8237\r
+ #define GL_RG8UI 0x8238\r
+ #define GL_RGB16F 0x881B\r
+ #define GL_RGB16I 0x8D89\r
+ #define GL_RGB16UI 0x8D77\r
+ #define GL_RGB32F 0x8815\r
+ #define GL_RGB32I 0x8D83\r
+ #define GL_RGB32UI 0x8D71\r
+ #define GL_RGB8I 0x8D8F\r
+ #define GL_RGB8UI 0x8D7D\r
+ #define GL_RGB9_E5 0x8C3D\r
+ #define GL_RGBA16F 0x881A\r
+ #define GL_RGBA16I 0x8D88\r
+ #define GL_RGBA16UI 0x8D76\r
+ #define GL_RGBA32F 0x8814\r
+ #define GL_RGBA32I 0x8D82\r
+ #define GL_RGBA32UI 0x8D70\r
+ #define GL_RGBA8I 0x8D8E\r
+ #define GL_RGBA8UI 0x8D7C\r
+ #define GL_RGBA_INTEGER 0x8D99\r
+ #define GL_RGB_INTEGER 0x8D98\r
+ #define GL_RG_INTEGER 0x8228\r
+ #define GL_SAMPLER_1D_ARRAY 0x8DC0\r
+ #define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3\r
+ #define GL_SAMPLER_2D_ARRAY 0x8DC1\r
+ #define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4\r
+ #define GL_SAMPLER_CUBE_SHADOW 0x8DC5\r
+ #define GL_SEPARATE_ATTRIBS 0x8C8D\r
+ #define GL_STENCIL_ATTACHMENT 0x8D20\r
+ #define GL_STENCIL_INDEX1 0x8D46\r
+ #define GL_STENCIL_INDEX16 0x8D49\r
+ #define GL_STENCIL_INDEX4 0x8D47\r
+ #define GL_STENCIL_INDEX8 0x8D48\r
+ #define GL_TEXTURE_1D_ARRAY 0x8C18\r
+ #define GL_TEXTURE_2D_ARRAY 0x8C1A\r
+ #define GL_TEXTURE_ALPHA_TYPE 0x8C13\r
+ #define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C\r
+ #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D\r
+ #define GL_TEXTURE_BLUE_TYPE 0x8C12\r
+ #define GL_TEXTURE_DEPTH_TYPE 0x8C16\r
+ #define GL_TEXTURE_GREEN_TYPE 0x8C11\r
+ #define GL_TEXTURE_RED_TYPE 0x8C10\r
+ #define GL_TEXTURE_SHARED_SIZE 0x8C3F\r
+ #define GL_TEXTURE_STENCIL_SIZE 0x88F1\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84\r
+ #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88\r
+ #define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83\r
+ #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76\r
+ #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B\r
+ #define GL_UNSIGNED_INT_24_8 0x84FA\r
+ #define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E\r
+ #define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1\r
+ #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6\r
+ #define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2\r
+ #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7\r
+ #define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3\r
+ #define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4\r
+ #define GL_UNSIGNED_INT_VEC2 0x8DC6\r
+ #define GL_UNSIGNED_INT_VEC3 0x8DC7\r
+ #define GL_UNSIGNED_INT_VEC4 0x8DC8\r
+ #define GL_UNSIGNED_NORMALIZED 0x8C17\r
+ #define GL_VERTEX_ARRAY_BINDING 0x85B5\r
+ #define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD\r
+ \r
+ // Version: 3.1\r
+ #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36\r
+ #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35\r
+ #define GL_COPY_READ_BUFFER 0x8F36\r
+ #define GL_COPY_WRITE_BUFFER 0x8F37\r
+ #define GL_INT_SAMPLER_2D_RECT 0x8DCD\r
+ #define GL_INT_SAMPLER_BUFFER 0x8DD0\r
+ #define GL_INVALID_INDEX 0xFFFFFFFF\r
+ #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33\r
+ #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E\r
+ #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31\r
+ #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D\r
+ #define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8\r
+ #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B\r
+ #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30\r
+ #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F\r
+ #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B\r
+ #define GL_PRIMITIVE_RESTART 0x8F9D\r
+ #define GL_PRIMITIVE_RESTART_INDEX 0x8F9E\r
+ #define GL_PROXY_TEXTURE_RECTANGLE 0x84F7\r
+ #define GL_R16_SNORM 0x8F98\r
+ #define GL_R8_SNORM 0x8F94\r
+ #define GL_RG16_SNORM 0x8F99\r
+ #define GL_RG8_SNORM 0x8F95\r
+ #define GL_RGB16_SNORM 0x8F9A\r
+ #define GL_RGB8_SNORM 0x8F96\r
+ #define GL_RGBA16_SNORM 0x8F9B\r
+ #define GL_RGBA8_SNORM 0x8F97\r
+ #define GL_SAMPLER_2D_RECT 0x8B63\r
+ #define GL_SAMPLER_2D_RECT_SHADOW 0x8B64\r
+ #define GL_SAMPLER_BUFFER 0x8DC2\r
+ #define GL_SIGNED_NORMALIZED 0x8F9C\r
+ #define GL_TEXTURE_BINDING_BUFFER 0x8C2C\r
+ #define GL_TEXTURE_BINDING_RECTANGLE 0x84F6\r
+ #define GL_TEXTURE_BUFFER 0x8C2A\r
+ #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D\r
+ #define GL_TEXTURE_RECTANGLE 0x84F5\r
+ #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C\r
+ #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42\r
+ #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43\r
+ #define GL_UNIFORM_BLOCK_BINDING 0x8A3F\r
+ #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40\r
+ #define GL_UNIFORM_BLOCK_INDEX 0x8A3A\r
+ #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41\r
+ #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46\r
+ #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44\r
+ #define GL_UNIFORM_BUFFER 0x8A11\r
+ #define GL_UNIFORM_BUFFER_BINDING 0x8A28\r
+ #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34\r
+ #define GL_UNIFORM_BUFFER_SIZE 0x8A2A\r
+ #define GL_UNIFORM_BUFFER_START 0x8A29\r
+ #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E\r
+ #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D\r
+ #define GL_UNIFORM_NAME_LENGTH 0x8A39\r
+ #define GL_UNIFORM_OFFSET 0x8A3B\r
+ #define GL_UNIFORM_SIZE 0x8A38\r
+ #define GL_UNIFORM_TYPE 0x8A37\r
+ #define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5\r
+ #define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8\r
+ \r
+ \r
+ // Extension: 1.0\r
+ extern void glAccum(GLenum op, GLfloat value);\r
+ extern void glAlphaFunc(GLenum func, GLfloat ref);\r
+ extern void glBegin(GLenum mode);\r
+ extern void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);\r
+ extern void glBlendFunc(GLenum sfactor, GLenum dfactor);\r
+ extern void glCallList(GLuint list);\r
+ extern void glCallLists(GLsizei n, GLenum type, const GLvoid * lists);\r
+ extern void glClear(GLbitfield mask);\r
+ extern void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ extern void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ extern void glClearDepth(GLdouble depth);\r
+ extern void glClearIndex(GLfloat c);\r
+ extern void glClearStencil(GLint s);\r
+ extern void glClipPlane(GLenum plane, const GLdouble * equation);\r
+ extern void glColor3b(GLbyte red, GLbyte green, GLbyte blue);\r
+ extern void glColor3bv(const GLbyte * v);\r
+ extern void glColor3d(GLdouble red, GLdouble green, GLdouble blue);\r
+ extern void glColor3dv(const GLdouble * v);\r
+ extern void glColor3f(GLfloat red, GLfloat green, GLfloat blue);\r
+ extern void glColor3fv(const GLfloat * v);\r
+ extern void glColor3i(GLint red, GLint green, GLint blue);\r
+ extern void glColor3iv(const GLint * v);\r
+ extern void glColor3s(GLshort red, GLshort green, GLshort blue);\r
+ extern void glColor3sv(const GLshort * v);\r
+ extern void glColor3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+ extern void glColor3ubv(const GLubyte * v);\r
+ extern void glColor3ui(GLuint red, GLuint green, GLuint blue);\r
+ extern void glColor3uiv(const GLuint * v);\r
+ extern void glColor3us(GLushort red, GLushort green, GLushort blue);\r
+ extern void glColor3usv(const GLushort * v);\r
+ extern void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\r
+ extern void glColor4bv(const GLbyte * v);\r
+ extern void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\r
+ extern void glColor4dv(const GLdouble * v);\r
+ extern void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ extern void glColor4fv(const GLfloat * v);\r
+ extern void glColor4i(GLint red, GLint green, GLint blue, GLint alpha);\r
+ extern void glColor4iv(const GLint * v);\r
+ extern void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);\r
+ extern void glColor4sv(const GLshort * v);\r
+ extern void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\r
+ extern void glColor4ubv(const GLubyte * v);\r
+ extern void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);\r
+ extern void glColor4uiv(const GLuint * v);\r
+ extern void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);\r
+ extern void glColor4usv(const GLushort * v);\r
+ extern void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\r
+ extern void glColorMaterial(GLenum face, GLenum mode);\r
+ extern void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\r
+ extern void glCullFace(GLenum mode);\r
+ extern void glDeleteLists(GLuint list, GLsizei range);\r
+ extern void glDepthFunc(GLenum func);\r
+ extern void glDepthMask(GLboolean flag);\r
+ extern void glDepthRange(GLdouble ren_near, GLdouble ren_far);\r
+ extern void glDisable(GLenum cap);\r
+ extern void glDrawBuffer(GLenum mode);\r
+ extern void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+ extern void glEdgeFlag(GLboolean flag);\r
+ extern void glEdgeFlagv(const GLboolean * flag);\r
+ extern void glEnable(GLenum cap);\r
+ extern void glEnd();\r
+ extern void glEndList();\r
+ extern void glEvalCoord1d(GLdouble u);\r
+ extern void glEvalCoord1dv(const GLdouble * u);\r
+ extern void glEvalCoord1f(GLfloat u);\r
+ extern void glEvalCoord1fv(const GLfloat * u);\r
+ extern void glEvalCoord2d(GLdouble u, GLdouble v);\r
+ extern void glEvalCoord2dv(const GLdouble * u);\r
+ extern void glEvalCoord2f(GLfloat u, GLfloat v);\r
+ extern void glEvalCoord2fv(const GLfloat * u);\r
+ extern void glEvalMesh1(GLenum mode, GLint i1, GLint i2);\r
+ extern void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\r
+ extern void glEvalPoint1(GLint i);\r
+ extern void glEvalPoint2(GLint i, GLint j);\r
+ extern void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer);\r
+ extern void glFinish();\r
+ extern void glFlush();\r
+ extern void glFogf(GLenum pname, GLfloat param);\r
+ extern void glFogfv(GLenum pname, const GLfloat * params);\r
+ extern void glFogi(GLenum pname, GLint param);\r
+ extern void glFogiv(GLenum pname, const GLint * params);\r
+ extern void glFrontFace(GLenum mode);\r
+ extern void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+ extern GLuint glGenLists(GLsizei range);\r
+ extern void glGetBooleanv(GLenum pname, GLboolean * params);\r
+ extern void glGetClipPlane(GLenum plane, GLdouble * equation);\r
+ extern void glGetDoublev(GLenum pname, GLdouble * params);\r
+ extern GLenum glGetError();\r
+ extern void glGetFloatv(GLenum pname, GLfloat * params);\r
+ extern void glGetIntegerv(GLenum pname, GLint * params);\r
+ extern void glGetLightfv(GLenum light, GLenum pname, GLfloat * params);\r
+ extern void glGetLightiv(GLenum light, GLenum pname, GLint * params);\r
+ extern void glGetMapdv(GLenum target, GLenum query, GLdouble * v);\r
+ extern void glGetMapfv(GLenum target, GLenum query, GLfloat * v);\r
+ extern void glGetMapiv(GLenum target, GLenum query, GLint * v);\r
+ extern void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params);\r
+ extern void glGetMaterialiv(GLenum face, GLenum pname, GLint * params);\r
+ extern void glGetPixelMapfv(GLenum map, GLfloat * values);\r
+ extern void glGetPixelMapuiv(GLenum map, GLuint * values);\r
+ extern void glGetPixelMapusv(GLenum map, GLushort * values);\r
+ extern void glGetPolygonStipple(GLubyte * mask);\r
+ extern const GLubyte * glGetString(GLenum name);\r
+ extern void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat * params);\r
+ extern void glGetTexEnviv(GLenum target, GLenum pname, GLint * params);\r
+ extern void glGetTexGendv(GLenum coord, GLenum pname, GLdouble * params);\r
+ extern void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat * params);\r
+ extern void glGetTexGeniv(GLenum coord, GLenum pname, GLint * params);\r
+ extern void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);\r
+ extern void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);\r
+ extern void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);\r
+ extern void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);\r
+ extern void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params);\r
+ extern void glHint(GLenum target, GLenum mode);\r
+ extern void glIndexMask(GLuint mask);\r
+ extern void glIndexd(GLdouble c);\r
+ extern void glIndexdv(const GLdouble * c);\r
+ extern void glIndexf(GLfloat c);\r
+ extern void glIndexfv(const GLfloat * c);\r
+ extern void glIndexi(GLint c);\r
+ extern void glIndexiv(const GLint * c);\r
+ extern void glIndexs(GLshort c);\r
+ extern void glIndexsv(const GLshort * c);\r
+ extern void glInitNames();\r
+ extern GLboolean glIsEnabled(GLenum cap);\r
+ extern GLboolean glIsList(GLuint list);\r
+ extern void glLightModelf(GLenum pname, GLfloat param);\r
+ extern void glLightModelfv(GLenum pname, const GLfloat * params);\r
+ extern void glLightModeli(GLenum pname, GLint param);\r
+ extern void glLightModeliv(GLenum pname, const GLint * params);\r
+ extern void glLightf(GLenum light, GLenum pname, GLfloat param);\r
+ extern void glLightfv(GLenum light, GLenum pname, const GLfloat * params);\r
+ extern void glLighti(GLenum light, GLenum pname, GLint param);\r
+ extern void glLightiv(GLenum light, GLenum pname, const GLint * params);\r
+ extern void glLineStipple(GLint factor, GLushort pattern);\r
+ extern void glLineWidth(GLfloat width);\r
+ extern void glListBase(GLuint base);\r
+ extern void glLoadIdentity();\r
+ extern void glLoadMatrixd(const GLdouble * m);\r
+ extern void glLoadMatrixf(const GLfloat * m);\r
+ extern void glLoadName(GLuint name);\r
+ extern void glLogicOp(GLenum opcode);\r
+ extern void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);\r
+ extern void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);\r
+ extern void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);\r
+ extern void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);\r
+ extern void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2);\r
+ extern void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2);\r
+ extern void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\r
+ extern void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\r
+ extern void glMaterialf(GLenum face, GLenum pname, GLfloat param);\r
+ extern void glMaterialfv(GLenum face, GLenum pname, const GLfloat * params);\r
+ extern void glMateriali(GLenum face, GLenum pname, GLint param);\r
+ extern void glMaterialiv(GLenum face, GLenum pname, const GLint * params);\r
+ extern void glMatrixMode(GLenum mode);\r
+ extern void glMultMatrixd(const GLdouble * m);\r
+ extern void glMultMatrixf(const GLfloat * m);\r
+ extern void glNewList(GLuint list, GLenum mode);\r
+ extern void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz);\r
+ extern void glNormal3bv(const GLbyte * v);\r
+ extern void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz);\r
+ extern void glNormal3dv(const GLdouble * v);\r
+ extern void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);\r
+ extern void glNormal3fv(const GLfloat * v);\r
+ extern void glNormal3i(GLint nx, GLint ny, GLint nz);\r
+ extern void glNormal3iv(const GLint * v);\r
+ extern void glNormal3s(GLshort nx, GLshort ny, GLshort nz);\r
+ extern void glNormal3sv(const GLshort * v);\r
+ extern void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+ extern void glPassThrough(GLfloat token);\r
+ extern void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values);\r
+ extern void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values);\r
+ extern void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values);\r
+ extern void glPixelStoref(GLenum pname, GLfloat param);\r
+ extern void glPixelStorei(GLenum pname, GLint param);\r
+ extern void glPixelTransferf(GLenum pname, GLfloat param);\r
+ extern void glPixelTransferi(GLenum pname, GLint param);\r
+ extern void glPixelZoom(GLfloat xfactor, GLfloat yfactor);\r
+ extern void glPointSize(GLfloat size);\r
+ extern void glPolygonMode(GLenum face, GLenum mode);\r
+ extern void glPolygonStipple(const GLubyte * mask);\r
+ extern void glPopAttrib();\r
+ extern void glPopMatrix();\r
+ extern void glPopName();\r
+ extern void glPushAttrib(GLbitfield mask);\r
+ extern void glPushMatrix();\r
+ extern void glPushName(GLuint name);\r
+ extern void glRasterPos2d(GLdouble x, GLdouble y);\r
+ extern void glRasterPos2dv(const GLdouble * v);\r
+ extern void glRasterPos2f(GLfloat x, GLfloat y);\r
+ extern void glRasterPos2fv(const GLfloat * v);\r
+ extern void glRasterPos2i(GLint x, GLint y);\r
+ extern void glRasterPos2iv(const GLint * v);\r
+ extern void glRasterPos2s(GLshort x, GLshort y);\r
+ extern void glRasterPos2sv(const GLshort * v);\r
+ extern void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glRasterPos3dv(const GLdouble * v);\r
+ extern void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glRasterPos3fv(const GLfloat * v);\r
+ extern void glRasterPos3i(GLint x, GLint y, GLint z);\r
+ extern void glRasterPos3iv(const GLint * v);\r
+ extern void glRasterPos3s(GLshort x, GLshort y, GLshort z);\r
+ extern void glRasterPos3sv(const GLshort * v);\r
+ extern void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+ extern void glRasterPos4dv(const GLdouble * v);\r
+ extern void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+ extern void glRasterPos4fv(const GLfloat * v);\r
+ extern void glRasterPos4i(GLint x, GLint y, GLint z, GLint w);\r
+ extern void glRasterPos4iv(const GLint * v);\r
+ extern void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+ extern void glRasterPos4sv(const GLshort * v);\r
+ extern void glReadBuffer(GLenum mode);\r
+ extern void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);\r
+ extern void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\r
+ extern void glRectdv(const GLdouble * v1, const GLdouble * v2);\r
+ extern void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\r
+ extern void glRectfv(const GLfloat * v1, const GLfloat * v2);\r
+ extern void glRecti(GLint x1, GLint y1, GLint x2, GLint y2);\r
+ extern void glRectiv(const GLint * v1, const GLint * v2);\r
+ extern void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);\r
+ extern void glRectsv(const GLshort * v1, const GLshort * v2);\r
+ extern GLint glRenderMode(GLenum mode);\r
+ extern void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glScaled(GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glScalef(GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);\r
+ extern void glSelectBuffer(GLsizei size, GLuint * buffer);\r
+ extern void glShadeModel(GLenum mode);\r
+ extern void glStencilFunc(GLenum func, GLint ref, GLuint mask);\r
+ extern void glStencilMask(GLuint mask);\r
+ extern void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);\r
+ extern void glTexCoord1d(GLdouble s);\r
+ extern void glTexCoord1dv(const GLdouble * v);\r
+ extern void glTexCoord1f(GLfloat s);\r
+ extern void glTexCoord1fv(const GLfloat * v);\r
+ extern void glTexCoord1i(GLint s);\r
+ extern void glTexCoord1iv(const GLint * v);\r
+ extern void glTexCoord1s(GLshort s);\r
+ extern void glTexCoord1sv(const GLshort * v);\r
+ extern void glTexCoord2d(GLdouble s, GLdouble t);\r
+ extern void glTexCoord2dv(const GLdouble * v);\r
+ extern void glTexCoord2f(GLfloat s, GLfloat t);\r
+ extern void glTexCoord2fv(const GLfloat * v);\r
+ extern void glTexCoord2i(GLint s, GLint t);\r
+ extern void glTexCoord2iv(const GLint * v);\r
+ extern void glTexCoord2s(GLshort s, GLshort t);\r
+ extern void glTexCoord2sv(const GLshort * v);\r
+ extern void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r);\r
+ extern void glTexCoord3dv(const GLdouble * v);\r
+ extern void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r);\r
+ extern void glTexCoord3fv(const GLfloat * v);\r
+ extern void glTexCoord3i(GLint s, GLint t, GLint r);\r
+ extern void glTexCoord3iv(const GLint * v);\r
+ extern void glTexCoord3s(GLshort s, GLshort t, GLshort r);\r
+ extern void glTexCoord3sv(const GLshort * v);\r
+ extern void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+ extern void glTexCoord4dv(const GLdouble * v);\r
+ extern void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+ extern void glTexCoord4fv(const GLfloat * v);\r
+ extern void glTexCoord4i(GLint s, GLint t, GLint r, GLint q);\r
+ extern void glTexCoord4iv(const GLint * v);\r
+ extern void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q);\r
+ extern void glTexCoord4sv(const GLshort * v);\r
+ extern void glTexEnvf(GLenum target, GLenum pname, GLfloat param);\r
+ extern void glTexEnvfv(GLenum target, GLenum pname, const GLfloat * params);\r
+ extern void glTexEnvi(GLenum target, GLenum pname, GLint param);\r
+ extern void glTexEnviv(GLenum target, GLenum pname, const GLint * params);\r
+ extern void glTexGend(GLenum coord, GLenum pname, GLdouble param);\r
+ extern void glTexGendv(GLenum coord, GLenum pname, const GLdouble * params);\r
+ extern void glTexGenf(GLenum coord, GLenum pname, GLfloat param);\r
+ extern void glTexGenfv(GLenum coord, GLenum pname, const GLfloat * params);\r
+ extern void glTexGeni(GLenum coord, GLenum pname, GLint param);\r
+ extern void glTexGeniv(GLenum coord, GLenum pname, const GLint * params);\r
+ extern void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+ extern void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+ extern void glTexParameterf(GLenum target, GLenum pname, GLfloat param);\r
+ extern void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params);\r
+ extern void glTexParameteri(GLenum target, GLenum pname, GLint param);\r
+ extern void glTexParameteriv(GLenum target, GLenum pname, const GLint * params);\r
+ extern void glTranslated(GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glTranslatef(GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glVertex2d(GLdouble x, GLdouble y);\r
+ extern void glVertex2dv(const GLdouble * v);\r
+ extern void glVertex2f(GLfloat x, GLfloat y);\r
+ extern void glVertex2fv(const GLfloat * v);\r
+ extern void glVertex2i(GLint x, GLint y);\r
+ extern void glVertex2iv(const GLint * v);\r
+ extern void glVertex2s(GLshort x, GLshort y);\r
+ extern void glVertex2sv(const GLshort * v);\r
+ extern void glVertex3d(GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glVertex3dv(const GLdouble * v);\r
+ extern void glVertex3f(GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glVertex3fv(const GLfloat * v);\r
+ extern void glVertex3i(GLint x, GLint y, GLint z);\r
+ extern void glVertex3iv(const GLint * v);\r
+ extern void glVertex3s(GLshort x, GLshort y, GLshort z);\r
+ extern void glVertex3sv(const GLshort * v);\r
+ extern void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+ extern void glVertex4dv(const GLdouble * v);\r
+ extern void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+ extern void glVertex4fv(const GLfloat * v);\r
+ extern void glVertex4i(GLint x, GLint y, GLint z, GLint w);\r
+ extern void glVertex4iv(const GLint * v);\r
+ extern void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+ extern void glVertex4sv(const GLshort * v);\r
+ extern void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);\r
+ \r
+ // Extension: 1.1\r
+ extern GLboolean glAreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences);\r
+ extern void glArrayElement(GLint i);\r
+ extern void glBindTexture(GLenum target, GLuint texture);\r
+ extern void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ extern void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\r
+ extern void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\r
+ extern void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\r
+ extern void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+ extern void glDeleteTextures(GLsizei n, const GLuint * textures);\r
+ extern void glDisableClientState(GLenum ren_array);\r
+ extern void glDrawArrays(GLenum mode, GLint first, GLsizei count);\r
+ extern void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);\r
+ extern void glEdgeFlagPointer(GLsizei stride, const GLvoid * pointer);\r
+ extern void glEnableClientState(GLenum ren_array);\r
+ extern void glGenTextures(GLsizei n, GLuint * textures);\r
+ extern void glGetPointerv(GLenum pname, GLvoid ** params);\r
+ extern void glIndexPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ extern void glIndexub(GLubyte c);\r
+ extern void glIndexubv(const GLubyte * c);\r
+ extern void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer);\r
+ extern GLboolean glIsTexture(GLuint texture);\r
+ extern void glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ extern void glPolygonOffset(GLfloat factor, GLfloat units);\r
+ extern void glPopClientAttrib();\r
+ extern void glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities);\r
+ extern void glPushClientAttrib(GLbitfield mask);\r
+ extern void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ extern void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);\r
+ extern void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+ extern void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ \r
+ // Extension: 1.2\r
+ extern void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ extern void glBlendEquation(GLenum mode);\r
+ extern void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+ extern void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);\r
+ extern void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+ extern void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);\r
+ \r
+ // Extension: 1.3\r
+ extern void glActiveTexture(GLenum texture);\r
+ extern void glClientActiveTexture(GLenum texture);\r
+ extern void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);\r
+ extern void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);\r
+ extern void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);\r
+ extern void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+ extern void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+ extern void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+ extern void glGetCompressedTexImage(GLenum target, GLint level, GLvoid * img);\r
+ extern void glLoadTransposeMatrixd(const GLdouble * m);\r
+ extern void glLoadTransposeMatrixf(const GLfloat * m);\r
+ extern void glMultTransposeMatrixd(const GLdouble * m);\r
+ extern void glMultTransposeMatrixf(const GLfloat * m);\r
+ extern void glMultiTexCoord1d(GLenum target, GLdouble s);\r
+ extern void glMultiTexCoord1dv(GLenum target, const GLdouble * v);\r
+ extern void glMultiTexCoord1f(GLenum target, GLfloat s);\r
+ extern void glMultiTexCoord1fv(GLenum target, const GLfloat * v);\r
+ extern void glMultiTexCoord1i(GLenum target, GLint s);\r
+ extern void glMultiTexCoord1iv(GLenum target, const GLint * v);\r
+ extern void glMultiTexCoord1s(GLenum target, GLshort s);\r
+ extern void glMultiTexCoord1sv(GLenum target, const GLshort * v);\r
+ extern void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);\r
+ extern void glMultiTexCoord2dv(GLenum target, const GLdouble * v);\r
+ extern void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);\r
+ extern void glMultiTexCoord2fv(GLenum target, const GLfloat * v);\r
+ extern void glMultiTexCoord2i(GLenum target, GLint s, GLint t);\r
+ extern void glMultiTexCoord2iv(GLenum target, const GLint * v);\r
+ extern void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t);\r
+ extern void glMultiTexCoord2sv(GLenum target, const GLshort * v);\r
+ extern void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);\r
+ extern void glMultiTexCoord3dv(GLenum target, const GLdouble * v);\r
+ extern void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);\r
+ extern void glMultiTexCoord3fv(GLenum target, const GLfloat * v);\r
+ extern void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);\r
+ extern void glMultiTexCoord3iv(GLenum target, const GLint * v);\r
+ extern void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);\r
+ extern void glMultiTexCoord3sv(GLenum target, const GLshort * v);\r
+ extern void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+ extern void glMultiTexCoord4dv(GLenum target, const GLdouble * v);\r
+ extern void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+ extern void glMultiTexCoord4fv(GLenum target, const GLfloat * v);\r
+ extern void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q);\r
+ extern void glMultiTexCoord4iv(GLenum target, const GLint * v);\r
+ extern void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\r
+ extern void glMultiTexCoord4sv(GLenum target, const GLshort * v);\r
+ extern void glSampleCoverage(GLfloat value, GLboolean invert);\r
+ \r
+ // Extension: 1.4\r
+ extern void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\r
+ extern void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ extern void glFogCoordd(GLdouble coord);\r
+ extern void glFogCoorddv(const GLdouble * coord);\r
+ extern void glFogCoordf(GLfloat coord);\r
+ extern void glFogCoordfv(const GLfloat * coord);\r
+ extern void glMultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);\r
+ extern void glMultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount);\r
+ extern void glPointParameterf(GLenum pname, GLfloat param);\r
+ extern void glPointParameterfv(GLenum pname, const GLfloat * params);\r
+ extern void glPointParameteri(GLenum pname, GLint param);\r
+ extern void glPointParameteriv(GLenum pname, const GLint * params);\r
+ extern void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);\r
+ extern void glSecondaryColor3bv(const GLbyte * v);\r
+ extern void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);\r
+ extern void glSecondaryColor3dv(const GLdouble * v);\r
+ extern void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);\r
+ extern void glSecondaryColor3fv(const GLfloat * v);\r
+ extern void glSecondaryColor3i(GLint red, GLint green, GLint blue);\r
+ extern void glSecondaryColor3iv(const GLint * v);\r
+ extern void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue);\r
+ extern void glSecondaryColor3sv(const GLshort * v);\r
+ extern void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+ extern void glSecondaryColor3ubv(const GLubyte * v);\r
+ extern void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue);\r
+ extern void glSecondaryColor3uiv(const GLuint * v);\r
+ extern void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue);\r
+ extern void glSecondaryColor3usv(const GLushort * v);\r
+ extern void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ extern void glWindowPos2d(GLdouble x, GLdouble y);\r
+ extern void glWindowPos2dv(const GLdouble * v);\r
+ extern void glWindowPos2f(GLfloat x, GLfloat y);\r
+ extern void glWindowPos2fv(const GLfloat * v);\r
+ extern void glWindowPos2i(GLint x, GLint y);\r
+ extern void glWindowPos2iv(const GLint * v);\r
+ extern void glWindowPos2s(GLshort x, GLshort y);\r
+ extern void glWindowPos2sv(const GLshort * v);\r
+ extern void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glWindowPos3dv(const GLdouble * v);\r
+ extern void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glWindowPos3fv(const GLfloat * v);\r
+ extern void glWindowPos3i(GLint x, GLint y, GLint z);\r
+ extern void glWindowPos3iv(const GLint * v);\r
+ extern void glWindowPos3s(GLshort x, GLshort y, GLshort z);\r
+ extern void glWindowPos3sv(const GLshort * v);\r
+ \r
+ // Extension: 1.5\r
+ extern void glBeginQuery(GLenum target, GLuint id);\r
+ extern void glBindBuffer(GLenum target, GLuint buffer);\r
+ extern void glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);\r
+ extern void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);\r
+ extern void glDeleteBuffers(GLsizei n, const GLuint * buffers);\r
+ extern void glDeleteQueries(GLsizei n, const GLuint * ids);\r
+ extern void glEndQuery(GLenum target);\r
+ extern void glGenBuffers(GLsizei n, GLuint * buffers);\r
+ extern void glGenQueries(GLsizei n, GLuint * ids);\r
+ extern void glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+ extern void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params);\r
+ extern void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data);\r
+ extern void glGetQueryObjectiv(GLuint id, GLenum pname, GLint * params);\r
+ extern void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params);\r
+ extern void glGetQueryiv(GLenum target, GLenum pname, GLint * params);\r
+ extern GLboolean glIsBuffer(GLuint buffer);\r
+ extern GLboolean glIsQuery(GLuint id);\r
+ extern void * glMapBuffer(GLenum target, GLenum access);\r
+ extern GLboolean glUnmapBuffer(GLenum target);\r
+ \r
+ // Extension: 2.0\r
+ extern void glAttachShader(GLuint program, GLuint shader);\r
+ extern void glBindAttribLocation(GLuint program, GLuint index, const GLchar * name);\r
+ extern void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);\r
+ extern void glCompileShader(GLuint shader);\r
+ extern GLuint glCreateProgram();\r
+ extern GLuint glCreateShader(GLenum type);\r
+ extern void glDeleteProgram(GLuint program);\r
+ extern void glDeleteShader(GLuint shader);\r
+ extern void glDetachShader(GLuint program, GLuint shader);\r
+ extern void glDisableVertexAttribArray(GLuint index);\r
+ extern void glDrawBuffers(GLsizei n, const GLenum * bufs);\r
+ extern void glEnableVertexAttribArray(GLuint index);\r
+ extern void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+ extern void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+ extern void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders);\r
+ extern GLint glGetAttribLocation(GLuint program, const GLchar * name);\r
+ extern void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+ extern void glGetProgramiv(GLuint program, GLenum pname, GLint * params);\r
+ extern void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+ extern void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source);\r
+ extern void glGetShaderiv(GLuint shader, GLenum pname, GLint * params);\r
+ extern GLint glGetUniformLocation(GLuint program, const GLchar * name);\r
+ extern void glGetUniformfv(GLuint program, GLint location, GLfloat * params);\r
+ extern void glGetUniformiv(GLuint program, GLint location, GLint * params);\r
+ extern void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer);\r
+ extern void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params);\r
+ extern void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);\r
+ extern void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params);\r
+ extern GLboolean glIsProgram(GLuint program);\r
+ extern GLboolean glIsShader(GLuint shader);\r
+ extern void glLinkProgram(GLuint program);\r
+ extern void glShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length);\r
+ extern void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);\r
+ extern void glStencilMaskSeparate(GLenum face, GLuint mask);\r
+ extern void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\r
+ extern void glUniform1f(GLint location, GLfloat v0);\r
+ extern void glUniform1fv(GLint location, GLsizei count, const GLfloat * value);\r
+ extern void glUniform1i(GLint location, GLint v0);\r
+ extern void glUniform1iv(GLint location, GLsizei count, const GLint * value);\r
+ extern void glUniform2f(GLint location, GLfloat v0, GLfloat v1);\r
+ extern void glUniform2fv(GLint location, GLsizei count, const GLfloat * value);\r
+ extern void glUniform2i(GLint location, GLint v0, GLint v1);\r
+ extern void glUniform2iv(GLint location, GLsizei count, const GLint * value);\r
+ extern void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\r
+ extern void glUniform3fv(GLint location, GLsizei count, const GLfloat * value);\r
+ extern void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);\r
+ extern void glUniform3iv(GLint location, GLsizei count, const GLint * value);\r
+ extern void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\r
+ extern void glUniform4fv(GLint location, GLsizei count, const GLfloat * value);\r
+ extern void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\r
+ extern void glUniform4iv(GLint location, GLsizei count, const GLint * value);\r
+ extern void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUseProgram(GLuint program);\r
+ extern void glValidateProgram(GLuint program);\r
+ extern void glVertexAttrib1d(GLuint index, GLdouble x);\r
+ extern void glVertexAttrib1dv(GLuint index, const GLdouble * v);\r
+ extern void glVertexAttrib1f(GLuint index, GLfloat x);\r
+ extern void glVertexAttrib1fv(GLuint index, const GLfloat * v);\r
+ extern void glVertexAttrib1s(GLuint index, GLshort x);\r
+ extern void glVertexAttrib1sv(GLuint index, const GLshort * v);\r
+ extern void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y);\r
+ extern void glVertexAttrib2dv(GLuint index, const GLdouble * v);\r
+ extern void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);\r
+ extern void glVertexAttrib2fv(GLuint index, const GLfloat * v);\r
+ extern void glVertexAttrib2s(GLuint index, GLshort x, GLshort y);\r
+ extern void glVertexAttrib2sv(GLuint index, const GLshort * v);\r
+ extern void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);\r
+ extern void glVertexAttrib3dv(GLuint index, const GLdouble * v);\r
+ extern void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);\r
+ extern void glVertexAttrib3fv(GLuint index, const GLfloat * v);\r
+ extern void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);\r
+ extern void glVertexAttrib3sv(GLuint index, const GLshort * v);\r
+ extern void glVertexAttrib4Nbv(GLuint index, const GLbyte * v);\r
+ extern void glVertexAttrib4Niv(GLuint index, const GLint * v);\r
+ extern void glVertexAttrib4Nsv(GLuint index, const GLshort * v);\r
+ extern void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\r
+ extern void glVertexAttrib4Nubv(GLuint index, const GLubyte * v);\r
+ extern void glVertexAttrib4Nuiv(GLuint index, const GLuint * v);\r
+ extern void glVertexAttrib4Nusv(GLuint index, const GLushort * v);\r
+ extern void glVertexAttrib4bv(GLuint index, const GLbyte * v);\r
+ extern void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+ extern void glVertexAttrib4dv(GLuint index, const GLdouble * v);\r
+ extern void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+ extern void glVertexAttrib4fv(GLuint index, const GLfloat * v);\r
+ extern void glVertexAttrib4iv(GLuint index, const GLint * v);\r
+ extern void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\r
+ extern void glVertexAttrib4sv(GLuint index, const GLshort * v);\r
+ extern void glVertexAttrib4ubv(GLuint index, const GLubyte * v);\r
+ extern void glVertexAttrib4uiv(GLuint index, const GLuint * v);\r
+ extern void glVertexAttrib4usv(GLuint index, const GLushort * v);\r
+ extern void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);\r
+ \r
+ // Extension: 2.1\r
+ extern void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ extern void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ \r
+ // Extension: 3.0\r
+ extern void glBeginConditionalRender(GLuint id, GLenum mode);\r
+ extern void glBeginTransformFeedback(GLenum primitiveMode);\r
+ extern void glBindBufferBase(GLenum target, GLuint index, GLuint buffer);\r
+ extern void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\r
+ extern void glBindFragDataLocation(GLuint program, GLuint color, const GLchar * name);\r
+ extern void glBindFramebuffer(GLenum target, GLuint framebuffer);\r
+ extern void glBindRenderbuffer(GLenum target, GLuint renderbuffer);\r
+ extern void glBindVertexArray(GLuint ren_array);\r
+ extern void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\r
+ extern GLenum glCheckFramebufferStatus(GLenum target);\r
+ extern void glClampColor(GLenum target, GLenum clamp);\r
+ extern void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\r
+ extern void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value);\r
+ extern void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value);\r
+ extern void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value);\r
+ extern void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\r
+ extern void glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers);\r
+ extern void glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);\r
+ extern void glDeleteVertexArrays(GLsizei n, const GLuint * arrays);\r
+ extern void glDisablei(GLenum target, GLuint index);\r
+ extern void glEnablei(GLenum target, GLuint index);\r
+ extern void glEndConditionalRender();\r
+ extern void glEndTransformFeedback();\r
+ extern void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);\r
+ extern void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\r
+ extern void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+ extern void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+ extern void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\r
+ extern void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\r
+ extern void glGenFramebuffers(GLsizei n, GLuint * framebuffers);\r
+ extern void glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);\r
+ extern void glGenVertexArrays(GLsizei n, GLuint * arrays);\r
+ extern void glGenerateMipmap(GLenum target);\r
+ extern void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data);\r
+ extern GLint glGetFragDataLocation(GLuint program, const GLchar * name);\r
+ extern void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);\r
+ extern void glGetIntegeri_v(GLenum target, GLuint index, GLint * data);\r
+ extern void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+ extern const GLubyte * glGetStringi(GLenum name, GLuint index);\r
+ extern void glGetTexParameterIiv(GLenum target, GLenum pname, GLint * params);\r
+ extern void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params);\r
+ extern void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\r
+ extern void glGetUniformuiv(GLuint program, GLint location, GLuint * params);\r
+ extern void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint * params);\r
+ extern void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params);\r
+ extern GLboolean glIsEnabledi(GLenum target, GLuint index);\r
+ extern GLboolean glIsFramebuffer(GLuint framebuffer);\r
+ extern GLboolean glIsRenderbuffer(GLuint renderbuffer);\r
+ extern GLboolean glIsVertexArray(GLuint ren_array);\r
+ extern void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\r
+ extern void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\r
+ extern void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\r
+ extern void glTexParameterIiv(GLenum target, GLenum pname, const GLint * params);\r
+ extern void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);\r
+ extern void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\r
+ extern void glUniform1ui(GLint location, GLuint v0);\r
+ extern void glUniform1uiv(GLint location, GLsizei count, const GLuint * value);\r
+ extern void glUniform2ui(GLint location, GLuint v0, GLuint v1);\r
+ extern void glUniform2uiv(GLint location, GLsizei count, const GLuint * value);\r
+ extern void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);\r
+ extern void glUniform3uiv(GLint location, GLsizei count, const GLuint * value);\r
+ extern void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\r
+ extern void glUniform4uiv(GLint location, GLsizei count, const GLuint * value);\r
+ extern void glVertexAttribI1i(GLuint index, GLint x);\r
+ extern void glVertexAttribI1iv(GLuint index, const GLint * v);\r
+ extern void glVertexAttribI1ui(GLuint index, GLuint x);\r
+ extern void glVertexAttribI1uiv(GLuint index, const GLuint * v);\r
+ extern void glVertexAttribI2i(GLuint index, GLint x, GLint y);\r
+ extern void glVertexAttribI2iv(GLuint index, const GLint * v);\r
+ extern void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y);\r
+ extern void glVertexAttribI2uiv(GLuint index, const GLuint * v);\r
+ extern void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);\r
+ extern void glVertexAttribI3iv(GLuint index, const GLint * v);\r
+ extern void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);\r
+ extern void glVertexAttribI3uiv(GLuint index, const GLuint * v);\r
+ extern void glVertexAttribI4bv(GLuint index, const GLbyte * v);\r
+ extern void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);\r
+ extern void glVertexAttribI4iv(GLuint index, const GLint * v);\r
+ extern void glVertexAttribI4sv(GLuint index, const GLshort * v);\r
+ extern void glVertexAttribI4ubv(GLuint index, const GLubyte * v);\r
+ extern void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\r
+ extern void glVertexAttribI4uiv(GLuint index, const GLuint * v);\r
+ extern void glVertexAttribI4usv(GLuint index, const GLushort * v);\r
+ extern void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ \r
+ // Extension: 3.1\r
+ extern void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\r
+ extern void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);\r
+ extern void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount);\r
+ extern void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName);\r
+ extern void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params);\r
+ extern void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);\r
+ extern void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);\r
+ extern GLuint glGetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName);\r
+ extern void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices);\r
+ extern void glPrimitiveRestartIndex(GLuint index);\r
+ extern void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer);\r
+ extern void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\r
+ \r
+ #ifdef __cplusplus\r
+ }\r
+ #endif /*__cplusplus*/\r
+ \r
+ #endif //OPENGL_NOLOAD_STYLE_H\r
--- /dev/null
+/**
+
+This demo loads an image, creates a texture out of it and draws it with a triangle strip.
+
+**/
+#include <stdbool.h>
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+int main(int argc, char** argv) {
+ if (argc != 2) {
+ fprintf(stderr, "Usage: %s image-file\n", argv[0]);
+ return 1;
+ }
+
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ SDL_Window* win = SDL_CreateWindow("SlimGL image", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(0);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ in vec2 pos;
+ in vec2 tex_coords;
+ out vec2 interpolated_tex_coords;
+
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ interpolated_tex_coords = tex_coords;
+ }
+ ), SGL_GLSL("#version 140",
+ uniform sampler2D tex;
+
+ in vec2 interpolated_tex_coords;
+
+ void main() {
+ gl_FragColor = texture2D(tex, interpolated_tex_coords);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Load image and create a texture with it
+ int img_w = 0, img_h = 0;
+ uint8_t* img = stbi_load(argv[1], &img_w, &img_h, NULL, 4);
+ if (img == NULL)
+ fprintf(stderr, "Failed to load image %s: %s\n", argv[1], stbi_failure_reason());
+ GLuint texture = sgl_texture_new(img_w, img_h, 4, img, 0, 0);
+ free(img);
+
+ // Create a vertex buffer with one quad for the image (actually it's one
+ // triangle strip since quads are depricated). The x and y values are in
+ // normalized space coordinates, u and v are in texture coordinates.
+ struct { float x, y, u, v; } vertices[] = {
+ { 1, 1, 1, 0 }, // right top
+ { 1, -1, 1, 1 }, // right bottom
+ { -1, 1, 0, 0 }, // left top
+ { -1, -1, 0, 1 } // left bottom
+ };
+ GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+
+ // Draw image whenever needed
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLE_STRIP, program, "pos %2f tex_coords %2f tex %T", buffer, texture);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(buffer);
+ sgl_texture_destroy(texture);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+/**
+
+This demo loads an image, creates a texture out of it and draws it with a triangle strip.
+As an added bonus it magnifies the image around the mouse cursor.
+
+**/
+#include <stdbool.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+
+int main(int argc, char** argv) {
+ if (argc != 2) {
+ fprintf(stderr, "Usage: %s image-file\n", argv[0]);
+ return 1;
+ }
+
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ int win_w = 800, win_h = 600;
+ SDL_Window* win = SDL_CreateWindow("SlimGL image bubble", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, win_w, win_h, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(0);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ uniform mat3 projection;
+
+ in vec2 pos;
+ in vec2 tex_coords;
+ out vec2 interpolated_tex_coords;
+ out vec2 screen_pos;
+
+ void main() {
+ gl_Position = vec4(projection * vec3(pos, 1), 1);
+ interpolated_tex_coords = tex_coords;
+ screen_pos = pos;
+ }
+ ), SGL_GLSL("#version 140",
+ uniform sampler2DRect tex;
+ uniform vec2 mouse_pos;
+ uniform float img_pixels_per_quad_pixel;
+
+ in vec2 interpolated_tex_coords;
+ in vec2 screen_pos;
+
+ // Zoom level inside the bubble (2 = double magnification, 4 = four times the size, etc.)
+ float zoom_level = 2.0;
+ // The distance from the mouse cursor the bubble starts to zoom slightly
+ float bubble_outer_radius = 200;
+ // The distance from the mouse cursor where the bubble arrives at full zoom. Everything
+ // inside is zoomed with `zoom_level`.
+ float bubble_inner_radius = 100;
+
+ void main() {
+ vec2 to_mouse = mouse_pos - screen_pos;
+ float distance = length(to_mouse);
+
+ // 0 where no zoom is applied (outside of bubble), 1 where full zoom (inside bubble), blended on the edge
+ float zoom_mask = 1 - smoothstep(bubble_inner_radius, bubble_outer_radius, distance);
+ vec2 offset = to_mouse * mix(0, 1.0 - 1.0 / zoom_level, zoom_mask);
+ gl_FragColor = texture2DRect(tex, interpolated_tex_coords + offset * img_pixels_per_quad_pixel);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Load image and create a texture with it
+ int img_w = 0, img_h = 0;
+ uint8_t* img = stbi_load(argv[1], &img_w, &img_h, NULL, 4);
+ GLuint texture = sgl_texture_new(img_w, img_h, 4, img, 0, SGL_RECT);
+ free(img);
+
+ // Calculate the size of the quad we use to display the image (based on the
+ // image and window aspect ratios).
+ int quad_w = win_w, quad_h = win_h;
+ float img_ar = (float)img_w / img_h, win_ar = (float)win_w / win_h;
+ if (img_ar > win_ar) {
+ quad_h = quad_w / img_ar;
+ } else {
+ quad_w = quad_h * img_ar;
+ }
+ float img_pixels_per_quad_pixel = (float)img_w / quad_w;
+
+ // Create a vertex buffer with one quad for the image (actually it's one
+ // triangle strip since quads are depricated). The x and y values are in
+ // window coordinates, u and v are in texture coordinates.
+ float border_x = (win_w - quad_w) / 2.0f, border_y = (win_h - quad_h) / 2.0f;
+ struct { float x, y, u, v; } vertices[] = {
+ { win_w - border_x, border_y, img_w, 0 }, // right top
+ { win_w - border_x, win_h - border_y, img_w, img_h }, // right bottom
+ { border_x, border_y, 0, 0 }, // left top
+ { border_x, win_h - border_y, 0, img_h } // left bottom
+ };
+ GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+
+ // Setup the screen space to normalized space projection matrix. We write
+ // it straight down but note that from OpenGL's point of view (column-major
+ // notation) it's transposed.
+ float projection[9] = {
+ 2.0 / win_w, 0, -1,
+ 0, -2.0 / win_h, 1,
+ 0, 0, 1
+ };
+
+
+ SDL_Event event;
+ float mouse_pos[2];
+ while( SDL_WaitEvent(&event) ) {
+ bool redraw = true;
+
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if (event.type == SDL_MOUSEMOTION) {
+ mouse_pos[0] = event.motion.x;
+ mouse_pos[1] = event.motion.y;
+ redraw = true;
+ } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+ redraw = true;
+ }
+
+ if (redraw) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLE_STRIP, program, "projection %3tM mouse_pos %2F img_pixels_per_quad_pixel %1F pos %2f tex_coords %2f tex %rT", projection, mouse_pos, &img_pixels_per_quad_pixel, buffer, texture);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(buffer);
+ sgl_texture_destroy(texture);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+/**
+
+This demo draws some quads using triangle strips, an index buffer and primitive restart.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int argc, char** argv) {
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ SDL_Window* win = SDL_CreateWindow("SlimGL index buffer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(1);
+
+ // Enable primitive restart
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(0xff);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ in vec2 pos;
+ in vec4 color;
+ out vec4 interpolated_color;
+
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ interpolated_color = color;
+ }
+ ), SGL_GLSL("#version 140",
+ in vec4 interpolated_color;
+
+ void main() {
+ gl_FragColor = interpolated_color;
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Create the vertex and index buffers
+ struct { float x, y; uint8_t r, g, b, a; } vertices[] = {
+ { -0.75, 0.75, 255, 0, 0, 255 },
+ { -0.25, 0.75, 0, 255, 0, 255 },
+ { -0.25, 0.25, 0, 0, 225, 255 },
+ { -0.75, 0.25, 0, 255, 225, 255 },
+
+ { 0.75, 0.75, 255, 0, 0, 255 },
+ { 0.25, 0.75, 0, 255, 0, 255 },
+ { 0.25, 0.25, 0, 0, 225, 255 },
+ { 0.75, 0.25, 0, 255, 225, 255 },
+
+ { 0.75, -0.75, 0, 225, 0, 255 },
+ { -0.75, -0.75, 0, 225, 0, 255 },
+ { -0.75, -0.25, 0, 0, 225, 255 },
+ { 0.75, -0.25, 0, 0, 225, 255 }
+ };
+ GLuint vertex_buffer = sgl_buffer_new(vertices, sizeof(vertices));
+ uint8_t indices[] = { 1, 2, 0, 3, 0xff, 5, 6, 4, 7, 0xff, 9, 10, 8, 11 };
+ GLuint index_buffer = sgl_buffer_new(indices, sizeof(indices));
+
+ // Draw triangles whenever needed
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLE_STRIP, program, "$bI pos %2f color %4nub", index_buffer, vertex_buffer);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(vertex_buffer);
+ sgl_buffer_destroy(index_buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+/**
+
+This demo shows the usage of math_3d.h for perspective projection of vertices.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int argc, char** argv) {
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ SDL_Window* win = SDL_CreateWindow("math_3d.h demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(1);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ uniform mat4 projection;
+ uniform mat4 transform;
+ in vec3 pos;
+
+ void main() {
+ gl_Position = (projection * transform) * vec4(pos, 1);
+ }
+ ), SGL_GLSL("#version 140",
+ void main() {
+ gl_FragColor = vec4(0, gl_FragCoord.z, 0, 1);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Create a vertex buffer with one triangle in it
+ struct { float x, y, z; } vertices[] = {
+ { 0, 0, 0 }, // left bottom
+ { 1, 0, -1 }, // right bottom
+ { 1, 1, -1 } // top
+ };
+ GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+
+ // Switch to wireframe rendering
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ mat4_t projection = m4_perspective(60, 800.0 / 600.0, 1, 10);
+ vec3_t from = vec3(0, 0.5, 2), to = vec3(0, 0, 0), up = vec3(0, 1, 0);
+ mat4_t transform = m4_look_at(from, to, up);
+
+ vec3_t world_space = vec3(1, 1, -1);
+ mat4_t world_to_screen_space = m4_mul(projection, transform);
+ vec3_t screen_space = m4_mul_pos(world_to_screen_space, world_space);
+ printf("%.2f %.2f %.2f\n", screen_space.x, screen_space.y, screen_space.z);
+
+ // Draw triangle whenever needed
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLES, program, "projection %4M transform %4M pos %3f", &projection, &transform, buffer);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+/* stb_image - v2.06 - public domain image loader - http://nothings.org/stb_image.h
+ no warranty implied; use at your own risk
+
+ Do this:
+ #define STB_IMAGE_IMPLEMENTATION
+ before you include this file in *one* C or C++ file to create the implementation.
+
+ // i.e. it should look like this:
+ #include ...
+ #include ...
+ #include ...
+ #define STB_IMAGE_IMPLEMENTATION
+ #include "stb_image.h"
+
+ You can #define STBI_ASSERT(x) before the #include to avoid using assert.h.
+ And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free
+
+
+ QUICK NOTES:
+ Primarily of interest to game developers and other people who can
+ avoid problematic images and only need the trivial interface
+
+ JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib)
+ PNG 1/2/4/8-bit-per-channel (16 bpc not supported)
+
+ TGA (not sure what subset, if a subset)
+ BMP non-1bpp, non-RLE
+ PSD (composited view only, no extra channels)
+
+ GIF (*comp always reports as 4-channel)
+ HDR (radiance rgbE format)
+ PIC (Softimage PIC)
+ PNM (PPM and PGM binary only)
+
+ - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
+ - decode from arbitrary I/O callbacks
+ - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON)
+
+ Full documentation under "DOCUMENTATION" below.
+
+
+ Revision 2.00 release notes:
+
+ - Progressive JPEG is now supported.
+
+ - PPM and PGM binary formats are now supported, thanks to Ken Miller.
+
+ - x86 platforms now make use of SSE2 SIMD instructions for
+ JPEG decoding, and ARM platforms can use NEON SIMD if requested.
+ This work was done by Fabian "ryg" Giesen. SSE2 is used by
+ default, but NEON must be enabled explicitly; see docs.
+
+ With other JPEG optimizations included in this version, we see
+ 2x speedup on a JPEG on an x86 machine, and a 1.5x speedup
+ on a JPEG on an ARM machine, relative to previous versions of this
+ library. The same results will not obtain for all JPGs and for all
+ x86/ARM machines. (Note that progressive JPEGs are significantly
+ slower to decode than regular JPEGs.) This doesn't mean that this
+ is the fastest JPEG decoder in the land; rather, it brings it
+ closer to parity with standard libraries. If you want the fastest
+ decode, look elsewhere. (See "Philosophy" section of docs below.)
+
+ See final bullet items below for more info on SIMD.
+
+ - Added STBI_MALLOC, STBI_REALLOC, and STBI_FREE macros for replacing
+ the memory allocator. Unlike other STBI libraries, these macros don't
+ support a context parameter, so if you need to pass a context in to
+ the allocator, you'll have to store it in a global or a thread-local
+ variable.
+
+ - Split existing STBI_NO_HDR flag into two flags, STBI_NO_HDR and
+ STBI_NO_LINEAR.
+ STBI_NO_HDR: suppress implementation of .hdr reader format
+ STBI_NO_LINEAR: suppress high-dynamic-range light-linear float API
+
+ - You can suppress implementation of any of the decoders to reduce
+ your code footprint by #defining one or more of the following
+ symbols before creating the implementation.
+
+ STBI_NO_JPEG
+ STBI_NO_PNG
+ STBI_NO_BMP
+ STBI_NO_PSD
+ STBI_NO_TGA
+ STBI_NO_GIF
+ STBI_NO_HDR
+ STBI_NO_PIC
+ STBI_NO_PNM (.ppm and .pgm)
+
+ - You can request *only* certain decoders and suppress all other ones
+ (this will be more forward-compatible, as addition of new decoders
+ doesn't require you to disable them explicitly):
+
+ STBI_ONLY_JPEG
+ STBI_ONLY_PNG
+ STBI_ONLY_BMP
+ STBI_ONLY_PSD
+ STBI_ONLY_TGA
+ STBI_ONLY_GIF
+ STBI_ONLY_HDR
+ STBI_ONLY_PIC
+ STBI_ONLY_PNM (.ppm and .pgm)
+
+ Note that you can define multiples of these, and you will get all
+ of them ("only x" and "only y" is interpreted to mean "only x&y").
+
+ - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still
+ want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB
+
+ - Compilation of all SIMD code can be suppressed with
+ #define STBI_NO_SIMD
+ It should not be necessary to disable SIMD unless you have issues
+ compiling (e.g. using an x86 compiler which doesn't support SSE
+ intrinsics or that doesn't support the method used to detect
+ SSE2 support at run-time), and even those can be reported as
+ bugs so I can refine the built-in compile-time checking to be
+ smarter.
+
+ - The old STBI_SIMD system which allowed installing a user-defined
+ IDCT etc. has been removed. If you need this, don't upgrade. My
+ assumption is that almost nobody was doing this, and those who
+ were will find the built-in SIMD more satisfactory anyway.
+
+ - RGB values computed for JPEG images are slightly different from
+ previous versions of stb_image. (This is due to using less
+ integer precision in SIMD.) The C code has been adjusted so
+ that the same RGB values will be computed regardless of whether
+ SIMD support is available, so your app should always produce
+ consistent results. But these results are slightly different from
+ previous versions. (Specifically, about 3% of available YCbCr values
+ will compute different RGB results from pre-1.49 versions by +-1;
+ most of the deviating values are one smaller in the G channel.)
+
+ - If you must produce consistent results with previous versions of
+ stb_image, #define STBI_JPEG_OLD and you will get the same results
+ you used to; however, you will not get the SIMD speedups for
+ the YCbCr-to-RGB conversion step (although you should still see
+ significant JPEG speedup from the other changes).
+
+ Please note that STBI_JPEG_OLD is a temporary feature; it will be
+ removed in future versions of the library. It is only intended for
+ near-term back-compatibility use.
+
+
+ Latest revision history:
+ 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value
+ 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning
+ 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit
+ 2.03 (2015-04-12) additional corruption checking
+ stbi_set_flip_vertically_on_load
+ fix NEON support; fix mingw support
+ 2.02 (2015-01-19) fix incorrect assert, fix warning
+ 2.01 (2015-01-17) fix various warnings
+ 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG
+ 2.00 (2014-12-25) optimize JPEG, including x86 SSE2 & ARM NEON SIMD
+ progressive JPEG
+ PGM/PPM support
+ STBI_MALLOC,STBI_REALLOC,STBI_FREE
+ STBI_NO_*, STBI_ONLY_*
+ GIF bugfix
+ 1.48 (2014-12-14) fix incorrectly-named assert()
+ 1.47 (2014-12-14) 1/2/4-bit PNG support (both grayscale and paletted)
+ optimize PNG
+ fix bug in interlaced PNG with user-specified channel count
+
+ See end of file for full revision history.
+
+
+ ============================ Contributors =========================
+
+ Image formats Bug fixes & warning fixes
+ Sean Barrett (jpeg, png, bmp) Marc LeBlanc
+ Nicolas Schulz (hdr, psd) Christpher Lloyd
+ Jonathan Dummer (tga) Dave Moore
+ Jean-Marc Lienher (gif) Won Chun
+ Tom Seddon (pic) the Horde3D community
+ Thatcher Ulrich (psd) Janez Zemva
+ Ken Miller (pgm, ppm) Jonathan Blow
+ Laurent Gomila
+ Aruelien Pocheville
+ Extensions, features Ryamond Barbiero
+ Jetro Lauha (stbi_info) David Woo
+ Martin "SpartanJ" Golini (stbi_info) Martin Golini
+ James "moose2000" Brown (iPhone PNG) Roy Eltham
+ Ben "Disch" Wenger (io callbacks) Luke Graham
+ Omar Cornut (1/2/4-bit PNG) Thomas Ruf
+ Nicolas Guillemot (vertical flip) John Bartholomew
+ Ken Hamada
+ Optimizations & bugfixes Cort Stratton
+ Fabian "ryg" Giesen Blazej Dariusz Roszkowski
+ Arseny Kapoulkine Thibault Reuille
+ Paul Du Bois
+ Guillaume George
+ If your name should be here but Jerry Jansson
+ isn't, let Sean know. Hayaki Saito
+ Johan Duparc
+ Ronny Chevalier
+ Michal Cichon
+ Tero Hanninen
+ Sergio Gonzalez
+ Cass Everitt
+ Engin Manap
+ Martins Mozeiko
+ Joseph Thomson
+ Phil Jordan
+
+License:
+ This software is in the public domain. Where that dedication is not
+ recognized, you are granted a perpetual, irrevocable license to copy
+ and modify this file however you want.
+
+*/
+
+#ifndef STBI_INCLUDE_STB_IMAGE_H
+#define STBI_INCLUDE_STB_IMAGE_H
+
+// DOCUMENTATION
+//
+// Limitations:
+// - no 16-bit-per-channel PNG
+// - no 12-bit-per-channel JPEG
+// - no JPEGs with arithmetic coding
+// - no 1-bit BMP
+// - GIF always returns *comp=4
+//
+// Basic usage (see HDR discussion below for HDR usage):
+// int x,y,n;
+// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
+// // ... process data if not NULL ...
+// // ... x = width, y = height, n = # 8-bit components per pixel ...
+// // ... replace '0' with '1'..'4' to force that many components per pixel
+// // ... but 'n' will always be the number that it would have been if you said 0
+// stbi_image_free(data)
+//
+// Standard parameters:
+// int *x -- outputs image width in pixels
+// int *y -- outputs image height in pixels
+// int *comp -- outputs # of image components in image file
+// int req_comp -- if non-zero, # of image components requested in result
+//
+// The return value from an image loader is an 'unsigned char *' which points
+// to the pixel data, or NULL on an allocation failure or if the image is
+// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,
+// with each pixel consisting of N interleaved 8-bit components; the first
+// pixel pointed to is top-left-most in the image. There is no padding between
+// image scanlines or between pixels, regardless of format. The number of
+// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
+// If req_comp is non-zero, *comp has the number of components that _would_
+// have been output otherwise. E.g. if you set req_comp to 4, you will always
+// get RGBA output, but you can check *comp to see if it's trivially opaque
+// because e.g. there were only 3 channels in the source image.
+//
+// An output image with N components has the following components interleaved
+// in this order in each pixel:
+//
+// N=#comp components
+// 1 grey
+// 2 grey, alpha
+// 3 red, green, blue
+// 4 red, green, blue, alpha
+//
+// If image loading fails for any reason, the return value will be NULL,
+// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
+// can be queried for an extremely brief, end-user unfriendly explanation
+// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
+// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
+// more user-friendly ones.
+//
+// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
+//
+// ===========================================================================
+//
+// Philosophy
+//
+// stb libraries are designed with the following priorities:
+//
+// 1. easy to use
+// 2. easy to maintain
+// 3. good performance
+//
+// Sometimes I let "good performance" creep up in priority over "easy to maintain",
+// and for best performance I may provide less-easy-to-use APIs that give higher
+// performance, in addition to the easy to use ones. Nevertheless, it's important
+// to keep in mind that from the standpoint of you, a client of this library,
+// all you care about is #1 and #3, and stb libraries do not emphasize #3 above all.
+//
+// Some secondary priorities arise directly from the first two, some of which
+// make more explicit reasons why performance can't be emphasized.
+//
+// - Portable ("ease of use")
+// - Small footprint ("easy to maintain")
+// - No dependencies ("ease of use")
+//
+// ===========================================================================
+//
+// I/O callbacks
+//
+// I/O callbacks allow you to read from arbitrary sources, like packaged
+// files or some other source. Data read from callbacks are processed
+// through a small internal buffer (currently 128 bytes) to try to reduce
+// overhead.
+//
+// The three functions you must define are "read" (reads some bytes of data),
+// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
+//
+// ===========================================================================
+//
+// SIMD support
+//
+// The JPEG decoder will try to automatically use SIMD kernels on x86 when
+// supported by the compiler. For ARM Neon support, you must explicitly
+// request it.
+//
+// (The old do-it-yourself SIMD API is no longer supported in the current
+// code.)
+//
+// On x86, SSE2 will automatically be used when available based on a run-time
+// test; if not, the generic C versions are used as a fall-back. On ARM targets,
+// the typical path is to have separate builds for NEON and non-NEON devices
+// (at least this is true for iOS and Android). Therefore, the NEON support is
+// toggled by a build flag: define STBI_NEON to get NEON loops.
+//
+// The output of the JPEG decoder is slightly different from versions where
+// SIMD support was introduced (that is, for versions before 1.49). The
+// difference is only +-1 in the 8-bit RGB channels, and only on a small
+// fraction of pixels. You can force the pre-1.49 behavior by defining
+// STBI_JPEG_OLD, but this will disable some of the SIMD decoding path
+// and hence cost some performance.
+//
+// If for some reason you do not want to use any of SIMD code, or if
+// you have issues compiling it, you can disable it entirely by
+// defining STBI_NO_SIMD.
+//
+// ===========================================================================
+//
+// HDR image support (disable by defining STBI_NO_HDR)
+//
+// stb_image now supports loading HDR images in general, and currently
+// the Radiance .HDR file format, although the support is provided
+// generically. You can still load any file through the existing interface;
+// if you attempt to load an HDR file, it will be automatically remapped to
+// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
+// both of these constants can be reconfigured through this interface:
+//
+// stbi_hdr_to_ldr_gamma(2.2f);
+// stbi_hdr_to_ldr_scale(1.0f);
+//
+// (note, do not use _inverse_ constants; stbi_image will invert them
+// appropriately).
+//
+// Additionally, there is a new, parallel interface for loading files as
+// (linear) floats to preserve the full dynamic range:
+//
+// float *data = stbi_loadf(filename, &x, &y, &n, 0);
+//
+// If you load LDR images through this interface, those images will
+// be promoted to floating point values, run through the inverse of
+// constants corresponding to the above:
+//
+// stbi_ldr_to_hdr_scale(1.0f);
+// stbi_ldr_to_hdr_gamma(2.2f);
+//
+// Finally, given a filename (or an open file or memory block--see header
+// file for details) containing image data, you can query for the "most
+// appropriate" interface to use (that is, whether the image is HDR or
+// not), using:
+//
+// stbi_is_hdr(char *filename);
+//
+// ===========================================================================
+//
+// iPhone PNG support:
+//
+// By default we convert iphone-formatted PNGs back to RGB, even though
+// they are internally encoded differently. You can disable this conversion
+// by by calling stbi_convert_iphone_png_to_rgb(0), in which case
+// you will always just get the native iphone "format" through (which
+// is BGR stored in RGB).
+//
+// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
+// pixel to remove any premultiplied alpha *only* if the image file explicitly
+// says there's premultiplied data (currently only happens in iPhone images,
+// and only if iPhone convert-to-rgb processing is on).
+//
+
+
+#ifndef STBI_NO_STDIO
+#include <stdio.h>
+#endif // STBI_NO_STDIO
+
+#define STBI_VERSION 1
+
+enum
+{
+ STBI_default = 0, // only used for req_comp
+
+ STBI_grey = 1,
+ STBI_grey_alpha = 2,
+ STBI_rgb = 3,
+ STBI_rgb_alpha = 4
+};
+
+typedef unsigned char stbi_uc;
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifdef STB_IMAGE_STATIC
+#define STBIDEF static
+#else
+#define STBIDEF extern
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// PRIMARY API - works on images of any type
+//
+
+//
+// load image by filename, open file, or memory buffer
+//
+
+typedef struct
+{
+ int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read
+ void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
+ int (*eof) (void *user); // returns nonzero if we are at end of file/data
+} stbi_io_callbacks;
+
+STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp);
+STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *comp, int req_comp);
+STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk , void *user, int *x, int *y, int *comp, int req_comp);
+
+#ifndef STBI_NO_STDIO
+STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
+// for stbi_load_from_file, file pointer is left pointing immediately after image
+#endif
+
+#ifndef STBI_NO_LINEAR
+ STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp);
+ STBIDEF float *stbi_loadf_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
+ STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp);
+
+ #ifndef STBI_NO_STDIO
+ STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
+ #endif
+#endif
+
+#ifndef STBI_NO_HDR
+ STBIDEF void stbi_hdr_to_ldr_gamma(float gamma);
+ STBIDEF void stbi_hdr_to_ldr_scale(float scale);
+#endif
+
+#ifndef STBI_NO_LINEAR
+ STBIDEF void stbi_ldr_to_hdr_gamma(float gamma);
+ STBIDEF void stbi_ldr_to_hdr_scale(float scale);
+#endif // STBI_NO_HDR
+
+// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR
+STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
+STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_is_hdr (char const *filename);
+STBIDEF int stbi_is_hdr_from_file(FILE *f);
+#endif // STBI_NO_STDIO
+
+
+// get a VERY brief reason for failure
+// NOT THREADSAFE
+STBIDEF const char *stbi_failure_reason (void);
+
+// free the loaded image -- this is just free()
+STBIDEF void stbi_image_free (void *retval_from_stbi_load);
+
+// get image dimensions & components without fully decoding
+STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
+STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
+STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
+
+#endif
+
+
+
+// for image formats that explicitly notate that they have premultiplied alpha,
+// we just return the colors as stored in the file. set this flag to force
+// unpremultiplication. results are undefined if the unpremultiply overflow.
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
+
+// indicate whether we should process iphone images back to canonical format,
+// or just pass them through "as-is"
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
+
+// flip the image vertically, so the first pixel in the output array is the bottom left
+STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip);
+
+// ZLIB client - used by PNG, available for other purposes
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
+STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+//
+//
+//// end header file /////////////////////////////////////////////////////
+#endif // STBI_INCLUDE_STB_IMAGE_H
+
+#ifdef STB_IMAGE_IMPLEMENTATION
+
+#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \
+ || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \
+ || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \
+ || defined(STBI_ONLY_ZLIB)
+ #ifndef STBI_ONLY_JPEG
+ #define STBI_NO_JPEG
+ #endif
+ #ifndef STBI_ONLY_PNG
+ #define STBI_NO_PNG
+ #endif
+ #ifndef STBI_ONLY_BMP
+ #define STBI_NO_BMP
+ #endif
+ #ifndef STBI_ONLY_PSD
+ #define STBI_NO_PSD
+ #endif
+ #ifndef STBI_ONLY_TGA
+ #define STBI_NO_TGA
+ #endif
+ #ifndef STBI_ONLY_GIF
+ #define STBI_NO_GIF
+ #endif
+ #ifndef STBI_ONLY_HDR
+ #define STBI_NO_HDR
+ #endif
+ #ifndef STBI_ONLY_PIC
+ #define STBI_NO_PIC
+ #endif
+ #ifndef STBI_ONLY_PNM
+ #define STBI_NO_PNM
+ #endif
+#endif
+
+#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB)
+#define STBI_NO_ZLIB
+#endif
+
+
+#include <stdarg.h>
+#include <stddef.h> // ptrdiff_t on osx
+#include <stdlib.h>
+#include <string.h>
+
+#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)
+#include <math.h> // ldexp
+#endif
+
+#ifndef STBI_NO_STDIO
+#include <stdio.h>
+#endif
+
+#ifndef STBI_ASSERT
+#include <assert.h>
+#define STBI_ASSERT(x) assert(x)
+#endif
+
+
+#ifndef _MSC_VER
+ #ifdef __cplusplus
+ #define stbi_inline inline
+ #else
+ #define stbi_inline
+ #endif
+#else
+ #define stbi_inline __forceinline
+#endif
+
+
+#ifdef _MSC_VER
+typedef unsigned short stbi__uint16;
+typedef signed short stbi__int16;
+typedef unsigned int stbi__uint32;
+typedef signed int stbi__int32;
+#else
+#include <stdint.h>
+typedef uint16_t stbi__uint16;
+typedef int16_t stbi__int16;
+typedef uint32_t stbi__uint32;
+typedef int32_t stbi__int32;
+#endif
+
+// should produce compiler error if size is wrong
+typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1];
+
+#ifdef _MSC_VER
+#define STBI_NOTUSED(v) (void)(v)
+#else
+#define STBI_NOTUSED(v) (void)sizeof(v)
+#endif
+
+#ifdef _MSC_VER
+#define STBI_HAS_LROTL
+#endif
+
+#ifdef STBI_HAS_LROTL
+ #define stbi_lrot(x,y) _lrotl(x,y)
+#else
+ #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y))))
+#endif
+
+#if defined(STBI_MALLOC) && defined(STBI_FREE) && defined(STBI_REALLOC)
+// ok
+#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC)
+// ok
+#else
+#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC."
+#endif
+
+#ifndef STBI_MALLOC
+#define STBI_MALLOC(sz) malloc(sz)
+#define STBI_REALLOC(p,sz) realloc(p,sz)
+#define STBI_FREE(p) free(p)
+#endif
+
+// x86/x64 detection
+#if defined(__x86_64__) || defined(_M_X64)
+#define STBI__X64_TARGET
+#elif defined(__i386) || defined(_M_IX86)
+#define STBI__X86_TARGET
+#endif
+
+#if defined(__GNUC__) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) && !defined(__SSE2__) && !defined(STBI_NO_SIMD)
+// NOTE: not clear do we actually need this for the 64-bit path?
+// gcc doesn't support sse2 intrinsics unless you compile with -msse2,
+// (but compiling with -msse2 allows the compiler to use SSE2 everywhere;
+// this is just broken and gcc are jerks for not fixing it properly
+// http://www.virtualdub.org/blog/pivot/entry.php?id=363 )
+#define STBI_NO_SIMD
+#endif
+
+#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD)
+// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET
+//
+// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the
+// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant.
+// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not
+// simultaneously enabling "-mstackrealign".
+//
+// See https://github.com/nothings/stb/issues/81 for more information.
+//
+// So default to no SSE2 on 32-bit MinGW. If you've read this far and added
+// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2.
+#define STBI_NO_SIMD
+#endif
+
+#if !defined(STBI_NO_SIMD) && defined(STBI__X86_TARGET)
+#define STBI_SSE2
+#include <emmintrin.h>
+
+#ifdef _MSC_VER
+
+#if _MSC_VER >= 1400 // not VC6
+#include <intrin.h> // __cpuid
+static int stbi__cpuid3(void)
+{
+ int info[4];
+ __cpuid(info,1);
+ return info[3];
+}
+#else
+static int stbi__cpuid3(void)
+{
+ int res;
+ __asm {
+ mov eax,1
+ cpuid
+ mov res,edx
+ }
+ return res;
+}
+#endif
+
+#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name
+
+static int stbi__sse2_available()
+{
+ int info3 = stbi__cpuid3();
+ return ((info3 >> 26) & 1) != 0;
+}
+#else // assume GCC-style if not VC++
+#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))
+
+static int stbi__sse2_available()
+{
+#if defined(__GNUC__) && (__GNUC__ * 100 + __GNUC_MINOR__) >= 408 // GCC 4.8 or later
+ // GCC 4.8+ has a nice way to do this
+ return __builtin_cpu_supports("sse2");
+#else
+ // portable way to do this, preferably without using GCC inline ASM?
+ // just bail for now.
+ return 0;
+#endif
+}
+#endif
+#endif
+
+// ARM NEON
+#if defined(STBI_NO_SIMD) && defined(STBI_NEON)
+#undef STBI_NEON
+#endif
+
+#ifdef STBI_NEON
+#include <arm_neon.h>
+// assume GCC or Clang on ARM targets
+#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))
+#endif
+
+#ifndef STBI_SIMD_ALIGN
+#define STBI_SIMD_ALIGN(type, name) type name
+#endif
+
+///////////////////////////////////////////////
+//
+// stbi__context struct and start_xxx functions
+
+// stbi__context structure is our basic context used by all images, so it
+// contains all the IO context, plus some basic image information
+typedef struct
+{
+ stbi__uint32 img_x, img_y;
+ int img_n, img_out_n;
+
+ stbi_io_callbacks io;
+ void *io_user_data;
+
+ int read_from_callbacks;
+ int buflen;
+ stbi_uc buffer_start[128];
+
+ stbi_uc *img_buffer, *img_buffer_end;
+ stbi_uc *img_buffer_original;
+} stbi__context;
+
+
+static void stbi__refill_buffer(stbi__context *s);
+
+// initialize a memory-decode context
+static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)
+{
+ s->io.read = NULL;
+ s->read_from_callbacks = 0;
+ s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer;
+ s->img_buffer_end = (stbi_uc *) buffer+len;
+}
+
+// initialize a callback-based context
+static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)
+{
+ s->io = *c;
+ s->io_user_data = user;
+ s->buflen = sizeof(s->buffer_start);
+ s->read_from_callbacks = 1;
+ s->img_buffer_original = s->buffer_start;
+ stbi__refill_buffer(s);
+}
+
+#ifndef STBI_NO_STDIO
+
+static int stbi__stdio_read(void *user, char *data, int size)
+{
+ return (int) fread(data,1,size,(FILE*) user);
+}
+
+static void stbi__stdio_skip(void *user, int n)
+{
+ fseek((FILE*) user, n, SEEK_CUR);
+}
+
+static int stbi__stdio_eof(void *user)
+{
+ return feof((FILE*) user);
+}
+
+static stbi_io_callbacks stbi__stdio_callbacks =
+{
+ stbi__stdio_read,
+ stbi__stdio_skip,
+ stbi__stdio_eof,
+};
+
+static void stbi__start_file(stbi__context *s, FILE *f)
+{
+ stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f);
+}
+
+//static void stop_file(stbi__context *s) { }
+
+#endif // !STBI_NO_STDIO
+
+static void stbi__rewind(stbi__context *s)
+{
+ // conceptually rewind SHOULD rewind to the beginning of the stream,
+ // but we just rewind to the beginning of the initial buffer, because
+ // we only use it after doing 'test', which only ever looks at at most 92 bytes
+ s->img_buffer = s->img_buffer_original;
+}
+
+#ifndef STBI_NO_JPEG
+static int stbi__jpeg_test(stbi__context *s);
+static stbi_uc *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PNG
+static int stbi__png_test(stbi__context *s);
+static stbi_uc *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_test(stbi__context *s);
+static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_TGA
+static int stbi__tga_test(stbi__context *s);
+static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_test(stbi__context *s);
+static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_HDR
+static int stbi__hdr_test(stbi__context *s);
+static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_test(stbi__context *s);
+static stbi_uc *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_GIF
+static int stbi__gif_test(stbi__context *s);
+static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PNM
+static int stbi__pnm_test(stbi__context *s);
+static stbi_uc *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp);
+static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+// this is not threadsafe
+static const char *stbi__g_failure_reason;
+
+STBIDEF const char *stbi_failure_reason(void)
+{
+ return stbi__g_failure_reason;
+}
+
+static int stbi__err(const char *str)
+{
+ stbi__g_failure_reason = str;
+ return 0;
+}
+
+static void *stbi__malloc(size_t size)
+{
+ return STBI_MALLOC(size);
+}
+
+// stbi__err - error
+// stbi__errpf - error returning pointer to float
+// stbi__errpuc - error returning pointer to unsigned char
+
+#ifdef STBI_NO_FAILURE_STRINGS
+ #define stbi__err(x,y) 0
+#elif defined(STBI_FAILURE_USERMSG)
+ #define stbi__err(x,y) stbi__err(y)
+#else
+ #define stbi__err(x,y) stbi__err(x)
+#endif
+
+#define stbi__errpf(x,y) ((float *) (stbi__err(x,y)?NULL:NULL))
+#define stbi__errpuc(x,y) ((unsigned char *) (stbi__err(x,y)?NULL:NULL))
+
+STBIDEF void stbi_image_free(void *retval_from_stbi_load)
+{
+ STBI_FREE(retval_from_stbi_load);
+}
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);
+#endif
+
+#ifndef STBI_NO_HDR
+static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp);
+#endif
+
+static int stbi__vertically_flip_on_load = 0;
+
+STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip)
+{
+ stbi__vertically_flip_on_load = flag_true_if_should_flip;
+}
+
+static unsigned char *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ #ifndef STBI_NO_JPEG
+ if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp);
+ #endif
+ #ifndef STBI_NO_PNG
+ if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp);
+ #endif
+ #ifndef STBI_NO_BMP
+ if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp);
+ #endif
+ #ifndef STBI_NO_GIF
+ if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp);
+ #endif
+ #ifndef STBI_NO_PSD
+ if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp);
+ #endif
+ #ifndef STBI_NO_PIC
+ if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp);
+ #endif
+ #ifndef STBI_NO_PNM
+ if (stbi__pnm_test(s)) return stbi__pnm_load(s,x,y,comp,req_comp);
+ #endif
+
+ #ifndef STBI_NO_HDR
+ if (stbi__hdr_test(s)) {
+ float *hdr = stbi__hdr_load(s, x,y,comp,req_comp);
+ return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);
+ }
+ #endif
+
+ #ifndef STBI_NO_TGA
+ // test tga last because it's a crappy test!
+ if (stbi__tga_test(s))
+ return stbi__tga_load(s,x,y,comp,req_comp);
+ #endif
+
+ return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt");
+}
+
+static unsigned char *stbi__load_flip(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ unsigned char *result = stbi__load_main(s, x, y, comp, req_comp);
+
+ if (stbi__vertically_flip_on_load && result != NULL) {
+ int w = *x, h = *y;
+ int depth = req_comp ? req_comp : *comp;
+ int row,col,z;
+ stbi_uc temp;
+
+ // @OPTIMIZE: use a bigger temp buffer and memcpy multiple pixels at once
+ for (row = 0; row < (h>>1); row++) {
+ for (col = 0; col < w; col++) {
+ for (z = 0; z < depth; z++) {
+ temp = result[(row * w + col) * depth + z];
+ result[(row * w + col) * depth + z] = result[((h - row - 1) * w + col) * depth + z];
+ result[((h - row - 1) * w + col) * depth + z] = temp;
+ }
+ }
+ }
+ }
+
+ return result;
+}
+
+static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp)
+{
+ if (stbi__vertically_flip_on_load && result != NULL) {
+ int w = *x, h = *y;
+ int depth = req_comp ? req_comp : *comp;
+ int row,col,z;
+ float temp;
+
+ // @OPTIMIZE: use a bigger temp buffer and memcpy multiple pixels at once
+ for (row = 0; row < (h>>1); row++) {
+ for (col = 0; col < w; col++) {
+ for (z = 0; z < depth; z++) {
+ temp = result[(row * w + col) * depth + z];
+ result[(row * w + col) * depth + z] = result[((h - row - 1) * w + col) * depth + z];
+ result[((h - row - 1) * w + col) * depth + z] = temp;
+ }
+ }
+ }
+ }
+}
+
+
+#ifndef STBI_NO_STDIO
+
+static FILE *stbi__fopen(char const *filename, char const *mode)
+{
+ FILE *f;
+#if defined(_MSC_VER) && _MSC_VER >= 1400
+ if (0 != fopen_s(&f, filename, mode))
+ f=0;
+#else
+ f = fopen(filename, mode);
+#endif
+ return f;
+}
+
+
+STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ unsigned char *result;
+ if (!f) return stbi__errpuc("can't fopen", "Unable to open file");
+ result = stbi_load_from_file(f,x,y,comp,req_comp);
+ fclose(f);
+ return result;
+}
+
+STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+ unsigned char *result;
+ stbi__context s;
+ stbi__start_file(&s,f);
+ result = stbi__load_flip(&s,x,y,comp,req_comp);
+ if (result) {
+ // need to 'unget' all the characters in the IO buffer
+ fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
+ }
+ return result;
+}
+#endif //!STBI_NO_STDIO
+
+STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__load_flip(&s,x,y,comp,req_comp);
+}
+
+STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+ return stbi__load_flip(&s,x,y,comp,req_comp);
+}
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ unsigned char *data;
+ #ifndef STBI_NO_HDR
+ if (stbi__hdr_test(s)) {
+ float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp);
+ if (hdr_data)
+ stbi__float_postprocess(hdr_data,x,y,comp,req_comp);
+ return hdr_data;
+ }
+ #endif
+ data = stbi__load_flip(s, x, y, comp, req_comp);
+ if (data)
+ return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);
+ return stbi__errpf("unknown image type", "Image not of any known type, or corrupt");
+}
+
+STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+
+STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+ return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+ float *result;
+ FILE *f = stbi__fopen(filename, "rb");
+ if (!f) return stbi__errpf("can't fopen", "Unable to open file");
+ result = stbi_loadf_from_file(f,x,y,comp,req_comp);
+ fclose(f);
+ return result;
+}
+
+STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_file(&s,f);
+ return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+#endif // !STBI_NO_STDIO
+
+#endif // !STBI_NO_LINEAR
+
+// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is
+// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always
+// reports false!
+
+STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)
+{
+ #ifndef STBI_NO_HDR
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__hdr_test(&s);
+ #else
+ STBI_NOTUSED(buffer);
+ STBI_NOTUSED(len);
+ return 0;
+ #endif
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_is_hdr (char const *filename)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ int result=0;
+ if (f) {
+ result = stbi_is_hdr_from_file(f);
+ fclose(f);
+ }
+ return result;
+}
+
+STBIDEF int stbi_is_hdr_from_file(FILE *f)
+{
+ #ifndef STBI_NO_HDR
+ stbi__context s;
+ stbi__start_file(&s,f);
+ return stbi__hdr_test(&s);
+ #else
+ return 0;
+ #endif
+}
+#endif // !STBI_NO_STDIO
+
+STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)
+{
+ #ifndef STBI_NO_HDR
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+ return stbi__hdr_test(&s);
+ #else
+ return 0;
+ #endif
+}
+
+static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f;
+static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f;
+
+#ifndef STBI_NO_LINEAR
+STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }
+STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }
+#endif
+
+STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; }
+STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; }
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Common code used by all image loaders
+//
+
+enum
+{
+ STBI__SCAN_load=0,
+ STBI__SCAN_type,
+ STBI__SCAN_header
+};
+
+static void stbi__refill_buffer(stbi__context *s)
+{
+ int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen);
+ if (n == 0) {
+ // at end of file, treat same as if from memory, but need to handle case
+ // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file
+ s->read_from_callbacks = 0;
+ s->img_buffer = s->buffer_start;
+ s->img_buffer_end = s->buffer_start+1;
+ *s->img_buffer = 0;
+ } else {
+ s->img_buffer = s->buffer_start;
+ s->img_buffer_end = s->buffer_start + n;
+ }
+}
+
+stbi_inline static stbi_uc stbi__get8(stbi__context *s)
+{
+ if (s->img_buffer < s->img_buffer_end)
+ return *s->img_buffer++;
+ if (s->read_from_callbacks) {
+ stbi__refill_buffer(s);
+ return *s->img_buffer++;
+ }
+ return 0;
+}
+
+stbi_inline static int stbi__at_eof(stbi__context *s)
+{
+ if (s->io.read) {
+ if (!(s->io.eof)(s->io_user_data)) return 0;
+ // if feof() is true, check if buffer = end
+ // special case: we've only got the special 0 character at the end
+ if (s->read_from_callbacks == 0) return 1;
+ }
+
+ return s->img_buffer >= s->img_buffer_end;
+}
+
+static void stbi__skip(stbi__context *s, int n)
+{
+ if (n < 0) {
+ s->img_buffer = s->img_buffer_end;
+ return;
+ }
+ if (s->io.read) {
+ int blen = (int) (s->img_buffer_end - s->img_buffer);
+ if (blen < n) {
+ s->img_buffer = s->img_buffer_end;
+ (s->io.skip)(s->io_user_data, n - blen);
+ return;
+ }
+ }
+ s->img_buffer += n;
+}
+
+static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)
+{
+ if (s->io.read) {
+ int blen = (int) (s->img_buffer_end - s->img_buffer);
+ if (blen < n) {
+ int res, count;
+
+ memcpy(buffer, s->img_buffer, blen);
+
+ count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen);
+ res = (count == (n-blen));
+ s->img_buffer = s->img_buffer_end;
+ return res;
+ }
+ }
+
+ if (s->img_buffer+n <= s->img_buffer_end) {
+ memcpy(buffer, s->img_buffer, n);
+ s->img_buffer += n;
+ return 1;
+ } else
+ return 0;
+}
+
+static int stbi__get16be(stbi__context *s)
+{
+ int z = stbi__get8(s);
+ return (z << 8) + stbi__get8(s);
+}
+
+static stbi__uint32 stbi__get32be(stbi__context *s)
+{
+ stbi__uint32 z = stbi__get16be(s);
+ return (z << 16) + stbi__get16be(s);
+}
+
+static int stbi__get16le(stbi__context *s)
+{
+ int z = stbi__get8(s);
+ return z + (stbi__get8(s) << 8);
+}
+
+static stbi__uint32 stbi__get32le(stbi__context *s)
+{
+ stbi__uint32 z = stbi__get16le(s);
+ return z + (stbi__get16le(s) << 16);
+}
+
+#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// generic converter from built-in img_n to req_comp
+// individual types do this automatically as much as possible (e.g. jpeg
+// does all cases internally since it needs to colorspace convert anyway,
+// and it never has alpha, so very few cases ). png can automatically
+// interleave an alpha=255 channel, but falls back to this for other cases
+//
+// assume data buffer is malloced, so malloc a new one and free that one
+// only failure mode is malloc failing
+
+static stbi_uc stbi__compute_y(int r, int g, int b)
+{
+ return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8);
+}
+
+static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)
+{
+ int i,j;
+ unsigned char *good;
+
+ if (req_comp == img_n) return data;
+ STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
+
+ good = (unsigned char *) stbi__malloc(req_comp * x * y);
+ if (good == NULL) {
+ STBI_FREE(data);
+ return stbi__errpuc("outofmem", "Out of memory");
+ }
+
+ for (j=0; j < (int) y; ++j) {
+ unsigned char *src = data + j * x * img_n ;
+ unsigned char *dest = good + j * x * req_comp;
+
+ #define COMBO(a,b) ((a)*8+(b))
+ #define CASE(a,b) case COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
+ // convert source image with img_n components to one with req_comp components;
+ // avoid switch per pixel, so use switch per scanline and massive macros
+ switch (COMBO(img_n, req_comp)) {
+ CASE(1,2) dest[0]=src[0], dest[1]=255; break;
+ CASE(1,3) dest[0]=dest[1]=dest[2]=src[0]; break;
+ CASE(1,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=255; break;
+ CASE(2,1) dest[0]=src[0]; break;
+ CASE(2,3) dest[0]=dest[1]=dest[2]=src[0]; break;
+ CASE(2,4) dest[0]=dest[1]=dest[2]=src[0], dest[3]=src[1]; break;
+ CASE(3,4) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2],dest[3]=255; break;
+ CASE(3,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
+ CASE(3,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = 255; break;
+ CASE(4,1) dest[0]=stbi__compute_y(src[0],src[1],src[2]); break;
+ CASE(4,2) dest[0]=stbi__compute_y(src[0],src[1],src[2]), dest[1] = src[3]; break;
+ CASE(4,3) dest[0]=src[0],dest[1]=src[1],dest[2]=src[2]; break;
+ default: STBI_ASSERT(0);
+ }
+ #undef CASE
+ }
+
+ STBI_FREE(data);
+ return good;
+}
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)
+{
+ int i,k,n;
+ float *output = (float *) stbi__malloc(x * y * comp * sizeof(float));
+ if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); }
+ // compute number of non-alpha components
+ if (comp & 1) n = comp; else n = comp-1;
+ for (i=0; i < x*y; ++i) {
+ for (k=0; k < n; ++k) {
+ output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale);
+ }
+ if (k < comp) output[i*comp + k] = data[i*comp+k]/255.0f;
+ }
+ STBI_FREE(data);
+ return output;
+}
+#endif
+
+#ifndef STBI_NO_HDR
+#define stbi__float2int(x) ((int) (x))
+static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp)
+{
+ int i,k,n;
+ stbi_uc *output = (stbi_uc *) stbi__malloc(x * y * comp);
+ if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); }
+ // compute number of non-alpha components
+ if (comp & 1) n = comp; else n = comp-1;
+ for (i=0; i < x*y; ++i) {
+ for (k=0; k < n; ++k) {
+ float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;
+ if (z < 0) z = 0;
+ if (z > 255) z = 255;
+ output[i*comp + k] = (stbi_uc) stbi__float2int(z);
+ }
+ if (k < comp) {
+ float z = data[i*comp+k] * 255 + 0.5f;
+ if (z < 0) z = 0;
+ if (z > 255) z = 255;
+ output[i*comp + k] = (stbi_uc) stbi__float2int(z);
+ }
+ }
+ STBI_FREE(data);
+ return output;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// "baseline" JPEG/JFIF decoder
+//
+// simple implementation
+// - doesn't support delayed output of y-dimension
+// - simple interface (only one output format: 8-bit interleaved RGB)
+// - doesn't try to recover corrupt jpegs
+// - doesn't allow partial loading, loading multiple at once
+// - still fast on x86 (copying globals into locals doesn't help x86)
+// - allocates lots of intermediate memory (full size of all components)
+// - non-interleaved case requires this anyway
+// - allows good upsampling (see next)
+// high-quality
+// - upsampled channels are bilinearly interpolated, even across blocks
+// - quality integer IDCT derived from IJG's 'slow'
+// performance
+// - fast huffman; reasonable integer IDCT
+// - some SIMD kernels for common paths on targets with SSE2/NEON
+// - uses a lot of intermediate memory, could cache poorly
+
+#ifndef STBI_NO_JPEG
+
+// huffman decoding acceleration
+#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache
+
+typedef struct
+{
+ stbi_uc fast[1 << FAST_BITS];
+ // weirdly, repacking this into AoS is a 10% speed loss, instead of a win
+ stbi__uint16 code[256];
+ stbi_uc values[256];
+ stbi_uc size[257];
+ unsigned int maxcode[18];
+ int delta[17]; // old 'firstsymbol' - old 'firstcode'
+} stbi__huffman;
+
+typedef struct
+{
+ stbi__context *s;
+ stbi__huffman huff_dc[4];
+ stbi__huffman huff_ac[4];
+ stbi_uc dequant[4][64];
+ stbi__int16 fast_ac[4][1 << FAST_BITS];
+
+// sizes for components, interleaved MCUs
+ int img_h_max, img_v_max;
+ int img_mcu_x, img_mcu_y;
+ int img_mcu_w, img_mcu_h;
+
+// definition of jpeg image component
+ struct
+ {
+ int id;
+ int h,v;
+ int tq;
+ int hd,ha;
+ int dc_pred;
+
+ int x,y,w2,h2;
+ stbi_uc *data;
+ void *raw_data, *raw_coeff;
+ stbi_uc *linebuf;
+ short *coeff; // progressive only
+ int coeff_w, coeff_h; // number of 8x8 coefficient blocks
+ } img_comp[4];
+
+ stbi__uint32 code_buffer; // jpeg entropy-coded buffer
+ int code_bits; // number of valid bits
+ unsigned char marker; // marker seen while filling entropy buffer
+ int nomore; // flag if we saw a marker so must stop
+
+ int progressive;
+ int spec_start;
+ int spec_end;
+ int succ_high;
+ int succ_low;
+ int eob_run;
+
+ int scan_n, order[4];
+ int restart_interval, todo;
+
+// kernels
+ void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]);
+ void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step);
+ stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs);
+} stbi__jpeg;
+
+static int stbi__build_huffman(stbi__huffman *h, int *count)
+{
+ int i,j,k=0,code;
+ // build size list for each symbol (from JPEG spec)
+ for (i=0; i < 16; ++i)
+ for (j=0; j < count[i]; ++j)
+ h->size[k++] = (stbi_uc) (i+1);
+ h->size[k] = 0;
+
+ // compute actual symbols (from jpeg spec)
+ code = 0;
+ k = 0;
+ for(j=1; j <= 16; ++j) {
+ // compute delta to add to code to compute symbol id
+ h->delta[j] = k - code;
+ if (h->size[k] == j) {
+ while (h->size[k] == j)
+ h->code[k++] = (stbi__uint16) (code++);
+ if (code-1 >= (1 << j)) return stbi__err("bad code lengths","Corrupt JPEG");
+ }
+ // compute largest code + 1 for this size, preshifted as needed later
+ h->maxcode[j] = code << (16-j);
+ code <<= 1;
+ }
+ h->maxcode[j] = 0xffffffff;
+
+ // build non-spec acceleration table; 255 is flag for not-accelerated
+ memset(h->fast, 255, 1 << FAST_BITS);
+ for (i=0; i < k; ++i) {
+ int s = h->size[i];
+ if (s <= FAST_BITS) {
+ int c = h->code[i] << (FAST_BITS-s);
+ int m = 1 << (FAST_BITS-s);
+ for (j=0; j < m; ++j) {
+ h->fast[c+j] = (stbi_uc) i;
+ }
+ }
+ }
+ return 1;
+}
+
+// build a table that decodes both magnitude and value of small ACs in
+// one go.
+static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h)
+{
+ int i;
+ for (i=0; i < (1 << FAST_BITS); ++i) {
+ stbi_uc fast = h->fast[i];
+ fast_ac[i] = 0;
+ if (fast < 255) {
+ int rs = h->values[fast];
+ int run = (rs >> 4) & 15;
+ int magbits = rs & 15;
+ int len = h->size[fast];
+
+ if (magbits && len + magbits <= FAST_BITS) {
+ // magnitude code followed by receive_extend code
+ int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits);
+ int m = 1 << (magbits - 1);
+ if (k < m) k += (-1 << magbits) + 1;
+ // if the result is small enough, we can fit it in fast_ac table
+ if (k >= -128 && k <= 127)
+ fast_ac[i] = (stbi__int16) ((k << 8) + (run << 4) + (len + magbits));
+ }
+ }
+ }
+}
+
+static void stbi__grow_buffer_unsafe(stbi__jpeg *j)
+{
+ do {
+ int b = j->nomore ? 0 : stbi__get8(j->s);
+ if (b == 0xff) {
+ int c = stbi__get8(j->s);
+ if (c != 0) {
+ j->marker = (unsigned char) c;
+ j->nomore = 1;
+ return;
+ }
+ }
+ j->code_buffer |= b << (24 - j->code_bits);
+ j->code_bits += 8;
+ } while (j->code_bits <= 24);
+}
+
+// (1 << n) - 1
+static stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535};
+
+// decode a jpeg huffman value from the bitstream
+stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)
+{
+ unsigned int temp;
+ int c,k;
+
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+
+ // look at the top FAST_BITS and determine what symbol ID it is,
+ // if the code is <= FAST_BITS
+ c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+ k = h->fast[c];
+ if (k < 255) {
+ int s = h->size[k];
+ if (s > j->code_bits)
+ return -1;
+ j->code_buffer <<= s;
+ j->code_bits -= s;
+ return h->values[k];
+ }
+
+ // naive test is to shift the code_buffer down so k bits are
+ // valid, then test against maxcode. To speed this up, we've
+ // preshifted maxcode left so that it has (16-k) 0s at the
+ // end; in other words, regardless of the number of bits, it
+ // wants to be compared against something shifted to have 16;
+ // that way we don't need to shift inside the loop.
+ temp = j->code_buffer >> 16;
+ for (k=FAST_BITS+1 ; ; ++k)
+ if (temp < h->maxcode[k])
+ break;
+ if (k == 17) {
+ // error! code not found
+ j->code_bits -= 16;
+ return -1;
+ }
+
+ if (k > j->code_bits)
+ return -1;
+
+ // convert the huffman code to the symbol id
+ c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];
+ STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);
+
+ // convert the id to a symbol
+ j->code_bits -= k;
+ j->code_buffer <<= k;
+ return h->values[c];
+}
+
+// bias[n] = (-1<<n) + 1
+static int const stbi__jbias[16] = {0,-1,-3,-7,-15,-31,-63,-127,-255,-511,-1023,-2047,-4095,-8191,-16383,-32767};
+
+// combined JPEG 'receive' and JPEG 'extend', since baseline
+// always extends everything it receives.
+stbi_inline static int stbi__extend_receive(stbi__jpeg *j, int n)
+{
+ unsigned int k;
+ int sgn;
+ if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
+
+ sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB
+ k = stbi_lrot(j->code_buffer, n);
+ STBI_ASSERT(n >= 0 && n < (int) (sizeof(stbi__bmask)/sizeof(*stbi__bmask)));
+ j->code_buffer = k & ~stbi__bmask[n];
+ k &= stbi__bmask[n];
+ j->code_bits -= n;
+ return k + (stbi__jbias[n] & ~sgn);
+}
+
+// get some unsigned bits
+stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n)
+{
+ unsigned int k;
+ if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
+ k = stbi_lrot(j->code_buffer, n);
+ j->code_buffer = k & ~stbi__bmask[n];
+ k &= stbi__bmask[n];
+ j->code_bits -= n;
+ return k;
+}
+
+stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j)
+{
+ unsigned int k;
+ if (j->code_bits < 1) stbi__grow_buffer_unsafe(j);
+ k = j->code_buffer;
+ j->code_buffer <<= 1;
+ --j->code_bits;
+ return k & 0x80000000;
+}
+
+// given a value that's at position X in the zigzag stream,
+// where does it appear in the 8x8 matrix coded as row-major?
+static stbi_uc stbi__jpeg_dezigzag[64+15] =
+{
+ 0, 1, 8, 16, 9, 2, 3, 10,
+ 17, 24, 32, 25, 18, 11, 4, 5,
+ 12, 19, 26, 33, 40, 48, 41, 34,
+ 27, 20, 13, 6, 7, 14, 21, 28,
+ 35, 42, 49, 56, 57, 50, 43, 36,
+ 29, 22, 15, 23, 30, 37, 44, 51,
+ 58, 59, 52, 45, 38, 31, 39, 46,
+ 53, 60, 61, 54, 47, 55, 62, 63,
+ // let corrupt input sample past end
+ 63, 63, 63, 63, 63, 63, 63, 63,
+ 63, 63, 63, 63, 63, 63, 63
+};
+
+// decode one 64-entry block--
+static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi_uc *dequant)
+{
+ int diff,dc,k;
+ int t;
+
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+ t = stbi__jpeg_huff_decode(j, hdc);
+ if (t < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+
+ // 0 all the ac values now so we can do it 32-bits at a time
+ memset(data,0,64*sizeof(data[0]));
+
+ diff = t ? stbi__extend_receive(j, t) : 0;
+ dc = j->img_comp[b].dc_pred + diff;
+ j->img_comp[b].dc_pred = dc;
+ data[0] = (short) (dc * dequant[0]);
+
+ // decode AC components, see JPEG spec
+ k = 1;
+ do {
+ unsigned int zig;
+ int c,r,s;
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+ c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+ r = fac[c];
+ if (r) { // fast-AC path
+ k += (r >> 4) & 15; // run
+ s = r & 15; // combined length
+ j->code_buffer <<= s;
+ j->code_bits -= s;
+ // decode into unzigzag'd location
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) ((r >> 8) * dequant[zig]);
+ } else {
+ int rs = stbi__jpeg_huff_decode(j, hac);
+ if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+ s = rs & 15;
+ r = rs >> 4;
+ if (s == 0) {
+ if (rs != 0xf0) break; // end block
+ k += 16;
+ } else {
+ k += r;
+ // decode into unzigzag'd location
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]);
+ }
+ }
+ } while (k < 64);
+ return 1;
+}
+
+static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b)
+{
+ int diff,dc;
+ int t;
+ if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+
+ if (j->succ_high == 0) {
+ // first scan for DC coefficient, must be first
+ memset(data,0,64*sizeof(data[0])); // 0 all the ac values now
+ t = stbi__jpeg_huff_decode(j, hdc);
+ diff = t ? stbi__extend_receive(j, t) : 0;
+
+ dc = j->img_comp[b].dc_pred + diff;
+ j->img_comp[b].dc_pred = dc;
+ data[0] = (short) (dc << j->succ_low);
+ } else {
+ // refinement scan for DC coefficient
+ if (stbi__jpeg_get_bit(j))
+ data[0] += (short) (1 << j->succ_low);
+ }
+ return 1;
+}
+
+// @OPTIMIZE: store non-zigzagged during the decode passes,
+// and only de-zigzag when dequantizing
+static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac)
+{
+ int k;
+ if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+
+ if (j->succ_high == 0) {
+ int shift = j->succ_low;
+
+ if (j->eob_run) {
+ --j->eob_run;
+ return 1;
+ }
+
+ k = j->spec_start;
+ do {
+ unsigned int zig;
+ int c,r,s;
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+ c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+ r = fac[c];
+ if (r) { // fast-AC path
+ k += (r >> 4) & 15; // run
+ s = r & 15; // combined length
+ j->code_buffer <<= s;
+ j->code_bits -= s;
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) ((r >> 8) << shift);
+ } else {
+ int rs = stbi__jpeg_huff_decode(j, hac);
+ if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+ s = rs & 15;
+ r = rs >> 4;
+ if (s == 0) {
+ if (r < 15) {
+ j->eob_run = (1 << r);
+ if (r)
+ j->eob_run += stbi__jpeg_get_bits(j, r);
+ --j->eob_run;
+ break;
+ }
+ k += 16;
+ } else {
+ k += r;
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) (stbi__extend_receive(j,s) << shift);
+ }
+ }
+ } while (k <= j->spec_end);
+ } else {
+ // refinement scan for these AC coefficients
+
+ short bit = (short) (1 << j->succ_low);
+
+ if (j->eob_run) {
+ --j->eob_run;
+ for (k = j->spec_start; k <= j->spec_end; ++k) {
+ short *p = &data[stbi__jpeg_dezigzag[k]];
+ if (*p != 0)
+ if (stbi__jpeg_get_bit(j))
+ if ((*p & bit)==0) {
+ if (*p > 0)
+ *p += bit;
+ else
+ *p -= bit;
+ }
+ }
+ } else {
+ k = j->spec_start;
+ do {
+ int r,s;
+ int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh
+ if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+ s = rs & 15;
+ r = rs >> 4;
+ if (s == 0) {
+ if (r < 15) {
+ j->eob_run = (1 << r) - 1;
+ if (r)
+ j->eob_run += stbi__jpeg_get_bits(j, r);
+ r = 64; // force end of block
+ } else {
+ // r=15 s=0 should write 16 0s, so we just do
+ // a run of 15 0s and then write s (which is 0),
+ // so we don't have to do anything special here
+ }
+ } else {
+ if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG");
+ // sign bit
+ if (stbi__jpeg_get_bit(j))
+ s = bit;
+ else
+ s = -bit;
+ }
+
+ // advance by r
+ while (k <= j->spec_end) {
+ short *p = &data[stbi__jpeg_dezigzag[k++]];
+ if (*p != 0) {
+ if (stbi__jpeg_get_bit(j))
+ if ((*p & bit)==0) {
+ if (*p > 0)
+ *p += bit;
+ else
+ *p -= bit;
+ }
+ } else {
+ if (r == 0) {
+ *p = (short) s;
+ break;
+ }
+ --r;
+ }
+ }
+ } while (k <= j->spec_end);
+ }
+ }
+ return 1;
+}
+
+// take a -128..127 value and stbi__clamp it and convert to 0..255
+stbi_inline static stbi_uc stbi__clamp(int x)
+{
+ // trick to use a single test to catch both cases
+ if ((unsigned int) x > 255) {
+ if (x < 0) return 0;
+ if (x > 255) return 255;
+ }
+ return (stbi_uc) x;
+}
+
+#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5)))
+#define stbi__fsh(x) ((x) << 12)
+
+// derived from jidctint -- DCT_ISLOW
+#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \
+ int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \
+ p2 = s2; \
+ p3 = s6; \
+ p1 = (p2+p3) * stbi__f2f(0.5411961f); \
+ t2 = p1 + p3*stbi__f2f(-1.847759065f); \
+ t3 = p1 + p2*stbi__f2f( 0.765366865f); \
+ p2 = s0; \
+ p3 = s4; \
+ t0 = stbi__fsh(p2+p3); \
+ t1 = stbi__fsh(p2-p3); \
+ x0 = t0+t3; \
+ x3 = t0-t3; \
+ x1 = t1+t2; \
+ x2 = t1-t2; \
+ t0 = s7; \
+ t1 = s5; \
+ t2 = s3; \
+ t3 = s1; \
+ p3 = t0+t2; \
+ p4 = t1+t3; \
+ p1 = t0+t3; \
+ p2 = t1+t2; \
+ p5 = (p3+p4)*stbi__f2f( 1.175875602f); \
+ t0 = t0*stbi__f2f( 0.298631336f); \
+ t1 = t1*stbi__f2f( 2.053119869f); \
+ t2 = t2*stbi__f2f( 3.072711026f); \
+ t3 = t3*stbi__f2f( 1.501321110f); \
+ p1 = p5 + p1*stbi__f2f(-0.899976223f); \
+ p2 = p5 + p2*stbi__f2f(-2.562915447f); \
+ p3 = p3*stbi__f2f(-1.961570560f); \
+ p4 = p4*stbi__f2f(-0.390180644f); \
+ t3 += p1+p4; \
+ t2 += p2+p3; \
+ t1 += p2+p4; \
+ t0 += p1+p3;
+
+static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64])
+{
+ int i,val[64],*v=val;
+ stbi_uc *o;
+ short *d = data;
+
+ // columns
+ for (i=0; i < 8; ++i,++d, ++v) {
+ // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing
+ if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0
+ && d[40]==0 && d[48]==0 && d[56]==0) {
+ // no shortcut 0 seconds
+ // (1|2|3|4|5|6|7)==0 0 seconds
+ // all separate -0.047 seconds
+ // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds
+ int dcterm = d[0] << 2;
+ v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;
+ } else {
+ STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56])
+ // constants scaled things up by 1<<12; let's bring them back
+ // down, but keep 2 extra bits of precision
+ x0 += 512; x1 += 512; x2 += 512; x3 += 512;
+ v[ 0] = (x0+t3) >> 10;
+ v[56] = (x0-t3) >> 10;
+ v[ 8] = (x1+t2) >> 10;
+ v[48] = (x1-t2) >> 10;
+ v[16] = (x2+t1) >> 10;
+ v[40] = (x2-t1) >> 10;
+ v[24] = (x3+t0) >> 10;
+ v[32] = (x3-t0) >> 10;
+ }
+ }
+
+ for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) {
+ // no fast case since the first 1D IDCT spread components out
+ STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7])
+ // constants scaled things up by 1<<12, plus we had 1<<2 from first
+ // loop, plus horizontal and vertical each scale by sqrt(8) so together
+ // we've got an extra 1<<3, so 1<<17 total we need to remove.
+ // so we want to round that, which means adding 0.5 * 1<<17,
+ // aka 65536. Also, we'll end up with -128 to 127 that we want
+ // to encode as 0..255 by adding 128, so we'll add that before the shift
+ x0 += 65536 + (128<<17);
+ x1 += 65536 + (128<<17);
+ x2 += 65536 + (128<<17);
+ x3 += 65536 + (128<<17);
+ // tried computing the shifts into temps, or'ing the temps to see
+ // if any were out of range, but that was slower
+ o[0] = stbi__clamp((x0+t3) >> 17);
+ o[7] = stbi__clamp((x0-t3) >> 17);
+ o[1] = stbi__clamp((x1+t2) >> 17);
+ o[6] = stbi__clamp((x1-t2) >> 17);
+ o[2] = stbi__clamp((x2+t1) >> 17);
+ o[5] = stbi__clamp((x2-t1) >> 17);
+ o[3] = stbi__clamp((x3+t0) >> 17);
+ o[4] = stbi__clamp((x3-t0) >> 17);
+ }
+}
+
+#ifdef STBI_SSE2
+// sse2 integer IDCT. not the fastest possible implementation but it
+// produces bit-identical results to the generic C version so it's
+// fully "transparent".
+static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])
+{
+ // This is constructed to match our regular (generic) integer IDCT exactly.
+ __m128i row0, row1, row2, row3, row4, row5, row6, row7;
+ __m128i tmp;
+
+ // dot product constant: even elems=x, odd elems=y
+ #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y))
+
+ // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit)
+ // out(1) = c1[even]*x + c1[odd]*y
+ #define dct_rot(out0,out1, x,y,c0,c1) \
+ __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \
+ __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \
+ __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \
+ __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \
+ __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \
+ __m128i out1##_h = _mm_madd_epi16(c0##hi, c1)
+
+ // out = in << 12 (in 16-bit, out 32-bit)
+ #define dct_widen(out, in) \
+ __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \
+ __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4)
+
+ // wide add
+ #define dct_wadd(out, a, b) \
+ __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \
+ __m128i out##_h = _mm_add_epi32(a##_h, b##_h)
+
+ // wide sub
+ #define dct_wsub(out, a, b) \
+ __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \
+ __m128i out##_h = _mm_sub_epi32(a##_h, b##_h)
+
+ // butterfly a/b, add bias, then shift by "s" and pack
+ #define dct_bfly32o(out0, out1, a,b,bias,s) \
+ { \
+ __m128i abiased_l = _mm_add_epi32(a##_l, bias); \
+ __m128i abiased_h = _mm_add_epi32(a##_h, bias); \
+ dct_wadd(sum, abiased, b); \
+ dct_wsub(dif, abiased, b); \
+ out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \
+ out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \
+ }
+
+ // 8-bit interleave step (for transposes)
+ #define dct_interleave8(a, b) \
+ tmp = a; \
+ a = _mm_unpacklo_epi8(a, b); \
+ b = _mm_unpackhi_epi8(tmp, b)
+
+ // 16-bit interleave step (for transposes)
+ #define dct_interleave16(a, b) \
+ tmp = a; \
+ a = _mm_unpacklo_epi16(a, b); \
+ b = _mm_unpackhi_epi16(tmp, b)
+
+ #define dct_pass(bias,shift) \
+ { \
+ /* even part */ \
+ dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \
+ __m128i sum04 = _mm_add_epi16(row0, row4); \
+ __m128i dif04 = _mm_sub_epi16(row0, row4); \
+ dct_widen(t0e, sum04); \
+ dct_widen(t1e, dif04); \
+ dct_wadd(x0, t0e, t3e); \
+ dct_wsub(x3, t0e, t3e); \
+ dct_wadd(x1, t1e, t2e); \
+ dct_wsub(x2, t1e, t2e); \
+ /* odd part */ \
+ dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \
+ dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \
+ __m128i sum17 = _mm_add_epi16(row1, row7); \
+ __m128i sum35 = _mm_add_epi16(row3, row5); \
+ dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \
+ dct_wadd(x4, y0o, y4o); \
+ dct_wadd(x5, y1o, y5o); \
+ dct_wadd(x6, y2o, y5o); \
+ dct_wadd(x7, y3o, y4o); \
+ dct_bfly32o(row0,row7, x0,x7,bias,shift); \
+ dct_bfly32o(row1,row6, x1,x6,bias,shift); \
+ dct_bfly32o(row2,row5, x2,x5,bias,shift); \
+ dct_bfly32o(row3,row4, x3,x4,bias,shift); \
+ }
+
+ __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f));
+ __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f));
+ __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f));
+ __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f));
+ __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f));
+ __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f));
+ __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f));
+ __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f));
+
+ // rounding biases in column/row passes, see stbi__idct_block for explanation.
+ __m128i bias_0 = _mm_set1_epi32(512);
+ __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17));
+
+ // load
+ row0 = _mm_load_si128((const __m128i *) (data + 0*8));
+ row1 = _mm_load_si128((const __m128i *) (data + 1*8));
+ row2 = _mm_load_si128((const __m128i *) (data + 2*8));
+ row3 = _mm_load_si128((const __m128i *) (data + 3*8));
+ row4 = _mm_load_si128((const __m128i *) (data + 4*8));
+ row5 = _mm_load_si128((const __m128i *) (data + 5*8));
+ row6 = _mm_load_si128((const __m128i *) (data + 6*8));
+ row7 = _mm_load_si128((const __m128i *) (data + 7*8));
+
+ // column pass
+ dct_pass(bias_0, 10);
+
+ {
+ // 16bit 8x8 transpose pass 1
+ dct_interleave16(row0, row4);
+ dct_interleave16(row1, row5);
+ dct_interleave16(row2, row6);
+ dct_interleave16(row3, row7);
+
+ // transpose pass 2
+ dct_interleave16(row0, row2);
+ dct_interleave16(row1, row3);
+ dct_interleave16(row4, row6);
+ dct_interleave16(row5, row7);
+
+ // transpose pass 3
+ dct_interleave16(row0, row1);
+ dct_interleave16(row2, row3);
+ dct_interleave16(row4, row5);
+ dct_interleave16(row6, row7);
+ }
+
+ // row pass
+ dct_pass(bias_1, 17);
+
+ {
+ // pack
+ __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7
+ __m128i p1 = _mm_packus_epi16(row2, row3);
+ __m128i p2 = _mm_packus_epi16(row4, row5);
+ __m128i p3 = _mm_packus_epi16(row6, row7);
+
+ // 8bit 8x8 transpose pass 1
+ dct_interleave8(p0, p2); // a0e0a1e1...
+ dct_interleave8(p1, p3); // c0g0c1g1...
+
+ // transpose pass 2
+ dct_interleave8(p0, p1); // a0c0e0g0...
+ dct_interleave8(p2, p3); // b0d0f0h0...
+
+ // transpose pass 3
+ dct_interleave8(p0, p2); // a0b0c0d0...
+ dct_interleave8(p1, p3); // a4b4c4d4...
+
+ // store
+ _mm_storel_epi64((__m128i *) out, p0); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, p2); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, p1); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, p3); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e));
+ }
+
+#undef dct_const
+#undef dct_rot
+#undef dct_widen
+#undef dct_wadd
+#undef dct_wsub
+#undef dct_bfly32o
+#undef dct_interleave8
+#undef dct_interleave16
+#undef dct_pass
+}
+
+#endif // STBI_SSE2
+
+#ifdef STBI_NEON
+
+// NEON integer IDCT. should produce bit-identical
+// results to the generic C version.
+static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])
+{
+ int16x8_t row0, row1, row2, row3, row4, row5, row6, row7;
+
+ int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f));
+ int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f));
+ int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f));
+ int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f));
+ int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f));
+ int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f));
+ int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f));
+ int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f));
+ int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f));
+ int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f));
+ int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f));
+ int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f));
+
+#define dct_long_mul(out, inq, coeff) \
+ int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \
+ int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff)
+
+#define dct_long_mac(out, acc, inq, coeff) \
+ int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \
+ int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff)
+
+#define dct_widen(out, inq) \
+ int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \
+ int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12)
+
+// wide add
+#define dct_wadd(out, a, b) \
+ int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \
+ int32x4_t out##_h = vaddq_s32(a##_h, b##_h)
+
+// wide sub
+#define dct_wsub(out, a, b) \
+ int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \
+ int32x4_t out##_h = vsubq_s32(a##_h, b##_h)
+
+// butterfly a/b, then shift using "shiftop" by "s" and pack
+#define dct_bfly32o(out0,out1, a,b,shiftop,s) \
+ { \
+ dct_wadd(sum, a, b); \
+ dct_wsub(dif, a, b); \
+ out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \
+ out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \
+ }
+
+#define dct_pass(shiftop, shift) \
+ { \
+ /* even part */ \
+ int16x8_t sum26 = vaddq_s16(row2, row6); \
+ dct_long_mul(p1e, sum26, rot0_0); \
+ dct_long_mac(t2e, p1e, row6, rot0_1); \
+ dct_long_mac(t3e, p1e, row2, rot0_2); \
+ int16x8_t sum04 = vaddq_s16(row0, row4); \
+ int16x8_t dif04 = vsubq_s16(row0, row4); \
+ dct_widen(t0e, sum04); \
+ dct_widen(t1e, dif04); \
+ dct_wadd(x0, t0e, t3e); \
+ dct_wsub(x3, t0e, t3e); \
+ dct_wadd(x1, t1e, t2e); \
+ dct_wsub(x2, t1e, t2e); \
+ /* odd part */ \
+ int16x8_t sum15 = vaddq_s16(row1, row5); \
+ int16x8_t sum17 = vaddq_s16(row1, row7); \
+ int16x8_t sum35 = vaddq_s16(row3, row5); \
+ int16x8_t sum37 = vaddq_s16(row3, row7); \
+ int16x8_t sumodd = vaddq_s16(sum17, sum35); \
+ dct_long_mul(p5o, sumodd, rot1_0); \
+ dct_long_mac(p1o, p5o, sum17, rot1_1); \
+ dct_long_mac(p2o, p5o, sum35, rot1_2); \
+ dct_long_mul(p3o, sum37, rot2_0); \
+ dct_long_mul(p4o, sum15, rot2_1); \
+ dct_wadd(sump13o, p1o, p3o); \
+ dct_wadd(sump24o, p2o, p4o); \
+ dct_wadd(sump23o, p2o, p3o); \
+ dct_wadd(sump14o, p1o, p4o); \
+ dct_long_mac(x4, sump13o, row7, rot3_0); \
+ dct_long_mac(x5, sump24o, row5, rot3_1); \
+ dct_long_mac(x6, sump23o, row3, rot3_2); \
+ dct_long_mac(x7, sump14o, row1, rot3_3); \
+ dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \
+ dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \
+ dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \
+ dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \
+ }
+
+ // load
+ row0 = vld1q_s16(data + 0*8);
+ row1 = vld1q_s16(data + 1*8);
+ row2 = vld1q_s16(data + 2*8);
+ row3 = vld1q_s16(data + 3*8);
+ row4 = vld1q_s16(data + 4*8);
+ row5 = vld1q_s16(data + 5*8);
+ row6 = vld1q_s16(data + 6*8);
+ row7 = vld1q_s16(data + 7*8);
+
+ // add DC bias
+ row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0));
+
+ // column pass
+ dct_pass(vrshrn_n_s32, 10);
+
+ // 16bit 8x8 transpose
+ {
+// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively.
+// whether compilers actually get this is another story, sadly.
+#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; }
+#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); }
+#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); }
+
+ // pass 1
+ dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6
+ dct_trn16(row2, row3);
+ dct_trn16(row4, row5);
+ dct_trn16(row6, row7);
+
+ // pass 2
+ dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4
+ dct_trn32(row1, row3);
+ dct_trn32(row4, row6);
+ dct_trn32(row5, row7);
+
+ // pass 3
+ dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0
+ dct_trn64(row1, row5);
+ dct_trn64(row2, row6);
+ dct_trn64(row3, row7);
+
+#undef dct_trn16
+#undef dct_trn32
+#undef dct_trn64
+ }
+
+ // row pass
+ // vrshrn_n_s32 only supports shifts up to 16, we need
+ // 17. so do a non-rounding shift of 16 first then follow
+ // up with a rounding shift by 1.
+ dct_pass(vshrn_n_s32, 16);
+
+ {
+ // pack and round
+ uint8x8_t p0 = vqrshrun_n_s16(row0, 1);
+ uint8x8_t p1 = vqrshrun_n_s16(row1, 1);
+ uint8x8_t p2 = vqrshrun_n_s16(row2, 1);
+ uint8x8_t p3 = vqrshrun_n_s16(row3, 1);
+ uint8x8_t p4 = vqrshrun_n_s16(row4, 1);
+ uint8x8_t p5 = vqrshrun_n_s16(row5, 1);
+ uint8x8_t p6 = vqrshrun_n_s16(row6, 1);
+ uint8x8_t p7 = vqrshrun_n_s16(row7, 1);
+
+ // again, these can translate into one instruction, but often don't.
+#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; }
+#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); }
+#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); }
+
+ // sadly can't use interleaved stores here since we only write
+ // 8 bytes to each scan line!
+
+ // 8x8 8-bit transpose pass 1
+ dct_trn8_8(p0, p1);
+ dct_trn8_8(p2, p3);
+ dct_trn8_8(p4, p5);
+ dct_trn8_8(p6, p7);
+
+ // pass 2
+ dct_trn8_16(p0, p2);
+ dct_trn8_16(p1, p3);
+ dct_trn8_16(p4, p6);
+ dct_trn8_16(p5, p7);
+
+ // pass 3
+ dct_trn8_32(p0, p4);
+ dct_trn8_32(p1, p5);
+ dct_trn8_32(p2, p6);
+ dct_trn8_32(p3, p7);
+
+ // store
+ vst1_u8(out, p0); out += out_stride;
+ vst1_u8(out, p1); out += out_stride;
+ vst1_u8(out, p2); out += out_stride;
+ vst1_u8(out, p3); out += out_stride;
+ vst1_u8(out, p4); out += out_stride;
+ vst1_u8(out, p5); out += out_stride;
+ vst1_u8(out, p6); out += out_stride;
+ vst1_u8(out, p7);
+
+#undef dct_trn8_8
+#undef dct_trn8_16
+#undef dct_trn8_32
+ }
+
+#undef dct_long_mul
+#undef dct_long_mac
+#undef dct_widen
+#undef dct_wadd
+#undef dct_wsub
+#undef dct_bfly32o
+#undef dct_pass
+}
+
+#endif // STBI_NEON
+
+#define STBI__MARKER_none 0xff
+// if there's a pending marker from the entropy stream, return that
+// otherwise, fetch from the stream and get a marker. if there's no
+// marker, return 0xff, which is never a valid marker value
+static stbi_uc stbi__get_marker(stbi__jpeg *j)
+{
+ stbi_uc x;
+ if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }
+ x = stbi__get8(j->s);
+ if (x != 0xff) return STBI__MARKER_none;
+ while (x == 0xff)
+ x = stbi__get8(j->s);
+ return x;
+}
+
+// in each scan, we'll have scan_n components, and the order
+// of the components is specified by order[]
+#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7)
+
+// after a restart interval, stbi__jpeg_reset the entropy decoder and
+// the dc prediction
+static void stbi__jpeg_reset(stbi__jpeg *j)
+{
+ j->code_bits = 0;
+ j->code_buffer = 0;
+ j->nomore = 0;
+ j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = 0;
+ j->marker = STBI__MARKER_none;
+ j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;
+ j->eob_run = 0;
+ // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,
+ // since we don't even allow 1<<30 pixels
+}
+
+static int stbi__parse_entropy_coded_data(stbi__jpeg *z)
+{
+ stbi__jpeg_reset(z);
+ if (!z->progressive) {
+ if (z->scan_n == 1) {
+ int i,j;
+ STBI_SIMD_ALIGN(short, data[64]);
+ int n = z->order[0];
+ // non-interleaved data, we just need to process one block at a time,
+ // in trivial scanline order
+ // number of blocks to do just depends on how many actual "pixels" this
+ // component has, independent of interleaved MCU blocking and such
+ int w = (z->img_comp[n].x+7) >> 3;
+ int h = (z->img_comp[n].y+7) >> 3;
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i) {
+ int ha = z->img_comp[n].ha;
+ if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;
+ z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data);
+ // every data block is an MCU, so countdown the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ // if it's NOT a restart, then just bail, so we get corrupt data
+ // rather than no data
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ } else { // interleaved
+ int i,j,k,x,y;
+ STBI_SIMD_ALIGN(short, data[64]);
+ for (j=0; j < z->img_mcu_y; ++j) {
+ for (i=0; i < z->img_mcu_x; ++i) {
+ // scan an interleaved mcu... process scan_n components in order
+ for (k=0; k < z->scan_n; ++k) {
+ int n = z->order[k];
+ // scan out an mcu's worth of this component; that's just determined
+ // by the basic H and V specified for the component
+ for (y=0; y < z->img_comp[n].v; ++y) {
+ for (x=0; x < z->img_comp[n].h; ++x) {
+ int x2 = (i*z->img_comp[n].h + x)*8;
+ int y2 = (j*z->img_comp[n].v + y)*8;
+ int ha = z->img_comp[n].ha;
+ if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;
+ z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data);
+ }
+ }
+ }
+ // after all interleaved components, that's an interleaved MCU,
+ // so now count down the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ }
+ } else {
+ if (z->scan_n == 1) {
+ int i,j;
+ int n = z->order[0];
+ // non-interleaved data, we just need to process one block at a time,
+ // in trivial scanline order
+ // number of blocks to do just depends on how many actual "pixels" this
+ // component has, independent of interleaved MCU blocking and such
+ int w = (z->img_comp[n].x+7) >> 3;
+ int h = (z->img_comp[n].y+7) >> 3;
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i) {
+ short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);
+ if (z->spec_start == 0) {
+ if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))
+ return 0;
+ } else {
+ int ha = z->img_comp[n].ha;
+ if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha]))
+ return 0;
+ }
+ // every data block is an MCU, so countdown the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ } else { // interleaved
+ int i,j,k,x,y;
+ for (j=0; j < z->img_mcu_y; ++j) {
+ for (i=0; i < z->img_mcu_x; ++i) {
+ // scan an interleaved mcu... process scan_n components in order
+ for (k=0; k < z->scan_n; ++k) {
+ int n = z->order[k];
+ // scan out an mcu's worth of this component; that's just determined
+ // by the basic H and V specified for the component
+ for (y=0; y < z->img_comp[n].v; ++y) {
+ for (x=0; x < z->img_comp[n].h; ++x) {
+ int x2 = (i*z->img_comp[n].h + x);
+ int y2 = (j*z->img_comp[n].v + y);
+ short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w);
+ if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))
+ return 0;
+ }
+ }
+ }
+ // after all interleaved components, that's an interleaved MCU,
+ // so now count down the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ }
+ }
+}
+
+static void stbi__jpeg_dequantize(short *data, stbi_uc *dequant)
+{
+ int i;
+ for (i=0; i < 64; ++i)
+ data[i] *= dequant[i];
+}
+
+static void stbi__jpeg_finish(stbi__jpeg *z)
+{
+ if (z->progressive) {
+ // dequantize and idct the data
+ int i,j,n;
+ for (n=0; n < z->s->img_n; ++n) {
+ int w = (z->img_comp[n].x+7) >> 3;
+ int h = (z->img_comp[n].y+7) >> 3;
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i) {
+ short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);
+ stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]);
+ z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data);
+ }
+ }
+ }
+ }
+}
+
+static int stbi__process_marker(stbi__jpeg *z, int m)
+{
+ int L;
+ switch (m) {
+ case STBI__MARKER_none: // no marker found
+ return stbi__err("expected marker","Corrupt JPEG");
+
+ case 0xDD: // DRI - specify restart interval
+ if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG");
+ z->restart_interval = stbi__get16be(z->s);
+ return 1;
+
+ case 0xDB: // DQT - define quantization table
+ L = stbi__get16be(z->s)-2;
+ while (L > 0) {
+ int q = stbi__get8(z->s);
+ int p = q >> 4;
+ int t = q & 15,i;
+ if (p != 0) return stbi__err("bad DQT type","Corrupt JPEG");
+ if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG");
+ for (i=0; i < 64; ++i)
+ z->dequant[t][stbi__jpeg_dezigzag[i]] = stbi__get8(z->s);
+ L -= 65;
+ }
+ return L==0;
+
+ case 0xC4: // DHT - define huffman table
+ L = stbi__get16be(z->s)-2;
+ while (L > 0) {
+ stbi_uc *v;
+ int sizes[16],i,n=0;
+ int q = stbi__get8(z->s);
+ int tc = q >> 4;
+ int th = q & 15;
+ if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG");
+ for (i=0; i < 16; ++i) {
+ sizes[i] = stbi__get8(z->s);
+ n += sizes[i];
+ }
+ L -= 17;
+ if (tc == 0) {
+ if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0;
+ v = z->huff_dc[th].values;
+ } else {
+ if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0;
+ v = z->huff_ac[th].values;
+ }
+ for (i=0; i < n; ++i)
+ v[i] = stbi__get8(z->s);
+ if (tc != 0)
+ stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th);
+ L -= n;
+ }
+ return L==0;
+ }
+ // check for comment block or APP blocks
+ if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {
+ stbi__skip(z->s, stbi__get16be(z->s)-2);
+ return 1;
+ }
+ return 0;
+}
+
+// after we see SOS
+static int stbi__process_scan_header(stbi__jpeg *z)
+{
+ int i;
+ int Ls = stbi__get16be(z->s);
+ z->scan_n = stbi__get8(z->s);
+ if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG");
+ if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG");
+ for (i=0; i < z->scan_n; ++i) {
+ int id = stbi__get8(z->s), which;
+ int q = stbi__get8(z->s);
+ for (which = 0; which < z->s->img_n; ++which)
+ if (z->img_comp[which].id == id)
+ break;
+ if (which == z->s->img_n) return 0; // no match
+ z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG");
+ z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG");
+ z->order[i] = which;
+ }
+
+ {
+ int aa;
+ z->spec_start = stbi__get8(z->s);
+ z->spec_end = stbi__get8(z->s); // should be 63, but might be 0
+ aa = stbi__get8(z->s);
+ z->succ_high = (aa >> 4);
+ z->succ_low = (aa & 15);
+ if (z->progressive) {
+ if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13)
+ return stbi__err("bad SOS", "Corrupt JPEG");
+ } else {
+ if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG");
+ if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG");
+ z->spec_end = 63;
+ }
+ }
+
+ return 1;
+}
+
+static int stbi__process_frame_header(stbi__jpeg *z, int scan)
+{
+ stbi__context *s = z->s;
+ int Lf,p,i,q, h_max=1,v_max=1,c;
+ Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG
+ p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline
+ s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG
+ s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires
+ c = stbi__get8(s);
+ if (c != 3 && c != 1) return stbi__err("bad component count","Corrupt JPEG"); // JFIF requires
+ s->img_n = c;
+ for (i=0; i < c; ++i) {
+ z->img_comp[i].data = NULL;
+ z->img_comp[i].linebuf = NULL;
+ }
+
+ if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG");
+
+ for (i=0; i < s->img_n; ++i) {
+ z->img_comp[i].id = stbi__get8(s);
+ if (z->img_comp[i].id != i+1) // JFIF requires
+ if (z->img_comp[i].id != i) // some version of jpegtran outputs non-JFIF-compliant files!
+ return stbi__err("bad component ID","Corrupt JPEG");
+ q = stbi__get8(s);
+ z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG");
+ z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG");
+ z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG");
+ }
+
+ if (scan != STBI__SCAN_load) return 1;
+
+ if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
+
+ for (i=0; i < s->img_n; ++i) {
+ if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;
+ if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;
+ }
+
+ // compute interleaved mcu info
+ z->img_h_max = h_max;
+ z->img_v_max = v_max;
+ z->img_mcu_w = h_max * 8;
+ z->img_mcu_h = v_max * 8;
+ z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w;
+ z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h;
+
+ for (i=0; i < s->img_n; ++i) {
+ // number of effective pixels (e.g. for non-interleaved MCU)
+ z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max;
+ z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max;
+ // to simplify generation, we'll allocate enough memory to decode
+ // the bogus oversized data from using interleaved MCUs and their
+ // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't
+ // discard the extra data until colorspace conversion
+ z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;
+ z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;
+ z->img_comp[i].raw_data = stbi__malloc(z->img_comp[i].w2 * z->img_comp[i].h2+15);
+
+ if (z->img_comp[i].raw_data == NULL) {
+ for(--i; i >= 0; --i) {
+ STBI_FREE(z->img_comp[i].raw_data);
+ z->img_comp[i].data = NULL;
+ }
+ return stbi__err("outofmem", "Out of memory");
+ }
+ // align blocks for idct using mmx/sse
+ z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15);
+ z->img_comp[i].linebuf = NULL;
+ if (z->progressive) {
+ z->img_comp[i].coeff_w = (z->img_comp[i].w2 + 7) >> 3;
+ z->img_comp[i].coeff_h = (z->img_comp[i].h2 + 7) >> 3;
+ z->img_comp[i].raw_coeff = STBI_MALLOC(z->img_comp[i].coeff_w * z->img_comp[i].coeff_h * 64 * sizeof(short) + 15);
+ z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15);
+ } else {
+ z->img_comp[i].coeff = 0;
+ z->img_comp[i].raw_coeff = 0;
+ }
+ }
+
+ return 1;
+}
+
+// use comparisons since in some cases we handle more than one case (e.g. SOF)
+#define stbi__DNL(x) ((x) == 0xdc)
+#define stbi__SOI(x) ((x) == 0xd8)
+#define stbi__EOI(x) ((x) == 0xd9)
+#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2)
+#define stbi__SOS(x) ((x) == 0xda)
+
+#define stbi__SOF_progressive(x) ((x) == 0xc2)
+
+static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan)
+{
+ int m;
+ z->marker = STBI__MARKER_none; // initialize cached marker to empty
+ m = stbi__get_marker(z);
+ if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG");
+ if (scan == STBI__SCAN_type) return 1;
+ m = stbi__get_marker(z);
+ while (!stbi__SOF(m)) {
+ if (!stbi__process_marker(z,m)) return 0;
+ m = stbi__get_marker(z);
+ while (m == STBI__MARKER_none) {
+ // some files have extra padding after their blocks, so ok, we'll scan
+ if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG");
+ m = stbi__get_marker(z);
+ }
+ }
+ z->progressive = stbi__SOF_progressive(m);
+ if (!stbi__process_frame_header(z, scan)) return 0;
+ return 1;
+}
+
+// decode image to YCbCr format
+static int stbi__decode_jpeg_image(stbi__jpeg *j)
+{
+ int m;
+ for (m = 0; m < 4; m++) {
+ j->img_comp[m].raw_data = NULL;
+ j->img_comp[m].raw_coeff = NULL;
+ }
+ j->restart_interval = 0;
+ if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0;
+ m = stbi__get_marker(j);
+ while (!stbi__EOI(m)) {
+ if (stbi__SOS(m)) {
+ if (!stbi__process_scan_header(j)) return 0;
+ if (!stbi__parse_entropy_coded_data(j)) return 0;
+ if (j->marker == STBI__MARKER_none ) {
+ // handle 0s at the end of image data from IP Kamera 9060
+ while (!stbi__at_eof(j->s)) {
+ int x = stbi__get8(j->s);
+ if (x == 255) {
+ j->marker = stbi__get8(j->s);
+ break;
+ } else if (x != 0) {
+ return stbi__err("junk before marker", "Corrupt JPEG");
+ }
+ }
+ // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0
+ }
+ } else {
+ if (!stbi__process_marker(j, m)) return 0;
+ }
+ m = stbi__get_marker(j);
+ }
+ if (j->progressive)
+ stbi__jpeg_finish(j);
+ return 1;
+}
+
+// static jfif-centered resampling (across block boundaries)
+
+typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,
+ int w, int hs);
+
+#define stbi__div4(x) ((stbi_uc) ((x) >> 2))
+
+static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ STBI_NOTUSED(out);
+ STBI_NOTUSED(in_far);
+ STBI_NOTUSED(w);
+ STBI_NOTUSED(hs);
+ return in_near;
+}
+
+static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate two samples vertically for every one in input
+ int i;
+ STBI_NOTUSED(hs);
+ for (i=0; i < w; ++i)
+ out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2);
+ return out;
+}
+
+static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate two samples horizontally for every one in input
+ int i;
+ stbi_uc *input = in_near;
+
+ if (w == 1) {
+ // if only one sample, can't do any interpolation
+ out[0] = out[1] = input[0];
+ return out;
+ }
+
+ out[0] = input[0];
+ out[1] = stbi__div4(input[0]*3 + input[1] + 2);
+ for (i=1; i < w-1; ++i) {
+ int n = 3*input[i]+2;
+ out[i*2+0] = stbi__div4(n+input[i-1]);
+ out[i*2+1] = stbi__div4(n+input[i+1]);
+ }
+ out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2);
+ out[i*2+1] = input[w-1];
+
+ STBI_NOTUSED(in_far);
+ STBI_NOTUSED(hs);
+
+ return out;
+}
+
+#define stbi__div16(x) ((stbi_uc) ((x) >> 4))
+
+static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate 2x2 samples for every one in input
+ int i,t0,t1;
+ if (w == 1) {
+ out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
+ return out;
+ }
+
+ t1 = 3*in_near[0] + in_far[0];
+ out[0] = stbi__div4(t1+2);
+ for (i=1; i < w; ++i) {
+ t0 = t1;
+ t1 = 3*in_near[i]+in_far[i];
+ out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
+ out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
+ }
+ out[w*2-1] = stbi__div4(t1+2);
+
+ STBI_NOTUSED(hs);
+
+ return out;
+}
+
+#if defined(STBI_SSE2) || defined(STBI_NEON)
+static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate 2x2 samples for every one in input
+ int i=0,t0,t1;
+
+ if (w == 1) {
+ out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
+ return out;
+ }
+
+ t1 = 3*in_near[0] + in_far[0];
+ // process groups of 8 pixels for as long as we can.
+ // note we can't handle the last pixel in a row in this loop
+ // because we need to handle the filter boundary conditions.
+ for (; i < ((w-1) & ~7); i += 8) {
+#if defined(STBI_SSE2)
+ // load and perform the vertical filtering pass
+ // this uses 3*x + y = 4*x + (y - x)
+ __m128i zero = _mm_setzero_si128();
+ __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i));
+ __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i));
+ __m128i farw = _mm_unpacklo_epi8(farb, zero);
+ __m128i nearw = _mm_unpacklo_epi8(nearb, zero);
+ __m128i diff = _mm_sub_epi16(farw, nearw);
+ __m128i nears = _mm_slli_epi16(nearw, 2);
+ __m128i curr = _mm_add_epi16(nears, diff); // current row
+
+ // horizontal filter works the same based on shifted vers of current
+ // row. "prev" is current row shifted right by 1 pixel; we need to
+ // insert the previous pixel value (from t1).
+ // "next" is current row shifted left by 1 pixel, with first pixel
+ // of next block of 8 pixels added in.
+ __m128i prv0 = _mm_slli_si128(curr, 2);
+ __m128i nxt0 = _mm_srli_si128(curr, 2);
+ __m128i prev = _mm_insert_epi16(prv0, t1, 0);
+ __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7);
+
+ // horizontal filter, polyphase implementation since it's convenient:
+ // even pixels = 3*cur + prev = cur*4 + (prev - cur)
+ // odd pixels = 3*cur + next = cur*4 + (next - cur)
+ // note the shared term.
+ __m128i bias = _mm_set1_epi16(8);
+ __m128i curs = _mm_slli_epi16(curr, 2);
+ __m128i prvd = _mm_sub_epi16(prev, curr);
+ __m128i nxtd = _mm_sub_epi16(next, curr);
+ __m128i curb = _mm_add_epi16(curs, bias);
+ __m128i even = _mm_add_epi16(prvd, curb);
+ __m128i odd = _mm_add_epi16(nxtd, curb);
+
+ // interleave even and odd pixels, then undo scaling.
+ __m128i int0 = _mm_unpacklo_epi16(even, odd);
+ __m128i int1 = _mm_unpackhi_epi16(even, odd);
+ __m128i de0 = _mm_srli_epi16(int0, 4);
+ __m128i de1 = _mm_srli_epi16(int1, 4);
+
+ // pack and write output
+ __m128i outv = _mm_packus_epi16(de0, de1);
+ _mm_storeu_si128((__m128i *) (out + i*2), outv);
+#elif defined(STBI_NEON)
+ // load and perform the vertical filtering pass
+ // this uses 3*x + y = 4*x + (y - x)
+ uint8x8_t farb = vld1_u8(in_far + i);
+ uint8x8_t nearb = vld1_u8(in_near + i);
+ int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb));
+ int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2));
+ int16x8_t curr = vaddq_s16(nears, diff); // current row
+
+ // horizontal filter works the same based on shifted vers of current
+ // row. "prev" is current row shifted right by 1 pixel; we need to
+ // insert the previous pixel value (from t1).
+ // "next" is current row shifted left by 1 pixel, with first pixel
+ // of next block of 8 pixels added in.
+ int16x8_t prv0 = vextq_s16(curr, curr, 7);
+ int16x8_t nxt0 = vextq_s16(curr, curr, 1);
+ int16x8_t prev = vsetq_lane_s16(t1, prv0, 0);
+ int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7);
+
+ // horizontal filter, polyphase implementation since it's convenient:
+ // even pixels = 3*cur + prev = cur*4 + (prev - cur)
+ // odd pixels = 3*cur + next = cur*4 + (next - cur)
+ // note the shared term.
+ int16x8_t curs = vshlq_n_s16(curr, 2);
+ int16x8_t prvd = vsubq_s16(prev, curr);
+ int16x8_t nxtd = vsubq_s16(next, curr);
+ int16x8_t even = vaddq_s16(curs, prvd);
+ int16x8_t odd = vaddq_s16(curs, nxtd);
+
+ // undo scaling and round, then store with even/odd phases interleaved
+ uint8x8x2_t o;
+ o.val[0] = vqrshrun_n_s16(even, 4);
+ o.val[1] = vqrshrun_n_s16(odd, 4);
+ vst2_u8(out + i*2, o);
+#endif
+
+ // "previous" value for next iter
+ t1 = 3*in_near[i+7] + in_far[i+7];
+ }
+
+ t0 = t1;
+ t1 = 3*in_near[i] + in_far[i];
+ out[i*2] = stbi__div16(3*t1 + t0 + 8);
+
+ for (++i; i < w; ++i) {
+ t0 = t1;
+ t1 = 3*in_near[i]+in_far[i];
+ out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
+ out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
+ }
+ out[w*2-1] = stbi__div4(t1+2);
+
+ STBI_NOTUSED(hs);
+
+ return out;
+}
+#endif
+
+static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // resample with nearest-neighbor
+ int i,j;
+ STBI_NOTUSED(in_far);
+ for (i=0; i < w; ++i)
+ for (j=0; j < hs; ++j)
+ out[i*hs+j] = in_near[i];
+ return out;
+}
+
+#ifdef STBI_JPEG_OLD
+// this is the same YCbCr-to-RGB calculation that stb_image has used
+// historically before the algorithm changes in 1.49
+#define float2fixed(x) ((int) ((x) * 65536 + 0.5))
+static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
+{
+ int i;
+ for (i=0; i < count; ++i) {
+ int y_fixed = (y[i] << 16) + 32768; // rounding
+ int r,g,b;
+ int cr = pcr[i] - 128;
+ int cb = pcb[i] - 128;
+ r = y_fixed + cr*float2fixed(1.40200f);
+ g = y_fixed - cr*float2fixed(0.71414f) - cb*float2fixed(0.34414f);
+ b = y_fixed + cb*float2fixed(1.77200f);
+ r >>= 16;
+ g >>= 16;
+ b >>= 16;
+ if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+ if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+ if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+ out[0] = (stbi_uc)r;
+ out[1] = (stbi_uc)g;
+ out[2] = (stbi_uc)b;
+ out[3] = 255;
+ out += step;
+ }
+}
+#else
+// this is a reduced-precision calculation of YCbCr-to-RGB introduced
+// to make sure the code produces the same results in both SIMD and scalar
+#define float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8)
+static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
+{
+ int i;
+ for (i=0; i < count; ++i) {
+ int y_fixed = (y[i] << 20) + (1<<19); // rounding
+ int r,g,b;
+ int cr = pcr[i] - 128;
+ int cb = pcb[i] - 128;
+ r = y_fixed + cr* float2fixed(1.40200f);
+ g = y_fixed + (cr*-float2fixed(0.71414f)) + ((cb*-float2fixed(0.34414f)) & 0xffff0000);
+ b = y_fixed + cb* float2fixed(1.77200f);
+ r >>= 20;
+ g >>= 20;
+ b >>= 20;
+ if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+ if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+ if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+ out[0] = (stbi_uc)r;
+ out[1] = (stbi_uc)g;
+ out[2] = (stbi_uc)b;
+ out[3] = 255;
+ out += step;
+ }
+}
+#endif
+
+#if defined(STBI_SSE2) || defined(STBI_NEON)
+static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step)
+{
+ int i = 0;
+
+#ifdef STBI_SSE2
+ // step == 3 is pretty ugly on the final interleave, and i'm not convinced
+ // it's useful in practice (you wouldn't use it for textures, for example).
+ // so just accelerate step == 4 case.
+ if (step == 4) {
+ // this is a fairly straightforward implementation and not super-optimized.
+ __m128i signflip = _mm_set1_epi8(-0x80);
+ __m128i cr_const0 = _mm_set1_epi16( (short) ( 1.40200f*4096.0f+0.5f));
+ __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f));
+ __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f));
+ __m128i cb_const1 = _mm_set1_epi16( (short) ( 1.77200f*4096.0f+0.5f));
+ __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128);
+ __m128i xw = _mm_set1_epi16(255); // alpha channel
+
+ for (; i+7 < count; i += 8) {
+ // load
+ __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i));
+ __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i));
+ __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i));
+ __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128
+ __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128
+
+ // unpack to short (and left-shift cr, cb by 8)
+ __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes);
+ __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased);
+ __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased);
+
+ // color transform
+ __m128i yws = _mm_srli_epi16(yw, 4);
+ __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw);
+ __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw);
+ __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1);
+ __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1);
+ __m128i rws = _mm_add_epi16(cr0, yws);
+ __m128i gwt = _mm_add_epi16(cb0, yws);
+ __m128i bws = _mm_add_epi16(yws, cb1);
+ __m128i gws = _mm_add_epi16(gwt, cr1);
+
+ // descale
+ __m128i rw = _mm_srai_epi16(rws, 4);
+ __m128i bw = _mm_srai_epi16(bws, 4);
+ __m128i gw = _mm_srai_epi16(gws, 4);
+
+ // back to byte, set up for transpose
+ __m128i brb = _mm_packus_epi16(rw, bw);
+ __m128i gxb = _mm_packus_epi16(gw, xw);
+
+ // transpose to interleave channels
+ __m128i t0 = _mm_unpacklo_epi8(brb, gxb);
+ __m128i t1 = _mm_unpackhi_epi8(brb, gxb);
+ __m128i o0 = _mm_unpacklo_epi16(t0, t1);
+ __m128i o1 = _mm_unpackhi_epi16(t0, t1);
+
+ // store
+ _mm_storeu_si128((__m128i *) (out + 0), o0);
+ _mm_storeu_si128((__m128i *) (out + 16), o1);
+ out += 32;
+ }
+ }
+#endif
+
+#ifdef STBI_NEON
+ // in this version, step=3 support would be easy to add. but is there demand?
+ if (step == 4) {
+ // this is a fairly straightforward implementation and not super-optimized.
+ uint8x8_t signflip = vdup_n_u8(0x80);
+ int16x8_t cr_const0 = vdupq_n_s16( (short) ( 1.40200f*4096.0f+0.5f));
+ int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f));
+ int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f));
+ int16x8_t cb_const1 = vdupq_n_s16( (short) ( 1.77200f*4096.0f+0.5f));
+
+ for (; i+7 < count; i += 8) {
+ // load
+ uint8x8_t y_bytes = vld1_u8(y + i);
+ uint8x8_t cr_bytes = vld1_u8(pcr + i);
+ uint8x8_t cb_bytes = vld1_u8(pcb + i);
+ int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip));
+ int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip));
+
+ // expand to s16
+ int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4));
+ int16x8_t crw = vshll_n_s8(cr_biased, 7);
+ int16x8_t cbw = vshll_n_s8(cb_biased, 7);
+
+ // color transform
+ int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0);
+ int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0);
+ int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1);
+ int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1);
+ int16x8_t rws = vaddq_s16(yws, cr0);
+ int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1);
+ int16x8_t bws = vaddq_s16(yws, cb1);
+
+ // undo scaling, round, convert to byte
+ uint8x8x4_t o;
+ o.val[0] = vqrshrun_n_s16(rws, 4);
+ o.val[1] = vqrshrun_n_s16(gws, 4);
+ o.val[2] = vqrshrun_n_s16(bws, 4);
+ o.val[3] = vdup_n_u8(255);
+
+ // store, interleaving r/g/b/a
+ vst4_u8(out, o);
+ out += 8*4;
+ }
+ }
+#endif
+
+ for (; i < count; ++i) {
+ int y_fixed = (y[i] << 20) + (1<<19); // rounding
+ int r,g,b;
+ int cr = pcr[i] - 128;
+ int cb = pcb[i] - 128;
+ r = y_fixed + cr* float2fixed(1.40200f);
+ g = y_fixed + cr*-float2fixed(0.71414f) + ((cb*-float2fixed(0.34414f)) & 0xffff0000);
+ b = y_fixed + cb* float2fixed(1.77200f);
+ r >>= 20;
+ g >>= 20;
+ b >>= 20;
+ if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+ if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+ if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+ out[0] = (stbi_uc)r;
+ out[1] = (stbi_uc)g;
+ out[2] = (stbi_uc)b;
+ out[3] = 255;
+ out += step;
+ }
+}
+#endif
+
+// set up the kernels
+static void stbi__setup_jpeg(stbi__jpeg *j)
+{
+ j->idct_block_kernel = stbi__idct_block;
+ j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row;
+ j->resample_row_hv_2_kernel = stbi__resample_row_hv_2;
+
+#ifdef STBI_SSE2
+ if (stbi__sse2_available()) {
+ j->idct_block_kernel = stbi__idct_simd;
+ #ifndef STBI_JPEG_OLD
+ j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;
+ #endif
+ j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;
+ }
+#endif
+
+#ifdef STBI_NEON
+ j->idct_block_kernel = stbi__idct_simd;
+ #ifndef STBI_JPEG_OLD
+ j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;
+ #endif
+ j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;
+#endif
+}
+
+// clean up the temporary component buffers
+static void stbi__cleanup_jpeg(stbi__jpeg *j)
+{
+ int i;
+ for (i=0; i < j->s->img_n; ++i) {
+ if (j->img_comp[i].raw_data) {
+ STBI_FREE(j->img_comp[i].raw_data);
+ j->img_comp[i].raw_data = NULL;
+ j->img_comp[i].data = NULL;
+ }
+ if (j->img_comp[i].raw_coeff) {
+ STBI_FREE(j->img_comp[i].raw_coeff);
+ j->img_comp[i].raw_coeff = 0;
+ j->img_comp[i].coeff = 0;
+ }
+ if (j->img_comp[i].linebuf) {
+ STBI_FREE(j->img_comp[i].linebuf);
+ j->img_comp[i].linebuf = NULL;
+ }
+ }
+}
+
+typedef struct
+{
+ resample_row_func resample;
+ stbi_uc *line0,*line1;
+ int hs,vs; // expansion factor in each axis
+ int w_lores; // horizontal pixels pre-expansion
+ int ystep; // how far through vertical expansion we are
+ int ypos; // which pre-expansion row we're on
+} stbi__resample;
+
+static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)
+{
+ int n, decode_n;
+ z->s->img_n = 0; // make stbi__cleanup_jpeg safe
+
+ // validate req_comp
+ if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
+
+ // load a jpeg image from whichever source, but leave in YCbCr format
+ if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }
+
+ // determine actual number of components to generate
+ n = req_comp ? req_comp : z->s->img_n;
+
+ if (z->s->img_n == 3 && n < 3)
+ decode_n = 1;
+ else
+ decode_n = z->s->img_n;
+
+ // resample and color-convert
+ {
+ int k;
+ unsigned int i,j;
+ stbi_uc *output;
+ stbi_uc *coutput[4];
+
+ stbi__resample res_comp[4];
+
+ for (k=0; k < decode_n; ++k) {
+ stbi__resample *r = &res_comp[k];
+
+ // allocate line buffer big enough for upsampling off the edges
+ // with upsample factor of 4
+ z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3);
+ if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
+
+ r->hs = z->img_h_max / z->img_comp[k].h;
+ r->vs = z->img_v_max / z->img_comp[k].v;
+ r->ystep = r->vs >> 1;
+ r->w_lores = (z->s->img_x + r->hs-1) / r->hs;
+ r->ypos = 0;
+ r->line0 = r->line1 = z->img_comp[k].data;
+
+ if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;
+ else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;
+ else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;
+ else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel;
+ else r->resample = stbi__resample_row_generic;
+ }
+
+ // can't error after this so, this is safe
+ output = (stbi_uc *) stbi__malloc(n * z->s->img_x * z->s->img_y + 1);
+ if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
+
+ // now go ahead and resample
+ for (j=0; j < z->s->img_y; ++j) {
+ stbi_uc *out = output + n * z->s->img_x * j;
+ for (k=0; k < decode_n; ++k) {
+ stbi__resample *r = &res_comp[k];
+ int y_bot = r->ystep >= (r->vs >> 1);
+ coutput[k] = r->resample(z->img_comp[k].linebuf,
+ y_bot ? r->line1 : r->line0,
+ y_bot ? r->line0 : r->line1,
+ r->w_lores, r->hs);
+ if (++r->ystep >= r->vs) {
+ r->ystep = 0;
+ r->line0 = r->line1;
+ if (++r->ypos < z->img_comp[k].y)
+ r->line1 += z->img_comp[k].w2;
+ }
+ }
+ if (n >= 3) {
+ stbi_uc *y = coutput[0];
+ if (z->s->img_n == 3) {
+ z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);
+ } else
+ for (i=0; i < z->s->img_x; ++i) {
+ out[0] = out[1] = out[2] = y[i];
+ out[3] = 255; // not used if n==3
+ out += n;
+ }
+ } else {
+ stbi_uc *y = coutput[0];
+ if (n == 1)
+ for (i=0; i < z->s->img_x; ++i) out[i] = y[i];
+ else
+ for (i=0; i < z->s->img_x; ++i) *out++ = y[i], *out++ = 255;
+ }
+ }
+ stbi__cleanup_jpeg(z);
+ *out_x = z->s->img_x;
+ *out_y = z->s->img_y;
+ if (comp) *comp = z->s->img_n; // report original components, not output
+ return output;
+ }
+}
+
+static unsigned char *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__jpeg j;
+ j.s = s;
+ stbi__setup_jpeg(&j);
+ return load_jpeg_image(&j, x,y,comp,req_comp);
+}
+
+static int stbi__jpeg_test(stbi__context *s)
+{
+ int r;
+ stbi__jpeg j;
+ j.s = s;
+ stbi__setup_jpeg(&j);
+ r = stbi__decode_jpeg_header(&j, STBI__SCAN_type);
+ stbi__rewind(s);
+ return r;
+}
+
+static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)
+{
+ if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) {
+ stbi__rewind( j->s );
+ return 0;
+ }
+ if (x) *x = j->s->img_x;
+ if (y) *y = j->s->img_y;
+ if (comp) *comp = j->s->img_n;
+ return 1;
+}
+
+static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ stbi__jpeg j;
+ j.s = s;
+ return stbi__jpeg_info_raw(&j, x, y, comp);
+}
+#endif
+
+// public domain zlib decode v0.2 Sean Barrett 2006-11-18
+// simple implementation
+// - all input must be provided in an upfront buffer
+// - all output is written to a single output buffer (can malloc/realloc)
+// performance
+// - fast huffman
+
+#ifndef STBI_NO_ZLIB
+
+// fast-way is faster to check than jpeg huffman, but slow way is slower
+#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables
+#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1)
+
+// zlib-style huffman encoding
+// (jpegs packs from left, zlib from right, so can't share code)
+typedef struct
+{
+ stbi__uint16 fast[1 << STBI__ZFAST_BITS];
+ stbi__uint16 firstcode[16];
+ int maxcode[17];
+ stbi__uint16 firstsymbol[16];
+ stbi_uc size[288];
+ stbi__uint16 value[288];
+} stbi__zhuffman;
+
+stbi_inline static int stbi__bitreverse16(int n)
+{
+ n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);
+ n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);
+ n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);
+ n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);
+ return n;
+}
+
+stbi_inline static int stbi__bit_reverse(int v, int bits)
+{
+ STBI_ASSERT(bits <= 16);
+ // to bit reverse n bits, reverse 16 and shift
+ // e.g. 11 bits, bit reverse and shift away 5
+ return stbi__bitreverse16(v) >> (16-bits);
+}
+
+static int stbi__zbuild_huffman(stbi__zhuffman *z, stbi_uc *sizelist, int num)
+{
+ int i,k=0;
+ int code, next_code[16], sizes[17];
+
+ // DEFLATE spec for generating codes
+ memset(sizes, 0, sizeof(sizes));
+ memset(z->fast, 0, sizeof(z->fast));
+ for (i=0; i < num; ++i)
+ ++sizes[sizelist[i]];
+ sizes[0] = 0;
+ for (i=1; i < 16; ++i)
+ if (sizes[i] > (1 << i))
+ return stbi__err("bad sizes", "Corrupt PNG");
+ code = 0;
+ for (i=1; i < 16; ++i) {
+ next_code[i] = code;
+ z->firstcode[i] = (stbi__uint16) code;
+ z->firstsymbol[i] = (stbi__uint16) k;
+ code = (code + sizes[i]);
+ if (sizes[i])
+ if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG");
+ z->maxcode[i] = code << (16-i); // preshift for inner loop
+ code <<= 1;
+ k += sizes[i];
+ }
+ z->maxcode[16] = 0x10000; // sentinel
+ for (i=0; i < num; ++i) {
+ int s = sizelist[i];
+ if (s) {
+ int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];
+ stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i);
+ z->size [c] = (stbi_uc ) s;
+ z->value[c] = (stbi__uint16) i;
+ if (s <= STBI__ZFAST_BITS) {
+ int k = stbi__bit_reverse(next_code[s],s);
+ while (k < (1 << STBI__ZFAST_BITS)) {
+ z->fast[k] = fastv;
+ k += (1 << s);
+ }
+ }
+ ++next_code[s];
+ }
+ }
+ return 1;
+}
+
+// zlib-from-memory implementation for PNG reading
+// because PNG allows splitting the zlib stream arbitrarily,
+// and it's annoying structurally to have PNG call ZLIB call PNG,
+// we require PNG read all the IDATs and combine them into a single
+// memory buffer
+
+typedef struct
+{
+ stbi_uc *zbuffer, *zbuffer_end;
+ int num_bits;
+ stbi__uint32 code_buffer;
+
+ char *zout;
+ char *zout_start;
+ char *zout_end;
+ int z_expandable;
+
+ stbi__zhuffman z_length, z_distance;
+} stbi__zbuf;
+
+stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)
+{
+ if (z->zbuffer >= z->zbuffer_end) return 0;
+ return *z->zbuffer++;
+}
+
+static void stbi__fill_bits(stbi__zbuf *z)
+{
+ do {
+ STBI_ASSERT(z->code_buffer < (1U << z->num_bits));
+ z->code_buffer |= stbi__zget8(z) << z->num_bits;
+ z->num_bits += 8;
+ } while (z->num_bits <= 24);
+}
+
+stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)
+{
+ unsigned int k;
+ if (z->num_bits < n) stbi__fill_bits(z);
+ k = z->code_buffer & ((1 << n) - 1);
+ z->code_buffer >>= n;
+ z->num_bits -= n;
+ return k;
+}
+
+static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z)
+{
+ int b,s,k;
+ // not resolved by fast table, so compute it the slow way
+ // use jpeg approach, which requires MSbits at top
+ k = stbi__bit_reverse(a->code_buffer, 16);
+ for (s=STBI__ZFAST_BITS+1; ; ++s)
+ if (k < z->maxcode[s])
+ break;
+ if (s == 16) return -1; // invalid code!
+ // code size is s, so:
+ b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s];
+ STBI_ASSERT(z->size[b] == s);
+ a->code_buffer >>= s;
+ a->num_bits -= s;
+ return z->value[b];
+}
+
+stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)
+{
+ int b,s;
+ if (a->num_bits < 16) stbi__fill_bits(a);
+ b = z->fast[a->code_buffer & STBI__ZFAST_MASK];
+ if (b) {
+ s = b >> 9;
+ a->code_buffer >>= s;
+ a->num_bits -= s;
+ return b & 511;
+ }
+ return stbi__zhuffman_decode_slowpath(a, z);
+}
+
+static int stbi__zexpand(stbi__zbuf *z, char *zout, int n) // need to make room for n bytes
+{
+ char *q;
+ int cur, limit;
+ z->zout = zout;
+ if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG");
+ cur = (int) (z->zout - z->zout_start);
+ limit = (int) (z->zout_end - z->zout_start);
+ while (cur + n > limit)
+ limit *= 2;
+ q = (char *) STBI_REALLOC(z->zout_start, limit);
+ if (q == NULL) return stbi__err("outofmem", "Out of memory");
+ z->zout_start = q;
+ z->zout = q + cur;
+ z->zout_end = q + limit;
+ return 1;
+}
+
+static int stbi__zlength_base[31] = {
+ 3,4,5,6,7,8,9,10,11,13,
+ 15,17,19,23,27,31,35,43,51,59,
+ 67,83,99,115,131,163,195,227,258,0,0 };
+
+static int stbi__zlength_extra[31]=
+{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };
+
+static int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,
+257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0};
+
+static int stbi__zdist_extra[32] =
+{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13};
+
+static int stbi__parse_huffman_block(stbi__zbuf *a)
+{
+ char *zout = a->zout;
+ for(;;) {
+ int z = stbi__zhuffman_decode(a, &a->z_length);
+ if (z < 256) {
+ if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes
+ if (zout >= a->zout_end) {
+ if (!stbi__zexpand(a, zout, 1)) return 0;
+ zout = a->zout;
+ }
+ *zout++ = (char) z;
+ } else {
+ stbi_uc *p;
+ int len,dist;
+ if (z == 256) {
+ a->zout = zout;
+ return 1;
+ }
+ z -= 257;
+ len = stbi__zlength_base[z];
+ if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);
+ z = stbi__zhuffman_decode(a, &a->z_distance);
+ if (z < 0) return stbi__err("bad huffman code","Corrupt PNG");
+ dist = stbi__zdist_base[z];
+ if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);
+ if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG");
+ if (zout + len > a->zout_end) {
+ if (!stbi__zexpand(a, zout, len)) return 0;
+ zout = a->zout;
+ }
+ p = (stbi_uc *) (zout - dist);
+ if (dist == 1) { // run of one byte; common in images.
+ stbi_uc v = *p;
+ if (len) { do *zout++ = v; while (--len); }
+ } else {
+ if (len) { do *zout++ = *p++; while (--len); }
+ }
+ }
+ }
+}
+
+static int stbi__compute_huffman_codes(stbi__zbuf *a)
+{
+ static stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };
+ stbi__zhuffman z_codelength;
+ stbi_uc lencodes[286+32+137];//padding for maximum single op
+ stbi_uc codelength_sizes[19];
+ int i,n;
+
+ int hlit = stbi__zreceive(a,5) + 257;
+ int hdist = stbi__zreceive(a,5) + 1;
+ int hclen = stbi__zreceive(a,4) + 4;
+
+ memset(codelength_sizes, 0, sizeof(codelength_sizes));
+ for (i=0; i < hclen; ++i) {
+ int s = stbi__zreceive(a,3);
+ codelength_sizes[length_dezigzag[i]] = (stbi_uc) s;
+ }
+ if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;
+
+ n = 0;
+ while (n < hlit + hdist) {
+ int c = stbi__zhuffman_decode(a, &z_codelength);
+ if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG");
+ if (c < 16)
+ lencodes[n++] = (stbi_uc) c;
+ else if (c == 16) {
+ c = stbi__zreceive(a,2)+3;
+ memset(lencodes+n, lencodes[n-1], c);
+ n += c;
+ } else if (c == 17) {
+ c = stbi__zreceive(a,3)+3;
+ memset(lencodes+n, 0, c);
+ n += c;
+ } else {
+ STBI_ASSERT(c == 18);
+ c = stbi__zreceive(a,7)+11;
+ memset(lencodes+n, 0, c);
+ n += c;
+ }
+ }
+ if (n != hlit+hdist) return stbi__err("bad codelengths","Corrupt PNG");
+ if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;
+ if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0;
+ return 1;
+}
+
+static int stbi__parse_uncomperssed_block(stbi__zbuf *a)
+{
+ stbi_uc header[4];
+ int len,nlen,k;
+ if (a->num_bits & 7)
+ stbi__zreceive(a, a->num_bits & 7); // discard
+ // drain the bit-packed data into header
+ k = 0;
+ while (a->num_bits > 0) {
+ header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check
+ a->code_buffer >>= 8;
+ a->num_bits -= 8;
+ }
+ STBI_ASSERT(a->num_bits == 0);
+ // now fill header the normal way
+ while (k < 4)
+ header[k++] = stbi__zget8(a);
+ len = header[1] * 256 + header[0];
+ nlen = header[3] * 256 + header[2];
+ if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG");
+ if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG");
+ if (a->zout + len > a->zout_end)
+ if (!stbi__zexpand(a, a->zout, len)) return 0;
+ memcpy(a->zout, a->zbuffer, len);
+ a->zbuffer += len;
+ a->zout += len;
+ return 1;
+}
+
+static int stbi__parse_zlib_header(stbi__zbuf *a)
+{
+ int cmf = stbi__zget8(a);
+ int cm = cmf & 15;
+ /* int cinfo = cmf >> 4; */
+ int flg = stbi__zget8(a);
+ if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
+ if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png
+ if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png
+ // window = 1 << (8 + cinfo)... but who cares, we fully buffer output
+ return 1;
+}
+
+// @TODO: should statically initialize these for optimal thread safety
+static stbi_uc stbi__zdefault_length[288], stbi__zdefault_distance[32];
+static void stbi__init_zdefaults(void)
+{
+ int i; // use <= to match clearly with spec
+ for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8;
+ for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9;
+ for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7;
+ for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8;
+
+ for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5;
+}
+
+static int stbi__parse_zlib(stbi__zbuf *a, int parse_header)
+{
+ int final, type;
+ if (parse_header)
+ if (!stbi__parse_zlib_header(a)) return 0;
+ a->num_bits = 0;
+ a->code_buffer = 0;
+ do {
+ final = stbi__zreceive(a,1);
+ type = stbi__zreceive(a,2);
+ if (type == 0) {
+ if (!stbi__parse_uncomperssed_block(a)) return 0;
+ } else if (type == 3) {
+ return 0;
+ } else {
+ if (type == 1) {
+ // use fixed code lengths
+ if (!stbi__zdefault_distance[31]) stbi__init_zdefaults();
+ if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , 288)) return 0;
+ if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;
+ } else {
+ if (!stbi__compute_huffman_codes(a)) return 0;
+ }
+ if (!stbi__parse_huffman_block(a)) return 0;
+ }
+ } while (!final);
+ return 1;
+}
+
+static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)
+{
+ a->zout_start = obuf;
+ a->zout = obuf;
+ a->zout_end = obuf + olen;
+ a->z_expandable = exp;
+
+ return stbi__parse_zlib(a, parse_header);
+}
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)
+{
+ stbi__zbuf a;
+ char *p = (char *) stbi__malloc(initial_size);
+ if (p == NULL) return NULL;
+ a.zbuffer = (stbi_uc *) buffer;
+ a.zbuffer_end = (stbi_uc *) buffer + len;
+ if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {
+ if (outlen) *outlen = (int) (a.zout - a.zout_start);
+ return a.zout_start;
+ } else {
+ STBI_FREE(a.zout_start);
+ return NULL;
+ }
+}
+
+STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)
+{
+ return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);
+}
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)
+{
+ stbi__zbuf a;
+ char *p = (char *) stbi__malloc(initial_size);
+ if (p == NULL) return NULL;
+ a.zbuffer = (stbi_uc *) buffer;
+ a.zbuffer_end = (stbi_uc *) buffer + len;
+ if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {
+ if (outlen) *outlen = (int) (a.zout - a.zout_start);
+ return a.zout_start;
+ } else {
+ STBI_FREE(a.zout_start);
+ return NULL;
+ }
+}
+
+STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)
+{
+ stbi__zbuf a;
+ a.zbuffer = (stbi_uc *) ibuffer;
+ a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
+ if (stbi__do_zlib(&a, obuffer, olen, 0, 1))
+ return (int) (a.zout - a.zout_start);
+ else
+ return -1;
+}
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)
+{
+ stbi__zbuf a;
+ char *p = (char *) stbi__malloc(16384);
+ if (p == NULL) return NULL;
+ a.zbuffer = (stbi_uc *) buffer;
+ a.zbuffer_end = (stbi_uc *) buffer+len;
+ if (stbi__do_zlib(&a, p, 16384, 1, 0)) {
+ if (outlen) *outlen = (int) (a.zout - a.zout_start);
+ return a.zout_start;
+ } else {
+ STBI_FREE(a.zout_start);
+ return NULL;
+ }
+}
+
+STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)
+{
+ stbi__zbuf a;
+ a.zbuffer = (stbi_uc *) ibuffer;
+ a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
+ if (stbi__do_zlib(&a, obuffer, olen, 0, 0))
+ return (int) (a.zout - a.zout_start);
+ else
+ return -1;
+}
+#endif
+
+// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18
+// simple implementation
+// - only 8-bit samples
+// - no CRC checking
+// - allocates lots of intermediate memory
+// - avoids problem of streaming data between subsystems
+// - avoids explicit window management
+// performance
+// - uses stb_zlib, a PD zlib implementation with fast huffman decoding
+
+#ifndef STBI_NO_PNG
+typedef struct
+{
+ stbi__uint32 length;
+ stbi__uint32 type;
+} stbi__pngchunk;
+
+static stbi__pngchunk stbi__get_chunk_header(stbi__context *s)
+{
+ stbi__pngchunk c;
+ c.length = stbi__get32be(s);
+ c.type = stbi__get32be(s);
+ return c;
+}
+
+static int stbi__check_png_header(stbi__context *s)
+{
+ static stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };
+ int i;
+ for (i=0; i < 8; ++i)
+ if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG");
+ return 1;
+}
+
+typedef struct
+{
+ stbi__context *s;
+ stbi_uc *idata, *expanded, *out;
+} stbi__png;
+
+
+enum {
+ STBI__F_none=0,
+ STBI__F_sub=1,
+ STBI__F_up=2,
+ STBI__F_avg=3,
+ STBI__F_paeth=4,
+ // synthetic filters used for first scanline to avoid needing a dummy row of 0s
+ STBI__F_avg_first,
+ STBI__F_paeth_first
+};
+
+static stbi_uc first_row_filter[5] =
+{
+ STBI__F_none,
+ STBI__F_sub,
+ STBI__F_none,
+ STBI__F_avg_first,
+ STBI__F_paeth_first
+};
+
+static int stbi__paeth(int a, int b, int c)
+{
+ int p = a + b - c;
+ int pa = abs(p-a);
+ int pb = abs(p-b);
+ int pc = abs(p-c);
+ if (pa <= pb && pa <= pc) return a;
+ if (pb <= pc) return b;
+ return c;
+}
+
+static stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 };
+
+// create the png data from post-deflated data
+static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)
+{
+ stbi__context *s = a->s;
+ stbi__uint32 i,j,stride = x*out_n;
+ stbi__uint32 img_len, img_width_bytes;
+ int k;
+ int img_n = s->img_n; // copy it into a local for later
+
+ STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1);
+ a->out = (stbi_uc *) stbi__malloc(x * y * out_n); // extra bytes to write off the end into
+ if (!a->out) return stbi__err("outofmem", "Out of memory");
+
+ img_width_bytes = (((img_n * x * depth) + 7) >> 3);
+ img_len = (img_width_bytes + 1) * y;
+ if (s->img_x == x && s->img_y == y) {
+ if (raw_len != img_len) return stbi__err("not enough pixels","Corrupt PNG");
+ } else { // interlaced:
+ if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG");
+ }
+
+ for (j=0; j < y; ++j) {
+ stbi_uc *cur = a->out + stride*j;
+ stbi_uc *prior = cur - stride;
+ int filter = *raw++;
+ int filter_bytes = img_n;
+ int width = x;
+ if (filter > 4)
+ return stbi__err("invalid filter","Corrupt PNG");
+
+ if (depth < 8) {
+ STBI_ASSERT(img_width_bytes <= x);
+ cur += x*out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place
+ filter_bytes = 1;
+ width = img_width_bytes;
+ }
+
+ // if first row, use special filter that doesn't sample previous row
+ if (j == 0) filter = first_row_filter[filter];
+
+ // handle first byte explicitly
+ for (k=0; k < filter_bytes; ++k) {
+ switch (filter) {
+ case STBI__F_none : cur[k] = raw[k]; break;
+ case STBI__F_sub : cur[k] = raw[k]; break;
+ case STBI__F_up : cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+ case STBI__F_avg : cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); break;
+ case STBI__F_paeth : cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0,prior[k],0)); break;
+ case STBI__F_avg_first : cur[k] = raw[k]; break;
+ case STBI__F_paeth_first: cur[k] = raw[k]; break;
+ }
+ }
+
+ if (depth == 8) {
+ if (img_n != out_n)
+ cur[img_n] = 255; // first pixel
+ raw += img_n;
+ cur += out_n;
+ prior += out_n;
+ } else {
+ raw += 1;
+ cur += 1;
+ prior += 1;
+ }
+
+ // this is a little gross, so that we don't switch per-pixel or per-component
+ if (depth < 8 || img_n == out_n) {
+ int nk = (width - 1)*img_n;
+ #define CASE(f) \
+ case f: \
+ for (k=0; k < nk; ++k)
+ switch (filter) {
+ // "none" filter turns into a memcpy here; make that explicit.
+ case STBI__F_none: memcpy(cur, raw, nk); break;
+ CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); break;
+ CASE(STBI__F_up) cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+ CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); break;
+ CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],prior[k],prior[k-filter_bytes])); break;
+ CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); break;
+ CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],0,0)); break;
+ }
+ #undef CASE
+ raw += nk;
+ } else {
+ STBI_ASSERT(img_n+1 == out_n);
+ #define CASE(f) \
+ case f: \
+ for (i=x-1; i >= 1; --i, cur[img_n]=255,raw+=img_n,cur+=out_n,prior+=out_n) \
+ for (k=0; k < img_n; ++k)
+ switch (filter) {
+ CASE(STBI__F_none) cur[k] = raw[k]; break;
+ CASE(STBI__F_sub) cur[k] = STBI__BYTECAST(raw[k] + cur[k-out_n]); break;
+ CASE(STBI__F_up) cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+ CASE(STBI__F_avg) cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-out_n])>>1)); break;
+ CASE(STBI__F_paeth) cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-out_n],prior[k],prior[k-out_n])); break;
+ CASE(STBI__F_avg_first) cur[k] = STBI__BYTECAST(raw[k] + (cur[k-out_n] >> 1)); break;
+ CASE(STBI__F_paeth_first) cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-out_n],0,0)); break;
+ }
+ #undef CASE
+ }
+ }
+
+ // we make a separate pass to expand bits to pixels; for performance,
+ // this could run two scanlines behind the above code, so it won't
+ // intefere with filtering but will still be in the cache.
+ if (depth < 8) {
+ for (j=0; j < y; ++j) {
+ stbi_uc *cur = a->out + stride*j;
+ stbi_uc *in = a->out + stride*j + x*out_n - img_width_bytes;
+ // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit
+ // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop
+ stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range
+
+ // note that the final byte might overshoot and write more data than desired.
+ // we can allocate enough data that this never writes out of memory, but it
+ // could also overwrite the next scanline. can it overwrite non-empty data
+ // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel.
+ // so we need to explicitly clamp the final ones
+
+ if (depth == 4) {
+ for (k=x*img_n; k >= 2; k-=2, ++in) {
+ *cur++ = scale * ((*in >> 4) );
+ *cur++ = scale * ((*in ) & 0x0f);
+ }
+ if (k > 0) *cur++ = scale * ((*in >> 4) );
+ } else if (depth == 2) {
+ for (k=x*img_n; k >= 4; k-=4, ++in) {
+ *cur++ = scale * ((*in >> 6) );
+ *cur++ = scale * ((*in >> 4) & 0x03);
+ *cur++ = scale * ((*in >> 2) & 0x03);
+ *cur++ = scale * ((*in ) & 0x03);
+ }
+ if (k > 0) *cur++ = scale * ((*in >> 6) );
+ if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03);
+ if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03);
+ } else if (depth == 1) {
+ for (k=x*img_n; k >= 8; k-=8, ++in) {
+ *cur++ = scale * ((*in >> 7) );
+ *cur++ = scale * ((*in >> 6) & 0x01);
+ *cur++ = scale * ((*in >> 5) & 0x01);
+ *cur++ = scale * ((*in >> 4) & 0x01);
+ *cur++ = scale * ((*in >> 3) & 0x01);
+ *cur++ = scale * ((*in >> 2) & 0x01);
+ *cur++ = scale * ((*in >> 1) & 0x01);
+ *cur++ = scale * ((*in ) & 0x01);
+ }
+ if (k > 0) *cur++ = scale * ((*in >> 7) );
+ if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01);
+ if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01);
+ if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01);
+ if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01);
+ if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01);
+ if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01);
+ }
+ if (img_n != out_n) {
+ // insert alpha = 255
+ stbi_uc *cur = a->out + stride*j;
+ int i;
+ if (img_n == 1) {
+ for (i=x-1; i >= 0; --i) {
+ cur[i*2+1] = 255;
+ cur[i*2+0] = cur[i];
+ }
+ } else {
+ STBI_ASSERT(img_n == 3);
+ for (i=x-1; i >= 0; --i) {
+ cur[i*4+3] = 255;
+ cur[i*4+2] = cur[i*3+2];
+ cur[i*4+1] = cur[i*3+1];
+ cur[i*4+0] = cur[i*3+0];
+ }
+ }
+ }
+ }
+ }
+
+ return 1;
+}
+
+static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced)
+{
+ stbi_uc *final;
+ int p;
+ if (!interlaced)
+ return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color);
+
+ // de-interlacing
+ final = (stbi_uc *) stbi__malloc(a->s->img_x * a->s->img_y * out_n);
+ for (p=0; p < 7; ++p) {
+ int xorig[] = { 0,4,0,2,0,1,0 };
+ int yorig[] = { 0,0,4,0,2,0,1 };
+ int xspc[] = { 8,8,4,4,2,2,1 };
+ int yspc[] = { 8,8,8,4,4,2,2 };
+ int i,j,x,y;
+ // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1
+ x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p];
+ y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p];
+ if (x && y) {
+ stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y;
+ if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) {
+ STBI_FREE(final);
+ return 0;
+ }
+ for (j=0; j < y; ++j) {
+ for (i=0; i < x; ++i) {
+ int out_y = j*yspc[p]+yorig[p];
+ int out_x = i*xspc[p]+xorig[p];
+ memcpy(final + out_y*a->s->img_x*out_n + out_x*out_n,
+ a->out + (j*x+i)*out_n, out_n);
+ }
+ }
+ STBI_FREE(a->out);
+ image_data += img_len;
+ image_data_len -= img_len;
+ }
+ }
+ a->out = final;
+
+ return 1;
+}
+
+static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)
+{
+ stbi__context *s = z->s;
+ stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+ stbi_uc *p = z->out;
+
+ // compute color-based transparency, assuming we've
+ // already got 255 as the alpha value in the output
+ STBI_ASSERT(out_n == 2 || out_n == 4);
+
+ if (out_n == 2) {
+ for (i=0; i < pixel_count; ++i) {
+ p[1] = (p[0] == tc[0] ? 0 : 255);
+ p += 2;
+ }
+ } else {
+ for (i=0; i < pixel_count; ++i) {
+ if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
+ p[3] = 0;
+ p += 4;
+ }
+ }
+ return 1;
+}
+
+static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)
+{
+ stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;
+ stbi_uc *p, *temp_out, *orig = a->out;
+
+ p = (stbi_uc *) stbi__malloc(pixel_count * pal_img_n);
+ if (p == NULL) return stbi__err("outofmem", "Out of memory");
+
+ // between here and free(out) below, exitting would leak
+ temp_out = p;
+
+ if (pal_img_n == 3) {
+ for (i=0; i < pixel_count; ++i) {
+ int n = orig[i]*4;
+ p[0] = palette[n ];
+ p[1] = palette[n+1];
+ p[2] = palette[n+2];
+ p += 3;
+ }
+ } else {
+ for (i=0; i < pixel_count; ++i) {
+ int n = orig[i]*4;
+ p[0] = palette[n ];
+ p[1] = palette[n+1];
+ p[2] = palette[n+2];
+ p[3] = palette[n+3];
+ p += 4;
+ }
+ }
+ STBI_FREE(a->out);
+ a->out = temp_out;
+
+ STBI_NOTUSED(len);
+
+ return 1;
+}
+
+static int stbi__unpremultiply_on_load = 0;
+static int stbi__de_iphone_flag = 0;
+
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)
+{
+ stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply;
+}
+
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)
+{
+ stbi__de_iphone_flag = flag_true_if_should_convert;
+}
+
+static void stbi__de_iphone(stbi__png *z)
+{
+ stbi__context *s = z->s;
+ stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+ stbi_uc *p = z->out;
+
+ if (s->img_out_n == 3) { // convert bgr to rgb
+ for (i=0; i < pixel_count; ++i) {
+ stbi_uc t = p[0];
+ p[0] = p[2];
+ p[2] = t;
+ p += 3;
+ }
+ } else {
+ STBI_ASSERT(s->img_out_n == 4);
+ if (stbi__unpremultiply_on_load) {
+ // convert bgr to rgb and unpremultiply
+ for (i=0; i < pixel_count; ++i) {
+ stbi_uc a = p[3];
+ stbi_uc t = p[0];
+ if (a) {
+ p[0] = p[2] * 255 / a;
+ p[1] = p[1] * 255 / a;
+ p[2] = t * 255 / a;
+ } else {
+ p[0] = p[2];
+ p[2] = t;
+ }
+ p += 4;
+ }
+ } else {
+ // convert bgr to rgb
+ for (i=0; i < pixel_count; ++i) {
+ stbi_uc t = p[0];
+ p[0] = p[2];
+ p[2] = t;
+ p += 4;
+ }
+ }
+ }
+}
+
+#define STBI__PNG_TYPE(a,b,c,d) (((a) << 24) + ((b) << 16) + ((c) << 8) + (d))
+
+static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
+{
+ stbi_uc palette[1024], pal_img_n=0;
+ stbi_uc has_trans=0, tc[3];
+ stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0;
+ int first=1,k,interlace=0, color=0, depth=0, is_iphone=0;
+ stbi__context *s = z->s;
+
+ z->expanded = NULL;
+ z->idata = NULL;
+ z->out = NULL;
+
+ if (!stbi__check_png_header(s)) return 0;
+
+ if (scan == STBI__SCAN_type) return 1;
+
+ for (;;) {
+ stbi__pngchunk c = stbi__get_chunk_header(s);
+ switch (c.type) {
+ case STBI__PNG_TYPE('C','g','B','I'):
+ is_iphone = 1;
+ stbi__skip(s, c.length);
+ break;
+ case STBI__PNG_TYPE('I','H','D','R'): {
+ int comp,filter;
+ if (!first) return stbi__err("multiple IHDR","Corrupt PNG");
+ first = 0;
+ if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG");
+ s->img_x = stbi__get32be(s); if (s->img_x > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
+ s->img_y = stbi__get32be(s); if (s->img_y > (1 << 24)) return stbi__err("too large","Very large image (corrupt?)");
+ depth = stbi__get8(s); if (depth != 1 && depth != 2 && depth != 4 && depth != 8) return stbi__err("1/2/4/8-bit only","PNG not supported: 1/2/4/8-bit only");
+ color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG");
+ if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG");
+ comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG");
+ filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG");
+ interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG");
+ if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG");
+ if (!pal_img_n) {
+ s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);
+ if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
+ if (scan == STBI__SCAN_header) return 1;
+ } else {
+ // if paletted, then pal_n is our final components, and
+ // img_n is # components to decompress/filter.
+ s->img_n = 1;
+ if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG");
+ // if SCAN_header, have to scan to see if we have a tRNS
+ }
+ break;
+ }
+
+ case STBI__PNG_TYPE('P','L','T','E'): {
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG");
+ pal_len = c.length / 3;
+ if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG");
+ for (i=0; i < pal_len; ++i) {
+ palette[i*4+0] = stbi__get8(s);
+ palette[i*4+1] = stbi__get8(s);
+ palette[i*4+2] = stbi__get8(s);
+ palette[i*4+3] = 255;
+ }
+ break;
+ }
+
+ case STBI__PNG_TYPE('t','R','N','S'): {
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG");
+ if (pal_img_n) {
+ if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; }
+ if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG");
+ if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG");
+ pal_img_n = 4;
+ for (i=0; i < c.length; ++i)
+ palette[i*4+3] = stbi__get8(s);
+ } else {
+ if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG");
+ if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG");
+ has_trans = 1;
+ for (k=0; k < s->img_n; ++k)
+ tc[k] = (stbi_uc) (stbi__get16be(s) & 255) * stbi__depth_scale_table[depth]; // non 8-bit images will be larger
+ }
+ break;
+ }
+
+ case STBI__PNG_TYPE('I','D','A','T'): {
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG");
+ if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; }
+ if ((int)(ioff + c.length) < (int)ioff) return 0;
+ if (ioff + c.length > idata_limit) {
+ stbi_uc *p;
+ if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;
+ while (ioff + c.length > idata_limit)
+ idata_limit *= 2;
+ p = (stbi_uc *) STBI_REALLOC(z->idata, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory");
+ z->idata = p;
+ }
+ if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG");
+ ioff += c.length;
+ break;
+ }
+
+ case STBI__PNG_TYPE('I','E','N','D'): {
+ stbi__uint32 raw_len, bpl;
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (scan != STBI__SCAN_load) return 1;
+ if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG");
+ // initial guess for decoded data size to avoid unnecessary reallocs
+ bpl = (s->img_x * depth + 7) / 8; // bytes per line, per component
+ raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */;
+ z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone);
+ if (z->expanded == NULL) return 0; // zlib should set error
+ STBI_FREE(z->idata); z->idata = NULL;
+ if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans)
+ s->img_out_n = s->img_n+1;
+ else
+ s->img_out_n = s->img_n;
+ if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, depth, color, interlace)) return 0;
+ if (has_trans)
+ if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;
+ if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)
+ stbi__de_iphone(z);
+ if (pal_img_n) {
+ // pal_img_n == 3 or 4
+ s->img_n = pal_img_n; // record the actual colors we had
+ s->img_out_n = pal_img_n;
+ if (req_comp >= 3) s->img_out_n = req_comp;
+ if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))
+ return 0;
+ }
+ STBI_FREE(z->expanded); z->expanded = NULL;
+ return 1;
+ }
+
+ default:
+ // if critical, fail
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if ((c.type & (1 << 29)) == 0) {
+ #ifndef STBI_NO_FAILURE_STRINGS
+ // not threadsafe
+ static char invalid_chunk[] = "XXXX PNG chunk not known";
+ invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);
+ invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);
+ invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);
+ invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);
+ #endif
+ return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type");
+ }
+ stbi__skip(s, c.length);
+ break;
+ }
+ // end of PNG chunk, read and skip CRC
+ stbi__get32be(s);
+ }
+}
+
+static unsigned char *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp)
+{
+ unsigned char *result=NULL;
+ if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
+ if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) {
+ result = p->out;
+ p->out = NULL;
+ if (req_comp && req_comp != p->s->img_out_n) {
+ result = stbi__convert_format(result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
+ p->s->img_out_n = req_comp;
+ if (result == NULL) return result;
+ }
+ *x = p->s->img_x;
+ *y = p->s->img_y;
+ if (n) *n = p->s->img_out_n;
+ }
+ STBI_FREE(p->out); p->out = NULL;
+ STBI_FREE(p->expanded); p->expanded = NULL;
+ STBI_FREE(p->idata); p->idata = NULL;
+
+ return result;
+}
+
+static unsigned char *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__png p;
+ p.s = s;
+ return stbi__do_png(&p, x,y,comp,req_comp);
+}
+
+static int stbi__png_test(stbi__context *s)
+{
+ int r;
+ r = stbi__check_png_header(s);
+ stbi__rewind(s);
+ return r;
+}
+
+static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)
+{
+ if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) {
+ stbi__rewind( p->s );
+ return 0;
+ }
+ if (x) *x = p->s->img_x;
+ if (y) *y = p->s->img_y;
+ if (comp) *comp = p->s->img_n;
+ return 1;
+}
+
+static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ stbi__png p;
+ p.s = s;
+ return stbi__png_info_raw(&p, x, y, comp);
+}
+#endif
+
+// Microsoft/Windows BMP image
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_test_raw(stbi__context *s)
+{
+ int r;
+ int sz;
+ if (stbi__get8(s) != 'B') return 0;
+ if (stbi__get8(s) != 'M') return 0;
+ stbi__get32le(s); // discard filesize
+ stbi__get16le(s); // discard reserved
+ stbi__get16le(s); // discard reserved
+ stbi__get32le(s); // discard data offset
+ sz = stbi__get32le(s);
+ r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);
+ return r;
+}
+
+static int stbi__bmp_test(stbi__context *s)
+{
+ int r = stbi__bmp_test_raw(s);
+ stbi__rewind(s);
+ return r;
+}
+
+
+// returns 0..31 for the highest set bit
+static int stbi__high_bit(unsigned int z)
+{
+ int n=0;
+ if (z == 0) return -1;
+ if (z >= 0x10000) n += 16, z >>= 16;
+ if (z >= 0x00100) n += 8, z >>= 8;
+ if (z >= 0x00010) n += 4, z >>= 4;
+ if (z >= 0x00004) n += 2, z >>= 2;
+ if (z >= 0x00002) n += 1, z >>= 1;
+ return n;
+}
+
+static int stbi__bitcount(unsigned int a)
+{
+ a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2
+ a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4
+ a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits
+ a = (a + (a >> 8)); // max 16 per 8 bits
+ a = (a + (a >> 16)); // max 32 per 8 bits
+ return a & 0xff;
+}
+
+static int stbi__shiftsigned(int v, int shift, int bits)
+{
+ int result;
+ int z=0;
+
+ if (shift < 0) v <<= -shift;
+ else v >>= shift;
+ result = v;
+
+ z = bits;
+ while (z < 8) {
+ result += v >> z;
+ z += bits;
+ }
+ return result;
+}
+
+static stbi_uc *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi_uc *out;
+ unsigned int mr=0,mg=0,mb=0,ma=0, fake_a=0;
+ stbi_uc pal[256][4];
+ int psize=0,i,j,compress=0,width;
+ int bpp, flip_vertically, pad, target, offset, hsz;
+ if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP");
+ stbi__get32le(s); // discard filesize
+ stbi__get16le(s); // discard reserved
+ stbi__get16le(s); // discard reserved
+ offset = stbi__get32le(s);
+ hsz = stbi__get32le(s);
+ if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown");
+ if (hsz == 12) {
+ s->img_x = stbi__get16le(s);
+ s->img_y = stbi__get16le(s);
+ } else {
+ s->img_x = stbi__get32le(s);
+ s->img_y = stbi__get32le(s);
+ }
+ if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP");
+ bpp = stbi__get16le(s);
+ if (bpp == 1) return stbi__errpuc("monochrome", "BMP type not supported: 1-bit");
+ flip_vertically = ((int) s->img_y) > 0;
+ s->img_y = abs((int) s->img_y);
+ if (hsz == 12) {
+ if (bpp < 24)
+ psize = (offset - 14 - 24) / 3;
+ } else {
+ compress = stbi__get32le(s);
+ if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE");
+ stbi__get32le(s); // discard sizeof
+ stbi__get32le(s); // discard hres
+ stbi__get32le(s); // discard vres
+ stbi__get32le(s); // discard colorsused
+ stbi__get32le(s); // discard max important
+ if (hsz == 40 || hsz == 56) {
+ if (hsz == 56) {
+ stbi__get32le(s);
+ stbi__get32le(s);
+ stbi__get32le(s);
+ stbi__get32le(s);
+ }
+ if (bpp == 16 || bpp == 32) {
+ mr = mg = mb = 0;
+ if (compress == 0) {
+ if (bpp == 32) {
+ mr = 0xffu << 16;
+ mg = 0xffu << 8;
+ mb = 0xffu << 0;
+ ma = 0xffu << 24;
+ fake_a = 1; // @TODO: check for cases like alpha value is all 0 and switch it to 255
+ STBI_NOTUSED(fake_a);
+ } else {
+ mr = 31u << 10;
+ mg = 31u << 5;
+ mb = 31u << 0;
+ }
+ } else if (compress == 3) {
+ mr = stbi__get32le(s);
+ mg = stbi__get32le(s);
+ mb = stbi__get32le(s);
+ // not documented, but generated by photoshop and handled by mspaint
+ if (mr == mg && mg == mb) {
+ // ?!?!?
+ return stbi__errpuc("bad BMP", "bad BMP");
+ }
+ } else
+ return stbi__errpuc("bad BMP", "bad BMP");
+ }
+ } else {
+ STBI_ASSERT(hsz == 108 || hsz == 124);
+ mr = stbi__get32le(s);
+ mg = stbi__get32le(s);
+ mb = stbi__get32le(s);
+ ma = stbi__get32le(s);
+ stbi__get32le(s); // discard color space
+ for (i=0; i < 12; ++i)
+ stbi__get32le(s); // discard color space parameters
+ if (hsz == 124) {
+ stbi__get32le(s); // discard rendering intent
+ stbi__get32le(s); // discard offset of profile data
+ stbi__get32le(s); // discard size of profile data
+ stbi__get32le(s); // discard reserved
+ }
+ }
+ if (bpp < 16)
+ psize = (offset - 14 - hsz) >> 2;
+ }
+ s->img_n = ma ? 4 : 3;
+ if (req_comp && req_comp >= 3) // we can directly decode 3 or 4
+ target = req_comp;
+ else
+ target = s->img_n; // if they want monochrome, we'll post-convert
+ out = (stbi_uc *) stbi__malloc(target * s->img_x * s->img_y);
+ if (!out) return stbi__errpuc("outofmem", "Out of memory");
+ if (bpp < 16) {
+ int z=0;
+ if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); }
+ for (i=0; i < psize; ++i) {
+ pal[i][2] = stbi__get8(s);
+ pal[i][1] = stbi__get8(s);
+ pal[i][0] = stbi__get8(s);
+ if (hsz != 12) stbi__get8(s);
+ pal[i][3] = 255;
+ }
+ stbi__skip(s, offset - 14 - hsz - psize * (hsz == 12 ? 3 : 4));
+ if (bpp == 4) width = (s->img_x + 1) >> 1;
+ else if (bpp == 8) width = s->img_x;
+ else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); }
+ pad = (-width)&3;
+ for (j=0; j < (int) s->img_y; ++j) {
+ for (i=0; i < (int) s->img_x; i += 2) {
+ int v=stbi__get8(s),v2=0;
+ if (bpp == 4) {
+ v2 = v & 15;
+ v >>= 4;
+ }
+ out[z++] = pal[v][0];
+ out[z++] = pal[v][1];
+ out[z++] = pal[v][2];
+ if (target == 4) out[z++] = 255;
+ if (i+1 == (int) s->img_x) break;
+ v = (bpp == 8) ? stbi__get8(s) : v2;
+ out[z++] = pal[v][0];
+ out[z++] = pal[v][1];
+ out[z++] = pal[v][2];
+ if (target == 4) out[z++] = 255;
+ }
+ stbi__skip(s, pad);
+ }
+ } else {
+ int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0;
+ int z = 0;
+ int easy=0;
+ stbi__skip(s, offset - 14 - hsz);
+ if (bpp == 24) width = 3 * s->img_x;
+ else if (bpp == 16) width = 2*s->img_x;
+ else /* bpp = 32 and pad = 0 */ width=0;
+ pad = (-width) & 3;
+ if (bpp == 24) {
+ easy = 1;
+ } else if (bpp == 32) {
+ if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)
+ easy = 2;
+ }
+ if (!easy) {
+ if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
+ // right shift amt to put high bit in position #7
+ rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr);
+ gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg);
+ bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb);
+ ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma);
+ }
+ for (j=0; j < (int) s->img_y; ++j) {
+ if (easy) {
+ for (i=0; i < (int) s->img_x; ++i) {
+ unsigned char a;
+ out[z+2] = stbi__get8(s);
+ out[z+1] = stbi__get8(s);
+ out[z+0] = stbi__get8(s);
+ z += 3;
+ a = (easy == 2 ? stbi__get8(s) : 255);
+ if (target == 4) out[z++] = a;
+ }
+ } else {
+ for (i=0; i < (int) s->img_x; ++i) {
+ stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s));
+ int a;
+ out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));
+ out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));
+ out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));
+ a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);
+ if (target == 4) out[z++] = STBI__BYTECAST(a);
+ }
+ }
+ stbi__skip(s, pad);
+ }
+ }
+ if (flip_vertically) {
+ stbi_uc t;
+ for (j=0; j < (int) s->img_y>>1; ++j) {
+ stbi_uc *p1 = out + j *s->img_x*target;
+ stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target;
+ for (i=0; i < (int) s->img_x*target; ++i) {
+ t = p1[i], p1[i] = p2[i], p2[i] = t;
+ }
+ }
+ }
+
+ if (req_comp && req_comp != target) {
+ out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);
+ if (out == NULL) return out; // stbi__convert_format frees input on failure
+ }
+
+ *x = s->img_x;
+ *y = s->img_y;
+ if (comp) *comp = s->img_n;
+ return out;
+}
+#endif
+
+// Targa Truevision - TGA
+// by Jonathan Dummer
+#ifndef STBI_NO_TGA
+static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int tga_w, tga_h, tga_comp;
+ int sz;
+ stbi__get8(s); // discard Offset
+ sz = stbi__get8(s); // color type
+ if( sz > 1 ) {
+ stbi__rewind(s);
+ return 0; // only RGB or indexed allowed
+ }
+ sz = stbi__get8(s); // image type
+ // only RGB or grey allowed, +/- RLE
+ if ((sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11)) return 0;
+ stbi__skip(s,9);
+ tga_w = stbi__get16le(s);
+ if( tga_w < 1 ) {
+ stbi__rewind(s);
+ return 0; // test width
+ }
+ tga_h = stbi__get16le(s);
+ if( tga_h < 1 ) {
+ stbi__rewind(s);
+ return 0; // test height
+ }
+ sz = stbi__get8(s); // bits per pixel
+ // only RGB or RGBA or grey allowed
+ if ((sz != 8) && (sz != 16) && (sz != 24) && (sz != 32)) {
+ stbi__rewind(s);
+ return 0;
+ }
+ tga_comp = sz;
+ if (x) *x = tga_w;
+ if (y) *y = tga_h;
+ if (comp) *comp = tga_comp / 8;
+ return 1; // seems to have passed everything
+}
+
+static int stbi__tga_test(stbi__context *s)
+{
+ int res;
+ int sz;
+ stbi__get8(s); // discard Offset
+ sz = stbi__get8(s); // color type
+ if ( sz > 1 ) return 0; // only RGB or indexed allowed
+ sz = stbi__get8(s); // image type
+ if ( (sz != 1) && (sz != 2) && (sz != 3) && (sz != 9) && (sz != 10) && (sz != 11) ) return 0; // only RGB or grey allowed, +/- RLE
+ stbi__get16be(s); // discard palette start
+ stbi__get16be(s); // discard palette length
+ stbi__get8(s); // discard bits per palette color entry
+ stbi__get16be(s); // discard x origin
+ stbi__get16be(s); // discard y origin
+ if ( stbi__get16be(s) < 1 ) return 0; // test width
+ if ( stbi__get16be(s) < 1 ) return 0; // test height
+ sz = stbi__get8(s); // bits per pixel
+ if ( (sz != 8) && (sz != 16) && (sz != 24) && (sz != 32) )
+ res = 0;
+ else
+ res = 1;
+ stbi__rewind(s);
+ return res;
+}
+
+static stbi_uc *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ // read in the TGA header stuff
+ int tga_offset = stbi__get8(s);
+ int tga_indexed = stbi__get8(s);
+ int tga_image_type = stbi__get8(s);
+ int tga_is_RLE = 0;
+ int tga_palette_start = stbi__get16le(s);
+ int tga_palette_len = stbi__get16le(s);
+ int tga_palette_bits = stbi__get8(s);
+ int tga_x_origin = stbi__get16le(s);
+ int tga_y_origin = stbi__get16le(s);
+ int tga_width = stbi__get16le(s);
+ int tga_height = stbi__get16le(s);
+ int tga_bits_per_pixel = stbi__get8(s);
+ int tga_comp = tga_bits_per_pixel / 8;
+ int tga_inverted = stbi__get8(s);
+ // image data
+ unsigned char *tga_data;
+ unsigned char *tga_palette = NULL;
+ int i, j;
+ unsigned char raw_data[4];
+ int RLE_count = 0;
+ int RLE_repeating = 0;
+ int read_next_pixel = 1;
+
+ // do a tiny bit of precessing
+ if ( tga_image_type >= 8 )
+ {
+ tga_image_type -= 8;
+ tga_is_RLE = 1;
+ }
+ /* int tga_alpha_bits = tga_inverted & 15; */
+ tga_inverted = 1 - ((tga_inverted >> 5) & 1);
+
+ // error check
+ if ( //(tga_indexed) ||
+ (tga_width < 1) || (tga_height < 1) ||
+ (tga_image_type < 1) || (tga_image_type > 3) ||
+ ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16) &&
+ (tga_bits_per_pixel != 24) && (tga_bits_per_pixel != 32))
+ )
+ {
+ return NULL; // we don't report this as a bad TGA because we don't even know if it's TGA
+ }
+
+ // If I'm paletted, then I'll use the number of bits from the palette
+ if ( tga_indexed )
+ {
+ tga_comp = tga_palette_bits / 8;
+ }
+
+ // tga info
+ *x = tga_width;
+ *y = tga_height;
+ if (comp) *comp = tga_comp;
+
+ tga_data = (unsigned char*)stbi__malloc( (size_t)tga_width * tga_height * tga_comp );
+ if (!tga_data) return stbi__errpuc("outofmem", "Out of memory");
+
+ // skip to the data's starting position (offset usually = 0)
+ stbi__skip(s, tga_offset );
+
+ if ( !tga_indexed && !tga_is_RLE) {
+ for (i=0; i < tga_height; ++i) {
+ int y = tga_inverted ? tga_height -i - 1 : i;
+ stbi_uc *tga_row = tga_data + y*tga_width*tga_comp;
+ stbi__getn(s, tga_row, tga_width * tga_comp);
+ }
+ } else {
+ // do I need to load a palette?
+ if ( tga_indexed)
+ {
+ // any data to skip? (offset usually = 0)
+ stbi__skip(s, tga_palette_start );
+ // load the palette
+ tga_palette = (unsigned char*)stbi__malloc( tga_palette_len * tga_palette_bits / 8 );
+ if (!tga_palette) {
+ STBI_FREE(tga_data);
+ return stbi__errpuc("outofmem", "Out of memory");
+ }
+ if (!stbi__getn(s, tga_palette, tga_palette_len * tga_palette_bits / 8 )) {
+ STBI_FREE(tga_data);
+ STBI_FREE(tga_palette);
+ return stbi__errpuc("bad palette", "Corrupt TGA");
+ }
+ }
+ // load the data
+ for (i=0; i < tga_width * tga_height; ++i)
+ {
+ // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?
+ if ( tga_is_RLE )
+ {
+ if ( RLE_count == 0 )
+ {
+ // yep, get the next byte as a RLE command
+ int RLE_cmd = stbi__get8(s);
+ RLE_count = 1 + (RLE_cmd & 127);
+ RLE_repeating = RLE_cmd >> 7;
+ read_next_pixel = 1;
+ } else if ( !RLE_repeating )
+ {
+ read_next_pixel = 1;
+ }
+ } else
+ {
+ read_next_pixel = 1;
+ }
+ // OK, if I need to read a pixel, do it now
+ if ( read_next_pixel )
+ {
+ // load however much data we did have
+ if ( tga_indexed )
+ {
+ // read in 1 byte, then perform the lookup
+ int pal_idx = stbi__get8(s);
+ if ( pal_idx >= tga_palette_len )
+ {
+ // invalid index
+ pal_idx = 0;
+ }
+ pal_idx *= tga_bits_per_pixel / 8;
+ for (j = 0; j*8 < tga_bits_per_pixel; ++j)
+ {
+ raw_data[j] = tga_palette[pal_idx+j];
+ }
+ } else
+ {
+ // read in the data raw
+ for (j = 0; j*8 < tga_bits_per_pixel; ++j)
+ {
+ raw_data[j] = stbi__get8(s);
+ }
+ }
+ // clear the reading flag for the next pixel
+ read_next_pixel = 0;
+ } // end of reading a pixel
+
+ // copy data
+ for (j = 0; j < tga_comp; ++j)
+ tga_data[i*tga_comp+j] = raw_data[j];
+
+ // in case we're in RLE mode, keep counting down
+ --RLE_count;
+ }
+ // do I need to invert the image?
+ if ( tga_inverted )
+ {
+ for (j = 0; j*2 < tga_height; ++j)
+ {
+ int index1 = j * tga_width * tga_comp;
+ int index2 = (tga_height - 1 - j) * tga_width * tga_comp;
+ for (i = tga_width * tga_comp; i > 0; --i)
+ {
+ unsigned char temp = tga_data[index1];
+ tga_data[index1] = tga_data[index2];
+ tga_data[index2] = temp;
+ ++index1;
+ ++index2;
+ }
+ }
+ }
+ // clear my palette, if I had one
+ if ( tga_palette != NULL )
+ {
+ STBI_FREE( tga_palette );
+ }
+ }
+
+ // swap RGB
+ if (tga_comp >= 3)
+ {
+ unsigned char* tga_pixel = tga_data;
+ for (i=0; i < tga_width * tga_height; ++i)
+ {
+ unsigned char temp = tga_pixel[0];
+ tga_pixel[0] = tga_pixel[2];
+ tga_pixel[2] = temp;
+ tga_pixel += tga_comp;
+ }
+ }
+
+ // convert to target component count
+ if (req_comp && req_comp != tga_comp)
+ tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);
+
+ // the things I do to get rid of an error message, and yet keep
+ // Microsoft's C compilers happy... [8^(
+ tga_palette_start = tga_palette_len = tga_palette_bits =
+ tga_x_origin = tga_y_origin = 0;
+ // OK, done
+ return tga_data;
+}
+#endif
+
+// *************************************************************************************************
+// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_test(stbi__context *s)
+{
+ int r = (stbi__get32be(s) == 0x38425053);
+ stbi__rewind(s);
+ return r;
+}
+
+static stbi_uc *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ int pixelCount;
+ int channelCount, compression;
+ int channel, i, count, len;
+ int w,h;
+ stbi_uc *out;
+
+ // Check identifier
+ if (stbi__get32be(s) != 0x38425053) // "8BPS"
+ return stbi__errpuc("not PSD", "Corrupt PSD image");
+
+ // Check file type version.
+ if (stbi__get16be(s) != 1)
+ return stbi__errpuc("wrong version", "Unsupported version of PSD image");
+
+ // Skip 6 reserved bytes.
+ stbi__skip(s, 6 );
+
+ // Read the number of channels (R, G, B, A, etc).
+ channelCount = stbi__get16be(s);
+ if (channelCount < 0 || channelCount > 16)
+ return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image");
+
+ // Read the rows and columns of the image.
+ h = stbi__get32be(s);
+ w = stbi__get32be(s);
+
+ // Make sure the depth is 8 bits.
+ if (stbi__get16be(s) != 8)
+ return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 bit");
+
+ // Make sure the color mode is RGB.
+ // Valid options are:
+ // 0: Bitmap
+ // 1: Grayscale
+ // 2: Indexed color
+ // 3: RGB color
+ // 4: CMYK color
+ // 7: Multichannel
+ // 8: Duotone
+ // 9: Lab color
+ if (stbi__get16be(s) != 3)
+ return stbi__errpuc("wrong color format", "PSD is not in RGB color format");
+
+ // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.)
+ stbi__skip(s,stbi__get32be(s) );
+
+ // Skip the image resources. (resolution, pen tool paths, etc)
+ stbi__skip(s, stbi__get32be(s) );
+
+ // Skip the reserved data.
+ stbi__skip(s, stbi__get32be(s) );
+
+ // Find out if the data is compressed.
+ // Known values:
+ // 0: no compression
+ // 1: RLE compressed
+ compression = stbi__get16be(s);
+ if (compression > 1)
+ return stbi__errpuc("bad compression", "PSD has an unknown compression format");
+
+ // Create the destination image.
+ out = (stbi_uc *) stbi__malloc(4 * w*h);
+ if (!out) return stbi__errpuc("outofmem", "Out of memory");
+ pixelCount = w*h;
+
+ // Initialize the data to zero.
+ //memset( out, 0, pixelCount * 4 );
+
+ // Finally, the image data.
+ if (compression) {
+ // RLE as used by .PSD and .TIFF
+ // Loop until you get the number of unpacked bytes you are expecting:
+ // Read the next source byte into n.
+ // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.
+ // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.
+ // Else if n is 128, noop.
+ // Endloop
+
+ // The RLE-compressed data is preceeded by a 2-byte data count for each row in the data,
+ // which we're going to just skip.
+ stbi__skip(s, h * channelCount * 2 );
+
+ // Read the RLE data by channel.
+ for (channel = 0; channel < 4; channel++) {
+ stbi_uc *p;
+
+ p = out+channel;
+ if (channel >= channelCount) {
+ // Fill this channel with default data.
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = (channel == 3 ? 255 : 0);
+ } else {
+ // Read the RLE data.
+ count = 0;
+ while (count < pixelCount) {
+ len = stbi__get8(s);
+ if (len == 128) {
+ // No-op.
+ } else if (len < 128) {
+ // Copy next len+1 bytes literally.
+ len++;
+ count += len;
+ while (len) {
+ *p = stbi__get8(s);
+ p += 4;
+ len--;
+ }
+ } else if (len > 128) {
+ stbi_uc val;
+ // Next -len+1 bytes in the dest are replicated from next source byte.
+ // (Interpret len as a negative 8-bit int.)
+ len ^= 0x0FF;
+ len += 2;
+ val = stbi__get8(s);
+ count += len;
+ while (len) {
+ *p = val;
+ p += 4;
+ len--;
+ }
+ }
+ }
+ }
+ }
+
+ } else {
+ // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...)
+ // where each channel consists of an 8-bit value for each pixel in the image.
+
+ // Read the data by channel.
+ for (channel = 0; channel < 4; channel++) {
+ stbi_uc *p;
+
+ p = out + channel;
+ if (channel > channelCount) {
+ // Fill this channel with default data.
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = channel == 3 ? 255 : 0;
+ } else {
+ // Read the data.
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = stbi__get8(s);
+ }
+ }
+ }
+
+ if (req_comp && req_comp != 4) {
+ out = stbi__convert_format(out, 4, req_comp, w, h);
+ if (out == NULL) return out; // stbi__convert_format frees input on failure
+ }
+
+ if (comp) *comp = 4;
+ *y = h;
+ *x = w;
+
+ return out;
+}
+#endif
+
+// *************************************************************************************************
+// Softimage PIC loader
+// by Tom Seddon
+//
+// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format
+// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_is4(stbi__context *s,const char *str)
+{
+ int i;
+ for (i=0; i<4; ++i)
+ if (stbi__get8(s) != (stbi_uc)str[i])
+ return 0;
+
+ return 1;
+}
+
+static int stbi__pic_test_core(stbi__context *s)
+{
+ int i;
+
+ if (!stbi__pic_is4(s,"\x53\x80\xF6\x34"))
+ return 0;
+
+ for(i=0;i<84;++i)
+ stbi__get8(s);
+
+ if (!stbi__pic_is4(s,"PICT"))
+ return 0;
+
+ return 1;
+}
+
+typedef struct
+{
+ stbi_uc size,type,channel;
+} stbi__pic_packet;
+
+static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)
+{
+ int mask=0x80, i;
+
+ for (i=0; i<4; ++i, mask>>=1) {
+ if (channel & mask) {
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short");
+ dest[i]=stbi__get8(s);
+ }
+ }
+
+ return dest;
+}
+
+static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src)
+{
+ int mask=0x80,i;
+
+ for (i=0;i<4; ++i, mask>>=1)
+ if (channel&mask)
+ dest[i]=src[i];
+}
+
+static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result)
+{
+ int act_comp=0,num_packets=0,y,chained;
+ stbi__pic_packet packets[10];
+
+ // this will (should...) cater for even some bizarre stuff like having data
+ // for the same channel in multiple packets.
+ do {
+ stbi__pic_packet *packet;
+
+ if (num_packets==sizeof(packets)/sizeof(packets[0]))
+ return stbi__errpuc("bad format","too many packets");
+
+ packet = &packets[num_packets++];
+
+ chained = stbi__get8(s);
+ packet->size = stbi__get8(s);
+ packet->type = stbi__get8(s);
+ packet->channel = stbi__get8(s);
+
+ act_comp |= packet->channel;
+
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)");
+ if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp");
+ } while (chained);
+
+ *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?
+
+ for(y=0; y<height; ++y) {
+ int packet_idx;
+
+ for(packet_idx=0; packet_idx < num_packets; ++packet_idx) {
+ stbi__pic_packet *packet = &packets[packet_idx];
+ stbi_uc *dest = result+y*width*4;
+
+ switch (packet->type) {
+ default:
+ return stbi__errpuc("bad format","packet has bad compression type");
+
+ case 0: {//uncompressed
+ int x;
+
+ for(x=0;x<width;++x, dest+=4)
+ if (!stbi__readval(s,packet->channel,dest))
+ return 0;
+ break;
+ }
+
+ case 1://Pure RLE
+ {
+ int left=width, i;
+
+ while (left>0) {
+ stbi_uc count,value[4];
+
+ count=stbi__get8(s);
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)");
+
+ if (count > left)
+ count = (stbi_uc) left;
+
+ if (!stbi__readval(s,packet->channel,value)) return 0;
+
+ for(i=0; i<count; ++i,dest+=4)
+ stbi__copyval(packet->channel,dest,value);
+ left -= count;
+ }
+ }
+ break;
+
+ case 2: {//Mixed RLE
+ int left=width;
+ while (left>0) {
+ int count = stbi__get8(s), i;
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)");
+
+ if (count >= 128) { // Repeated
+ stbi_uc value[4];
+ int i;
+
+ if (count==128)
+ count = stbi__get16be(s);
+ else
+ count -= 127;
+ if (count > left)
+ return stbi__errpuc("bad file","scanline overrun");
+
+ if (!stbi__readval(s,packet->channel,value))
+ return 0;
+
+ for(i=0;i<count;++i, dest += 4)
+ stbi__copyval(packet->channel,dest,value);
+ } else { // Raw
+ ++count;
+ if (count>left) return stbi__errpuc("bad file","scanline overrun");
+
+ for(i=0;i<count;++i, dest+=4)
+ if (!stbi__readval(s,packet->channel,dest))
+ return 0;
+ }
+ left-=count;
+ }
+ break;
+ }
+ }
+ }
+ }
+
+ return result;
+}
+
+static stbi_uc *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp)
+{
+ stbi_uc *result;
+ int i, x,y;
+
+ for (i=0; i<92; ++i)
+ stbi__get8(s);
+
+ x = stbi__get16be(s);
+ y = stbi__get16be(s);
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)");
+ if ((1 << 28) / x < y) return stbi__errpuc("too large", "Image too large to decode");
+
+ stbi__get32be(s); //skip `ratio'
+ stbi__get16be(s); //skip `fields'
+ stbi__get16be(s); //skip `pad'
+
+ // intermediate buffer is RGBA
+ result = (stbi_uc *) stbi__malloc(x*y*4);
+ memset(result, 0xff, x*y*4);
+
+ if (!stbi__pic_load_core(s,x,y,comp, result)) {
+ STBI_FREE(result);
+ result=0;
+ }
+ *px = x;
+ *py = y;
+ if (req_comp == 0) req_comp = *comp;
+ result=stbi__convert_format(result,4,req_comp,x,y);
+
+ return result;
+}
+
+static int stbi__pic_test(stbi__context *s)
+{
+ int r = stbi__pic_test_core(s);
+ stbi__rewind(s);
+ return r;
+}
+#endif
+
+// *************************************************************************************************
+// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb
+
+#ifndef STBI_NO_GIF
+typedef struct
+{
+ stbi__int16 prefix;
+ stbi_uc first;
+ stbi_uc suffix;
+} stbi__gif_lzw;
+
+typedef struct
+{
+ int w,h;
+ stbi_uc *out; // output buffer (always 4 components)
+ int flags, bgindex, ratio, transparent, eflags;
+ stbi_uc pal[256][4];
+ stbi_uc lpal[256][4];
+ stbi__gif_lzw codes[4096];
+ stbi_uc *color_table;
+ int parse, step;
+ int lflags;
+ int start_x, start_y;
+ int max_x, max_y;
+ int cur_x, cur_y;
+ int line_size;
+} stbi__gif;
+
+static int stbi__gif_test_raw(stbi__context *s)
+{
+ int sz;
+ if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;
+ sz = stbi__get8(s);
+ if (sz != '9' && sz != '7') return 0;
+ if (stbi__get8(s) != 'a') return 0;
+ return 1;
+}
+
+static int stbi__gif_test(stbi__context *s)
+{
+ int r = stbi__gif_test_raw(s);
+ stbi__rewind(s);
+ return r;
+}
+
+static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)
+{
+ int i;
+ for (i=0; i < num_entries; ++i) {
+ pal[i][2] = stbi__get8(s);
+ pal[i][1] = stbi__get8(s);
+ pal[i][0] = stbi__get8(s);
+ pal[i][3] = transp == i ? 0 : 255;
+ }
+}
+
+static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)
+{
+ stbi_uc version;
+ if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')
+ return stbi__err("not GIF", "Corrupt GIF");
+
+ version = stbi__get8(s);
+ if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF");
+ if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF");
+
+ stbi__g_failure_reason = "";
+ g->w = stbi__get16le(s);
+ g->h = stbi__get16le(s);
+ g->flags = stbi__get8(s);
+ g->bgindex = stbi__get8(s);
+ g->ratio = stbi__get8(s);
+ g->transparent = -1;
+
+ if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments
+
+ if (is_info) return 1;
+
+ if (g->flags & 0x80)
+ stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1);
+
+ return 1;
+}
+
+static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)
+{
+ stbi__gif g;
+ if (!stbi__gif_header(s, &g, comp, 1)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (x) *x = g.w;
+ if (y) *y = g.h;
+ return 1;
+}
+
+static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)
+{
+ stbi_uc *p, *c;
+
+ // recurse to decode the prefixes, since the linked-list is backwards,
+ // and working backwards through an interleaved image would be nasty
+ if (g->codes[code].prefix >= 0)
+ stbi__out_gif_code(g, g->codes[code].prefix);
+
+ if (g->cur_y >= g->max_y) return;
+
+ p = &g->out[g->cur_x + g->cur_y];
+ c = &g->color_table[g->codes[code].suffix * 4];
+
+ if (c[3] >= 128) {
+ p[0] = c[2];
+ p[1] = c[1];
+ p[2] = c[0];
+ p[3] = c[3];
+ }
+ g->cur_x += 4;
+
+ if (g->cur_x >= g->max_x) {
+ g->cur_x = g->start_x;
+ g->cur_y += g->step;
+
+ while (g->cur_y >= g->max_y && g->parse > 0) {
+ g->step = (1 << g->parse) * g->line_size;
+ g->cur_y = g->start_y + (g->step >> 1);
+ --g->parse;
+ }
+ }
+}
+
+static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)
+{
+ stbi_uc lzw_cs;
+ stbi__int32 len, code;
+ stbi__uint32 first;
+ stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;
+ stbi__gif_lzw *p;
+
+ lzw_cs = stbi__get8(s);
+ if (lzw_cs > 12) return NULL;
+ clear = 1 << lzw_cs;
+ first = 1;
+ codesize = lzw_cs + 1;
+ codemask = (1 << codesize) - 1;
+ bits = 0;
+ valid_bits = 0;
+ for (code = 0; code < clear; code++) {
+ g->codes[code].prefix = -1;
+ g->codes[code].first = (stbi_uc) code;
+ g->codes[code].suffix = (stbi_uc) code;
+ }
+
+ // support no starting clear code
+ avail = clear+2;
+ oldcode = -1;
+
+ len = 0;
+ for(;;) {
+ if (valid_bits < codesize) {
+ if (len == 0) {
+ len = stbi__get8(s); // start new block
+ if (len == 0)
+ return g->out;
+ }
+ --len;
+ bits |= (stbi__int32) stbi__get8(s) << valid_bits;
+ valid_bits += 8;
+ } else {
+ stbi__int32 code = bits & codemask;
+ bits >>= codesize;
+ valid_bits -= codesize;
+ // @OPTIMIZE: is there some way we can accelerate the non-clear path?
+ if (code == clear) { // clear code
+ codesize = lzw_cs + 1;
+ codemask = (1 << codesize) - 1;
+ avail = clear + 2;
+ oldcode = -1;
+ first = 0;
+ } else if (code == clear + 1) { // end of stream code
+ stbi__skip(s, len);
+ while ((len = stbi__get8(s)) > 0)
+ stbi__skip(s,len);
+ return g->out;
+ } else if (code <= avail) {
+ if (first) return stbi__errpuc("no clear code", "Corrupt GIF");
+
+ if (oldcode >= 0) {
+ p = &g->codes[avail++];
+ if (avail > 4096) return stbi__errpuc("too many codes", "Corrupt GIF");
+ p->prefix = (stbi__int16) oldcode;
+ p->first = g->codes[oldcode].first;
+ p->suffix = (code == avail) ? p->first : g->codes[code].first;
+ } else if (code == avail)
+ return stbi__errpuc("illegal code in raster", "Corrupt GIF");
+
+ stbi__out_gif_code(g, (stbi__uint16) code);
+
+ if ((avail & codemask) == 0 && avail <= 0x0FFF) {
+ codesize++;
+ codemask = (1 << codesize) - 1;
+ }
+
+ oldcode = code;
+ } else {
+ return stbi__errpuc("illegal code in raster", "Corrupt GIF");
+ }
+ }
+ }
+}
+
+static void stbi__fill_gif_background(stbi__gif *g)
+{
+ int i;
+ stbi_uc *c = g->pal[g->bgindex];
+ // @OPTIMIZE: write a dword at a time
+ for (i = 0; i < g->w * g->h * 4; i += 4) {
+ stbi_uc *p = &g->out[i];
+ p[0] = c[2];
+ p[1] = c[1];
+ p[2] = c[0];
+ p[3] = c[3];
+ }
+}
+
+// this function is designed to support animated gifs, although stb_image doesn't support it
+static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp)
+{
+ int i;
+ stbi_uc *old_out = 0;
+
+ if (g->out == 0) {
+ if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header
+ g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
+ if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
+ stbi__fill_gif_background(g);
+ } else {
+ // animated-gif-only path
+ if (((g->eflags & 0x1C) >> 2) == 3) {
+ old_out = g->out;
+ g->out = (stbi_uc *) stbi__malloc(4 * g->w * g->h);
+ if (g->out == 0) return stbi__errpuc("outofmem", "Out of memory");
+ memcpy(g->out, old_out, g->w*g->h*4);
+ }
+ }
+
+ for (;;) {
+ switch (stbi__get8(s)) {
+ case 0x2C: /* Image Descriptor */
+ {
+ stbi__int32 x, y, w, h;
+ stbi_uc *o;
+
+ x = stbi__get16le(s);
+ y = stbi__get16le(s);
+ w = stbi__get16le(s);
+ h = stbi__get16le(s);
+ if (((x + w) > (g->w)) || ((y + h) > (g->h)))
+ return stbi__errpuc("bad Image Descriptor", "Corrupt GIF");
+
+ g->line_size = g->w * 4;
+ g->start_x = x * 4;
+ g->start_y = y * g->line_size;
+ g->max_x = g->start_x + w * 4;
+ g->max_y = g->start_y + h * g->line_size;
+ g->cur_x = g->start_x;
+ g->cur_y = g->start_y;
+
+ g->lflags = stbi__get8(s);
+
+ if (g->lflags & 0x40) {
+ g->step = 8 * g->line_size; // first interlaced spacing
+ g->parse = 3;
+ } else {
+ g->step = g->line_size;
+ g->parse = 0;
+ }
+
+ if (g->lflags & 0x80) {
+ stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);
+ g->color_table = (stbi_uc *) g->lpal;
+ } else if (g->flags & 0x80) {
+ for (i=0; i < 256; ++i) // @OPTIMIZE: stbi__jpeg_reset only the previous transparent
+ g->pal[i][3] = 255;
+ if (g->transparent >= 0 && (g->eflags & 0x01))
+ g->pal[g->transparent][3] = 0;
+ g->color_table = (stbi_uc *) g->pal;
+ } else
+ return stbi__errpuc("missing color table", "Corrupt GIF");
+
+ o = stbi__process_gif_raster(s, g);
+ if (o == NULL) return NULL;
+
+ if (req_comp && req_comp != 4)
+ o = stbi__convert_format(o, 4, req_comp, g->w, g->h);
+ return o;
+ }
+
+ case 0x21: // Comment Extension.
+ {
+ int len;
+ if (stbi__get8(s) == 0xF9) { // Graphic Control Extension.
+ len = stbi__get8(s);
+ if (len == 4) {
+ g->eflags = stbi__get8(s);
+ stbi__get16le(s); // delay
+ g->transparent = stbi__get8(s);
+ } else {
+ stbi__skip(s, len);
+ break;
+ }
+ }
+ while ((len = stbi__get8(s)) != 0)
+ stbi__skip(s, len);
+ break;
+ }
+
+ case 0x3B: // gif stream termination code
+ return (stbi_uc *) s; // using '1' causes warning on some compilers
+
+ default:
+ return stbi__errpuc("unknown code", "Corrupt GIF");
+ }
+ }
+}
+
+static stbi_uc *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi_uc *u = 0;
+ stbi__gif g;
+ memset(&g, 0, sizeof(g));
+
+ u = stbi__gif_load_next(s, &g, comp, req_comp);
+ if (u == (stbi_uc *) s) u = 0; // end of animated gif marker
+ if (u) {
+ *x = g.w;
+ *y = g.h;
+ }
+
+ return u;
+}
+
+static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ return stbi__gif_info_raw(s,x,y,comp);
+}
+#endif
+
+// *************************************************************************************************
+// Radiance RGBE HDR loader
+// originally by Nicolas Schulz
+#ifndef STBI_NO_HDR
+static int stbi__hdr_test_core(stbi__context *s)
+{
+ const char *signature = "#?RADIANCE\n";
+ int i;
+ for (i=0; signature[i]; ++i)
+ if (stbi__get8(s) != signature[i])
+ return 0;
+ return 1;
+}
+
+static int stbi__hdr_test(stbi__context* s)
+{
+ int r = stbi__hdr_test_core(s);
+ stbi__rewind(s);
+ return r;
+}
+
+#define STBI__HDR_BUFLEN 1024
+static char *stbi__hdr_gettoken(stbi__context *z, char *buffer)
+{
+ int len=0;
+ char c = '\0';
+
+ c = (char) stbi__get8(z);
+
+ while (!stbi__at_eof(z) && c != '\n') {
+ buffer[len++] = c;
+ if (len == STBI__HDR_BUFLEN-1) {
+ // flush to end of line
+ while (!stbi__at_eof(z) && stbi__get8(z) != '\n')
+ ;
+ break;
+ }
+ c = (char) stbi__get8(z);
+ }
+
+ buffer[len] = 0;
+ return buffer;
+}
+
+static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)
+{
+ if ( input[3] != 0 ) {
+ float f1;
+ // Exponent
+ f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8));
+ if (req_comp <= 2)
+ output[0] = (input[0] + input[1] + input[2]) * f1 / 3;
+ else {
+ output[0] = input[0] * f1;
+ output[1] = input[1] * f1;
+ output[2] = input[2] * f1;
+ }
+ if (req_comp == 2) output[1] = 1;
+ if (req_comp == 4) output[3] = 1;
+ } else {
+ switch (req_comp) {
+ case 4: output[3] = 1; /* fallthrough */
+ case 3: output[0] = output[1] = output[2] = 0;
+ break;
+ case 2: output[1] = 1; /* fallthrough */
+ case 1: output[0] = 0;
+ break;
+ }
+ }
+}
+
+static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ char buffer[STBI__HDR_BUFLEN];
+ char *token;
+ int valid = 0;
+ int width, height;
+ stbi_uc *scanline;
+ float *hdr_data;
+ int len;
+ unsigned char count, value;
+ int i, j, k, c1,c2, z;
+
+
+ // Check identifier
+ if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0)
+ return stbi__errpf("not HDR", "Corrupt HDR image");
+
+ // Parse header
+ for(;;) {
+ token = stbi__hdr_gettoken(s,buffer);
+ if (token[0] == 0) break;
+ if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
+ }
+
+ if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format");
+
+ // Parse width and height
+ // can't use sscanf() if we're not using stdio!
+ token = stbi__hdr_gettoken(s,buffer);
+ if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
+ token += 3;
+ height = (int) strtol(token, &token, 10);
+ while (*token == ' ') ++token;
+ if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
+ token += 3;
+ width = (int) strtol(token, NULL, 10);
+
+ *x = width;
+ *y = height;
+
+ if (comp) *comp = 3;
+ if (req_comp == 0) req_comp = 3;
+
+ // Read data
+ hdr_data = (float *) stbi__malloc(height * width * req_comp * sizeof(float));
+
+ // Load image data
+ // image data is stored as some number of sca
+ if ( width < 8 || width >= 32768) {
+ // Read flat data
+ for (j=0; j < height; ++j) {
+ for (i=0; i < width; ++i) {
+ stbi_uc rgbe[4];
+ main_decode_loop:
+ stbi__getn(s, rgbe, 4);
+ stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);
+ }
+ }
+ } else {
+ // Read RLE-encoded data
+ scanline = NULL;
+
+ for (j = 0; j < height; ++j) {
+ c1 = stbi__get8(s);
+ c2 = stbi__get8(s);
+ len = stbi__get8(s);
+ if (c1 != 2 || c2 != 2 || (len & 0x80)) {
+ // not run-length encoded, so we have to actually use THIS data as a decoded
+ // pixel (note this can't be a valid pixel--one of RGB must be >= 128)
+ stbi_uc rgbe[4];
+ rgbe[0] = (stbi_uc) c1;
+ rgbe[1] = (stbi_uc) c2;
+ rgbe[2] = (stbi_uc) len;
+ rgbe[3] = (stbi_uc) stbi__get8(s);
+ stbi__hdr_convert(hdr_data, rgbe, req_comp);
+ i = 1;
+ j = 0;
+ STBI_FREE(scanline);
+ goto main_decode_loop; // yes, this makes no sense
+ }
+ len <<= 8;
+ len |= stbi__get8(s);
+ if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); }
+ if (scanline == NULL) scanline = (stbi_uc *) stbi__malloc(width * 4);
+
+ for (k = 0; k < 4; ++k) {
+ i = 0;
+ while (i < width) {
+ count = stbi__get8(s);
+ if (count > 128) {
+ // Run
+ value = stbi__get8(s);
+ count -= 128;
+ for (z = 0; z < count; ++z)
+ scanline[i++ * 4 + k] = value;
+ } else {
+ // Dump
+ for (z = 0; z < count; ++z)
+ scanline[i++ * 4 + k] = stbi__get8(s);
+ }
+ }
+ }
+ for (i=0; i < width; ++i)
+ stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp);
+ }
+ STBI_FREE(scanline);
+ }
+
+ return hdr_data;
+}
+
+static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ char buffer[STBI__HDR_BUFLEN];
+ char *token;
+ int valid = 0;
+
+ if (strcmp(stbi__hdr_gettoken(s,buffer), "#?RADIANCE") != 0) {
+ stbi__rewind( s );
+ return 0;
+ }
+
+ for(;;) {
+ token = stbi__hdr_gettoken(s,buffer);
+ if (token[0] == 0) break;
+ if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
+ }
+
+ if (!valid) {
+ stbi__rewind( s );
+ return 0;
+ }
+ token = stbi__hdr_gettoken(s,buffer);
+ if (strncmp(token, "-Y ", 3)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ token += 3;
+ *y = (int) strtol(token, &token, 10);
+ while (*token == ' ') ++token;
+ if (strncmp(token, "+X ", 3)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ token += 3;
+ *x = (int) strtol(token, NULL, 10);
+ *comp = 3;
+ return 1;
+}
+#endif // STBI_NO_HDR
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int hsz;
+ if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') {
+ stbi__rewind( s );
+ return 0;
+ }
+ stbi__skip(s,12);
+ hsz = stbi__get32le(s);
+ if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (hsz == 12) {
+ *x = stbi__get16le(s);
+ *y = stbi__get16le(s);
+ } else {
+ *x = stbi__get32le(s);
+ *y = stbi__get32le(s);
+ }
+ if (stbi__get16le(s) != 1) {
+ stbi__rewind( s );
+ return 0;
+ }
+ *comp = stbi__get16le(s) / 8;
+ return 1;
+}
+#endif
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int channelCount;
+ if (stbi__get32be(s) != 0x38425053) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (stbi__get16be(s) != 1) {
+ stbi__rewind( s );
+ return 0;
+ }
+ stbi__skip(s, 6);
+ channelCount = stbi__get16be(s);
+ if (channelCount < 0 || channelCount > 16) {
+ stbi__rewind( s );
+ return 0;
+ }
+ *y = stbi__get32be(s);
+ *x = stbi__get32be(s);
+ if (stbi__get16be(s) != 8) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (stbi__get16be(s) != 3) {
+ stbi__rewind( s );
+ return 0;
+ }
+ *comp = 4;
+ return 1;
+}
+#endif
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int act_comp=0,num_packets=0,chained;
+ stbi__pic_packet packets[10];
+
+ stbi__skip(s, 92);
+
+ *x = stbi__get16be(s);
+ *y = stbi__get16be(s);
+ if (stbi__at_eof(s)) return 0;
+ if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) {
+ stbi__rewind( s );
+ return 0;
+ }
+
+ stbi__skip(s, 8);
+
+ do {
+ stbi__pic_packet *packet;
+
+ if (num_packets==sizeof(packets)/sizeof(packets[0]))
+ return 0;
+
+ packet = &packets[num_packets++];
+ chained = stbi__get8(s);
+ packet->size = stbi__get8(s);
+ packet->type = stbi__get8(s);
+ packet->channel = stbi__get8(s);
+ act_comp |= packet->channel;
+
+ if (stbi__at_eof(s)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (packet->size != 8) {
+ stbi__rewind( s );
+ return 0;
+ }
+ } while (chained);
+
+ *comp = (act_comp & 0x10 ? 4 : 3);
+
+ return 1;
+}
+#endif
+
+// *************************************************************************************************
+// Portable Gray Map and Portable Pixel Map loader
+// by Ken Miller
+//
+// PGM: http://netpbm.sourceforge.net/doc/pgm.html
+// PPM: http://netpbm.sourceforge.net/doc/ppm.html
+//
+// Known limitations:
+// Does not support comments in the header section
+// Does not support ASCII image data (formats P2 and P3)
+// Does not support 16-bit-per-channel
+
+#ifndef STBI_NO_PNM
+
+static int stbi__pnm_test(stbi__context *s)
+{
+ char p, t;
+ p = (char) stbi__get8(s);
+ t = (char) stbi__get8(s);
+ if (p != 'P' || (t != '5' && t != '6')) {
+ stbi__rewind( s );
+ return 0;
+ }
+ return 1;
+}
+
+static stbi_uc *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi_uc *out;
+ if (!stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n))
+ return 0;
+ *x = s->img_x;
+ *y = s->img_y;
+ *comp = s->img_n;
+
+ out = (stbi_uc *) stbi__malloc(s->img_n * s->img_x * s->img_y);
+ if (!out) return stbi__errpuc("outofmem", "Out of memory");
+ stbi__getn(s, out, s->img_n * s->img_x * s->img_y);
+
+ if (req_comp && req_comp != s->img_n) {
+ out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y);
+ if (out == NULL) return out; // stbi__convert_format frees input on failure
+ }
+ return out;
+}
+
+static int stbi__pnm_isspace(char c)
+{
+ return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r';
+}
+
+static void stbi__pnm_skip_whitespace(stbi__context *s, char *c)
+{
+ while (!stbi__at_eof(s) && stbi__pnm_isspace(*c))
+ *c = (char) stbi__get8(s);
+}
+
+static int stbi__pnm_isdigit(char c)
+{
+ return c >= '0' && c <= '9';
+}
+
+static int stbi__pnm_getinteger(stbi__context *s, char *c)
+{
+ int value = 0;
+
+ while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) {
+ value = value*10 + (*c - '0');
+ *c = (char) stbi__get8(s);
+ }
+
+ return value;
+}
+
+static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int maxv;
+ char c, p, t;
+
+ stbi__rewind( s );
+
+ // Get identifier
+ p = (char) stbi__get8(s);
+ t = (char) stbi__get8(s);
+ if (p != 'P' || (t != '5' && t != '6')) {
+ stbi__rewind( s );
+ return 0;
+ }
+
+ *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm
+
+ c = (char) stbi__get8(s);
+ stbi__pnm_skip_whitespace(s, &c);
+
+ *x = stbi__pnm_getinteger(s, &c); // read width
+ stbi__pnm_skip_whitespace(s, &c);
+
+ *y = stbi__pnm_getinteger(s, &c); // read height
+ stbi__pnm_skip_whitespace(s, &c);
+
+ maxv = stbi__pnm_getinteger(s, &c); // read max value
+
+ if (maxv > 255)
+ return stbi__err("max value > 255", "PPM image not 8-bit");
+ else
+ return 1;
+}
+#endif
+
+static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)
+{
+ #ifndef STBI_NO_JPEG
+ if (stbi__jpeg_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PNG
+ if (stbi__png_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_GIF
+ if (stbi__gif_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_BMP
+ if (stbi__bmp_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PSD
+ if (stbi__psd_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PIC
+ if (stbi__pic_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PNM
+ if (stbi__pnm_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_HDR
+ if (stbi__hdr_info(s, x, y, comp)) return 1;
+ #endif
+
+ // test tga last because it's a crappy test!
+ #ifndef STBI_NO_TGA
+ if (stbi__tga_info(s, x, y, comp))
+ return 1;
+ #endif
+ return stbi__err("unknown image type", "Image not of any known type, or corrupt");
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ int result;
+ if (!f) return stbi__err("can't fopen", "Unable to open file");
+ result = stbi_info_from_file(f, x, y, comp);
+ fclose(f);
+ return result;
+}
+
+STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)
+{
+ int r;
+ stbi__context s;
+ long pos = ftell(f);
+ stbi__start_file(&s, f);
+ r = stbi__info_main(&s,x,y,comp);
+ fseek(f,pos,SEEK_SET);
+ return r;
+}
+#endif // !STBI_NO_STDIO
+
+STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__info_main(&s,x,y,comp);
+}
+
+STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
+ return stbi__info_main(&s,x,y,comp);
+}
+
+#endif // STB_IMAGE_IMPLEMENTATION
+
+/*
+ revision history:
+ 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value
+ 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning
+ 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit
+ 2.03 (2015-04-12) extra corruption checking (mmozeiko)
+ stbi_set_flip_vertically_on_load (nguillemot)
+ fix NEON support; fix mingw support
+ 2.02 (2015-01-19) fix incorrect assert, fix warning
+ 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2
+ 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG
+ 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)
+ progressive JPEG (stb)
+ PGM/PPM support (Ken Miller)
+ STBI_MALLOC,STBI_REALLOC,STBI_FREE
+ GIF bugfix -- seemingly never worked
+ STBI_NO_*, STBI_ONLY_*
+ 1.48 (2014-12-14) fix incorrectly-named assert()
+ 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)
+ optimize PNG (ryg)
+ fix bug in interlaced PNG with user-specified channel count (stb)
+ 1.46 (2014-08-26)
+ fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
+ 1.45 (2014-08-16)
+ fix MSVC-ARM internal compiler error by wrapping malloc
+ 1.44 (2014-08-07)
+ various warning fixes from Ronny Chevalier
+ 1.43 (2014-07-15)
+ fix MSVC-only compiler problem in code changed in 1.42
+ 1.42 (2014-07-09)
+ don't define _CRT_SECURE_NO_WARNINGS (affects user code)
+ fixes to stbi__cleanup_jpeg path
+ added STBI_ASSERT to avoid requiring assert.h
+ 1.41 (2014-06-25)
+ fix search&replace from 1.36 that messed up comments/error messages
+ 1.40 (2014-06-22)
+ fix gcc struct-initialization warning
+ 1.39 (2014-06-15)
+ fix to TGA optimization when req_comp != number of components in TGA;
+ fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
+ add support for BMP version 5 (more ignored fields)
+ 1.38 (2014-06-06)
+ suppress MSVC warnings on integer casts truncating values
+ fix accidental rename of 'skip' field of I/O
+ 1.37 (2014-06-04)
+ remove duplicate typedef
+ 1.36 (2014-06-03)
+ convert to header file single-file library
+ if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
+ 1.35 (2014-05-27)
+ various warnings
+ fix broken STBI_SIMD path
+ fix bug where stbi_load_from_file no longer left file pointer in correct place
+ fix broken non-easy path for 32-bit BMP (possibly never used)
+ TGA optimization by Arseny Kapoulkine
+ 1.34 (unknown)
+ use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
+ 1.33 (2011-07-14)
+ make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
+ 1.32 (2011-07-13)
+ support for "info" function for all supported filetypes (SpartanJ)
+ 1.31 (2011-06-20)
+ a few more leak fixes, bug in PNG handling (SpartanJ)
+ 1.30 (2011-06-11)
+ added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
+ removed deprecated format-specific test/load functions
+ removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
+ error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
+ fix inefficiency in decoding 32-bit BMP (David Woo)
+ 1.29 (2010-08-16)
+ various warning fixes from Aurelien Pocheville
+ 1.28 (2010-08-01)
+ fix bug in GIF palette transparency (SpartanJ)
+ 1.27 (2010-08-01)
+ cast-to-stbi_uc to fix warnings
+ 1.26 (2010-07-24)
+ fix bug in file buffering for PNG reported by SpartanJ
+ 1.25 (2010-07-17)
+ refix trans_data warning (Won Chun)
+ 1.24 (2010-07-12)
+ perf improvements reading from files on platforms with lock-heavy fgetc()
+ minor perf improvements for jpeg
+ deprecated type-specific functions so we'll get feedback if they're needed
+ attempt to fix trans_data warning (Won Chun)
+ 1.23 fixed bug in iPhone support
+ 1.22 (2010-07-10)
+ removed image *writing* support
+ stbi_info support from Jetro Lauha
+ GIF support from Jean-Marc Lienher
+ iPhone PNG-extensions from James Brown
+ warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
+ 1.21 fix use of 'stbi_uc' in header (reported by jon blow)
+ 1.20 added support for Softimage PIC, by Tom Seddon
+ 1.19 bug in interlaced PNG corruption check (found by ryg)
+ 1.18 (2008-08-02)
+ fix a threading bug (local mutable static)
+ 1.17 support interlaced PNG
+ 1.16 major bugfix - stbi__convert_format converted one too many pixels
+ 1.15 initialize some fields for thread safety
+ 1.14 fix threadsafe conversion bug
+ header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
+ 1.13 threadsafe
+ 1.12 const qualifiers in the API
+ 1.11 Support installable IDCT, colorspace conversion routines
+ 1.10 Fixes for 64-bit (don't use "unsigned long")
+ optimized upsampling by Fabian "ryg" Giesen
+ 1.09 Fix format-conversion for PSD code (bad global variables!)
+ 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
+ 1.07 attempt to fix C++ warning/errors again
+ 1.06 attempt to fix C++ warning/errors again
+ 1.05 fix TGA loading to return correct *comp and use good luminance calc
+ 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
+ 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
+ 1.02 support for (subset of) HDR files, float interface for preferred access to them
+ 1.01 fix bug: possible bug in handling right-side up bmps... not sure
+ fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
+ 1.00 interface to zlib that skips zlib header
+ 0.99 correct handling of alpha in palette
+ 0.98 TGA loader by lonesock; dynamically add loaders (untested)
+ 0.97 jpeg errors on too large a file; also catch another malloc failure
+ 0.96 fix detection of invalid v value - particleman@mollyrocket forum
+ 0.95 during header scan, seek to markers in case of padding
+ 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
+ 0.93 handle jpegtran output; verbose errors
+ 0.92 read 4,8,16,24,32-bit BMP files of several formats
+ 0.91 output 24-bit Windows 3.0 BMP files
+ 0.90 fix a few more warnings; bump version number to approach 1.0
+ 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
+ 0.60 fix compiling as c++
+ 0.59 fix warnings: merge Dave Moore's -Wall fixes
+ 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
+ 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
+ 0.56 fix bug: zlib uncompressed mode len vs. nlen
+ 0.55 fix bug: restart_interval not initialized to 0
+ 0.54 allow NULL for 'int *comp'
+ 0.53 fix bug in png 3->4; speedup png decoding
+ 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
+ 0.51 obey req_comp requests, 1-component jpegs return as 1-component,
+ on 'test' only check type, not whether we support this variant
+ 0.50 (2006-11-19)
+ first released version
+*/
--- /dev/null
+/**
+
+This demo draws a single triangle with SDL and OpenGL 3.1.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int argc, char** argv) {
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ SDL_Window* win = SDL_CreateWindow("SlimGL triangle", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(1);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ in vec2 pos;
+ in vec3 color;
+ out vec3 interpolated_color;
+
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ interpolated_color = color;
+ }
+ ), SGL_GLSL("#version 140",
+ in vec3 interpolated_color;
+
+ void main() {
+ gl_FragColor = vec4(interpolated_color, 1);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Create a vertex buffer with one triangle in it
+ struct { float x, y, r, g, b; } vertices[] = {
+ { 0, 0.5, 1, 0, 0 }, // top
+ { 0.5, -0.5, 0, 1, 0 }, // right
+ { -0.5, -0.5, 0, 0, 1 } // left
+ };
+ GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+
+ // Draw triangle whenever needed
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLES, program, "pos %2f color %3f", buffer);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+/**
+
+This demo draws a single triangle with SDL and OpenGL 2.
+
+**/
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+
+
+int main(int main, char** argv) {
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create a legacy OpenGL window
+ SDL_Window* win = SDL_CreateWindow("SlimGL triangle legacy OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(1);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 120",
+ attribute vec2 pos;
+ attribute vec3 color;
+ varying vec3 interpolated_color;
+
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ interpolated_color = color;
+ }
+ ), SGL_GLSL("#version 120",
+ varying vec3 interpolated_color;
+
+ void main() {
+ gl_FragColor = vec4(interpolated_color, 1);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Create a vertex buffer with one triangle in it
+ struct { float x, y, r, g, b; } vertices[] = {
+ { 0, 0.5, 1, 0, 0 }, // top
+ { 0.5, -0.5, 0, 1, 0 }, // right
+ { -0.5, -0.5, 0, 0, 1 } // left
+ };
+ GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+
+ // Draw triangle whenever needed
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT) {
+ break;
+ } else if ( (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_EXPOSED) || event.type == SDL_MOUSEBUTTONDOWN ) {
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLES, program, "pos %2f color %3f", buffer);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+#include <stdlib.h>\r
+#include <string.h>\r
+#include <stddef.h>\r
+#include "gl_core_3_1.h"\r
+\r
+#if defined(__APPLE__)\r
+#include <mach-o/dyld.h>\r
+\r
+static void* AppleGLGetProcAddress (const GLubyte *name)\r
+{\r
+ static const struct mach_header* image = NULL;\r
+ NSSymbol symbol;\r
+ char* symbolName;\r
+ if (NULL == image)\r
+ {\r
+ image = NSAddImage("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", NSADDIMAGE_OPTION_RETURN_ON_ERROR);\r
+ }\r
+ /* prepend a '_' for the Unix C symbol mangling convention */\r
+ symbolName = malloc(strlen((const char*)name) + 2);\r
+ strcpy(symbolName+1, (const char*)name);\r
+ symbolName[0] = '_';\r
+ symbol = NULL;\r
+ /* if (NSIsSymbolNameDefined(symbolName))\r
+ symbol = NSLookupAndBindSymbol(symbolName); */\r
+ symbol = image ? NSLookupSymbolInImage(image, symbolName, NSLOOKUPSYMBOLINIMAGE_OPTION_BIND | NSLOOKUPSYMBOLINIMAGE_OPTION_RETURN_ON_ERROR) : NULL;\r
+ free(symbolName);\r
+ return symbol ? NSAddressOfSymbol(symbol) : NULL;\r
+}\r
+#endif /* __APPLE__ */\r
+\r
+#if defined(__sgi) || defined (__sun)\r
+#include <dlfcn.h>\r
+#include <stdio.h>\r
+\r
+static void* SunGetProcAddress (const GLubyte* name)\r
+{\r
+ static void* h = NULL;\r
+ static void* gpa;\r
+\r
+ if (h == NULL)\r
+ {\r
+ if ((h = dlopen(NULL, RTLD_LAZY | RTLD_LOCAL)) == NULL) return NULL;\r
+ gpa = dlsym(h, "glXGetProcAddress");\r
+ }\r
+\r
+ if (gpa != NULL)\r
+ return ((void*(*)(const GLubyte*))gpa)(name);\r
+ else\r
+ return dlsym(h, (const char*)name);\r
+}\r
+#endif /* __sgi || __sun */\r
+\r
+#if defined(_WIN32)\r
+\r
+#ifdef _MSC_VER\r
+#pragma warning(disable: 4055)\r
+#pragma warning(disable: 4054)\r
+#endif\r
+\r
+static int TestPointer(const PROC pTest)\r
+{\r
+ ptrdiff_t iTest;\r
+ if(!pTest) return 0;\r
+ iTest = (ptrdiff_t)pTest;\r
+ \r
+ if(iTest == 1 || iTest == 2 || iTest == 3 || iTest == -1) return 0;\r
+ \r
+ return 1;\r
+}\r
+\r
+static PROC WinGetProcAddress(const char *name)\r
+{\r
+ HMODULE glMod = NULL;\r
+ PROC pFunc = wglGetProcAddress((LPCSTR)name);\r
+ if(TestPointer(pFunc))\r
+ {\r
+ return pFunc;\r
+ }\r
+ glMod = GetModuleHandleA("OpenGL32.dll");\r
+ return (PROC)GetProcAddress(glMod, (LPCSTR)name);\r
+}\r
+ \r
+#define IntGetProcAddress(name) WinGetProcAddress(name)\r
+#else\r
+ #if defined(__APPLE__)\r
+ #define IntGetProcAddress(name) AppleGLGetProcAddress(name)\r
+ #else\r
+ #if defined(__sgi) || defined(__sun)\r
+ #define IntGetProcAddress(name) SunGetProcAddress(name)\r
+ #else /* GLX */\r
+ #include <GL/glx.h>\r
+\r
+ #define IntGetProcAddress(name) (*glXGetProcAddressARB)((const GLubyte*)name)\r
+ #endif\r
+ #endif\r
+#endif\r
+\r
+\r
+// Extension: 1.0\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLACCUMPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Accum(GLenum op, GLfloat value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLALPHAFUNCPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_AlphaFunc(GLenum func, GLfloat ref);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Begin(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBITMAPPROC)(GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDFUNCPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendFunc(GLenum sfactor, GLenum dfactor);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCALLLISTPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_CallList(GLuint list);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCALLLISTSPROC)(GLsizei, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CallLists(GLsizei n, GLenum type, const GLvoid * lists);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARPROC)(GLbitfield);\r
+static void CODEGEN_FUNCPTR Switch_Clear(GLbitfield mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARACCUMPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARCOLORPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARDEPTHPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_ClearDepth(GLdouble depth);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARINDEXPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_ClearIndex(GLfloat c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARSTENCILPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_ClearStencil(GLint s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLIPPLANEPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_ClipPlane(GLenum plane, const GLdouble * equation);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3BPROC)(GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_Color3b(GLbyte red, GLbyte green, GLbyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color3bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Color3d(GLdouble red, GLdouble green, GLdouble blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Color3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Color3f(GLfloat red, GLfloat green, GLfloat blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Color3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Color3i(GLint red, GLint green, GLint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Color3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Color3s(GLshort red, GLshort green, GLshort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Color3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UBPROC)(GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_Color3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color3ubv(const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UIPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Color3ui(GLuint red, GLuint green, GLuint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3UIVPROC)(const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Color3uiv(const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3USPROC)(GLushort, GLushort, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_Color3us(GLushort red, GLushort green, GLushort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR3USVPROC)(const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_Color3usv(const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4BPROC)(GLbyte, GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_Color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color4bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Color4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Color4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Color4i(GLint red, GLint green, GLint blue, GLint alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Color4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Color4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UBPROC)(GLubyte, GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_Color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Color4ubv(const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UIPROC)(GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4UIVPROC)(const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Color4uiv(const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4USPROC)(GLushort, GLushort, GLushort, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_Color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLOR4USVPROC)(const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_Color4usv(const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMASKPROC)(GLboolean, GLboolean, GLboolean, GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMATERIALPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ColorMaterial(GLenum face, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYPIXELSPROC)(GLint, GLint, GLsizei, GLsizei, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_CopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCULLFACEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_CullFace(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETELISTSPROC)(GLuint, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DeleteLists(GLuint list, GLsizei range);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHFUNCPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_DepthFunc(GLenum func);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHMASKPROC)(GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_DepthMask(GLboolean flag);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDEPTHRANGEPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_DepthRange(GLdouble ren_near, GLdouble ren_far);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Disable(GLenum cap);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWBUFFERPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffer(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWPIXELSPROC)(GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_DrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEDGEFLAGPROC)(GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlag(GLboolean flag);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEDGEFLAGVPROC)(const GLboolean *);\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagv(const GLboolean * flag);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Enable(GLenum cap);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDPROC)();\r
+static void CODEGEN_FUNCPTR Switch_End();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDLISTPROC)();\r
+static void CODEGEN_FUNCPTR Switch_EndList();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1DPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1d(GLdouble u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1dv(const GLdouble * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1FPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1f(GLfloat u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD1FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1fv(const GLfloat * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2d(GLdouble u, GLdouble v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2dv(const GLdouble * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2f(GLfloat u, GLfloat v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALCOORD2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2fv(const GLfloat * u);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALMESH1PROC)(GLenum, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh1(GLenum mode, GLint i1, GLint i2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALMESH2PROC)(GLenum, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALPOINT1PROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint1(GLint i);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEVALPOINT2PROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint2(GLint i, GLint j);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFEEDBACKBUFFERPROC)(GLsizei, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_FeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFINISHPROC)();\r
+static void CODEGEN_FUNCPTR Switch_Finish();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFLUSHPROC)();\r
+static void CODEGEN_FUNCPTR Switch_Flush();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Fogf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGFVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Fogfv(GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Fogi(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGIVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Fogiv(GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRONTFACEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_FrontFace(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRUSTUMPROC)(GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLGENLISTSPROC)(GLsizei);\r
+static GLuint CODEGEN_FUNCPTR Switch_GenLists(GLsizei range);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBOOLEANVPROC)(GLenum, GLboolean *);\r
+static void CODEGEN_FUNCPTR Switch_GetBooleanv(GLenum pname, GLboolean * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETCLIPPLANEPROC)(GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetClipPlane(GLenum plane, GLdouble * equation);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETDOUBLEVPROC)(GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetDoublev(GLenum pname, GLdouble * params);\r
+typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLGETERRORPROC)();\r
+static GLenum CODEGEN_FUNCPTR Switch_GetError();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFLOATVPROC)(GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetFloatv(GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGERVPROC)(GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetIntegerv(GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETLIGHTFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetLightfv(GLenum light, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETLIGHTIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetLightiv(GLenum light, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMAPDVPROC)(GLenum, GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetMapdv(GLenum target, GLenum query, GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMAPFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetMapfv(GLenum target, GLenum query, GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMAPIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetMapiv(GLenum target, GLenum query, GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMATERIALFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialfv(GLenum face, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETMATERIALIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialiv(GLenum face, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPIXELMAPFVPROC)(GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapfv(GLenum map, GLfloat * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPIXELMAPUIVPROC)(GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapuiv(GLenum map, GLuint * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPIXELMAPUSVPROC)(GLenum, GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapusv(GLenum map, GLushort * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPOLYGONSTIPPLEPROC)(GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_GetPolygonStipple(GLubyte * mask);\r
+typedef const GLubyte * (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSTRINGPROC)(GLenum);\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetString(GLenum name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXENVFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnvfv(GLenum target, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXENVIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnviv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXGENDVPROC)(GLenum, GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexGendv(GLenum coord, GLenum pname, GLdouble * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXGENFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexGenfv(GLenum coord, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXGENIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexGeniv(GLenum coord, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXIMAGEPROC)(GLenum, GLint, GLenum, GLenum, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC)(GLenum, GLint, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC)(GLenum, GLint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERFVPROC)(GLenum, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameteriv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLHINTPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_Hint(GLenum target, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXMASKPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_IndexMask(GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXDPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Indexd(GLdouble c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXDVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Indexdv(const GLdouble * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXFPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Indexf(GLfloat c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXFVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Indexfv(const GLfloat * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXIPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_Indexi(GLint c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXIVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Indexiv(const GLint * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXSPROC)(GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Indexs(GLshort c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXSVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Indexsv(const GLshort * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINITNAMESPROC)();\r
+static void CODEGEN_FUNCPTR Switch_InitNames();\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISENABLEDPROC)(GLenum);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabled(GLenum cap);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISLISTPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsList(GLuint list);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_LightModelf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELFVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_LightModelfv(GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_LightModeli(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTMODELIVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_LightModeliv(GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Lightf(GLenum light, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Lightfv(GLenum light, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Lighti(GLenum light, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLIGHTIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Lightiv(GLenum light, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINESTIPPLEPROC)(GLint, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_LineStipple(GLint factor, GLushort pattern);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINEWIDTHPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_LineWidth(GLfloat width);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLISTBASEPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_ListBase(GLuint base);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADIDENTITYPROC)();\r
+static void CODEGEN_FUNCPTR Switch_LoadIdentity();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADNAMEPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_LoadName(GLuint name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOGICOPPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_LogicOp(GLenum opcode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP1DPROC)(GLenum, GLdouble, GLdouble, GLint, GLint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP1FPROC)(GLenum, GLfloat, GLfloat, GLint, GLint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP2DPROC)(GLenum, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAP2FPROC)(GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID1DPROC)(GLint, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1d(GLint un, GLdouble u1, GLdouble u2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID1FPROC)(GLint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1f(GLint un, GLfloat u1, GLfloat u2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID2DPROC)(GLint, GLdouble, GLdouble, GLint, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPGRID2FPROC)(GLint, GLfloat, GLfloat, GLint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Materialf(GLenum face, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Materialfv(GLenum face, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Materiali(GLenum face, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATERIALIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Materialiv(GLenum face, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMATRIXMODEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_MatrixMode(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNEWLISTPROC)(GLuint, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_NewList(GLuint list, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3BPROC)(GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_Normal3b(GLbyte nx, GLbyte ny, GLbyte nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Normal3d(GLdouble nx, GLdouble ny, GLdouble nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Normal3f(GLfloat nx, GLfloat ny, GLfloat nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Normal3i(GLint nx, GLint ny, GLint nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Normal3s(GLshort nx, GLshort ny, GLshort nz);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMAL3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Normal3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLORTHOPROC)(GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPASSTHROUGHPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PassThrough(GLfloat token);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELMAPFVPROC)(GLenum, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_PixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELMAPUIVPROC)(GLenum, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_PixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELMAPUSVPROC)(GLenum, GLsizei, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_PixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELSTOREFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PixelStoref(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELSTOREIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_PixelStorei(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELTRANSFERFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELTRANSFERIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferi(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPIXELZOOMPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PixelZoom(GLfloat xfactor, GLfloat yfactor);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTSIZEPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PointSize(GLfloat size);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONMODEPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_PolygonMode(GLenum face, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONSTIPPLEPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_PolygonStipple(const GLubyte * mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPATTRIBPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopAttrib();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPMATRIXPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopMatrix();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPNAMEPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopName();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHATTRIBPROC)(GLbitfield);\r
+static void CODEGEN_FUNCPTR Switch_PushAttrib(GLbitfield mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHMATRIXPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PushMatrix();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHNAMEPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_PushName(GLuint name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2d(GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2f(GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2i(GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2s(GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3i(GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3s(GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4i(GLint x, GLint y, GLint z, GLint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRASTERPOS4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLREADBUFFERPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ReadBuffer(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLREADPIXELSPROC)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTDPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTDVPROC)(const GLdouble *, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Rectdv(const GLdouble * v1, const GLdouble * v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTFPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTFVPROC)(const GLfloat *, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Rectfv(const GLfloat * v1, const GLfloat * v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTIPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Recti(GLint x1, GLint y1, GLint x2, GLint y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTIVPROC)(const GLint *, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Rectiv(const GLint * v1, const GLint * v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTSPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRECTSVPROC)(const GLshort *, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Rectsv(const GLshort * v1, const GLshort * v2);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERMODEPROC)(GLenum);\r
+static GLint CODEGEN_FUNCPTR Switch_RenderMode(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLROTATEDPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLROTATEFPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCALEDPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Scaled(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCALEFPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Scalef(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSCISSORPROC)(GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_Scissor(GLint x, GLint y, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSELECTBUFFERPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_SelectBuffer(GLsizei size, GLuint * buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSHADEMODELPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ShadeModel(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILFUNCPROC)(GLenum, GLint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilFunc(GLenum func, GLint ref, GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILMASKPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilMask(GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILOPPROC)(GLenum, GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_StencilOp(GLenum fail, GLenum zfail, GLenum zpass);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1DPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1d(GLdouble s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1FPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1f(GLfloat s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1IPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1i(GLint s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1SPROC)(GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1s(GLshort s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD1SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2d(GLdouble s, GLdouble t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2f(GLfloat s, GLfloat t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2i(GLint s, GLint t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2s(GLshort s, GLshort t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3d(GLdouble s, GLdouble t, GLdouble r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3f(GLfloat s, GLfloat t, GLfloat r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3i(GLint s, GLint t, GLint r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3s(GLshort s, GLshort t, GLshort r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4i(GLint s, GLint t, GLint r, GLint q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORD4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexEnvf(GLenum target, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexEnvfv(GLenum target, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexEnvi(GLenum target, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXENVIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexEnviv(GLenum target, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENDPROC)(GLenum, GLenum, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_TexGend(GLenum coord, GLenum pname, GLdouble param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENDVPROC)(GLenum, GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_TexGendv(GLenum coord, GLenum pname, const GLdouble * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexGenf(GLenum coord, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexGenfv(GLenum coord, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexGeni(GLenum coord, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXGENIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexGeniv(GLenum coord, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE2DPROC)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERFPROC)(GLenum, GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterf(GLenum target, GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERFVPROC)(GLenum, GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterfv(GLenum target, GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIPROC)(GLenum, GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_TexParameteri(GLenum target, GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameteriv(GLenum target, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSLATEDPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Translated(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSLATEFPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Translatef(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2d(GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2f(GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2i(GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2s(GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3d(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3f(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3i(GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3s(GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4DPROC)(GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4FPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4i(GLint x, GLint y, GLint z, GLint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4SPROC)(GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4s(GLshort x, GLshort y, GLshort z, GLshort w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEX4SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_Vertex4sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVIEWPORTPROC)(GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_Viewport(GLint x, GLint y, GLsizei width, GLsizei height);\r
+\r
+// Extension: 1.1\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLARETEXTURESRESIDENTPROC)(GLsizei, const GLuint *, GLboolean *);\r
+static GLboolean CODEGEN_FUNCPTR Switch_AreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLARRAYELEMENTPROC)(GLint);\r
+static void CODEGEN_FUNCPTR Switch_ArrayElement(GLint i);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDTEXTUREPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindTexture(GLenum target, GLuint texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXIMAGE1DPROC)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXIMAGE2DPROC)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETETEXTURESPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteTextures(GLsizei n, const GLuint * textures);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLECLIENTSTATEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_DisableClientState(GLenum ren_array);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWARRAYSPROC)(GLenum, GLint, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DrawArrays(GLenum mode, GLint first, GLsizei count);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSPROC)(GLenum, GLsizei, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLEDGEFLAGPOINTERPROC)(GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagPointer(GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLECLIENTSTATEPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_EnableClientState(GLenum ren_array);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENTEXTURESPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenTextures(GLsizei n, GLuint * textures);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPOINTERVPROC)(GLenum, GLvoid **);\r
+static void CODEGEN_FUNCPTR Switch_GetPointerv(GLenum pname, GLvoid ** params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXPOINTERPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_IndexPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXUBPROC)(GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_Indexub(GLubyte c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINDEXUBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_Indexubv(const GLubyte * c);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLINTERLEAVEDARRAYSPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISTEXTUREPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsTexture(GLuint texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLNORMALPOINTERPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_NormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOLYGONOFFSETPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PolygonOffset(GLfloat factor, GLfloat units);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOPCLIENTATTRIBPROC)();\r
+static void CODEGEN_FUNCPTR Switch_PopClientAttrib();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPRIORITIZETEXTURESPROC)(GLsizei, const GLuint *, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_PrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPUSHCLIENTATTRIBPROC)(GLbitfield);\r
+static void CODEGEN_FUNCPTR Switch_PushClientAttrib(GLbitfield mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXCOORDPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+\r
+// Extension: 1.2\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDCOLORPROC)(GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDEQUATIONPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendEquation(GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWRANGEELEMENTSPROC)(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXIMAGE3DPROC)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);\r
+\r
+// Extension: 1.3\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLACTIVETEXTUREPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ActiveTexture(GLenum texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLIENTACTIVETEXTUREPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ClientActiveTexture(GLenum texture);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC)(GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC)(GLenum, GLint, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_GetCompressedTexImage(GLenum target, GLint level, GLvoid * img);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixd(const GLdouble * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixf(const GLfloat * m);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1DPROC)(GLenum, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1d(GLenum target, GLdouble s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1FPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1f(GLenum target, GLfloat s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1IPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1i(GLenum target, GLint s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1SPROC)(GLenum, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1s(GLenum target, GLshort s);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD1SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2DPROC)(GLenum, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2FPROC)(GLenum, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2IPROC)(GLenum, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2i(GLenum target, GLint s, GLint t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2SPROC)(GLenum, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2s(GLenum target, GLshort s, GLshort t);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD2SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3DPROC)(GLenum, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3FPROC)(GLenum, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3IPROC)(GLenum, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3SPROC)(GLenum, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD3SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4DPROC)(GLenum, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4DVPROC)(GLenum, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4dv(GLenum target, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4FPROC)(GLenum, GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4FVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4fv(GLenum target, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4IPROC)(GLenum, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4IVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4iv(GLenum target, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4SPROC)(GLenum, GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTITEXCOORD4SVPROC)(GLenum, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4sv(GLenum target, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSAMPLECOVERAGEPROC)(GLfloat, GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_SampleCoverage(GLfloat value, GLboolean invert);\r
+\r
+// Extension: 1.4\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDFUNCSEPARATEPROC)(GLenum, GLenum, GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDPOINTERPROC)(GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDDPROC)(GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordd(GLdouble coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDDVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_FogCoorddv(const GLdouble * coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDFPROC)(GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordf(GLfloat coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFOGCOORDFVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_FogCoordfv(const GLfloat * coord);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWARRAYSPROC)(GLenum, const GLint *, const GLsizei *, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLMULTIDRAWELEMENTSPROC)(GLenum, const GLsizei *, GLenum, const GLvoid *const*, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERFPROC)(GLenum, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_PointParameterf(GLenum pname, GLfloat param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERFVPROC)(GLenum, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_PointParameterfv(GLenum pname, const GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERIPROC)(GLenum, GLint);\r
+static void CODEGEN_FUNCPTR Switch_PointParameteri(GLenum pname, GLint param);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPOINTPARAMETERIVPROC)(GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_PointParameteriv(GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3BPROC)(GLbyte, GLbyte, GLbyte);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3BVPROC)(const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3bv(const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3i(GLint red, GLint green, GLint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3s(GLshort red, GLshort green, GLshort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UBPROC)(GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UBVPROC)(const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ubv(const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UIPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ui(GLuint red, GLuint green, GLuint blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3UIVPROC)(const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3uiv(const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3USPROC)(GLushort, GLushort, GLushort);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3us(GLushort red, GLushort green, GLushort blue);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLOR3USVPROC)(const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3usv(const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSECONDARYCOLORPOINTERPROC)(GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2DPROC)(GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2d(GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2FPROC)(GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2f(GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2i(GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2SPROC)(GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2s(GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS2SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2sv(const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3DPROC)(GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3d(GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3DVPROC)(const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3dv(const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3FPROC)(GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3f(GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3FVPROC)(const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3fv(const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3i(GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3IVPROC)(const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3iv(const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3SPROC)(GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3s(GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLWINDOWPOS3SVPROC)(const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3sv(const GLshort * v);\r
+\r
+// Extension: 1.5\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINQUERYPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BeginQuery(GLenum target, GLuint id);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindBuffer(GLenum target, GLuint buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBUFFERDATAPROC)(GLenum, GLsizeiptr, const GLvoid *, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEBUFFERSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteBuffers(GLsizei n, const GLuint * buffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEQUERIESPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteQueries(GLsizei n, const GLuint * ids);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDQUERYPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_EndQuery(GLenum target);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENBUFFERSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenBuffers(GLsizei n, GLuint * buffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENQUERIESPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenQueries(GLsizei n, GLuint * ids);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPARAMETERIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetBufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERPOINTERVPROC)(GLenum, GLenum, GLvoid **);\r
+static void CODEGEN_FUNCPTR Switch_GetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectiv(GLuint id, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYOBJECTUIVPROC)(GLuint, GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETQUERYIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetQueryiv(GLenum target, GLenum pname, GLint * params);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISBUFFERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsBuffer(GLuint buffer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISQUERYPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsQuery(GLuint id);\r
+typedef void * (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPBUFFERPROC)(GLenum, GLenum);\r
+static void * CODEGEN_FUNCPTR Switch_MapBuffer(GLenum target, GLenum access);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLUNMAPBUFFERPROC)(GLenum);\r
+static GLboolean CODEGEN_FUNCPTR Switch_UnmapBuffer(GLenum target);\r
+\r
+// Extension: 2.0\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLATTACHSHADERPROC)(GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_AttachShader(GLuint program, GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDATTRIBLOCATIONPROC)(GLuint, GLuint, const GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_BindAttribLocation(GLuint program, GLuint index, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOMPILESHADERPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_CompileShader(GLuint shader);\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLCREATEPROGRAMPROC)();\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateProgram();\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLCREATESHADERPROC)(GLenum);\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateShader(GLenum type);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DeleteProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETESHADERPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DeleteShader(GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDETACHSHADERPROC)(GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DetachShader(GLuint program, GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_DisableVertexAttribArray(GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWBUFFERSPROC)(GLsizei, const GLenum *);\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffers(GLsizei n, const GLenum * bufs);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_EnableVertexAttribArray(GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEATTRIBPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETATTACHEDSHADERSPROC)(GLuint, GLsizei, GLsizei *, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETATTRIBLOCATIONPROC)(GLuint, const GLchar *);\r
+static GLint CODEGEN_FUNCPTR Switch_GetAttribLocation(GLuint program, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPROGRAMINFOLOGPROC)(GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETPROGRAMIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetProgramiv(GLuint program, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERINFOLOGPROC)(GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERSOURCEPROC)(GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSHADERIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetShaderiv(GLuint shader, GLenum pname, GLint * params);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMLOCATIONPROC)(GLuint, const GLchar *);\r
+static GLint CODEGEN_FUNCPTR Switch_GetUniformLocation(GLuint program, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMFVPROC)(GLuint, GLint, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformfv(GLuint program, GLint location, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMIVPROC)(GLuint, GLint, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformiv(GLuint program, GLint location, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC)(GLuint, GLenum, GLvoid **);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBDVPROC)(GLuint, GLenum, GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBFVPROC)(GLuint, GLenum, GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribiv(GLuint index, GLenum pname, GLint * params);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISPROGRAMPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsProgram(GLuint program);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISSHADERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsShader(GLuint shader);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLLINKPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_LinkProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSHADERSOURCEPROC)(GLuint, GLsizei, const GLchar *const*, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_ShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILFUNCSEPARATEPROC)(GLenum, GLenum, GLint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILMASKSEPARATEPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_StencilMaskSeparate(GLenum face, GLuint mask);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLSTENCILOPSEPARATEPROC)(GLenum, GLenum, GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1FPROC)(GLint, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1f(GLint location, GLfloat v0);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1IPROC)(GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1i(GLint location, GLint v0);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2FPROC)(GLint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2f(GLint location, GLfloat v0, GLfloat v1);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2IPROC)(GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2i(GLint location, GLint v0, GLint v1);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3FPROC)(GLint, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3IPROC)(GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4FPROC)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4FVPROC)(GLint, GLsizei, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4fv(GLint location, GLsizei count, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4IPROC)(GLint, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4IVPROC)(GLint, GLsizei, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4iv(GLint location, GLsizei count, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUSEPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_UseProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVALIDATEPROGRAMPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_ValidateProgram(GLuint program);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1DPROC)(GLuint, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1d(GLuint index, GLdouble x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1FPROC)(GLuint, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1f(GLuint index, GLfloat x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1SPROC)(GLuint, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1s(GLuint index, GLshort x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB1SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2DPROC)(GLuint, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2FPROC)(GLuint, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2SPROC)(GLuint, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2s(GLuint index, GLshort x, GLshort y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB2SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3DPROC)(GLuint, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3FPROC)(GLuint, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3SPROC)(GLuint, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB3SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NBVPROC)(GLuint, const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nbv(GLuint index, const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NIVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Niv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NSVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nsv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUBPROC)(GLuint, GLubyte, GLubyte, GLubyte, GLubyte);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUBVPROC)(GLuint, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nubv(GLuint index, const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nuiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4NUSVPROC)(GLuint, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nusv(GLuint index, const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4BVPROC)(GLuint, const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4bv(GLuint index, const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4DPROC)(GLuint, GLdouble, GLdouble, GLdouble, GLdouble);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4DVPROC)(GLuint, const GLdouble *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4dv(GLuint index, const GLdouble * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4FPROC)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4FVPROC)(GLuint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4fv(GLuint index, const GLfloat * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4SPROC)(GLuint, GLshort, GLshort, GLshort, GLshort);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4UBVPROC)(GLuint, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4ubv(GLuint index, const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIB4USVPROC)(GLuint, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4usv(GLuint index, const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBPOINTERPROC)(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);\r
+\r
+// Extension: 2.1\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC)(GLint, GLsizei, GLboolean, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+\r
+// Extension: 3.0\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINCONDITIONALRENDERPROC)(GLuint, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BeginConditionalRender(GLuint id, GLenum mode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BeginTransformFeedback(GLenum primitiveMode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERBASEPROC)(GLenum, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindBufferBase(GLenum target, GLuint index, GLuint buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDBUFFERRANGEPROC)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr);\r
+static void CODEGEN_FUNCPTR Switch_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAGDATALOCATIONPROC)(GLuint, GLuint, const GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_BindFragDataLocation(GLuint program, GLuint color, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDFRAMEBUFFERPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindFramebuffer(GLenum target, GLuint framebuffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDRENDERBUFFERPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindRenderbuffer(GLenum target, GLuint renderbuffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBINDVERTEXARRAYPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_BindVertexArray(GLuint ren_array);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLBLITFRAMEBUFFERPROC)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\r
+typedef GLenum (CODEGEN_FUNCPTR *PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC)(GLenum);\r
+static GLenum CODEGEN_FUNCPTR Switch_CheckFramebufferStatus(GLenum target);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLAMPCOLORPROC)(GLenum, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_ClampColor(GLenum target, GLenum clamp);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERFIPROC)(GLenum, GLint, GLfloat, GLint);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERFVPROC)(GLenum, GLint, const GLfloat *);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERIVPROC)(GLenum, GLint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCLEARBUFFERUIVPROC)(GLenum, GLint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOLORMASKIPROC)(GLuint, GLboolean, GLboolean, GLboolean, GLboolean);\r
+static void CODEGEN_FUNCPTR Switch_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEFRAMEBUFFERSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteFramebuffers(GLsizei n, const GLuint * framebuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETERENDERBUFFERSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDELETEVERTEXARRAYSPROC)(GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_DeleteVertexArrays(GLsizei n, const GLuint * arrays);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDISABLEIPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Disablei(GLenum target, GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENABLEIPROC)(GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Enablei(GLenum target, GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDCONDITIONALRENDERPROC)();\r
+static void CODEGEN_FUNCPTR Switch_EndConditionalRender();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC)();\r
+static void CODEGEN_FUNCPTR Switch_EndTransformFeedback();\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum, GLintptr, GLsizeiptr);\r
+static void CODEGEN_FUNCPTR Switch_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC)(GLenum, GLenum, GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC)(GLenum, GLenum, GLenum, GLuint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC)(GLenum, GLenum, GLenum, GLuint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC)(GLenum, GLenum, GLenum, GLuint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC)(GLenum, GLenum, GLuint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENFRAMEBUFFERSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenFramebuffers(GLsizei n, GLuint * framebuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENRENDERBUFFERSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenRenderbuffers(GLsizei n, GLuint * renderbuffers);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENVERTEXARRAYSPROC)(GLsizei, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GenVertexArrays(GLsizei n, GLuint * arrays);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGENERATEMIPMAPPROC)(GLenum);\r
+static void CODEGEN_FUNCPTR Switch_GenerateMipmap(GLenum target);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETBOOLEANI_VPROC)(GLenum, GLuint, GLboolean *);\r
+static void CODEGEN_FUNCPTR Switch_GetBooleani_v(GLenum target, GLuint index, GLboolean * data);\r
+typedef GLint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAGDATALOCATIONPROC)(GLuint, const GLchar *);\r
+static GLint CODEGEN_FUNCPTR Switch_GetFragDataLocation(GLuint program, const GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum, GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETINTEGERI_VPROC)(GLenum, GLuint, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetIntegeri_v(GLenum target, GLuint index, GLint * data);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);\r
+typedef const GLubyte * (CODEGEN_FUNCPTR *PFN_PTRC_GLGETSTRINGIPROC)(GLenum, GLuint);\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetStringi(GLenum name, GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIIVPROC)(GLenum, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIiv(GLenum target, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTEXPARAMETERIUIVPROC)(GLenum, GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMUIVPROC)(GLuint, GLint, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformuiv(GLuint program, GLint location, GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIIVPROC)(GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIiv(GLuint index, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC)(GLuint, GLenum, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISENABLEDIPROC)(GLenum, GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabledi(GLenum target, GLuint index);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISFRAMEBUFFERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsFramebuffer(GLuint framebuffer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISRENDERBUFFERPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsRenderbuffer(GLuint renderbuffer);\r
+typedef GLboolean (CODEGEN_FUNCPTR *PFN_PTRC_GLISVERTEXARRAYPROC)(GLuint);\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsVertexArray(GLuint ren_array);\r
+typedef void * (CODEGEN_FUNCPTR *PFN_PTRC_GLMAPBUFFERRANGEPROC)(GLenum, GLintptr, GLsizeiptr, GLbitfield);\r
+static void * CODEGEN_FUNCPTR Switch_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERBUFFERSTORAGEPROC)(GLenum, GLenum, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum, GLsizei, GLenum, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIIVPROC)(GLenum, GLenum, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIiv(GLenum target, GLenum pname, const GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXPARAMETERIUIVPROC)(GLenum, GLenum, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint, GLsizei, const GLchar *const*, GLenum);\r
+static void CODEGEN_FUNCPTR Switch_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1UIPROC)(GLint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1ui(GLint location, GLuint v0);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM1UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform1uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2UIPROC)(GLint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2ui(GLint location, GLuint v0, GLuint v1);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM2UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform2uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3UIPROC)(GLint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM3UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform3uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4UIPROC)(GLint, GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORM4UIVPROC)(GLint, GLsizei, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_Uniform4uiv(GLint location, GLsizei count, const GLuint * value);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1IPROC)(GLuint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1i(GLuint index, GLint x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1UIPROC)(GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1ui(GLuint index, GLuint x);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI1UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2IPROC)(GLuint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2i(GLuint index, GLint x, GLint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2UIPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2ui(GLuint index, GLuint x, GLuint y);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI2UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3IPROC)(GLuint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3UIPROC)(GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI3UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4BVPROC)(GLuint, const GLbyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4bv(GLuint index, const GLbyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4IPROC)(GLuint, GLint, GLint, GLint, GLint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4IVPROC)(GLuint, const GLint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4iv(GLuint index, const GLint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4SVPROC)(GLuint, const GLshort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4sv(GLuint index, const GLshort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UBVPROC)(GLuint, const GLubyte *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ubv(GLuint index, const GLubyte * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UIPROC)(GLuint, GLuint, GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4UIVPROC)(GLuint, const GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4uiv(GLuint index, const GLuint * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBI4USVPROC)(GLuint, const GLushort *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4usv(GLuint index, const GLushort * v);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC)(GLuint, GLint, GLenum, GLsizei, const GLvoid *);\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+\r
+// Extension: 3.1\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLCOPYBUFFERSUBDATAPROC)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr);\r
+static void CODEGEN_FUNCPTR Switch_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC)(GLenum, GLint, GLsizei, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC)(GLenum, GLsizei, GLenum, const GLvoid *, GLsizei);\r
+static void CODEGEN_FUNCPTR Switch_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint, GLuint, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC)(GLuint, GLsizei, const GLuint *, GLenum, GLint *);\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);\r
+typedef GLuint (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC)(GLuint, const GLchar *);\r
+static GLuint CODEGEN_FUNCPTR Switch_GetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLGETUNIFORMINDICESPROC)(GLuint, GLsizei, const GLchar *const*, GLuint *);\r
+static void CODEGEN_FUNCPTR Switch_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC)(GLuint);\r
+static void CODEGEN_FUNCPTR Switch_PrimitiveRestartIndex(GLuint index);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLTEXBUFFERPROC)(GLenum, GLenum, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer);\r
+typedef void (CODEGEN_FUNCPTR *PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC)(GLuint, GLuint, GLuint);\r
+static void CODEGEN_FUNCPTR Switch_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\r
+\r
+\r
+// Extension: 1.0\r
+PFN_PTRC_GLACCUMPROC _ptrc_glAccum = Switch_Accum;\r
+PFN_PTRC_GLALPHAFUNCPROC _ptrc_glAlphaFunc = Switch_AlphaFunc;\r
+PFN_PTRC_GLBEGINPROC _ptrc_glBegin = Switch_Begin;\r
+PFN_PTRC_GLBITMAPPROC _ptrc_glBitmap = Switch_Bitmap;\r
+PFN_PTRC_GLBLENDFUNCPROC _ptrc_glBlendFunc = Switch_BlendFunc;\r
+PFN_PTRC_GLCALLLISTPROC _ptrc_glCallList = Switch_CallList;\r
+PFN_PTRC_GLCALLLISTSPROC _ptrc_glCallLists = Switch_CallLists;\r
+PFN_PTRC_GLCLEARPROC _ptrc_glClear = Switch_Clear;\r
+PFN_PTRC_GLCLEARACCUMPROC _ptrc_glClearAccum = Switch_ClearAccum;\r
+PFN_PTRC_GLCLEARCOLORPROC _ptrc_glClearColor = Switch_ClearColor;\r
+PFN_PTRC_GLCLEARDEPTHPROC _ptrc_glClearDepth = Switch_ClearDepth;\r
+PFN_PTRC_GLCLEARINDEXPROC _ptrc_glClearIndex = Switch_ClearIndex;\r
+PFN_PTRC_GLCLEARSTENCILPROC _ptrc_glClearStencil = Switch_ClearStencil;\r
+PFN_PTRC_GLCLIPPLANEPROC _ptrc_glClipPlane = Switch_ClipPlane;\r
+PFN_PTRC_GLCOLOR3BPROC _ptrc_glColor3b = Switch_Color3b;\r
+PFN_PTRC_GLCOLOR3BVPROC _ptrc_glColor3bv = Switch_Color3bv;\r
+PFN_PTRC_GLCOLOR3DPROC _ptrc_glColor3d = Switch_Color3d;\r
+PFN_PTRC_GLCOLOR3DVPROC _ptrc_glColor3dv = Switch_Color3dv;\r
+PFN_PTRC_GLCOLOR3FPROC _ptrc_glColor3f = Switch_Color3f;\r
+PFN_PTRC_GLCOLOR3FVPROC _ptrc_glColor3fv = Switch_Color3fv;\r
+PFN_PTRC_GLCOLOR3IPROC _ptrc_glColor3i = Switch_Color3i;\r
+PFN_PTRC_GLCOLOR3IVPROC _ptrc_glColor3iv = Switch_Color3iv;\r
+PFN_PTRC_GLCOLOR3SPROC _ptrc_glColor3s = Switch_Color3s;\r
+PFN_PTRC_GLCOLOR3SVPROC _ptrc_glColor3sv = Switch_Color3sv;\r
+PFN_PTRC_GLCOLOR3UBPROC _ptrc_glColor3ub = Switch_Color3ub;\r
+PFN_PTRC_GLCOLOR3UBVPROC _ptrc_glColor3ubv = Switch_Color3ubv;\r
+PFN_PTRC_GLCOLOR3UIPROC _ptrc_glColor3ui = Switch_Color3ui;\r
+PFN_PTRC_GLCOLOR3UIVPROC _ptrc_glColor3uiv = Switch_Color3uiv;\r
+PFN_PTRC_GLCOLOR3USPROC _ptrc_glColor3us = Switch_Color3us;\r
+PFN_PTRC_GLCOLOR3USVPROC _ptrc_glColor3usv = Switch_Color3usv;\r
+PFN_PTRC_GLCOLOR4BPROC _ptrc_glColor4b = Switch_Color4b;\r
+PFN_PTRC_GLCOLOR4BVPROC _ptrc_glColor4bv = Switch_Color4bv;\r
+PFN_PTRC_GLCOLOR4DPROC _ptrc_glColor4d = Switch_Color4d;\r
+PFN_PTRC_GLCOLOR4DVPROC _ptrc_glColor4dv = Switch_Color4dv;\r
+PFN_PTRC_GLCOLOR4FPROC _ptrc_glColor4f = Switch_Color4f;\r
+PFN_PTRC_GLCOLOR4FVPROC _ptrc_glColor4fv = Switch_Color4fv;\r
+PFN_PTRC_GLCOLOR4IPROC _ptrc_glColor4i = Switch_Color4i;\r
+PFN_PTRC_GLCOLOR4IVPROC _ptrc_glColor4iv = Switch_Color4iv;\r
+PFN_PTRC_GLCOLOR4SPROC _ptrc_glColor4s = Switch_Color4s;\r
+PFN_PTRC_GLCOLOR4SVPROC _ptrc_glColor4sv = Switch_Color4sv;\r
+PFN_PTRC_GLCOLOR4UBPROC _ptrc_glColor4ub = Switch_Color4ub;\r
+PFN_PTRC_GLCOLOR4UBVPROC _ptrc_glColor4ubv = Switch_Color4ubv;\r
+PFN_PTRC_GLCOLOR4UIPROC _ptrc_glColor4ui = Switch_Color4ui;\r
+PFN_PTRC_GLCOLOR4UIVPROC _ptrc_glColor4uiv = Switch_Color4uiv;\r
+PFN_PTRC_GLCOLOR4USPROC _ptrc_glColor4us = Switch_Color4us;\r
+PFN_PTRC_GLCOLOR4USVPROC _ptrc_glColor4usv = Switch_Color4usv;\r
+PFN_PTRC_GLCOLORMASKPROC _ptrc_glColorMask = Switch_ColorMask;\r
+PFN_PTRC_GLCOLORMATERIALPROC _ptrc_glColorMaterial = Switch_ColorMaterial;\r
+PFN_PTRC_GLCOPYPIXELSPROC _ptrc_glCopyPixels = Switch_CopyPixels;\r
+PFN_PTRC_GLCULLFACEPROC _ptrc_glCullFace = Switch_CullFace;\r
+PFN_PTRC_GLDELETELISTSPROC _ptrc_glDeleteLists = Switch_DeleteLists;\r
+PFN_PTRC_GLDEPTHFUNCPROC _ptrc_glDepthFunc = Switch_DepthFunc;\r
+PFN_PTRC_GLDEPTHMASKPROC _ptrc_glDepthMask = Switch_DepthMask;\r
+PFN_PTRC_GLDEPTHRANGEPROC _ptrc_glDepthRange = Switch_DepthRange;\r
+PFN_PTRC_GLDISABLEPROC _ptrc_glDisable = Switch_Disable;\r
+PFN_PTRC_GLDRAWBUFFERPROC _ptrc_glDrawBuffer = Switch_DrawBuffer;\r
+PFN_PTRC_GLDRAWPIXELSPROC _ptrc_glDrawPixels = Switch_DrawPixels;\r
+PFN_PTRC_GLEDGEFLAGPROC _ptrc_glEdgeFlag = Switch_EdgeFlag;\r
+PFN_PTRC_GLEDGEFLAGVPROC _ptrc_glEdgeFlagv = Switch_EdgeFlagv;\r
+PFN_PTRC_GLENABLEPROC _ptrc_glEnable = Switch_Enable;\r
+PFN_PTRC_GLENDPROC _ptrc_glEnd = Switch_End;\r
+PFN_PTRC_GLENDLISTPROC _ptrc_glEndList = Switch_EndList;\r
+PFN_PTRC_GLEVALCOORD1DPROC _ptrc_glEvalCoord1d = Switch_EvalCoord1d;\r
+PFN_PTRC_GLEVALCOORD1DVPROC _ptrc_glEvalCoord1dv = Switch_EvalCoord1dv;\r
+PFN_PTRC_GLEVALCOORD1FPROC _ptrc_glEvalCoord1f = Switch_EvalCoord1f;\r
+PFN_PTRC_GLEVALCOORD1FVPROC _ptrc_glEvalCoord1fv = Switch_EvalCoord1fv;\r
+PFN_PTRC_GLEVALCOORD2DPROC _ptrc_glEvalCoord2d = Switch_EvalCoord2d;\r
+PFN_PTRC_GLEVALCOORD2DVPROC _ptrc_glEvalCoord2dv = Switch_EvalCoord2dv;\r
+PFN_PTRC_GLEVALCOORD2FPROC _ptrc_glEvalCoord2f = Switch_EvalCoord2f;\r
+PFN_PTRC_GLEVALCOORD2FVPROC _ptrc_glEvalCoord2fv = Switch_EvalCoord2fv;\r
+PFN_PTRC_GLEVALMESH1PROC _ptrc_glEvalMesh1 = Switch_EvalMesh1;\r
+PFN_PTRC_GLEVALMESH2PROC _ptrc_glEvalMesh2 = Switch_EvalMesh2;\r
+PFN_PTRC_GLEVALPOINT1PROC _ptrc_glEvalPoint1 = Switch_EvalPoint1;\r
+PFN_PTRC_GLEVALPOINT2PROC _ptrc_glEvalPoint2 = Switch_EvalPoint2;\r
+PFN_PTRC_GLFEEDBACKBUFFERPROC _ptrc_glFeedbackBuffer = Switch_FeedbackBuffer;\r
+PFN_PTRC_GLFINISHPROC _ptrc_glFinish = Switch_Finish;\r
+PFN_PTRC_GLFLUSHPROC _ptrc_glFlush = Switch_Flush;\r
+PFN_PTRC_GLFOGFPROC _ptrc_glFogf = Switch_Fogf;\r
+PFN_PTRC_GLFOGFVPROC _ptrc_glFogfv = Switch_Fogfv;\r
+PFN_PTRC_GLFOGIPROC _ptrc_glFogi = Switch_Fogi;\r
+PFN_PTRC_GLFOGIVPROC _ptrc_glFogiv = Switch_Fogiv;\r
+PFN_PTRC_GLFRONTFACEPROC _ptrc_glFrontFace = Switch_FrontFace;\r
+PFN_PTRC_GLFRUSTUMPROC _ptrc_glFrustum = Switch_Frustum;\r
+PFN_PTRC_GLGENLISTSPROC _ptrc_glGenLists = Switch_GenLists;\r
+PFN_PTRC_GLGETBOOLEANVPROC _ptrc_glGetBooleanv = Switch_GetBooleanv;\r
+PFN_PTRC_GLGETCLIPPLANEPROC _ptrc_glGetClipPlane = Switch_GetClipPlane;\r
+PFN_PTRC_GLGETDOUBLEVPROC _ptrc_glGetDoublev = Switch_GetDoublev;\r
+PFN_PTRC_GLGETERRORPROC _ptrc_glGetError = Switch_GetError;\r
+PFN_PTRC_GLGETFLOATVPROC _ptrc_glGetFloatv = Switch_GetFloatv;\r
+PFN_PTRC_GLGETINTEGERVPROC _ptrc_glGetIntegerv = Switch_GetIntegerv;\r
+PFN_PTRC_GLGETLIGHTFVPROC _ptrc_glGetLightfv = Switch_GetLightfv;\r
+PFN_PTRC_GLGETLIGHTIVPROC _ptrc_glGetLightiv = Switch_GetLightiv;\r
+PFN_PTRC_GLGETMAPDVPROC _ptrc_glGetMapdv = Switch_GetMapdv;\r
+PFN_PTRC_GLGETMAPFVPROC _ptrc_glGetMapfv = Switch_GetMapfv;\r
+PFN_PTRC_GLGETMAPIVPROC _ptrc_glGetMapiv = Switch_GetMapiv;\r
+PFN_PTRC_GLGETMATERIALFVPROC _ptrc_glGetMaterialfv = Switch_GetMaterialfv;\r
+PFN_PTRC_GLGETMATERIALIVPROC _ptrc_glGetMaterialiv = Switch_GetMaterialiv;\r
+PFN_PTRC_GLGETPIXELMAPFVPROC _ptrc_glGetPixelMapfv = Switch_GetPixelMapfv;\r
+PFN_PTRC_GLGETPIXELMAPUIVPROC _ptrc_glGetPixelMapuiv = Switch_GetPixelMapuiv;\r
+PFN_PTRC_GLGETPIXELMAPUSVPROC _ptrc_glGetPixelMapusv = Switch_GetPixelMapusv;\r
+PFN_PTRC_GLGETPOLYGONSTIPPLEPROC _ptrc_glGetPolygonStipple = Switch_GetPolygonStipple;\r
+PFN_PTRC_GLGETSTRINGPROC _ptrc_glGetString = Switch_GetString;\r
+PFN_PTRC_GLGETTEXENVFVPROC _ptrc_glGetTexEnvfv = Switch_GetTexEnvfv;\r
+PFN_PTRC_GLGETTEXENVIVPROC _ptrc_glGetTexEnviv = Switch_GetTexEnviv;\r
+PFN_PTRC_GLGETTEXGENDVPROC _ptrc_glGetTexGendv = Switch_GetTexGendv;\r
+PFN_PTRC_GLGETTEXGENFVPROC _ptrc_glGetTexGenfv = Switch_GetTexGenfv;\r
+PFN_PTRC_GLGETTEXGENIVPROC _ptrc_glGetTexGeniv = Switch_GetTexGeniv;\r
+PFN_PTRC_GLGETTEXIMAGEPROC _ptrc_glGetTexImage = Switch_GetTexImage;\r
+PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC _ptrc_glGetTexLevelParameterfv = Switch_GetTexLevelParameterfv;\r
+PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC _ptrc_glGetTexLevelParameteriv = Switch_GetTexLevelParameteriv;\r
+PFN_PTRC_GLGETTEXPARAMETERFVPROC _ptrc_glGetTexParameterfv = Switch_GetTexParameterfv;\r
+PFN_PTRC_GLGETTEXPARAMETERIVPROC _ptrc_glGetTexParameteriv = Switch_GetTexParameteriv;\r
+PFN_PTRC_GLHINTPROC _ptrc_glHint = Switch_Hint;\r
+PFN_PTRC_GLINDEXMASKPROC _ptrc_glIndexMask = Switch_IndexMask;\r
+PFN_PTRC_GLINDEXDPROC _ptrc_glIndexd = Switch_Indexd;\r
+PFN_PTRC_GLINDEXDVPROC _ptrc_glIndexdv = Switch_Indexdv;\r
+PFN_PTRC_GLINDEXFPROC _ptrc_glIndexf = Switch_Indexf;\r
+PFN_PTRC_GLINDEXFVPROC _ptrc_glIndexfv = Switch_Indexfv;\r
+PFN_PTRC_GLINDEXIPROC _ptrc_glIndexi = Switch_Indexi;\r
+PFN_PTRC_GLINDEXIVPROC _ptrc_glIndexiv = Switch_Indexiv;\r
+PFN_PTRC_GLINDEXSPROC _ptrc_glIndexs = Switch_Indexs;\r
+PFN_PTRC_GLINDEXSVPROC _ptrc_glIndexsv = Switch_Indexsv;\r
+PFN_PTRC_GLINITNAMESPROC _ptrc_glInitNames = Switch_InitNames;\r
+PFN_PTRC_GLISENABLEDPROC _ptrc_glIsEnabled = Switch_IsEnabled;\r
+PFN_PTRC_GLISLISTPROC _ptrc_glIsList = Switch_IsList;\r
+PFN_PTRC_GLLIGHTMODELFPROC _ptrc_glLightModelf = Switch_LightModelf;\r
+PFN_PTRC_GLLIGHTMODELFVPROC _ptrc_glLightModelfv = Switch_LightModelfv;\r
+PFN_PTRC_GLLIGHTMODELIPROC _ptrc_glLightModeli = Switch_LightModeli;\r
+PFN_PTRC_GLLIGHTMODELIVPROC _ptrc_glLightModeliv = Switch_LightModeliv;\r
+PFN_PTRC_GLLIGHTFPROC _ptrc_glLightf = Switch_Lightf;\r
+PFN_PTRC_GLLIGHTFVPROC _ptrc_glLightfv = Switch_Lightfv;\r
+PFN_PTRC_GLLIGHTIPROC _ptrc_glLighti = Switch_Lighti;\r
+PFN_PTRC_GLLIGHTIVPROC _ptrc_glLightiv = Switch_Lightiv;\r
+PFN_PTRC_GLLINESTIPPLEPROC _ptrc_glLineStipple = Switch_LineStipple;\r
+PFN_PTRC_GLLINEWIDTHPROC _ptrc_glLineWidth = Switch_LineWidth;\r
+PFN_PTRC_GLLISTBASEPROC _ptrc_glListBase = Switch_ListBase;\r
+PFN_PTRC_GLLOADIDENTITYPROC _ptrc_glLoadIdentity = Switch_LoadIdentity;\r
+PFN_PTRC_GLLOADMATRIXDPROC _ptrc_glLoadMatrixd = Switch_LoadMatrixd;\r
+PFN_PTRC_GLLOADMATRIXFPROC _ptrc_glLoadMatrixf = Switch_LoadMatrixf;\r
+PFN_PTRC_GLLOADNAMEPROC _ptrc_glLoadName = Switch_LoadName;\r
+PFN_PTRC_GLLOGICOPPROC _ptrc_glLogicOp = Switch_LogicOp;\r
+PFN_PTRC_GLMAP1DPROC _ptrc_glMap1d = Switch_Map1d;\r
+PFN_PTRC_GLMAP1FPROC _ptrc_glMap1f = Switch_Map1f;\r
+PFN_PTRC_GLMAP2DPROC _ptrc_glMap2d = Switch_Map2d;\r
+PFN_PTRC_GLMAP2FPROC _ptrc_glMap2f = Switch_Map2f;\r
+PFN_PTRC_GLMAPGRID1DPROC _ptrc_glMapGrid1d = Switch_MapGrid1d;\r
+PFN_PTRC_GLMAPGRID1FPROC _ptrc_glMapGrid1f = Switch_MapGrid1f;\r
+PFN_PTRC_GLMAPGRID2DPROC _ptrc_glMapGrid2d = Switch_MapGrid2d;\r
+PFN_PTRC_GLMAPGRID2FPROC _ptrc_glMapGrid2f = Switch_MapGrid2f;\r
+PFN_PTRC_GLMATERIALFPROC _ptrc_glMaterialf = Switch_Materialf;\r
+PFN_PTRC_GLMATERIALFVPROC _ptrc_glMaterialfv = Switch_Materialfv;\r
+PFN_PTRC_GLMATERIALIPROC _ptrc_glMateriali = Switch_Materiali;\r
+PFN_PTRC_GLMATERIALIVPROC _ptrc_glMaterialiv = Switch_Materialiv;\r
+PFN_PTRC_GLMATRIXMODEPROC _ptrc_glMatrixMode = Switch_MatrixMode;\r
+PFN_PTRC_GLMULTMATRIXDPROC _ptrc_glMultMatrixd = Switch_MultMatrixd;\r
+PFN_PTRC_GLMULTMATRIXFPROC _ptrc_glMultMatrixf = Switch_MultMatrixf;\r
+PFN_PTRC_GLNEWLISTPROC _ptrc_glNewList = Switch_NewList;\r
+PFN_PTRC_GLNORMAL3BPROC _ptrc_glNormal3b = Switch_Normal3b;\r
+PFN_PTRC_GLNORMAL3BVPROC _ptrc_glNormal3bv = Switch_Normal3bv;\r
+PFN_PTRC_GLNORMAL3DPROC _ptrc_glNormal3d = Switch_Normal3d;\r
+PFN_PTRC_GLNORMAL3DVPROC _ptrc_glNormal3dv = Switch_Normal3dv;\r
+PFN_PTRC_GLNORMAL3FPROC _ptrc_glNormal3f = Switch_Normal3f;\r
+PFN_PTRC_GLNORMAL3FVPROC _ptrc_glNormal3fv = Switch_Normal3fv;\r
+PFN_PTRC_GLNORMAL3IPROC _ptrc_glNormal3i = Switch_Normal3i;\r
+PFN_PTRC_GLNORMAL3IVPROC _ptrc_glNormal3iv = Switch_Normal3iv;\r
+PFN_PTRC_GLNORMAL3SPROC _ptrc_glNormal3s = Switch_Normal3s;\r
+PFN_PTRC_GLNORMAL3SVPROC _ptrc_glNormal3sv = Switch_Normal3sv;\r
+PFN_PTRC_GLORTHOPROC _ptrc_glOrtho = Switch_Ortho;\r
+PFN_PTRC_GLPASSTHROUGHPROC _ptrc_glPassThrough = Switch_PassThrough;\r
+PFN_PTRC_GLPIXELMAPFVPROC _ptrc_glPixelMapfv = Switch_PixelMapfv;\r
+PFN_PTRC_GLPIXELMAPUIVPROC _ptrc_glPixelMapuiv = Switch_PixelMapuiv;\r
+PFN_PTRC_GLPIXELMAPUSVPROC _ptrc_glPixelMapusv = Switch_PixelMapusv;\r
+PFN_PTRC_GLPIXELSTOREFPROC _ptrc_glPixelStoref = Switch_PixelStoref;\r
+PFN_PTRC_GLPIXELSTOREIPROC _ptrc_glPixelStorei = Switch_PixelStorei;\r
+PFN_PTRC_GLPIXELTRANSFERFPROC _ptrc_glPixelTransferf = Switch_PixelTransferf;\r
+PFN_PTRC_GLPIXELTRANSFERIPROC _ptrc_glPixelTransferi = Switch_PixelTransferi;\r
+PFN_PTRC_GLPIXELZOOMPROC _ptrc_glPixelZoom = Switch_PixelZoom;\r
+PFN_PTRC_GLPOINTSIZEPROC _ptrc_glPointSize = Switch_PointSize;\r
+PFN_PTRC_GLPOLYGONMODEPROC _ptrc_glPolygonMode = Switch_PolygonMode;\r
+PFN_PTRC_GLPOLYGONSTIPPLEPROC _ptrc_glPolygonStipple = Switch_PolygonStipple;\r
+PFN_PTRC_GLPOPATTRIBPROC _ptrc_glPopAttrib = Switch_PopAttrib;\r
+PFN_PTRC_GLPOPMATRIXPROC _ptrc_glPopMatrix = Switch_PopMatrix;\r
+PFN_PTRC_GLPOPNAMEPROC _ptrc_glPopName = Switch_PopName;\r
+PFN_PTRC_GLPUSHATTRIBPROC _ptrc_glPushAttrib = Switch_PushAttrib;\r
+PFN_PTRC_GLPUSHMATRIXPROC _ptrc_glPushMatrix = Switch_PushMatrix;\r
+PFN_PTRC_GLPUSHNAMEPROC _ptrc_glPushName = Switch_PushName;\r
+PFN_PTRC_GLRASTERPOS2DPROC _ptrc_glRasterPos2d = Switch_RasterPos2d;\r
+PFN_PTRC_GLRASTERPOS2DVPROC _ptrc_glRasterPos2dv = Switch_RasterPos2dv;\r
+PFN_PTRC_GLRASTERPOS2FPROC _ptrc_glRasterPos2f = Switch_RasterPos2f;\r
+PFN_PTRC_GLRASTERPOS2FVPROC _ptrc_glRasterPos2fv = Switch_RasterPos2fv;\r
+PFN_PTRC_GLRASTERPOS2IPROC _ptrc_glRasterPos2i = Switch_RasterPos2i;\r
+PFN_PTRC_GLRASTERPOS2IVPROC _ptrc_glRasterPos2iv = Switch_RasterPos2iv;\r
+PFN_PTRC_GLRASTERPOS2SPROC _ptrc_glRasterPos2s = Switch_RasterPos2s;\r
+PFN_PTRC_GLRASTERPOS2SVPROC _ptrc_glRasterPos2sv = Switch_RasterPos2sv;\r
+PFN_PTRC_GLRASTERPOS3DPROC _ptrc_glRasterPos3d = Switch_RasterPos3d;\r
+PFN_PTRC_GLRASTERPOS3DVPROC _ptrc_glRasterPos3dv = Switch_RasterPos3dv;\r
+PFN_PTRC_GLRASTERPOS3FPROC _ptrc_glRasterPos3f = Switch_RasterPos3f;\r
+PFN_PTRC_GLRASTERPOS3FVPROC _ptrc_glRasterPos3fv = Switch_RasterPos3fv;\r
+PFN_PTRC_GLRASTERPOS3IPROC _ptrc_glRasterPos3i = Switch_RasterPos3i;\r
+PFN_PTRC_GLRASTERPOS3IVPROC _ptrc_glRasterPos3iv = Switch_RasterPos3iv;\r
+PFN_PTRC_GLRASTERPOS3SPROC _ptrc_glRasterPos3s = Switch_RasterPos3s;\r
+PFN_PTRC_GLRASTERPOS3SVPROC _ptrc_glRasterPos3sv = Switch_RasterPos3sv;\r
+PFN_PTRC_GLRASTERPOS4DPROC _ptrc_glRasterPos4d = Switch_RasterPos4d;\r
+PFN_PTRC_GLRASTERPOS4DVPROC _ptrc_glRasterPos4dv = Switch_RasterPos4dv;\r
+PFN_PTRC_GLRASTERPOS4FPROC _ptrc_glRasterPos4f = Switch_RasterPos4f;\r
+PFN_PTRC_GLRASTERPOS4FVPROC _ptrc_glRasterPos4fv = Switch_RasterPos4fv;\r
+PFN_PTRC_GLRASTERPOS4IPROC _ptrc_glRasterPos4i = Switch_RasterPos4i;\r
+PFN_PTRC_GLRASTERPOS4IVPROC _ptrc_glRasterPos4iv = Switch_RasterPos4iv;\r
+PFN_PTRC_GLRASTERPOS4SPROC _ptrc_glRasterPos4s = Switch_RasterPos4s;\r
+PFN_PTRC_GLRASTERPOS4SVPROC _ptrc_glRasterPos4sv = Switch_RasterPos4sv;\r
+PFN_PTRC_GLREADBUFFERPROC _ptrc_glReadBuffer = Switch_ReadBuffer;\r
+PFN_PTRC_GLREADPIXELSPROC _ptrc_glReadPixels = Switch_ReadPixels;\r
+PFN_PTRC_GLRECTDPROC _ptrc_glRectd = Switch_Rectd;\r
+PFN_PTRC_GLRECTDVPROC _ptrc_glRectdv = Switch_Rectdv;\r
+PFN_PTRC_GLRECTFPROC _ptrc_glRectf = Switch_Rectf;\r
+PFN_PTRC_GLRECTFVPROC _ptrc_glRectfv = Switch_Rectfv;\r
+PFN_PTRC_GLRECTIPROC _ptrc_glRecti = Switch_Recti;\r
+PFN_PTRC_GLRECTIVPROC _ptrc_glRectiv = Switch_Rectiv;\r
+PFN_PTRC_GLRECTSPROC _ptrc_glRects = Switch_Rects;\r
+PFN_PTRC_GLRECTSVPROC _ptrc_glRectsv = Switch_Rectsv;\r
+PFN_PTRC_GLRENDERMODEPROC _ptrc_glRenderMode = Switch_RenderMode;\r
+PFN_PTRC_GLROTATEDPROC _ptrc_glRotated = Switch_Rotated;\r
+PFN_PTRC_GLROTATEFPROC _ptrc_glRotatef = Switch_Rotatef;\r
+PFN_PTRC_GLSCALEDPROC _ptrc_glScaled = Switch_Scaled;\r
+PFN_PTRC_GLSCALEFPROC _ptrc_glScalef = Switch_Scalef;\r
+PFN_PTRC_GLSCISSORPROC _ptrc_glScissor = Switch_Scissor;\r
+PFN_PTRC_GLSELECTBUFFERPROC _ptrc_glSelectBuffer = Switch_SelectBuffer;\r
+PFN_PTRC_GLSHADEMODELPROC _ptrc_glShadeModel = Switch_ShadeModel;\r
+PFN_PTRC_GLSTENCILFUNCPROC _ptrc_glStencilFunc = Switch_StencilFunc;\r
+PFN_PTRC_GLSTENCILMASKPROC _ptrc_glStencilMask = Switch_StencilMask;\r
+PFN_PTRC_GLSTENCILOPPROC _ptrc_glStencilOp = Switch_StencilOp;\r
+PFN_PTRC_GLTEXCOORD1DPROC _ptrc_glTexCoord1d = Switch_TexCoord1d;\r
+PFN_PTRC_GLTEXCOORD1DVPROC _ptrc_glTexCoord1dv = Switch_TexCoord1dv;\r
+PFN_PTRC_GLTEXCOORD1FPROC _ptrc_glTexCoord1f = Switch_TexCoord1f;\r
+PFN_PTRC_GLTEXCOORD1FVPROC _ptrc_glTexCoord1fv = Switch_TexCoord1fv;\r
+PFN_PTRC_GLTEXCOORD1IPROC _ptrc_glTexCoord1i = Switch_TexCoord1i;\r
+PFN_PTRC_GLTEXCOORD1IVPROC _ptrc_glTexCoord1iv = Switch_TexCoord1iv;\r
+PFN_PTRC_GLTEXCOORD1SPROC _ptrc_glTexCoord1s = Switch_TexCoord1s;\r
+PFN_PTRC_GLTEXCOORD1SVPROC _ptrc_glTexCoord1sv = Switch_TexCoord1sv;\r
+PFN_PTRC_GLTEXCOORD2DPROC _ptrc_glTexCoord2d = Switch_TexCoord2d;\r
+PFN_PTRC_GLTEXCOORD2DVPROC _ptrc_glTexCoord2dv = Switch_TexCoord2dv;\r
+PFN_PTRC_GLTEXCOORD2FPROC _ptrc_glTexCoord2f = Switch_TexCoord2f;\r
+PFN_PTRC_GLTEXCOORD2FVPROC _ptrc_glTexCoord2fv = Switch_TexCoord2fv;\r
+PFN_PTRC_GLTEXCOORD2IPROC _ptrc_glTexCoord2i = Switch_TexCoord2i;\r
+PFN_PTRC_GLTEXCOORD2IVPROC _ptrc_glTexCoord2iv = Switch_TexCoord2iv;\r
+PFN_PTRC_GLTEXCOORD2SPROC _ptrc_glTexCoord2s = Switch_TexCoord2s;\r
+PFN_PTRC_GLTEXCOORD2SVPROC _ptrc_glTexCoord2sv = Switch_TexCoord2sv;\r
+PFN_PTRC_GLTEXCOORD3DPROC _ptrc_glTexCoord3d = Switch_TexCoord3d;\r
+PFN_PTRC_GLTEXCOORD3DVPROC _ptrc_glTexCoord3dv = Switch_TexCoord3dv;\r
+PFN_PTRC_GLTEXCOORD3FPROC _ptrc_glTexCoord3f = Switch_TexCoord3f;\r
+PFN_PTRC_GLTEXCOORD3FVPROC _ptrc_glTexCoord3fv = Switch_TexCoord3fv;\r
+PFN_PTRC_GLTEXCOORD3IPROC _ptrc_glTexCoord3i = Switch_TexCoord3i;\r
+PFN_PTRC_GLTEXCOORD3IVPROC _ptrc_glTexCoord3iv = Switch_TexCoord3iv;\r
+PFN_PTRC_GLTEXCOORD3SPROC _ptrc_glTexCoord3s = Switch_TexCoord3s;\r
+PFN_PTRC_GLTEXCOORD3SVPROC _ptrc_glTexCoord3sv = Switch_TexCoord3sv;\r
+PFN_PTRC_GLTEXCOORD4DPROC _ptrc_glTexCoord4d = Switch_TexCoord4d;\r
+PFN_PTRC_GLTEXCOORD4DVPROC _ptrc_glTexCoord4dv = Switch_TexCoord4dv;\r
+PFN_PTRC_GLTEXCOORD4FPROC _ptrc_glTexCoord4f = Switch_TexCoord4f;\r
+PFN_PTRC_GLTEXCOORD4FVPROC _ptrc_glTexCoord4fv = Switch_TexCoord4fv;\r
+PFN_PTRC_GLTEXCOORD4IPROC _ptrc_glTexCoord4i = Switch_TexCoord4i;\r
+PFN_PTRC_GLTEXCOORD4IVPROC _ptrc_glTexCoord4iv = Switch_TexCoord4iv;\r
+PFN_PTRC_GLTEXCOORD4SPROC _ptrc_glTexCoord4s = Switch_TexCoord4s;\r
+PFN_PTRC_GLTEXCOORD4SVPROC _ptrc_glTexCoord4sv = Switch_TexCoord4sv;\r
+PFN_PTRC_GLTEXENVFPROC _ptrc_glTexEnvf = Switch_TexEnvf;\r
+PFN_PTRC_GLTEXENVFVPROC _ptrc_glTexEnvfv = Switch_TexEnvfv;\r
+PFN_PTRC_GLTEXENVIPROC _ptrc_glTexEnvi = Switch_TexEnvi;\r
+PFN_PTRC_GLTEXENVIVPROC _ptrc_glTexEnviv = Switch_TexEnviv;\r
+PFN_PTRC_GLTEXGENDPROC _ptrc_glTexGend = Switch_TexGend;\r
+PFN_PTRC_GLTEXGENDVPROC _ptrc_glTexGendv = Switch_TexGendv;\r
+PFN_PTRC_GLTEXGENFPROC _ptrc_glTexGenf = Switch_TexGenf;\r
+PFN_PTRC_GLTEXGENFVPROC _ptrc_glTexGenfv = Switch_TexGenfv;\r
+PFN_PTRC_GLTEXGENIPROC _ptrc_glTexGeni = Switch_TexGeni;\r
+PFN_PTRC_GLTEXGENIVPROC _ptrc_glTexGeniv = Switch_TexGeniv;\r
+PFN_PTRC_GLTEXIMAGE1DPROC _ptrc_glTexImage1D = Switch_TexImage1D;\r
+PFN_PTRC_GLTEXIMAGE2DPROC _ptrc_glTexImage2D = Switch_TexImage2D;\r
+PFN_PTRC_GLTEXPARAMETERFPROC _ptrc_glTexParameterf = Switch_TexParameterf;\r
+PFN_PTRC_GLTEXPARAMETERFVPROC _ptrc_glTexParameterfv = Switch_TexParameterfv;\r
+PFN_PTRC_GLTEXPARAMETERIPROC _ptrc_glTexParameteri = Switch_TexParameteri;\r
+PFN_PTRC_GLTEXPARAMETERIVPROC _ptrc_glTexParameteriv = Switch_TexParameteriv;\r
+PFN_PTRC_GLTRANSLATEDPROC _ptrc_glTranslated = Switch_Translated;\r
+PFN_PTRC_GLTRANSLATEFPROC _ptrc_glTranslatef = Switch_Translatef;\r
+PFN_PTRC_GLVERTEX2DPROC _ptrc_glVertex2d = Switch_Vertex2d;\r
+PFN_PTRC_GLVERTEX2DVPROC _ptrc_glVertex2dv = Switch_Vertex2dv;\r
+PFN_PTRC_GLVERTEX2FPROC _ptrc_glVertex2f = Switch_Vertex2f;\r
+PFN_PTRC_GLVERTEX2FVPROC _ptrc_glVertex2fv = Switch_Vertex2fv;\r
+PFN_PTRC_GLVERTEX2IPROC _ptrc_glVertex2i = Switch_Vertex2i;\r
+PFN_PTRC_GLVERTEX2IVPROC _ptrc_glVertex2iv = Switch_Vertex2iv;\r
+PFN_PTRC_GLVERTEX2SPROC _ptrc_glVertex2s = Switch_Vertex2s;\r
+PFN_PTRC_GLVERTEX2SVPROC _ptrc_glVertex2sv = Switch_Vertex2sv;\r
+PFN_PTRC_GLVERTEX3DPROC _ptrc_glVertex3d = Switch_Vertex3d;\r
+PFN_PTRC_GLVERTEX3DVPROC _ptrc_glVertex3dv = Switch_Vertex3dv;\r
+PFN_PTRC_GLVERTEX3FPROC _ptrc_glVertex3f = Switch_Vertex3f;\r
+PFN_PTRC_GLVERTEX3FVPROC _ptrc_glVertex3fv = Switch_Vertex3fv;\r
+PFN_PTRC_GLVERTEX3IPROC _ptrc_glVertex3i = Switch_Vertex3i;\r
+PFN_PTRC_GLVERTEX3IVPROC _ptrc_glVertex3iv = Switch_Vertex3iv;\r
+PFN_PTRC_GLVERTEX3SPROC _ptrc_glVertex3s = Switch_Vertex3s;\r
+PFN_PTRC_GLVERTEX3SVPROC _ptrc_glVertex3sv = Switch_Vertex3sv;\r
+PFN_PTRC_GLVERTEX4DPROC _ptrc_glVertex4d = Switch_Vertex4d;\r
+PFN_PTRC_GLVERTEX4DVPROC _ptrc_glVertex4dv = Switch_Vertex4dv;\r
+PFN_PTRC_GLVERTEX4FPROC _ptrc_glVertex4f = Switch_Vertex4f;\r
+PFN_PTRC_GLVERTEX4FVPROC _ptrc_glVertex4fv = Switch_Vertex4fv;\r
+PFN_PTRC_GLVERTEX4IPROC _ptrc_glVertex4i = Switch_Vertex4i;\r
+PFN_PTRC_GLVERTEX4IVPROC _ptrc_glVertex4iv = Switch_Vertex4iv;\r
+PFN_PTRC_GLVERTEX4SPROC _ptrc_glVertex4s = Switch_Vertex4s;\r
+PFN_PTRC_GLVERTEX4SVPROC _ptrc_glVertex4sv = Switch_Vertex4sv;\r
+PFN_PTRC_GLVIEWPORTPROC _ptrc_glViewport = Switch_Viewport;\r
+\r
+// Extension: 1.1\r
+PFN_PTRC_GLARETEXTURESRESIDENTPROC _ptrc_glAreTexturesResident = Switch_AreTexturesResident;\r
+PFN_PTRC_GLARRAYELEMENTPROC _ptrc_glArrayElement = Switch_ArrayElement;\r
+PFN_PTRC_GLBINDTEXTUREPROC _ptrc_glBindTexture = Switch_BindTexture;\r
+PFN_PTRC_GLCOLORPOINTERPROC _ptrc_glColorPointer = Switch_ColorPointer;\r
+PFN_PTRC_GLCOPYTEXIMAGE1DPROC _ptrc_glCopyTexImage1D = Switch_CopyTexImage1D;\r
+PFN_PTRC_GLCOPYTEXIMAGE2DPROC _ptrc_glCopyTexImage2D = Switch_CopyTexImage2D;\r
+PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC _ptrc_glCopyTexSubImage1D = Switch_CopyTexSubImage1D;\r
+PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC _ptrc_glCopyTexSubImage2D = Switch_CopyTexSubImage2D;\r
+PFN_PTRC_GLDELETETEXTURESPROC _ptrc_glDeleteTextures = Switch_DeleteTextures;\r
+PFN_PTRC_GLDISABLECLIENTSTATEPROC _ptrc_glDisableClientState = Switch_DisableClientState;\r
+PFN_PTRC_GLDRAWARRAYSPROC _ptrc_glDrawArrays = Switch_DrawArrays;\r
+PFN_PTRC_GLDRAWELEMENTSPROC _ptrc_glDrawElements = Switch_DrawElements;\r
+PFN_PTRC_GLEDGEFLAGPOINTERPROC _ptrc_glEdgeFlagPointer = Switch_EdgeFlagPointer;\r
+PFN_PTRC_GLENABLECLIENTSTATEPROC _ptrc_glEnableClientState = Switch_EnableClientState;\r
+PFN_PTRC_GLGENTEXTURESPROC _ptrc_glGenTextures = Switch_GenTextures;\r
+PFN_PTRC_GLGETPOINTERVPROC _ptrc_glGetPointerv = Switch_GetPointerv;\r
+PFN_PTRC_GLINDEXPOINTERPROC _ptrc_glIndexPointer = Switch_IndexPointer;\r
+PFN_PTRC_GLINDEXUBPROC _ptrc_glIndexub = Switch_Indexub;\r
+PFN_PTRC_GLINDEXUBVPROC _ptrc_glIndexubv = Switch_Indexubv;\r
+PFN_PTRC_GLINTERLEAVEDARRAYSPROC _ptrc_glInterleavedArrays = Switch_InterleavedArrays;\r
+PFN_PTRC_GLISTEXTUREPROC _ptrc_glIsTexture = Switch_IsTexture;\r
+PFN_PTRC_GLNORMALPOINTERPROC _ptrc_glNormalPointer = Switch_NormalPointer;\r
+PFN_PTRC_GLPOLYGONOFFSETPROC _ptrc_glPolygonOffset = Switch_PolygonOffset;\r
+PFN_PTRC_GLPOPCLIENTATTRIBPROC _ptrc_glPopClientAttrib = Switch_PopClientAttrib;\r
+PFN_PTRC_GLPRIORITIZETEXTURESPROC _ptrc_glPrioritizeTextures = Switch_PrioritizeTextures;\r
+PFN_PTRC_GLPUSHCLIENTATTRIBPROC _ptrc_glPushClientAttrib = Switch_PushClientAttrib;\r
+PFN_PTRC_GLTEXCOORDPOINTERPROC _ptrc_glTexCoordPointer = Switch_TexCoordPointer;\r
+PFN_PTRC_GLTEXSUBIMAGE1DPROC _ptrc_glTexSubImage1D = Switch_TexSubImage1D;\r
+PFN_PTRC_GLTEXSUBIMAGE2DPROC _ptrc_glTexSubImage2D = Switch_TexSubImage2D;\r
+PFN_PTRC_GLVERTEXPOINTERPROC _ptrc_glVertexPointer = Switch_VertexPointer;\r
+\r
+// Extension: 1.2\r
+PFN_PTRC_GLBLENDCOLORPROC _ptrc_glBlendColor = Switch_BlendColor;\r
+PFN_PTRC_GLBLENDEQUATIONPROC _ptrc_glBlendEquation = Switch_BlendEquation;\r
+PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC _ptrc_glCopyTexSubImage3D = Switch_CopyTexSubImage3D;\r
+PFN_PTRC_GLDRAWRANGEELEMENTSPROC _ptrc_glDrawRangeElements = Switch_DrawRangeElements;\r
+PFN_PTRC_GLTEXIMAGE3DPROC _ptrc_glTexImage3D = Switch_TexImage3D;\r
+PFN_PTRC_GLTEXSUBIMAGE3DPROC _ptrc_glTexSubImage3D = Switch_TexSubImage3D;\r
+\r
+// Extension: 1.3\r
+PFN_PTRC_GLACTIVETEXTUREPROC _ptrc_glActiveTexture = Switch_ActiveTexture;\r
+PFN_PTRC_GLCLIENTACTIVETEXTUREPROC _ptrc_glClientActiveTexture = Switch_ClientActiveTexture;\r
+PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC _ptrc_glCompressedTexImage1D = Switch_CompressedTexImage1D;\r
+PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC _ptrc_glCompressedTexImage2D = Switch_CompressedTexImage2D;\r
+PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC _ptrc_glCompressedTexImage3D = Switch_CompressedTexImage3D;\r
+PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC _ptrc_glCompressedTexSubImage1D = Switch_CompressedTexSubImage1D;\r
+PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC _ptrc_glCompressedTexSubImage2D = Switch_CompressedTexSubImage2D;\r
+PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC _ptrc_glCompressedTexSubImage3D = Switch_CompressedTexSubImage3D;\r
+PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC _ptrc_glGetCompressedTexImage = Switch_GetCompressedTexImage;\r
+PFN_PTRC_GLLOADTRANSPOSEMATRIXDPROC _ptrc_glLoadTransposeMatrixd = Switch_LoadTransposeMatrixd;\r
+PFN_PTRC_GLLOADTRANSPOSEMATRIXFPROC _ptrc_glLoadTransposeMatrixf = Switch_LoadTransposeMatrixf;\r
+PFN_PTRC_GLMULTTRANSPOSEMATRIXDPROC _ptrc_glMultTransposeMatrixd = Switch_MultTransposeMatrixd;\r
+PFN_PTRC_GLMULTTRANSPOSEMATRIXFPROC _ptrc_glMultTransposeMatrixf = Switch_MultTransposeMatrixf;\r
+PFN_PTRC_GLMULTITEXCOORD1DPROC _ptrc_glMultiTexCoord1d = Switch_MultiTexCoord1d;\r
+PFN_PTRC_GLMULTITEXCOORD1DVPROC _ptrc_glMultiTexCoord1dv = Switch_MultiTexCoord1dv;\r
+PFN_PTRC_GLMULTITEXCOORD1FPROC _ptrc_glMultiTexCoord1f = Switch_MultiTexCoord1f;\r
+PFN_PTRC_GLMULTITEXCOORD1FVPROC _ptrc_glMultiTexCoord1fv = Switch_MultiTexCoord1fv;\r
+PFN_PTRC_GLMULTITEXCOORD1IPROC _ptrc_glMultiTexCoord1i = Switch_MultiTexCoord1i;\r
+PFN_PTRC_GLMULTITEXCOORD1IVPROC _ptrc_glMultiTexCoord1iv = Switch_MultiTexCoord1iv;\r
+PFN_PTRC_GLMULTITEXCOORD1SPROC _ptrc_glMultiTexCoord1s = Switch_MultiTexCoord1s;\r
+PFN_PTRC_GLMULTITEXCOORD1SVPROC _ptrc_glMultiTexCoord1sv = Switch_MultiTexCoord1sv;\r
+PFN_PTRC_GLMULTITEXCOORD2DPROC _ptrc_glMultiTexCoord2d = Switch_MultiTexCoord2d;\r
+PFN_PTRC_GLMULTITEXCOORD2DVPROC _ptrc_glMultiTexCoord2dv = Switch_MultiTexCoord2dv;\r
+PFN_PTRC_GLMULTITEXCOORD2FPROC _ptrc_glMultiTexCoord2f = Switch_MultiTexCoord2f;\r
+PFN_PTRC_GLMULTITEXCOORD2FVPROC _ptrc_glMultiTexCoord2fv = Switch_MultiTexCoord2fv;\r
+PFN_PTRC_GLMULTITEXCOORD2IPROC _ptrc_glMultiTexCoord2i = Switch_MultiTexCoord2i;\r
+PFN_PTRC_GLMULTITEXCOORD2IVPROC _ptrc_glMultiTexCoord2iv = Switch_MultiTexCoord2iv;\r
+PFN_PTRC_GLMULTITEXCOORD2SPROC _ptrc_glMultiTexCoord2s = Switch_MultiTexCoord2s;\r
+PFN_PTRC_GLMULTITEXCOORD2SVPROC _ptrc_glMultiTexCoord2sv = Switch_MultiTexCoord2sv;\r
+PFN_PTRC_GLMULTITEXCOORD3DPROC _ptrc_glMultiTexCoord3d = Switch_MultiTexCoord3d;\r
+PFN_PTRC_GLMULTITEXCOORD3DVPROC _ptrc_glMultiTexCoord3dv = Switch_MultiTexCoord3dv;\r
+PFN_PTRC_GLMULTITEXCOORD3FPROC _ptrc_glMultiTexCoord3f = Switch_MultiTexCoord3f;\r
+PFN_PTRC_GLMULTITEXCOORD3FVPROC _ptrc_glMultiTexCoord3fv = Switch_MultiTexCoord3fv;\r
+PFN_PTRC_GLMULTITEXCOORD3IPROC _ptrc_glMultiTexCoord3i = Switch_MultiTexCoord3i;\r
+PFN_PTRC_GLMULTITEXCOORD3IVPROC _ptrc_glMultiTexCoord3iv = Switch_MultiTexCoord3iv;\r
+PFN_PTRC_GLMULTITEXCOORD3SPROC _ptrc_glMultiTexCoord3s = Switch_MultiTexCoord3s;\r
+PFN_PTRC_GLMULTITEXCOORD3SVPROC _ptrc_glMultiTexCoord3sv = Switch_MultiTexCoord3sv;\r
+PFN_PTRC_GLMULTITEXCOORD4DPROC _ptrc_glMultiTexCoord4d = Switch_MultiTexCoord4d;\r
+PFN_PTRC_GLMULTITEXCOORD4DVPROC _ptrc_glMultiTexCoord4dv = Switch_MultiTexCoord4dv;\r
+PFN_PTRC_GLMULTITEXCOORD4FPROC _ptrc_glMultiTexCoord4f = Switch_MultiTexCoord4f;\r
+PFN_PTRC_GLMULTITEXCOORD4FVPROC _ptrc_glMultiTexCoord4fv = Switch_MultiTexCoord4fv;\r
+PFN_PTRC_GLMULTITEXCOORD4IPROC _ptrc_glMultiTexCoord4i = Switch_MultiTexCoord4i;\r
+PFN_PTRC_GLMULTITEXCOORD4IVPROC _ptrc_glMultiTexCoord4iv = Switch_MultiTexCoord4iv;\r
+PFN_PTRC_GLMULTITEXCOORD4SPROC _ptrc_glMultiTexCoord4s = Switch_MultiTexCoord4s;\r
+PFN_PTRC_GLMULTITEXCOORD4SVPROC _ptrc_glMultiTexCoord4sv = Switch_MultiTexCoord4sv;\r
+PFN_PTRC_GLSAMPLECOVERAGEPROC _ptrc_glSampleCoverage = Switch_SampleCoverage;\r
+\r
+// Extension: 1.4\r
+PFN_PTRC_GLBLENDFUNCSEPARATEPROC _ptrc_glBlendFuncSeparate = Switch_BlendFuncSeparate;\r
+PFN_PTRC_GLFOGCOORDPOINTERPROC _ptrc_glFogCoordPointer = Switch_FogCoordPointer;\r
+PFN_PTRC_GLFOGCOORDDPROC _ptrc_glFogCoordd = Switch_FogCoordd;\r
+PFN_PTRC_GLFOGCOORDDVPROC _ptrc_glFogCoorddv = Switch_FogCoorddv;\r
+PFN_PTRC_GLFOGCOORDFPROC _ptrc_glFogCoordf = Switch_FogCoordf;\r
+PFN_PTRC_GLFOGCOORDFVPROC _ptrc_glFogCoordfv = Switch_FogCoordfv;\r
+PFN_PTRC_GLMULTIDRAWARRAYSPROC _ptrc_glMultiDrawArrays = Switch_MultiDrawArrays;\r
+PFN_PTRC_GLMULTIDRAWELEMENTSPROC _ptrc_glMultiDrawElements = Switch_MultiDrawElements;\r
+PFN_PTRC_GLPOINTPARAMETERFPROC _ptrc_glPointParameterf = Switch_PointParameterf;\r
+PFN_PTRC_GLPOINTPARAMETERFVPROC _ptrc_glPointParameterfv = Switch_PointParameterfv;\r
+PFN_PTRC_GLPOINTPARAMETERIPROC _ptrc_glPointParameteri = Switch_PointParameteri;\r
+PFN_PTRC_GLPOINTPARAMETERIVPROC _ptrc_glPointParameteriv = Switch_PointParameteriv;\r
+PFN_PTRC_GLSECONDARYCOLOR3BPROC _ptrc_glSecondaryColor3b = Switch_SecondaryColor3b;\r
+PFN_PTRC_GLSECONDARYCOLOR3BVPROC _ptrc_glSecondaryColor3bv = Switch_SecondaryColor3bv;\r
+PFN_PTRC_GLSECONDARYCOLOR3DPROC _ptrc_glSecondaryColor3d = Switch_SecondaryColor3d;\r
+PFN_PTRC_GLSECONDARYCOLOR3DVPROC _ptrc_glSecondaryColor3dv = Switch_SecondaryColor3dv;\r
+PFN_PTRC_GLSECONDARYCOLOR3FPROC _ptrc_glSecondaryColor3f = Switch_SecondaryColor3f;\r
+PFN_PTRC_GLSECONDARYCOLOR3FVPROC _ptrc_glSecondaryColor3fv = Switch_SecondaryColor3fv;\r
+PFN_PTRC_GLSECONDARYCOLOR3IPROC _ptrc_glSecondaryColor3i = Switch_SecondaryColor3i;\r
+PFN_PTRC_GLSECONDARYCOLOR3IVPROC _ptrc_glSecondaryColor3iv = Switch_SecondaryColor3iv;\r
+PFN_PTRC_GLSECONDARYCOLOR3SPROC _ptrc_glSecondaryColor3s = Switch_SecondaryColor3s;\r
+PFN_PTRC_GLSECONDARYCOLOR3SVPROC _ptrc_glSecondaryColor3sv = Switch_SecondaryColor3sv;\r
+PFN_PTRC_GLSECONDARYCOLOR3UBPROC _ptrc_glSecondaryColor3ub = Switch_SecondaryColor3ub;\r
+PFN_PTRC_GLSECONDARYCOLOR3UBVPROC _ptrc_glSecondaryColor3ubv = Switch_SecondaryColor3ubv;\r
+PFN_PTRC_GLSECONDARYCOLOR3UIPROC _ptrc_glSecondaryColor3ui = Switch_SecondaryColor3ui;\r
+PFN_PTRC_GLSECONDARYCOLOR3UIVPROC _ptrc_glSecondaryColor3uiv = Switch_SecondaryColor3uiv;\r
+PFN_PTRC_GLSECONDARYCOLOR3USPROC _ptrc_glSecondaryColor3us = Switch_SecondaryColor3us;\r
+PFN_PTRC_GLSECONDARYCOLOR3USVPROC _ptrc_glSecondaryColor3usv = Switch_SecondaryColor3usv;\r
+PFN_PTRC_GLSECONDARYCOLORPOINTERPROC _ptrc_glSecondaryColorPointer = Switch_SecondaryColorPointer;\r
+PFN_PTRC_GLWINDOWPOS2DPROC _ptrc_glWindowPos2d = Switch_WindowPos2d;\r
+PFN_PTRC_GLWINDOWPOS2DVPROC _ptrc_glWindowPos2dv = Switch_WindowPos2dv;\r
+PFN_PTRC_GLWINDOWPOS2FPROC _ptrc_glWindowPos2f = Switch_WindowPos2f;\r
+PFN_PTRC_GLWINDOWPOS2FVPROC _ptrc_glWindowPos2fv = Switch_WindowPos2fv;\r
+PFN_PTRC_GLWINDOWPOS2IPROC _ptrc_glWindowPos2i = Switch_WindowPos2i;\r
+PFN_PTRC_GLWINDOWPOS2IVPROC _ptrc_glWindowPos2iv = Switch_WindowPos2iv;\r
+PFN_PTRC_GLWINDOWPOS2SPROC _ptrc_glWindowPos2s = Switch_WindowPos2s;\r
+PFN_PTRC_GLWINDOWPOS2SVPROC _ptrc_glWindowPos2sv = Switch_WindowPos2sv;\r
+PFN_PTRC_GLWINDOWPOS3DPROC _ptrc_glWindowPos3d = Switch_WindowPos3d;\r
+PFN_PTRC_GLWINDOWPOS3DVPROC _ptrc_glWindowPos3dv = Switch_WindowPos3dv;\r
+PFN_PTRC_GLWINDOWPOS3FPROC _ptrc_glWindowPos3f = Switch_WindowPos3f;\r
+PFN_PTRC_GLWINDOWPOS3FVPROC _ptrc_glWindowPos3fv = Switch_WindowPos3fv;\r
+PFN_PTRC_GLWINDOWPOS3IPROC _ptrc_glWindowPos3i = Switch_WindowPos3i;\r
+PFN_PTRC_GLWINDOWPOS3IVPROC _ptrc_glWindowPos3iv = Switch_WindowPos3iv;\r
+PFN_PTRC_GLWINDOWPOS3SPROC _ptrc_glWindowPos3s = Switch_WindowPos3s;\r
+PFN_PTRC_GLWINDOWPOS3SVPROC _ptrc_glWindowPos3sv = Switch_WindowPos3sv;\r
+\r
+// Extension: 1.5\r
+PFN_PTRC_GLBEGINQUERYPROC _ptrc_glBeginQuery = Switch_BeginQuery;\r
+PFN_PTRC_GLBINDBUFFERPROC _ptrc_glBindBuffer = Switch_BindBuffer;\r
+PFN_PTRC_GLBUFFERDATAPROC _ptrc_glBufferData = Switch_BufferData;\r
+PFN_PTRC_GLBUFFERSUBDATAPROC _ptrc_glBufferSubData = Switch_BufferSubData;\r
+PFN_PTRC_GLDELETEBUFFERSPROC _ptrc_glDeleteBuffers = Switch_DeleteBuffers;\r
+PFN_PTRC_GLDELETEQUERIESPROC _ptrc_glDeleteQueries = Switch_DeleteQueries;\r
+PFN_PTRC_GLENDQUERYPROC _ptrc_glEndQuery = Switch_EndQuery;\r
+PFN_PTRC_GLGENBUFFERSPROC _ptrc_glGenBuffers = Switch_GenBuffers;\r
+PFN_PTRC_GLGENQUERIESPROC _ptrc_glGenQueries = Switch_GenQueries;\r
+PFN_PTRC_GLGETBUFFERPARAMETERIVPROC _ptrc_glGetBufferParameteriv = Switch_GetBufferParameteriv;\r
+PFN_PTRC_GLGETBUFFERPOINTERVPROC _ptrc_glGetBufferPointerv = Switch_GetBufferPointerv;\r
+PFN_PTRC_GLGETBUFFERSUBDATAPROC _ptrc_glGetBufferSubData = Switch_GetBufferSubData;\r
+PFN_PTRC_GLGETQUERYOBJECTIVPROC _ptrc_glGetQueryObjectiv = Switch_GetQueryObjectiv;\r
+PFN_PTRC_GLGETQUERYOBJECTUIVPROC _ptrc_glGetQueryObjectuiv = Switch_GetQueryObjectuiv;\r
+PFN_PTRC_GLGETQUERYIVPROC _ptrc_glGetQueryiv = Switch_GetQueryiv;\r
+PFN_PTRC_GLISBUFFERPROC _ptrc_glIsBuffer = Switch_IsBuffer;\r
+PFN_PTRC_GLISQUERYPROC _ptrc_glIsQuery = Switch_IsQuery;\r
+PFN_PTRC_GLMAPBUFFERPROC _ptrc_glMapBuffer = Switch_MapBuffer;\r
+PFN_PTRC_GLUNMAPBUFFERPROC _ptrc_glUnmapBuffer = Switch_UnmapBuffer;\r
+\r
+// Extension: 2.0\r
+PFN_PTRC_GLATTACHSHADERPROC _ptrc_glAttachShader = Switch_AttachShader;\r
+PFN_PTRC_GLBINDATTRIBLOCATIONPROC _ptrc_glBindAttribLocation = Switch_BindAttribLocation;\r
+PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC _ptrc_glBlendEquationSeparate = Switch_BlendEquationSeparate;\r
+PFN_PTRC_GLCOMPILESHADERPROC _ptrc_glCompileShader = Switch_CompileShader;\r
+PFN_PTRC_GLCREATEPROGRAMPROC _ptrc_glCreateProgram = Switch_CreateProgram;\r
+PFN_PTRC_GLCREATESHADERPROC _ptrc_glCreateShader = Switch_CreateShader;\r
+PFN_PTRC_GLDELETEPROGRAMPROC _ptrc_glDeleteProgram = Switch_DeleteProgram;\r
+PFN_PTRC_GLDELETESHADERPROC _ptrc_glDeleteShader = Switch_DeleteShader;\r
+PFN_PTRC_GLDETACHSHADERPROC _ptrc_glDetachShader = Switch_DetachShader;\r
+PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC _ptrc_glDisableVertexAttribArray = Switch_DisableVertexAttribArray;\r
+PFN_PTRC_GLDRAWBUFFERSPROC _ptrc_glDrawBuffers = Switch_DrawBuffers;\r
+PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC _ptrc_glEnableVertexAttribArray = Switch_EnableVertexAttribArray;\r
+PFN_PTRC_GLGETACTIVEATTRIBPROC _ptrc_glGetActiveAttrib = Switch_GetActiveAttrib;\r
+PFN_PTRC_GLGETACTIVEUNIFORMPROC _ptrc_glGetActiveUniform = Switch_GetActiveUniform;\r
+PFN_PTRC_GLGETATTACHEDSHADERSPROC _ptrc_glGetAttachedShaders = Switch_GetAttachedShaders;\r
+PFN_PTRC_GLGETATTRIBLOCATIONPROC _ptrc_glGetAttribLocation = Switch_GetAttribLocation;\r
+PFN_PTRC_GLGETPROGRAMINFOLOGPROC _ptrc_glGetProgramInfoLog = Switch_GetProgramInfoLog;\r
+PFN_PTRC_GLGETPROGRAMIVPROC _ptrc_glGetProgramiv = Switch_GetProgramiv;\r
+PFN_PTRC_GLGETSHADERINFOLOGPROC _ptrc_glGetShaderInfoLog = Switch_GetShaderInfoLog;\r
+PFN_PTRC_GLGETSHADERSOURCEPROC _ptrc_glGetShaderSource = Switch_GetShaderSource;\r
+PFN_PTRC_GLGETSHADERIVPROC _ptrc_glGetShaderiv = Switch_GetShaderiv;\r
+PFN_PTRC_GLGETUNIFORMLOCATIONPROC _ptrc_glGetUniformLocation = Switch_GetUniformLocation;\r
+PFN_PTRC_GLGETUNIFORMFVPROC _ptrc_glGetUniformfv = Switch_GetUniformfv;\r
+PFN_PTRC_GLGETUNIFORMIVPROC _ptrc_glGetUniformiv = Switch_GetUniformiv;\r
+PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC _ptrc_glGetVertexAttribPointerv = Switch_GetVertexAttribPointerv;\r
+PFN_PTRC_GLGETVERTEXATTRIBDVPROC _ptrc_glGetVertexAttribdv = Switch_GetVertexAttribdv;\r
+PFN_PTRC_GLGETVERTEXATTRIBFVPROC _ptrc_glGetVertexAttribfv = Switch_GetVertexAttribfv;\r
+PFN_PTRC_GLGETVERTEXATTRIBIVPROC _ptrc_glGetVertexAttribiv = Switch_GetVertexAttribiv;\r
+PFN_PTRC_GLISPROGRAMPROC _ptrc_glIsProgram = Switch_IsProgram;\r
+PFN_PTRC_GLISSHADERPROC _ptrc_glIsShader = Switch_IsShader;\r
+PFN_PTRC_GLLINKPROGRAMPROC _ptrc_glLinkProgram = Switch_LinkProgram;\r
+PFN_PTRC_GLSHADERSOURCEPROC _ptrc_glShaderSource = Switch_ShaderSource;\r
+PFN_PTRC_GLSTENCILFUNCSEPARATEPROC _ptrc_glStencilFuncSeparate = Switch_StencilFuncSeparate;\r
+PFN_PTRC_GLSTENCILMASKSEPARATEPROC _ptrc_glStencilMaskSeparate = Switch_StencilMaskSeparate;\r
+PFN_PTRC_GLSTENCILOPSEPARATEPROC _ptrc_glStencilOpSeparate = Switch_StencilOpSeparate;\r
+PFN_PTRC_GLUNIFORM1FPROC _ptrc_glUniform1f = Switch_Uniform1f;\r
+PFN_PTRC_GLUNIFORM1FVPROC _ptrc_glUniform1fv = Switch_Uniform1fv;\r
+PFN_PTRC_GLUNIFORM1IPROC _ptrc_glUniform1i = Switch_Uniform1i;\r
+PFN_PTRC_GLUNIFORM1IVPROC _ptrc_glUniform1iv = Switch_Uniform1iv;\r
+PFN_PTRC_GLUNIFORM2FPROC _ptrc_glUniform2f = Switch_Uniform2f;\r
+PFN_PTRC_GLUNIFORM2FVPROC _ptrc_glUniform2fv = Switch_Uniform2fv;\r
+PFN_PTRC_GLUNIFORM2IPROC _ptrc_glUniform2i = Switch_Uniform2i;\r
+PFN_PTRC_GLUNIFORM2IVPROC _ptrc_glUniform2iv = Switch_Uniform2iv;\r
+PFN_PTRC_GLUNIFORM3FPROC _ptrc_glUniform3f = Switch_Uniform3f;\r
+PFN_PTRC_GLUNIFORM3FVPROC _ptrc_glUniform3fv = Switch_Uniform3fv;\r
+PFN_PTRC_GLUNIFORM3IPROC _ptrc_glUniform3i = Switch_Uniform3i;\r
+PFN_PTRC_GLUNIFORM3IVPROC _ptrc_glUniform3iv = Switch_Uniform3iv;\r
+PFN_PTRC_GLUNIFORM4FPROC _ptrc_glUniform4f = Switch_Uniform4f;\r
+PFN_PTRC_GLUNIFORM4FVPROC _ptrc_glUniform4fv = Switch_Uniform4fv;\r
+PFN_PTRC_GLUNIFORM4IPROC _ptrc_glUniform4i = Switch_Uniform4i;\r
+PFN_PTRC_GLUNIFORM4IVPROC _ptrc_glUniform4iv = Switch_Uniform4iv;\r
+PFN_PTRC_GLUNIFORMMATRIX2FVPROC _ptrc_glUniformMatrix2fv = Switch_UniformMatrix2fv;\r
+PFN_PTRC_GLUNIFORMMATRIX3FVPROC _ptrc_glUniformMatrix3fv = Switch_UniformMatrix3fv;\r
+PFN_PTRC_GLUNIFORMMATRIX4FVPROC _ptrc_glUniformMatrix4fv = Switch_UniformMatrix4fv;\r
+PFN_PTRC_GLUSEPROGRAMPROC _ptrc_glUseProgram = Switch_UseProgram;\r
+PFN_PTRC_GLVALIDATEPROGRAMPROC _ptrc_glValidateProgram = Switch_ValidateProgram;\r
+PFN_PTRC_GLVERTEXATTRIB1DPROC _ptrc_glVertexAttrib1d = Switch_VertexAttrib1d;\r
+PFN_PTRC_GLVERTEXATTRIB1DVPROC _ptrc_glVertexAttrib1dv = Switch_VertexAttrib1dv;\r
+PFN_PTRC_GLVERTEXATTRIB1FPROC _ptrc_glVertexAttrib1f = Switch_VertexAttrib1f;\r
+PFN_PTRC_GLVERTEXATTRIB1FVPROC _ptrc_glVertexAttrib1fv = Switch_VertexAttrib1fv;\r
+PFN_PTRC_GLVERTEXATTRIB1SPROC _ptrc_glVertexAttrib1s = Switch_VertexAttrib1s;\r
+PFN_PTRC_GLVERTEXATTRIB1SVPROC _ptrc_glVertexAttrib1sv = Switch_VertexAttrib1sv;\r
+PFN_PTRC_GLVERTEXATTRIB2DPROC _ptrc_glVertexAttrib2d = Switch_VertexAttrib2d;\r
+PFN_PTRC_GLVERTEXATTRIB2DVPROC _ptrc_glVertexAttrib2dv = Switch_VertexAttrib2dv;\r
+PFN_PTRC_GLVERTEXATTRIB2FPROC _ptrc_glVertexAttrib2f = Switch_VertexAttrib2f;\r
+PFN_PTRC_GLVERTEXATTRIB2FVPROC _ptrc_glVertexAttrib2fv = Switch_VertexAttrib2fv;\r
+PFN_PTRC_GLVERTEXATTRIB2SPROC _ptrc_glVertexAttrib2s = Switch_VertexAttrib2s;\r
+PFN_PTRC_GLVERTEXATTRIB2SVPROC _ptrc_glVertexAttrib2sv = Switch_VertexAttrib2sv;\r
+PFN_PTRC_GLVERTEXATTRIB3DPROC _ptrc_glVertexAttrib3d = Switch_VertexAttrib3d;\r
+PFN_PTRC_GLVERTEXATTRIB3DVPROC _ptrc_glVertexAttrib3dv = Switch_VertexAttrib3dv;\r
+PFN_PTRC_GLVERTEXATTRIB3FPROC _ptrc_glVertexAttrib3f = Switch_VertexAttrib3f;\r
+PFN_PTRC_GLVERTEXATTRIB3FVPROC _ptrc_glVertexAttrib3fv = Switch_VertexAttrib3fv;\r
+PFN_PTRC_GLVERTEXATTRIB3SPROC _ptrc_glVertexAttrib3s = Switch_VertexAttrib3s;\r
+PFN_PTRC_GLVERTEXATTRIB3SVPROC _ptrc_glVertexAttrib3sv = Switch_VertexAttrib3sv;\r
+PFN_PTRC_GLVERTEXATTRIB4NBVPROC _ptrc_glVertexAttrib4Nbv = Switch_VertexAttrib4Nbv;\r
+PFN_PTRC_GLVERTEXATTRIB4NIVPROC _ptrc_glVertexAttrib4Niv = Switch_VertexAttrib4Niv;\r
+PFN_PTRC_GLVERTEXATTRIB4NSVPROC _ptrc_glVertexAttrib4Nsv = Switch_VertexAttrib4Nsv;\r
+PFN_PTRC_GLVERTEXATTRIB4NUBPROC _ptrc_glVertexAttrib4Nub = Switch_VertexAttrib4Nub;\r
+PFN_PTRC_GLVERTEXATTRIB4NUBVPROC _ptrc_glVertexAttrib4Nubv = Switch_VertexAttrib4Nubv;\r
+PFN_PTRC_GLVERTEXATTRIB4NUIVPROC _ptrc_glVertexAttrib4Nuiv = Switch_VertexAttrib4Nuiv;\r
+PFN_PTRC_GLVERTEXATTRIB4NUSVPROC _ptrc_glVertexAttrib4Nusv = Switch_VertexAttrib4Nusv;\r
+PFN_PTRC_GLVERTEXATTRIB4BVPROC _ptrc_glVertexAttrib4bv = Switch_VertexAttrib4bv;\r
+PFN_PTRC_GLVERTEXATTRIB4DPROC _ptrc_glVertexAttrib4d = Switch_VertexAttrib4d;\r
+PFN_PTRC_GLVERTEXATTRIB4DVPROC _ptrc_glVertexAttrib4dv = Switch_VertexAttrib4dv;\r
+PFN_PTRC_GLVERTEXATTRIB4FPROC _ptrc_glVertexAttrib4f = Switch_VertexAttrib4f;\r
+PFN_PTRC_GLVERTEXATTRIB4FVPROC _ptrc_glVertexAttrib4fv = Switch_VertexAttrib4fv;\r
+PFN_PTRC_GLVERTEXATTRIB4IVPROC _ptrc_glVertexAttrib4iv = Switch_VertexAttrib4iv;\r
+PFN_PTRC_GLVERTEXATTRIB4SPROC _ptrc_glVertexAttrib4s = Switch_VertexAttrib4s;\r
+PFN_PTRC_GLVERTEXATTRIB4SVPROC _ptrc_glVertexAttrib4sv = Switch_VertexAttrib4sv;\r
+PFN_PTRC_GLVERTEXATTRIB4UBVPROC _ptrc_glVertexAttrib4ubv = Switch_VertexAttrib4ubv;\r
+PFN_PTRC_GLVERTEXATTRIB4UIVPROC _ptrc_glVertexAttrib4uiv = Switch_VertexAttrib4uiv;\r
+PFN_PTRC_GLVERTEXATTRIB4USVPROC _ptrc_glVertexAttrib4usv = Switch_VertexAttrib4usv;\r
+PFN_PTRC_GLVERTEXATTRIBPOINTERPROC _ptrc_glVertexAttribPointer = Switch_VertexAttribPointer;\r
+\r
+// Extension: 2.1\r
+PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC _ptrc_glUniformMatrix2x3fv = Switch_UniformMatrix2x3fv;\r
+PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC _ptrc_glUniformMatrix2x4fv = Switch_UniformMatrix2x4fv;\r
+PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC _ptrc_glUniformMatrix3x2fv = Switch_UniformMatrix3x2fv;\r
+PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC _ptrc_glUniformMatrix3x4fv = Switch_UniformMatrix3x4fv;\r
+PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC _ptrc_glUniformMatrix4x2fv = Switch_UniformMatrix4x2fv;\r
+PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC _ptrc_glUniformMatrix4x3fv = Switch_UniformMatrix4x3fv;\r
+\r
+// Extension: 3.0\r
+PFN_PTRC_GLBEGINCONDITIONALRENDERPROC _ptrc_glBeginConditionalRender = Switch_BeginConditionalRender;\r
+PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC _ptrc_glBeginTransformFeedback = Switch_BeginTransformFeedback;\r
+PFN_PTRC_GLBINDBUFFERBASEPROC _ptrc_glBindBufferBase = Switch_BindBufferBase;\r
+PFN_PTRC_GLBINDBUFFERRANGEPROC _ptrc_glBindBufferRange = Switch_BindBufferRange;\r
+PFN_PTRC_GLBINDFRAGDATALOCATIONPROC _ptrc_glBindFragDataLocation = Switch_BindFragDataLocation;\r
+PFN_PTRC_GLBINDFRAMEBUFFERPROC _ptrc_glBindFramebuffer = Switch_BindFramebuffer;\r
+PFN_PTRC_GLBINDRENDERBUFFERPROC _ptrc_glBindRenderbuffer = Switch_BindRenderbuffer;\r
+PFN_PTRC_GLBINDVERTEXARRAYPROC _ptrc_glBindVertexArray = Switch_BindVertexArray;\r
+PFN_PTRC_GLBLITFRAMEBUFFERPROC _ptrc_glBlitFramebuffer = Switch_BlitFramebuffer;\r
+PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC _ptrc_glCheckFramebufferStatus = Switch_CheckFramebufferStatus;\r
+PFN_PTRC_GLCLAMPCOLORPROC _ptrc_glClampColor = Switch_ClampColor;\r
+PFN_PTRC_GLCLEARBUFFERFIPROC _ptrc_glClearBufferfi = Switch_ClearBufferfi;\r
+PFN_PTRC_GLCLEARBUFFERFVPROC _ptrc_glClearBufferfv = Switch_ClearBufferfv;\r
+PFN_PTRC_GLCLEARBUFFERIVPROC _ptrc_glClearBufferiv = Switch_ClearBufferiv;\r
+PFN_PTRC_GLCLEARBUFFERUIVPROC _ptrc_glClearBufferuiv = Switch_ClearBufferuiv;\r
+PFN_PTRC_GLCOLORMASKIPROC _ptrc_glColorMaski = Switch_ColorMaski;\r
+PFN_PTRC_GLDELETEFRAMEBUFFERSPROC _ptrc_glDeleteFramebuffers = Switch_DeleteFramebuffers;\r
+PFN_PTRC_GLDELETERENDERBUFFERSPROC _ptrc_glDeleteRenderbuffers = Switch_DeleteRenderbuffers;\r
+PFN_PTRC_GLDELETEVERTEXARRAYSPROC _ptrc_glDeleteVertexArrays = Switch_DeleteVertexArrays;\r
+PFN_PTRC_GLDISABLEIPROC _ptrc_glDisablei = Switch_Disablei;\r
+PFN_PTRC_GLENABLEIPROC _ptrc_glEnablei = Switch_Enablei;\r
+PFN_PTRC_GLENDCONDITIONALRENDERPROC _ptrc_glEndConditionalRender = Switch_EndConditionalRender;\r
+PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC _ptrc_glEndTransformFeedback = Switch_EndTransformFeedback;\r
+PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC _ptrc_glFlushMappedBufferRange = Switch_FlushMappedBufferRange;\r
+PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC _ptrc_glFramebufferRenderbuffer = Switch_FramebufferRenderbuffer;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC _ptrc_glFramebufferTexture1D = Switch_FramebufferTexture1D;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC _ptrc_glFramebufferTexture2D = Switch_FramebufferTexture2D;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC _ptrc_glFramebufferTexture3D = Switch_FramebufferTexture3D;\r
+PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC _ptrc_glFramebufferTextureLayer = Switch_FramebufferTextureLayer;\r
+PFN_PTRC_GLGENFRAMEBUFFERSPROC _ptrc_glGenFramebuffers = Switch_GenFramebuffers;\r
+PFN_PTRC_GLGENRENDERBUFFERSPROC _ptrc_glGenRenderbuffers = Switch_GenRenderbuffers;\r
+PFN_PTRC_GLGENVERTEXARRAYSPROC _ptrc_glGenVertexArrays = Switch_GenVertexArrays;\r
+PFN_PTRC_GLGENERATEMIPMAPPROC _ptrc_glGenerateMipmap = Switch_GenerateMipmap;\r
+PFN_PTRC_GLGETBOOLEANI_VPROC _ptrc_glGetBooleani_v = Switch_GetBooleani_v;\r
+PFN_PTRC_GLGETFRAGDATALOCATIONPROC _ptrc_glGetFragDataLocation = Switch_GetFragDataLocation;\r
+PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC _ptrc_glGetFramebufferAttachmentParameteriv = Switch_GetFramebufferAttachmentParameteriv;\r
+PFN_PTRC_GLGETINTEGERI_VPROC _ptrc_glGetIntegeri_v = Switch_GetIntegeri_v;\r
+PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC _ptrc_glGetRenderbufferParameteriv = Switch_GetRenderbufferParameteriv;\r
+PFN_PTRC_GLGETSTRINGIPROC _ptrc_glGetStringi = Switch_GetStringi;\r
+PFN_PTRC_GLGETTEXPARAMETERIIVPROC _ptrc_glGetTexParameterIiv = Switch_GetTexParameterIiv;\r
+PFN_PTRC_GLGETTEXPARAMETERIUIVPROC _ptrc_glGetTexParameterIuiv = Switch_GetTexParameterIuiv;\r
+PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC _ptrc_glGetTransformFeedbackVarying = Switch_GetTransformFeedbackVarying;\r
+PFN_PTRC_GLGETUNIFORMUIVPROC _ptrc_glGetUniformuiv = Switch_GetUniformuiv;\r
+PFN_PTRC_GLGETVERTEXATTRIBIIVPROC _ptrc_glGetVertexAttribIiv = Switch_GetVertexAttribIiv;\r
+PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC _ptrc_glGetVertexAttribIuiv = Switch_GetVertexAttribIuiv;\r
+PFN_PTRC_GLISENABLEDIPROC _ptrc_glIsEnabledi = Switch_IsEnabledi;\r
+PFN_PTRC_GLISFRAMEBUFFERPROC _ptrc_glIsFramebuffer = Switch_IsFramebuffer;\r
+PFN_PTRC_GLISRENDERBUFFERPROC _ptrc_glIsRenderbuffer = Switch_IsRenderbuffer;\r
+PFN_PTRC_GLISVERTEXARRAYPROC _ptrc_glIsVertexArray = Switch_IsVertexArray;\r
+PFN_PTRC_GLMAPBUFFERRANGEPROC _ptrc_glMapBufferRange = Switch_MapBufferRange;\r
+PFN_PTRC_GLRENDERBUFFERSTORAGEPROC _ptrc_glRenderbufferStorage = Switch_RenderbufferStorage;\r
+PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC _ptrc_glRenderbufferStorageMultisample = Switch_RenderbufferStorageMultisample;\r
+PFN_PTRC_GLTEXPARAMETERIIVPROC _ptrc_glTexParameterIiv = Switch_TexParameterIiv;\r
+PFN_PTRC_GLTEXPARAMETERIUIVPROC _ptrc_glTexParameterIuiv = Switch_TexParameterIuiv;\r
+PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC _ptrc_glTransformFeedbackVaryings = Switch_TransformFeedbackVaryings;\r
+PFN_PTRC_GLUNIFORM1UIPROC _ptrc_glUniform1ui = Switch_Uniform1ui;\r
+PFN_PTRC_GLUNIFORM1UIVPROC _ptrc_glUniform1uiv = Switch_Uniform1uiv;\r
+PFN_PTRC_GLUNIFORM2UIPROC _ptrc_glUniform2ui = Switch_Uniform2ui;\r
+PFN_PTRC_GLUNIFORM2UIVPROC _ptrc_glUniform2uiv = Switch_Uniform2uiv;\r
+PFN_PTRC_GLUNIFORM3UIPROC _ptrc_glUniform3ui = Switch_Uniform3ui;\r
+PFN_PTRC_GLUNIFORM3UIVPROC _ptrc_glUniform3uiv = Switch_Uniform3uiv;\r
+PFN_PTRC_GLUNIFORM4UIPROC _ptrc_glUniform4ui = Switch_Uniform4ui;\r
+PFN_PTRC_GLUNIFORM4UIVPROC _ptrc_glUniform4uiv = Switch_Uniform4uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI1IPROC _ptrc_glVertexAttribI1i = Switch_VertexAttribI1i;\r
+PFN_PTRC_GLVERTEXATTRIBI1IVPROC _ptrc_glVertexAttribI1iv = Switch_VertexAttribI1iv;\r
+PFN_PTRC_GLVERTEXATTRIBI1UIPROC _ptrc_glVertexAttribI1ui = Switch_VertexAttribI1ui;\r
+PFN_PTRC_GLVERTEXATTRIBI1UIVPROC _ptrc_glVertexAttribI1uiv = Switch_VertexAttribI1uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI2IPROC _ptrc_glVertexAttribI2i = Switch_VertexAttribI2i;\r
+PFN_PTRC_GLVERTEXATTRIBI2IVPROC _ptrc_glVertexAttribI2iv = Switch_VertexAttribI2iv;\r
+PFN_PTRC_GLVERTEXATTRIBI2UIPROC _ptrc_glVertexAttribI2ui = Switch_VertexAttribI2ui;\r
+PFN_PTRC_GLVERTEXATTRIBI2UIVPROC _ptrc_glVertexAttribI2uiv = Switch_VertexAttribI2uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI3IPROC _ptrc_glVertexAttribI3i = Switch_VertexAttribI3i;\r
+PFN_PTRC_GLVERTEXATTRIBI3IVPROC _ptrc_glVertexAttribI3iv = Switch_VertexAttribI3iv;\r
+PFN_PTRC_GLVERTEXATTRIBI3UIPROC _ptrc_glVertexAttribI3ui = Switch_VertexAttribI3ui;\r
+PFN_PTRC_GLVERTEXATTRIBI3UIVPROC _ptrc_glVertexAttribI3uiv = Switch_VertexAttribI3uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI4BVPROC _ptrc_glVertexAttribI4bv = Switch_VertexAttribI4bv;\r
+PFN_PTRC_GLVERTEXATTRIBI4IPROC _ptrc_glVertexAttribI4i = Switch_VertexAttribI4i;\r
+PFN_PTRC_GLVERTEXATTRIBI4IVPROC _ptrc_glVertexAttribI4iv = Switch_VertexAttribI4iv;\r
+PFN_PTRC_GLVERTEXATTRIBI4SVPROC _ptrc_glVertexAttribI4sv = Switch_VertexAttribI4sv;\r
+PFN_PTRC_GLVERTEXATTRIBI4UBVPROC _ptrc_glVertexAttribI4ubv = Switch_VertexAttribI4ubv;\r
+PFN_PTRC_GLVERTEXATTRIBI4UIPROC _ptrc_glVertexAttribI4ui = Switch_VertexAttribI4ui;\r
+PFN_PTRC_GLVERTEXATTRIBI4UIVPROC _ptrc_glVertexAttribI4uiv = Switch_VertexAttribI4uiv;\r
+PFN_PTRC_GLVERTEXATTRIBI4USVPROC _ptrc_glVertexAttribI4usv = Switch_VertexAttribI4usv;\r
+PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC _ptrc_glVertexAttribIPointer = Switch_VertexAttribIPointer;\r
+\r
+// Extension: 3.1\r
+PFN_PTRC_GLCOPYBUFFERSUBDATAPROC _ptrc_glCopyBufferSubData = Switch_CopyBufferSubData;\r
+PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC _ptrc_glDrawArraysInstanced = Switch_DrawArraysInstanced;\r
+PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC _ptrc_glDrawElementsInstanced = Switch_DrawElementsInstanced;\r
+PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC _ptrc_glGetActiveUniformBlockName = Switch_GetActiveUniformBlockName;\r
+PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC _ptrc_glGetActiveUniformBlockiv = Switch_GetActiveUniformBlockiv;\r
+PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC _ptrc_glGetActiveUniformName = Switch_GetActiveUniformName;\r
+PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC _ptrc_glGetActiveUniformsiv = Switch_GetActiveUniformsiv;\r
+PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC _ptrc_glGetUniformBlockIndex = Switch_GetUniformBlockIndex;\r
+PFN_PTRC_GLGETUNIFORMINDICESPROC _ptrc_glGetUniformIndices = Switch_GetUniformIndices;\r
+PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC _ptrc_glPrimitiveRestartIndex = Switch_PrimitiveRestartIndex;\r
+PFN_PTRC_GLTEXBUFFERPROC _ptrc_glTexBuffer = Switch_TexBuffer;\r
+PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC _ptrc_glUniformBlockBinding = Switch_UniformBlockBinding;\r
+\r
+\r
+// Extension: 1.0\r
+static void CODEGEN_FUNCPTR Switch_Accum(GLenum op, GLfloat value)\r
+{\r
+ _ptrc_glAccum = (PFN_PTRC_GLACCUMPROC)IntGetProcAddress("glAccum");\r
+ _ptrc_glAccum(op, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_AlphaFunc(GLenum func, GLfloat ref)\r
+{\r
+ _ptrc_glAlphaFunc = (PFN_PTRC_GLALPHAFUNCPROC)IntGetProcAddress("glAlphaFunc");\r
+ _ptrc_glAlphaFunc(func, ref);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Begin(GLenum mode)\r
+{\r
+ _ptrc_glBegin = (PFN_PTRC_GLBEGINPROC)IntGetProcAddress("glBegin");\r
+ _ptrc_glBegin(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)\r
+{\r
+ _ptrc_glBitmap = (PFN_PTRC_GLBITMAPPROC)IntGetProcAddress("glBitmap");\r
+ _ptrc_glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlendFunc(GLenum sfactor, GLenum dfactor)\r
+{\r
+ _ptrc_glBlendFunc = (PFN_PTRC_GLBLENDFUNCPROC)IntGetProcAddress("glBlendFunc");\r
+ _ptrc_glBlendFunc(sfactor, dfactor);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CallList(GLuint list)\r
+{\r
+ _ptrc_glCallList = (PFN_PTRC_GLCALLLISTPROC)IntGetProcAddress("glCallList");\r
+ _ptrc_glCallList(list);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CallLists(GLsizei n, GLenum type, const GLvoid * lists)\r
+{\r
+ _ptrc_glCallLists = (PFN_PTRC_GLCALLLISTSPROC)IntGetProcAddress("glCallLists");\r
+ _ptrc_glCallLists(n, type, lists);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Clear(GLbitfield mask)\r
+{\r
+ _ptrc_glClear = (PFN_PTRC_GLCLEARPROC)IntGetProcAddress("glClear");\r
+ _ptrc_glClear(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+ _ptrc_glClearAccum = (PFN_PTRC_GLCLEARACCUMPROC)IntGetProcAddress("glClearAccum");\r
+ _ptrc_glClearAccum(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+ _ptrc_glClearColor = (PFN_PTRC_GLCLEARCOLORPROC)IntGetProcAddress("glClearColor");\r
+ _ptrc_glClearColor(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearDepth(GLdouble depth)\r
+{\r
+ _ptrc_glClearDepth = (PFN_PTRC_GLCLEARDEPTHPROC)IntGetProcAddress("glClearDepth");\r
+ _ptrc_glClearDepth(depth);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearIndex(GLfloat c)\r
+{\r
+ _ptrc_glClearIndex = (PFN_PTRC_GLCLEARINDEXPROC)IntGetProcAddress("glClearIndex");\r
+ _ptrc_glClearIndex(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearStencil(GLint s)\r
+{\r
+ _ptrc_glClearStencil = (PFN_PTRC_GLCLEARSTENCILPROC)IntGetProcAddress("glClearStencil");\r
+ _ptrc_glClearStencil(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClipPlane(GLenum plane, const GLdouble * equation)\r
+{\r
+ _ptrc_glClipPlane = (PFN_PTRC_GLCLIPPLANEPROC)IntGetProcAddress("glClipPlane");\r
+ _ptrc_glClipPlane(plane, equation);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3b(GLbyte red, GLbyte green, GLbyte blue)\r
+{\r
+ _ptrc_glColor3b = (PFN_PTRC_GLCOLOR3BPROC)IntGetProcAddress("glColor3b");\r
+ _ptrc_glColor3b(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3bv(const GLbyte * v)\r
+{\r
+ _ptrc_glColor3bv = (PFN_PTRC_GLCOLOR3BVPROC)IntGetProcAddress("glColor3bv");\r
+ _ptrc_glColor3bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3d(GLdouble red, GLdouble green, GLdouble blue)\r
+{\r
+ _ptrc_glColor3d = (PFN_PTRC_GLCOLOR3DPROC)IntGetProcAddress("glColor3d");\r
+ _ptrc_glColor3d(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glColor3dv = (PFN_PTRC_GLCOLOR3DVPROC)IntGetProcAddress("glColor3dv");\r
+ _ptrc_glColor3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3f(GLfloat red, GLfloat green, GLfloat blue)\r
+{\r
+ _ptrc_glColor3f = (PFN_PTRC_GLCOLOR3FPROC)IntGetProcAddress("glColor3f");\r
+ _ptrc_glColor3f(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glColor3fv = (PFN_PTRC_GLCOLOR3FVPROC)IntGetProcAddress("glColor3fv");\r
+ _ptrc_glColor3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3i(GLint red, GLint green, GLint blue)\r
+{\r
+ _ptrc_glColor3i = (PFN_PTRC_GLCOLOR3IPROC)IntGetProcAddress("glColor3i");\r
+ _ptrc_glColor3i(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3iv(const GLint * v)\r
+{\r
+ _ptrc_glColor3iv = (PFN_PTRC_GLCOLOR3IVPROC)IntGetProcAddress("glColor3iv");\r
+ _ptrc_glColor3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3s(GLshort red, GLshort green, GLshort blue)\r
+{\r
+ _ptrc_glColor3s = (PFN_PTRC_GLCOLOR3SPROC)IntGetProcAddress("glColor3s");\r
+ _ptrc_glColor3s(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3sv(const GLshort * v)\r
+{\r
+ _ptrc_glColor3sv = (PFN_PTRC_GLCOLOR3SVPROC)IntGetProcAddress("glColor3sv");\r
+ _ptrc_glColor3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3ub(GLubyte red, GLubyte green, GLubyte blue)\r
+{\r
+ _ptrc_glColor3ub = (PFN_PTRC_GLCOLOR3UBPROC)IntGetProcAddress("glColor3ub");\r
+ _ptrc_glColor3ub(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3ubv(const GLubyte * v)\r
+{\r
+ _ptrc_glColor3ubv = (PFN_PTRC_GLCOLOR3UBVPROC)IntGetProcAddress("glColor3ubv");\r
+ _ptrc_glColor3ubv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3ui(GLuint red, GLuint green, GLuint blue)\r
+{\r
+ _ptrc_glColor3ui = (PFN_PTRC_GLCOLOR3UIPROC)IntGetProcAddress("glColor3ui");\r
+ _ptrc_glColor3ui(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3uiv(const GLuint * v)\r
+{\r
+ _ptrc_glColor3uiv = (PFN_PTRC_GLCOLOR3UIVPROC)IntGetProcAddress("glColor3uiv");\r
+ _ptrc_glColor3uiv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3us(GLushort red, GLushort green, GLushort blue)\r
+{\r
+ _ptrc_glColor3us = (PFN_PTRC_GLCOLOR3USPROC)IntGetProcAddress("glColor3us");\r
+ _ptrc_glColor3us(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color3usv(const GLushort * v)\r
+{\r
+ _ptrc_glColor3usv = (PFN_PTRC_GLCOLOR3USVPROC)IntGetProcAddress("glColor3usv");\r
+ _ptrc_glColor3usv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)\r
+{\r
+ _ptrc_glColor4b = (PFN_PTRC_GLCOLOR4BPROC)IntGetProcAddress("glColor4b");\r
+ _ptrc_glColor4b(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4bv(const GLbyte * v)\r
+{\r
+ _ptrc_glColor4bv = (PFN_PTRC_GLCOLOR4BVPROC)IntGetProcAddress("glColor4bv");\r
+ _ptrc_glColor4bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)\r
+{\r
+ _ptrc_glColor4d = (PFN_PTRC_GLCOLOR4DPROC)IntGetProcAddress("glColor4d");\r
+ _ptrc_glColor4d(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4dv(const GLdouble * v)\r
+{\r
+ _ptrc_glColor4dv = (PFN_PTRC_GLCOLOR4DVPROC)IntGetProcAddress("glColor4dv");\r
+ _ptrc_glColor4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+ _ptrc_glColor4f = (PFN_PTRC_GLCOLOR4FPROC)IntGetProcAddress("glColor4f");\r
+ _ptrc_glColor4f(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4fv(const GLfloat * v)\r
+{\r
+ _ptrc_glColor4fv = (PFN_PTRC_GLCOLOR4FVPROC)IntGetProcAddress("glColor4fv");\r
+ _ptrc_glColor4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4i(GLint red, GLint green, GLint blue, GLint alpha)\r
+{\r
+ _ptrc_glColor4i = (PFN_PTRC_GLCOLOR4IPROC)IntGetProcAddress("glColor4i");\r
+ _ptrc_glColor4i(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4iv(const GLint * v)\r
+{\r
+ _ptrc_glColor4iv = (PFN_PTRC_GLCOLOR4IVPROC)IntGetProcAddress("glColor4iv");\r
+ _ptrc_glColor4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)\r
+{\r
+ _ptrc_glColor4s = (PFN_PTRC_GLCOLOR4SPROC)IntGetProcAddress("glColor4s");\r
+ _ptrc_glColor4s(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4sv(const GLshort * v)\r
+{\r
+ _ptrc_glColor4sv = (PFN_PTRC_GLCOLOR4SVPROC)IntGetProcAddress("glColor4sv");\r
+ _ptrc_glColor4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)\r
+{\r
+ _ptrc_glColor4ub = (PFN_PTRC_GLCOLOR4UBPROC)IntGetProcAddress("glColor4ub");\r
+ _ptrc_glColor4ub(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4ubv(const GLubyte * v)\r
+{\r
+ _ptrc_glColor4ubv = (PFN_PTRC_GLCOLOR4UBVPROC)IntGetProcAddress("glColor4ubv");\r
+ _ptrc_glColor4ubv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)\r
+{\r
+ _ptrc_glColor4ui = (PFN_PTRC_GLCOLOR4UIPROC)IntGetProcAddress("glColor4ui");\r
+ _ptrc_glColor4ui(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4uiv(const GLuint * v)\r
+{\r
+ _ptrc_glColor4uiv = (PFN_PTRC_GLCOLOR4UIVPROC)IntGetProcAddress("glColor4uiv");\r
+ _ptrc_glColor4uiv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)\r
+{\r
+ _ptrc_glColor4us = (PFN_PTRC_GLCOLOR4USPROC)IntGetProcAddress("glColor4us");\r
+ _ptrc_glColor4us(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Color4usv(const GLushort * v)\r
+{\r
+ _ptrc_glColor4usv = (PFN_PTRC_GLCOLOR4USVPROC)IntGetProcAddress("glColor4usv");\r
+ _ptrc_glColor4usv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)\r
+{\r
+ _ptrc_glColorMask = (PFN_PTRC_GLCOLORMASKPROC)IntGetProcAddress("glColorMask");\r
+ _ptrc_glColorMask(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorMaterial(GLenum face, GLenum mode)\r
+{\r
+ _ptrc_glColorMaterial = (PFN_PTRC_GLCOLORMATERIALPROC)IntGetProcAddress("glColorMaterial");\r
+ _ptrc_glColorMaterial(face, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)\r
+{\r
+ _ptrc_glCopyPixels = (PFN_PTRC_GLCOPYPIXELSPROC)IntGetProcAddress("glCopyPixels");\r
+ _ptrc_glCopyPixels(x, y, width, height, type);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CullFace(GLenum mode)\r
+{\r
+ _ptrc_glCullFace = (PFN_PTRC_GLCULLFACEPROC)IntGetProcAddress("glCullFace");\r
+ _ptrc_glCullFace(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteLists(GLuint list, GLsizei range)\r
+{\r
+ _ptrc_glDeleteLists = (PFN_PTRC_GLDELETELISTSPROC)IntGetProcAddress("glDeleteLists");\r
+ _ptrc_glDeleteLists(list, range);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DepthFunc(GLenum func)\r
+{\r
+ _ptrc_glDepthFunc = (PFN_PTRC_GLDEPTHFUNCPROC)IntGetProcAddress("glDepthFunc");\r
+ _ptrc_glDepthFunc(func);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DepthMask(GLboolean flag)\r
+{\r
+ _ptrc_glDepthMask = (PFN_PTRC_GLDEPTHMASKPROC)IntGetProcAddress("glDepthMask");\r
+ _ptrc_glDepthMask(flag);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DepthRange(GLdouble ren_near, GLdouble ren_far)\r
+{\r
+ _ptrc_glDepthRange = (PFN_PTRC_GLDEPTHRANGEPROC)IntGetProcAddress("glDepthRange");\r
+ _ptrc_glDepthRange(ren_near, ren_far);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Disable(GLenum cap)\r
+{\r
+ _ptrc_glDisable = (PFN_PTRC_GLDISABLEPROC)IntGetProcAddress("glDisable");\r
+ _ptrc_glDisable(cap);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffer(GLenum mode)\r
+{\r
+ _ptrc_glDrawBuffer = (PFN_PTRC_GLDRAWBUFFERPROC)IntGetProcAddress("glDrawBuffer");\r
+ _ptrc_glDrawBuffer(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glDrawPixels = (PFN_PTRC_GLDRAWPIXELSPROC)IntGetProcAddress("glDrawPixels");\r
+ _ptrc_glDrawPixels(width, height, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlag(GLboolean flag)\r
+{\r
+ _ptrc_glEdgeFlag = (PFN_PTRC_GLEDGEFLAGPROC)IntGetProcAddress("glEdgeFlag");\r
+ _ptrc_glEdgeFlag(flag);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagv(const GLboolean * flag)\r
+{\r
+ _ptrc_glEdgeFlagv = (PFN_PTRC_GLEDGEFLAGVPROC)IntGetProcAddress("glEdgeFlagv");\r
+ _ptrc_glEdgeFlagv(flag);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Enable(GLenum cap)\r
+{\r
+ _ptrc_glEnable = (PFN_PTRC_GLENABLEPROC)IntGetProcAddress("glEnable");\r
+ _ptrc_glEnable(cap);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_End()\r
+{\r
+ _ptrc_glEnd = (PFN_PTRC_GLENDPROC)IntGetProcAddress("glEnd");\r
+ _ptrc_glEnd();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndList()\r
+{\r
+ _ptrc_glEndList = (PFN_PTRC_GLENDLISTPROC)IntGetProcAddress("glEndList");\r
+ _ptrc_glEndList();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1d(GLdouble u)\r
+{\r
+ _ptrc_glEvalCoord1d = (PFN_PTRC_GLEVALCOORD1DPROC)IntGetProcAddress("glEvalCoord1d");\r
+ _ptrc_glEvalCoord1d(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1dv(const GLdouble * u)\r
+{\r
+ _ptrc_glEvalCoord1dv = (PFN_PTRC_GLEVALCOORD1DVPROC)IntGetProcAddress("glEvalCoord1dv");\r
+ _ptrc_glEvalCoord1dv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1f(GLfloat u)\r
+{\r
+ _ptrc_glEvalCoord1f = (PFN_PTRC_GLEVALCOORD1FPROC)IntGetProcAddress("glEvalCoord1f");\r
+ _ptrc_glEvalCoord1f(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord1fv(const GLfloat * u)\r
+{\r
+ _ptrc_glEvalCoord1fv = (PFN_PTRC_GLEVALCOORD1FVPROC)IntGetProcAddress("glEvalCoord1fv");\r
+ _ptrc_glEvalCoord1fv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2d(GLdouble u, GLdouble v)\r
+{\r
+ _ptrc_glEvalCoord2d = (PFN_PTRC_GLEVALCOORD2DPROC)IntGetProcAddress("glEvalCoord2d");\r
+ _ptrc_glEvalCoord2d(u, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2dv(const GLdouble * u)\r
+{\r
+ _ptrc_glEvalCoord2dv = (PFN_PTRC_GLEVALCOORD2DVPROC)IntGetProcAddress("glEvalCoord2dv");\r
+ _ptrc_glEvalCoord2dv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2f(GLfloat u, GLfloat v)\r
+{\r
+ _ptrc_glEvalCoord2f = (PFN_PTRC_GLEVALCOORD2FPROC)IntGetProcAddress("glEvalCoord2f");\r
+ _ptrc_glEvalCoord2f(u, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalCoord2fv(const GLfloat * u)\r
+{\r
+ _ptrc_glEvalCoord2fv = (PFN_PTRC_GLEVALCOORD2FVPROC)IntGetProcAddress("glEvalCoord2fv");\r
+ _ptrc_glEvalCoord2fv(u);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh1(GLenum mode, GLint i1, GLint i2)\r
+{\r
+ _ptrc_glEvalMesh1 = (PFN_PTRC_GLEVALMESH1PROC)IntGetProcAddress("glEvalMesh1");\r
+ _ptrc_glEvalMesh1(mode, i1, i2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)\r
+{\r
+ _ptrc_glEvalMesh2 = (PFN_PTRC_GLEVALMESH2PROC)IntGetProcAddress("glEvalMesh2");\r
+ _ptrc_glEvalMesh2(mode, i1, i2, j1, j2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint1(GLint i)\r
+{\r
+ _ptrc_glEvalPoint1 = (PFN_PTRC_GLEVALPOINT1PROC)IntGetProcAddress("glEvalPoint1");\r
+ _ptrc_glEvalPoint1(i);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EvalPoint2(GLint i, GLint j)\r
+{\r
+ _ptrc_glEvalPoint2 = (PFN_PTRC_GLEVALPOINT2PROC)IntGetProcAddress("glEvalPoint2");\r
+ _ptrc_glEvalPoint2(i, j);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer)\r
+{\r
+ _ptrc_glFeedbackBuffer = (PFN_PTRC_GLFEEDBACKBUFFERPROC)IntGetProcAddress("glFeedbackBuffer");\r
+ _ptrc_glFeedbackBuffer(size, type, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Finish()\r
+{\r
+ _ptrc_glFinish = (PFN_PTRC_GLFINISHPROC)IntGetProcAddress("glFinish");\r
+ _ptrc_glFinish();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Flush()\r
+{\r
+ _ptrc_glFlush = (PFN_PTRC_GLFLUSHPROC)IntGetProcAddress("glFlush");\r
+ _ptrc_glFlush();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogf(GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glFogf = (PFN_PTRC_GLFOGFPROC)IntGetProcAddress("glFogf");\r
+ _ptrc_glFogf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogfv(GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glFogfv = (PFN_PTRC_GLFOGFVPROC)IntGetProcAddress("glFogfv");\r
+ _ptrc_glFogfv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogi(GLenum pname, GLint param)\r
+{\r
+ _ptrc_glFogi = (PFN_PTRC_GLFOGIPROC)IntGetProcAddress("glFogi");\r
+ _ptrc_glFogi(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Fogiv(GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glFogiv = (PFN_PTRC_GLFOGIVPROC)IntGetProcAddress("glFogiv");\r
+ _ptrc_glFogiv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FrontFace(GLenum mode)\r
+{\r
+ _ptrc_glFrontFace = (PFN_PTRC_GLFRONTFACEPROC)IntGetProcAddress("glFrontFace");\r
+ _ptrc_glFrontFace(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)\r
+{\r
+ _ptrc_glFrustum = (PFN_PTRC_GLFRUSTUMPROC)IntGetProcAddress("glFrustum");\r
+ _ptrc_glFrustum(left, right, bottom, top, zNear, zFar);\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_GenLists(GLsizei range)\r
+{\r
+ _ptrc_glGenLists = (PFN_PTRC_GLGENLISTSPROC)IntGetProcAddress("glGenLists");\r
+ return _ptrc_glGenLists(range);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBooleanv(GLenum pname, GLboolean * params)\r
+{\r
+ _ptrc_glGetBooleanv = (PFN_PTRC_GLGETBOOLEANVPROC)IntGetProcAddress("glGetBooleanv");\r
+ _ptrc_glGetBooleanv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetClipPlane(GLenum plane, GLdouble * equation)\r
+{\r
+ _ptrc_glGetClipPlane = (PFN_PTRC_GLGETCLIPPLANEPROC)IntGetProcAddress("glGetClipPlane");\r
+ _ptrc_glGetClipPlane(plane, equation);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetDoublev(GLenum pname, GLdouble * params)\r
+{\r
+ _ptrc_glGetDoublev = (PFN_PTRC_GLGETDOUBLEVPROC)IntGetProcAddress("glGetDoublev");\r
+ _ptrc_glGetDoublev(pname, params);\r
+}\r
+\r
+static GLenum CODEGEN_FUNCPTR Switch_GetError()\r
+{\r
+ _ptrc_glGetError = (PFN_PTRC_GLGETERRORPROC)IntGetProcAddress("glGetError");\r
+ return _ptrc_glGetError();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetFloatv(GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetFloatv = (PFN_PTRC_GLGETFLOATVPROC)IntGetProcAddress("glGetFloatv");\r
+ _ptrc_glGetFloatv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetIntegerv(GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetIntegerv = (PFN_PTRC_GLGETINTEGERVPROC)IntGetProcAddress("glGetIntegerv");\r
+ _ptrc_glGetIntegerv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetLightfv(GLenum light, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetLightfv = (PFN_PTRC_GLGETLIGHTFVPROC)IntGetProcAddress("glGetLightfv");\r
+ _ptrc_glGetLightfv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetLightiv(GLenum light, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetLightiv = (PFN_PTRC_GLGETLIGHTIVPROC)IntGetProcAddress("glGetLightiv");\r
+ _ptrc_glGetLightiv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMapdv(GLenum target, GLenum query, GLdouble * v)\r
+{\r
+ _ptrc_glGetMapdv = (PFN_PTRC_GLGETMAPDVPROC)IntGetProcAddress("glGetMapdv");\r
+ _ptrc_glGetMapdv(target, query, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMapfv(GLenum target, GLenum query, GLfloat * v)\r
+{\r
+ _ptrc_glGetMapfv = (PFN_PTRC_GLGETMAPFVPROC)IntGetProcAddress("glGetMapfv");\r
+ _ptrc_glGetMapfv(target, query, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMapiv(GLenum target, GLenum query, GLint * v)\r
+{\r
+ _ptrc_glGetMapiv = (PFN_PTRC_GLGETMAPIVPROC)IntGetProcAddress("glGetMapiv");\r
+ _ptrc_glGetMapiv(target, query, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialfv(GLenum face, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetMaterialfv = (PFN_PTRC_GLGETMATERIALFVPROC)IntGetProcAddress("glGetMaterialfv");\r
+ _ptrc_glGetMaterialfv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetMaterialiv(GLenum face, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetMaterialiv = (PFN_PTRC_GLGETMATERIALIVPROC)IntGetProcAddress("glGetMaterialiv");\r
+ _ptrc_glGetMaterialiv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapfv(GLenum map, GLfloat * values)\r
+{\r
+ _ptrc_glGetPixelMapfv = (PFN_PTRC_GLGETPIXELMAPFVPROC)IntGetProcAddress("glGetPixelMapfv");\r
+ _ptrc_glGetPixelMapfv(map, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapuiv(GLenum map, GLuint * values)\r
+{\r
+ _ptrc_glGetPixelMapuiv = (PFN_PTRC_GLGETPIXELMAPUIVPROC)IntGetProcAddress("glGetPixelMapuiv");\r
+ _ptrc_glGetPixelMapuiv(map, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPixelMapusv(GLenum map, GLushort * values)\r
+{\r
+ _ptrc_glGetPixelMapusv = (PFN_PTRC_GLGETPIXELMAPUSVPROC)IntGetProcAddress("glGetPixelMapusv");\r
+ _ptrc_glGetPixelMapusv(map, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPolygonStipple(GLubyte * mask)\r
+{\r
+ _ptrc_glGetPolygonStipple = (PFN_PTRC_GLGETPOLYGONSTIPPLEPROC)IntGetProcAddress("glGetPolygonStipple");\r
+ _ptrc_glGetPolygonStipple(mask);\r
+}\r
+\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetString(GLenum name)\r
+{\r
+ _ptrc_glGetString = (PFN_PTRC_GLGETSTRINGPROC)IntGetProcAddress("glGetString");\r
+ return _ptrc_glGetString(name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnvfv(GLenum target, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetTexEnvfv = (PFN_PTRC_GLGETTEXENVFVPROC)IntGetProcAddress("glGetTexEnvfv");\r
+ _ptrc_glGetTexEnvfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexEnviv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetTexEnviv = (PFN_PTRC_GLGETTEXENVIVPROC)IntGetProcAddress("glGetTexEnviv");\r
+ _ptrc_glGetTexEnviv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexGendv(GLenum coord, GLenum pname, GLdouble * params)\r
+{\r
+ _ptrc_glGetTexGendv = (PFN_PTRC_GLGETTEXGENDVPROC)IntGetProcAddress("glGetTexGendv");\r
+ _ptrc_glGetTexGendv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexGenfv(GLenum coord, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetTexGenfv = (PFN_PTRC_GLGETTEXGENFVPROC)IntGetProcAddress("glGetTexGenfv");\r
+ _ptrc_glGetTexGenfv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexGeniv(GLenum coord, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetTexGeniv = (PFN_PTRC_GLGETTEXGENIVPROC)IntGetProcAddress("glGetTexGeniv");\r
+ _ptrc_glGetTexGeniv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels)\r
+{\r
+ _ptrc_glGetTexImage = (PFN_PTRC_GLGETTEXIMAGEPROC)IntGetProcAddress("glGetTexImage");\r
+ _ptrc_glGetTexImage(target, level, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetTexLevelParameterfv = (PFN_PTRC_GLGETTEXLEVELPARAMETERFVPROC)IntGetProcAddress("glGetTexLevelParameterfv");\r
+ _ptrc_glGetTexLevelParameterfv(target, level, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetTexLevelParameteriv = (PFN_PTRC_GLGETTEXLEVELPARAMETERIVPROC)IntGetProcAddress("glGetTexLevelParameteriv");\r
+ _ptrc_glGetTexLevelParameteriv(target, level, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterfv(GLenum target, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetTexParameterfv = (PFN_PTRC_GLGETTEXPARAMETERFVPROC)IntGetProcAddress("glGetTexParameterfv");\r
+ _ptrc_glGetTexParameterfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameteriv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetTexParameteriv = (PFN_PTRC_GLGETTEXPARAMETERIVPROC)IntGetProcAddress("glGetTexParameteriv");\r
+ _ptrc_glGetTexParameteriv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Hint(GLenum target, GLenum mode)\r
+{\r
+ _ptrc_glHint = (PFN_PTRC_GLHINTPROC)IntGetProcAddress("glHint");\r
+ _ptrc_glHint(target, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_IndexMask(GLuint mask)\r
+{\r
+ _ptrc_glIndexMask = (PFN_PTRC_GLINDEXMASKPROC)IntGetProcAddress("glIndexMask");\r
+ _ptrc_glIndexMask(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexd(GLdouble c)\r
+{\r
+ _ptrc_glIndexd = (PFN_PTRC_GLINDEXDPROC)IntGetProcAddress("glIndexd");\r
+ _ptrc_glIndexd(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexdv(const GLdouble * c)\r
+{\r
+ _ptrc_glIndexdv = (PFN_PTRC_GLINDEXDVPROC)IntGetProcAddress("glIndexdv");\r
+ _ptrc_glIndexdv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexf(GLfloat c)\r
+{\r
+ _ptrc_glIndexf = (PFN_PTRC_GLINDEXFPROC)IntGetProcAddress("glIndexf");\r
+ _ptrc_glIndexf(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexfv(const GLfloat * c)\r
+{\r
+ _ptrc_glIndexfv = (PFN_PTRC_GLINDEXFVPROC)IntGetProcAddress("glIndexfv");\r
+ _ptrc_glIndexfv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexi(GLint c)\r
+{\r
+ _ptrc_glIndexi = (PFN_PTRC_GLINDEXIPROC)IntGetProcAddress("glIndexi");\r
+ _ptrc_glIndexi(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexiv(const GLint * c)\r
+{\r
+ _ptrc_glIndexiv = (PFN_PTRC_GLINDEXIVPROC)IntGetProcAddress("glIndexiv");\r
+ _ptrc_glIndexiv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexs(GLshort c)\r
+{\r
+ _ptrc_glIndexs = (PFN_PTRC_GLINDEXSPROC)IntGetProcAddress("glIndexs");\r
+ _ptrc_glIndexs(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexsv(const GLshort * c)\r
+{\r
+ _ptrc_glIndexsv = (PFN_PTRC_GLINDEXSVPROC)IntGetProcAddress("glIndexsv");\r
+ _ptrc_glIndexsv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_InitNames()\r
+{\r
+ _ptrc_glInitNames = (PFN_PTRC_GLINITNAMESPROC)IntGetProcAddress("glInitNames");\r
+ _ptrc_glInitNames();\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabled(GLenum cap)\r
+{\r
+ _ptrc_glIsEnabled = (PFN_PTRC_GLISENABLEDPROC)IntGetProcAddress("glIsEnabled");\r
+ return _ptrc_glIsEnabled(cap);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsList(GLuint list)\r
+{\r
+ _ptrc_glIsList = (PFN_PTRC_GLISLISTPROC)IntGetProcAddress("glIsList");\r
+ return _ptrc_glIsList(list);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModelf(GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glLightModelf = (PFN_PTRC_GLLIGHTMODELFPROC)IntGetProcAddress("glLightModelf");\r
+ _ptrc_glLightModelf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModelfv(GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glLightModelfv = (PFN_PTRC_GLLIGHTMODELFVPROC)IntGetProcAddress("glLightModelfv");\r
+ _ptrc_glLightModelfv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModeli(GLenum pname, GLint param)\r
+{\r
+ _ptrc_glLightModeli = (PFN_PTRC_GLLIGHTMODELIPROC)IntGetProcAddress("glLightModeli");\r
+ _ptrc_glLightModeli(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LightModeliv(GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glLightModeliv = (PFN_PTRC_GLLIGHTMODELIVPROC)IntGetProcAddress("glLightModeliv");\r
+ _ptrc_glLightModeliv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lightf(GLenum light, GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glLightf = (PFN_PTRC_GLLIGHTFPROC)IntGetProcAddress("glLightf");\r
+ _ptrc_glLightf(light, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lightfv(GLenum light, GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glLightfv = (PFN_PTRC_GLLIGHTFVPROC)IntGetProcAddress("glLightfv");\r
+ _ptrc_glLightfv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lighti(GLenum light, GLenum pname, GLint param)\r
+{\r
+ _ptrc_glLighti = (PFN_PTRC_GLLIGHTIPROC)IntGetProcAddress("glLighti");\r
+ _ptrc_glLighti(light, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Lightiv(GLenum light, GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glLightiv = (PFN_PTRC_GLLIGHTIVPROC)IntGetProcAddress("glLightiv");\r
+ _ptrc_glLightiv(light, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LineStipple(GLint factor, GLushort pattern)\r
+{\r
+ _ptrc_glLineStipple = (PFN_PTRC_GLLINESTIPPLEPROC)IntGetProcAddress("glLineStipple");\r
+ _ptrc_glLineStipple(factor, pattern);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LineWidth(GLfloat width)\r
+{\r
+ _ptrc_glLineWidth = (PFN_PTRC_GLLINEWIDTHPROC)IntGetProcAddress("glLineWidth");\r
+ _ptrc_glLineWidth(width);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ListBase(GLuint base)\r
+{\r
+ _ptrc_glListBase = (PFN_PTRC_GLLISTBASEPROC)IntGetProcAddress("glListBase");\r
+ _ptrc_glListBase(base);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadIdentity()\r
+{\r
+ _ptrc_glLoadIdentity = (PFN_PTRC_GLLOADIDENTITYPROC)IntGetProcAddress("glLoadIdentity");\r
+ _ptrc_glLoadIdentity();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixd(const GLdouble * m)\r
+{\r
+ _ptrc_glLoadMatrixd = (PFN_PTRC_GLLOADMATRIXDPROC)IntGetProcAddress("glLoadMatrixd");\r
+ _ptrc_glLoadMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadMatrixf(const GLfloat * m)\r
+{\r
+ _ptrc_glLoadMatrixf = (PFN_PTRC_GLLOADMATRIXFPROC)IntGetProcAddress("glLoadMatrixf");\r
+ _ptrc_glLoadMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadName(GLuint name)\r
+{\r
+ _ptrc_glLoadName = (PFN_PTRC_GLLOADNAMEPROC)IntGetProcAddress("glLoadName");\r
+ _ptrc_glLoadName(name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LogicOp(GLenum opcode)\r
+{\r
+ _ptrc_glLogicOp = (PFN_PTRC_GLLOGICOPPROC)IntGetProcAddress("glLogicOp");\r
+ _ptrc_glLogicOp(opcode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points)\r
+{\r
+ _ptrc_glMap1d = (PFN_PTRC_GLMAP1DPROC)IntGetProcAddress("glMap1d");\r
+ _ptrc_glMap1d(target, u1, u2, stride, order, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points)\r
+{\r
+ _ptrc_glMap1f = (PFN_PTRC_GLMAP1FPROC)IntGetProcAddress("glMap1f");\r
+ _ptrc_glMap1f(target, u1, u2, stride, order, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points)\r
+{\r
+ _ptrc_glMap2d = (PFN_PTRC_GLMAP2DPROC)IntGetProcAddress("glMap2d");\r
+ _ptrc_glMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Map2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points)\r
+{\r
+ _ptrc_glMap2f = (PFN_PTRC_GLMAP2FPROC)IntGetProcAddress("glMap2f");\r
+ _ptrc_glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1d(GLint un, GLdouble u1, GLdouble u2)\r
+{\r
+ _ptrc_glMapGrid1d = (PFN_PTRC_GLMAPGRID1DPROC)IntGetProcAddress("glMapGrid1d");\r
+ _ptrc_glMapGrid1d(un, u1, u2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid1f(GLint un, GLfloat u1, GLfloat u2)\r
+{\r
+ _ptrc_glMapGrid1f = (PFN_PTRC_GLMAPGRID1FPROC)IntGetProcAddress("glMapGrid1f");\r
+ _ptrc_glMapGrid1f(un, u1, u2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)\r
+{\r
+ _ptrc_glMapGrid2d = (PFN_PTRC_GLMAPGRID2DPROC)IntGetProcAddress("glMapGrid2d");\r
+ _ptrc_glMapGrid2d(un, u1, u2, vn, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)\r
+{\r
+ _ptrc_glMapGrid2f = (PFN_PTRC_GLMAPGRID2FPROC)IntGetProcAddress("glMapGrid2f");\r
+ _ptrc_glMapGrid2f(un, u1, u2, vn, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materialf(GLenum face, GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glMaterialf = (PFN_PTRC_GLMATERIALFPROC)IntGetProcAddress("glMaterialf");\r
+ _ptrc_glMaterialf(face, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materialfv(GLenum face, GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glMaterialfv = (PFN_PTRC_GLMATERIALFVPROC)IntGetProcAddress("glMaterialfv");\r
+ _ptrc_glMaterialfv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materiali(GLenum face, GLenum pname, GLint param)\r
+{\r
+ _ptrc_glMateriali = (PFN_PTRC_GLMATERIALIPROC)IntGetProcAddress("glMateriali");\r
+ _ptrc_glMateriali(face, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Materialiv(GLenum face, GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glMaterialiv = (PFN_PTRC_GLMATERIALIVPROC)IntGetProcAddress("glMaterialiv");\r
+ _ptrc_glMaterialiv(face, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MatrixMode(GLenum mode)\r
+{\r
+ _ptrc_glMatrixMode = (PFN_PTRC_GLMATRIXMODEPROC)IntGetProcAddress("glMatrixMode");\r
+ _ptrc_glMatrixMode(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixd(const GLdouble * m)\r
+{\r
+ _ptrc_glMultMatrixd = (PFN_PTRC_GLMULTMATRIXDPROC)IntGetProcAddress("glMultMatrixd");\r
+ _ptrc_glMultMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultMatrixf(const GLfloat * m)\r
+{\r
+ _ptrc_glMultMatrixf = (PFN_PTRC_GLMULTMATRIXFPROC)IntGetProcAddress("glMultMatrixf");\r
+ _ptrc_glMultMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_NewList(GLuint list, GLenum mode)\r
+{\r
+ _ptrc_glNewList = (PFN_PTRC_GLNEWLISTPROC)IntGetProcAddress("glNewList");\r
+ _ptrc_glNewList(list, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3b(GLbyte nx, GLbyte ny, GLbyte nz)\r
+{\r
+ _ptrc_glNormal3b = (PFN_PTRC_GLNORMAL3BPROC)IntGetProcAddress("glNormal3b");\r
+ _ptrc_glNormal3b(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3bv(const GLbyte * v)\r
+{\r
+ _ptrc_glNormal3bv = (PFN_PTRC_GLNORMAL3BVPROC)IntGetProcAddress("glNormal3bv");\r
+ _ptrc_glNormal3bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3d(GLdouble nx, GLdouble ny, GLdouble nz)\r
+{\r
+ _ptrc_glNormal3d = (PFN_PTRC_GLNORMAL3DPROC)IntGetProcAddress("glNormal3d");\r
+ _ptrc_glNormal3d(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glNormal3dv = (PFN_PTRC_GLNORMAL3DVPROC)IntGetProcAddress("glNormal3dv");\r
+ _ptrc_glNormal3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3f(GLfloat nx, GLfloat ny, GLfloat nz)\r
+{\r
+ _ptrc_glNormal3f = (PFN_PTRC_GLNORMAL3FPROC)IntGetProcAddress("glNormal3f");\r
+ _ptrc_glNormal3f(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glNormal3fv = (PFN_PTRC_GLNORMAL3FVPROC)IntGetProcAddress("glNormal3fv");\r
+ _ptrc_glNormal3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3i(GLint nx, GLint ny, GLint nz)\r
+{\r
+ _ptrc_glNormal3i = (PFN_PTRC_GLNORMAL3IPROC)IntGetProcAddress("glNormal3i");\r
+ _ptrc_glNormal3i(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3iv(const GLint * v)\r
+{\r
+ _ptrc_glNormal3iv = (PFN_PTRC_GLNORMAL3IVPROC)IntGetProcAddress("glNormal3iv");\r
+ _ptrc_glNormal3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3s(GLshort nx, GLshort ny, GLshort nz)\r
+{\r
+ _ptrc_glNormal3s = (PFN_PTRC_GLNORMAL3SPROC)IntGetProcAddress("glNormal3s");\r
+ _ptrc_glNormal3s(nx, ny, nz);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Normal3sv(const GLshort * v)\r
+{\r
+ _ptrc_glNormal3sv = (PFN_PTRC_GLNORMAL3SVPROC)IntGetProcAddress("glNormal3sv");\r
+ _ptrc_glNormal3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)\r
+{\r
+ _ptrc_glOrtho = (PFN_PTRC_GLORTHOPROC)IntGetProcAddress("glOrtho");\r
+ _ptrc_glOrtho(left, right, bottom, top, zNear, zFar);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PassThrough(GLfloat token)\r
+{\r
+ _ptrc_glPassThrough = (PFN_PTRC_GLPASSTHROUGHPROC)IntGetProcAddress("glPassThrough");\r
+ _ptrc_glPassThrough(token);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values)\r
+{\r
+ _ptrc_glPixelMapfv = (PFN_PTRC_GLPIXELMAPFVPROC)IntGetProcAddress("glPixelMapfv");\r
+ _ptrc_glPixelMapfv(map, mapsize, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values)\r
+{\r
+ _ptrc_glPixelMapuiv = (PFN_PTRC_GLPIXELMAPUIVPROC)IntGetProcAddress("glPixelMapuiv");\r
+ _ptrc_glPixelMapuiv(map, mapsize, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values)\r
+{\r
+ _ptrc_glPixelMapusv = (PFN_PTRC_GLPIXELMAPUSVPROC)IntGetProcAddress("glPixelMapusv");\r
+ _ptrc_glPixelMapusv(map, mapsize, values);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelStoref(GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glPixelStoref = (PFN_PTRC_GLPIXELSTOREFPROC)IntGetProcAddress("glPixelStoref");\r
+ _ptrc_glPixelStoref(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelStorei(GLenum pname, GLint param)\r
+{\r
+ _ptrc_glPixelStorei = (PFN_PTRC_GLPIXELSTOREIPROC)IntGetProcAddress("glPixelStorei");\r
+ _ptrc_glPixelStorei(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferf(GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glPixelTransferf = (PFN_PTRC_GLPIXELTRANSFERFPROC)IntGetProcAddress("glPixelTransferf");\r
+ _ptrc_glPixelTransferf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelTransferi(GLenum pname, GLint param)\r
+{\r
+ _ptrc_glPixelTransferi = (PFN_PTRC_GLPIXELTRANSFERIPROC)IntGetProcAddress("glPixelTransferi");\r
+ _ptrc_glPixelTransferi(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PixelZoom(GLfloat xfactor, GLfloat yfactor)\r
+{\r
+ _ptrc_glPixelZoom = (PFN_PTRC_GLPIXELZOOMPROC)IntGetProcAddress("glPixelZoom");\r
+ _ptrc_glPixelZoom(xfactor, yfactor);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointSize(GLfloat size)\r
+{\r
+ _ptrc_glPointSize = (PFN_PTRC_GLPOINTSIZEPROC)IntGetProcAddress("glPointSize");\r
+ _ptrc_glPointSize(size);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PolygonMode(GLenum face, GLenum mode)\r
+{\r
+ _ptrc_glPolygonMode = (PFN_PTRC_GLPOLYGONMODEPROC)IntGetProcAddress("glPolygonMode");\r
+ _ptrc_glPolygonMode(face, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PolygonStipple(const GLubyte * mask)\r
+{\r
+ _ptrc_glPolygonStipple = (PFN_PTRC_GLPOLYGONSTIPPLEPROC)IntGetProcAddress("glPolygonStipple");\r
+ _ptrc_glPolygonStipple(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopAttrib()\r
+{\r
+ _ptrc_glPopAttrib = (PFN_PTRC_GLPOPATTRIBPROC)IntGetProcAddress("glPopAttrib");\r
+ _ptrc_glPopAttrib();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopMatrix()\r
+{\r
+ _ptrc_glPopMatrix = (PFN_PTRC_GLPOPMATRIXPROC)IntGetProcAddress("glPopMatrix");\r
+ _ptrc_glPopMatrix();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopName()\r
+{\r
+ _ptrc_glPopName = (PFN_PTRC_GLPOPNAMEPROC)IntGetProcAddress("glPopName");\r
+ _ptrc_glPopName();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushAttrib(GLbitfield mask)\r
+{\r
+ _ptrc_glPushAttrib = (PFN_PTRC_GLPUSHATTRIBPROC)IntGetProcAddress("glPushAttrib");\r
+ _ptrc_glPushAttrib(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushMatrix()\r
+{\r
+ _ptrc_glPushMatrix = (PFN_PTRC_GLPUSHMATRIXPROC)IntGetProcAddress("glPushMatrix");\r
+ _ptrc_glPushMatrix();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushName(GLuint name)\r
+{\r
+ _ptrc_glPushName = (PFN_PTRC_GLPUSHNAMEPROC)IntGetProcAddress("glPushName");\r
+ _ptrc_glPushName(name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2d(GLdouble x, GLdouble y)\r
+{\r
+ _ptrc_glRasterPos2d = (PFN_PTRC_GLRASTERPOS2DPROC)IntGetProcAddress("glRasterPos2d");\r
+ _ptrc_glRasterPos2d(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2dv(const GLdouble * v)\r
+{\r
+ _ptrc_glRasterPos2dv = (PFN_PTRC_GLRASTERPOS2DVPROC)IntGetProcAddress("glRasterPos2dv");\r
+ _ptrc_glRasterPos2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2f(GLfloat x, GLfloat y)\r
+{\r
+ _ptrc_glRasterPos2f = (PFN_PTRC_GLRASTERPOS2FPROC)IntGetProcAddress("glRasterPos2f");\r
+ _ptrc_glRasterPos2f(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2fv(const GLfloat * v)\r
+{\r
+ _ptrc_glRasterPos2fv = (PFN_PTRC_GLRASTERPOS2FVPROC)IntGetProcAddress("glRasterPos2fv");\r
+ _ptrc_glRasterPos2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2i(GLint x, GLint y)\r
+{\r
+ _ptrc_glRasterPos2i = (PFN_PTRC_GLRASTERPOS2IPROC)IntGetProcAddress("glRasterPos2i");\r
+ _ptrc_glRasterPos2i(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2iv(const GLint * v)\r
+{\r
+ _ptrc_glRasterPos2iv = (PFN_PTRC_GLRASTERPOS2IVPROC)IntGetProcAddress("glRasterPos2iv");\r
+ _ptrc_glRasterPos2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2s(GLshort x, GLshort y)\r
+{\r
+ _ptrc_glRasterPos2s = (PFN_PTRC_GLRASTERPOS2SPROC)IntGetProcAddress("glRasterPos2s");\r
+ _ptrc_glRasterPos2s(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos2sv(const GLshort * v)\r
+{\r
+ _ptrc_glRasterPos2sv = (PFN_PTRC_GLRASTERPOS2SVPROC)IntGetProcAddress("glRasterPos2sv");\r
+ _ptrc_glRasterPos2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3d(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glRasterPos3d = (PFN_PTRC_GLRASTERPOS3DPROC)IntGetProcAddress("glRasterPos3d");\r
+ _ptrc_glRasterPos3d(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glRasterPos3dv = (PFN_PTRC_GLRASTERPOS3DVPROC)IntGetProcAddress("glRasterPos3dv");\r
+ _ptrc_glRasterPos3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3f(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glRasterPos3f = (PFN_PTRC_GLRASTERPOS3FPROC)IntGetProcAddress("glRasterPos3f");\r
+ _ptrc_glRasterPos3f(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glRasterPos3fv = (PFN_PTRC_GLRASTERPOS3FVPROC)IntGetProcAddress("glRasterPos3fv");\r
+ _ptrc_glRasterPos3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3i(GLint x, GLint y, GLint z)\r
+{\r
+ _ptrc_glRasterPos3i = (PFN_PTRC_GLRASTERPOS3IPROC)IntGetProcAddress("glRasterPos3i");\r
+ _ptrc_glRasterPos3i(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3iv(const GLint * v)\r
+{\r
+ _ptrc_glRasterPos3iv = (PFN_PTRC_GLRASTERPOS3IVPROC)IntGetProcAddress("glRasterPos3iv");\r
+ _ptrc_glRasterPos3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3s(GLshort x, GLshort y, GLshort z)\r
+{\r
+ _ptrc_glRasterPos3s = (PFN_PTRC_GLRASTERPOS3SPROC)IntGetProcAddress("glRasterPos3s");\r
+ _ptrc_glRasterPos3s(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos3sv(const GLshort * v)\r
+{\r
+ _ptrc_glRasterPos3sv = (PFN_PTRC_GLRASTERPOS3SVPROC)IntGetProcAddress("glRasterPos3sv");\r
+ _ptrc_glRasterPos3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)\r
+{\r
+ _ptrc_glRasterPos4d = (PFN_PTRC_GLRASTERPOS4DPROC)IntGetProcAddress("glRasterPos4d");\r
+ _ptrc_glRasterPos4d(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4dv(const GLdouble * v)\r
+{\r
+ _ptrc_glRasterPos4dv = (PFN_PTRC_GLRASTERPOS4DVPROC)IntGetProcAddress("glRasterPos4dv");\r
+ _ptrc_glRasterPos4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)\r
+{\r
+ _ptrc_glRasterPos4f = (PFN_PTRC_GLRASTERPOS4FPROC)IntGetProcAddress("glRasterPos4f");\r
+ _ptrc_glRasterPos4f(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4fv(const GLfloat * v)\r
+{\r
+ _ptrc_glRasterPos4fv = (PFN_PTRC_GLRASTERPOS4FVPROC)IntGetProcAddress("glRasterPos4fv");\r
+ _ptrc_glRasterPos4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4i(GLint x, GLint y, GLint z, GLint w)\r
+{\r
+ _ptrc_glRasterPos4i = (PFN_PTRC_GLRASTERPOS4IPROC)IntGetProcAddress("glRasterPos4i");\r
+ _ptrc_glRasterPos4i(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4iv(const GLint * v)\r
+{\r
+ _ptrc_glRasterPos4iv = (PFN_PTRC_GLRASTERPOS4IVPROC)IntGetProcAddress("glRasterPos4iv");\r
+ _ptrc_glRasterPos4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)\r
+{\r
+ _ptrc_glRasterPos4s = (PFN_PTRC_GLRASTERPOS4SPROC)IntGetProcAddress("glRasterPos4s");\r
+ _ptrc_glRasterPos4s(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RasterPos4sv(const GLshort * v)\r
+{\r
+ _ptrc_glRasterPos4sv = (PFN_PTRC_GLRASTERPOS4SVPROC)IntGetProcAddress("glRasterPos4sv");\r
+ _ptrc_glRasterPos4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ReadBuffer(GLenum mode)\r
+{\r
+ _ptrc_glReadBuffer = (PFN_PTRC_GLREADBUFFERPROC)IntGetProcAddress("glReadBuffer");\r
+ _ptrc_glReadBuffer(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels)\r
+{\r
+ _ptrc_glReadPixels = (PFN_PTRC_GLREADPIXELSPROC)IntGetProcAddress("glReadPixels");\r
+ _ptrc_glReadPixels(x, y, width, height, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)\r
+{\r
+ _ptrc_glRectd = (PFN_PTRC_GLRECTDPROC)IntGetProcAddress("glRectd");\r
+ _ptrc_glRectd(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectdv(const GLdouble * v1, const GLdouble * v2)\r
+{\r
+ _ptrc_glRectdv = (PFN_PTRC_GLRECTDVPROC)IntGetProcAddress("glRectdv");\r
+ _ptrc_glRectdv(v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)\r
+{\r
+ _ptrc_glRectf = (PFN_PTRC_GLRECTFPROC)IntGetProcAddress("glRectf");\r
+ _ptrc_glRectf(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectfv(const GLfloat * v1, const GLfloat * v2)\r
+{\r
+ _ptrc_glRectfv = (PFN_PTRC_GLRECTFVPROC)IntGetProcAddress("glRectfv");\r
+ _ptrc_glRectfv(v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Recti(GLint x1, GLint y1, GLint x2, GLint y2)\r
+{\r
+ _ptrc_glRecti = (PFN_PTRC_GLRECTIPROC)IntGetProcAddress("glRecti");\r
+ _ptrc_glRecti(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectiv(const GLint * v1, const GLint * v2)\r
+{\r
+ _ptrc_glRectiv = (PFN_PTRC_GLRECTIVPROC)IntGetProcAddress("glRectiv");\r
+ _ptrc_glRectiv(v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)\r
+{\r
+ _ptrc_glRects = (PFN_PTRC_GLRECTSPROC)IntGetProcAddress("glRects");\r
+ _ptrc_glRects(x1, y1, x2, y2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rectsv(const GLshort * v1, const GLshort * v2)\r
+{\r
+ _ptrc_glRectsv = (PFN_PTRC_GLRECTSVPROC)IntGetProcAddress("glRectsv");\r
+ _ptrc_glRectsv(v1, v2);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_RenderMode(GLenum mode)\r
+{\r
+ _ptrc_glRenderMode = (PFN_PTRC_GLRENDERMODEPROC)IntGetProcAddress("glRenderMode");\r
+ return _ptrc_glRenderMode(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glRotated = (PFN_PTRC_GLROTATEDPROC)IntGetProcAddress("glRotated");\r
+ _ptrc_glRotated(angle, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glRotatef = (PFN_PTRC_GLROTATEFPROC)IntGetProcAddress("glRotatef");\r
+ _ptrc_glRotatef(angle, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Scaled(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glScaled = (PFN_PTRC_GLSCALEDPROC)IntGetProcAddress("glScaled");\r
+ _ptrc_glScaled(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Scalef(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glScalef = (PFN_PTRC_GLSCALEFPROC)IntGetProcAddress("glScalef");\r
+ _ptrc_glScalef(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Scissor(GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+ _ptrc_glScissor = (PFN_PTRC_GLSCISSORPROC)IntGetProcAddress("glScissor");\r
+ _ptrc_glScissor(x, y, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SelectBuffer(GLsizei size, GLuint * buffer)\r
+{\r
+ _ptrc_glSelectBuffer = (PFN_PTRC_GLSELECTBUFFERPROC)IntGetProcAddress("glSelectBuffer");\r
+ _ptrc_glSelectBuffer(size, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ShadeModel(GLenum mode)\r
+{\r
+ _ptrc_glShadeModel = (PFN_PTRC_GLSHADEMODELPROC)IntGetProcAddress("glShadeModel");\r
+ _ptrc_glShadeModel(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilFunc(GLenum func, GLint ref, GLuint mask)\r
+{\r
+ _ptrc_glStencilFunc = (PFN_PTRC_GLSTENCILFUNCPROC)IntGetProcAddress("glStencilFunc");\r
+ _ptrc_glStencilFunc(func, ref, mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilMask(GLuint mask)\r
+{\r
+ _ptrc_glStencilMask = (PFN_PTRC_GLSTENCILMASKPROC)IntGetProcAddress("glStencilMask");\r
+ _ptrc_glStencilMask(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)\r
+{\r
+ _ptrc_glStencilOp = (PFN_PTRC_GLSTENCILOPPROC)IntGetProcAddress("glStencilOp");\r
+ _ptrc_glStencilOp(fail, zfail, zpass);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1d(GLdouble s)\r
+{\r
+ _ptrc_glTexCoord1d = (PFN_PTRC_GLTEXCOORD1DPROC)IntGetProcAddress("glTexCoord1d");\r
+ _ptrc_glTexCoord1d(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1dv(const GLdouble * v)\r
+{\r
+ _ptrc_glTexCoord1dv = (PFN_PTRC_GLTEXCOORD1DVPROC)IntGetProcAddress("glTexCoord1dv");\r
+ _ptrc_glTexCoord1dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1f(GLfloat s)\r
+{\r
+ _ptrc_glTexCoord1f = (PFN_PTRC_GLTEXCOORD1FPROC)IntGetProcAddress("glTexCoord1f");\r
+ _ptrc_glTexCoord1f(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1fv(const GLfloat * v)\r
+{\r
+ _ptrc_glTexCoord1fv = (PFN_PTRC_GLTEXCOORD1FVPROC)IntGetProcAddress("glTexCoord1fv");\r
+ _ptrc_glTexCoord1fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1i(GLint s)\r
+{\r
+ _ptrc_glTexCoord1i = (PFN_PTRC_GLTEXCOORD1IPROC)IntGetProcAddress("glTexCoord1i");\r
+ _ptrc_glTexCoord1i(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1iv(const GLint * v)\r
+{\r
+ _ptrc_glTexCoord1iv = (PFN_PTRC_GLTEXCOORD1IVPROC)IntGetProcAddress("glTexCoord1iv");\r
+ _ptrc_glTexCoord1iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1s(GLshort s)\r
+{\r
+ _ptrc_glTexCoord1s = (PFN_PTRC_GLTEXCOORD1SPROC)IntGetProcAddress("glTexCoord1s");\r
+ _ptrc_glTexCoord1s(s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord1sv(const GLshort * v)\r
+{\r
+ _ptrc_glTexCoord1sv = (PFN_PTRC_GLTEXCOORD1SVPROC)IntGetProcAddress("glTexCoord1sv");\r
+ _ptrc_glTexCoord1sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2d(GLdouble s, GLdouble t)\r
+{\r
+ _ptrc_glTexCoord2d = (PFN_PTRC_GLTEXCOORD2DPROC)IntGetProcAddress("glTexCoord2d");\r
+ _ptrc_glTexCoord2d(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2dv(const GLdouble * v)\r
+{\r
+ _ptrc_glTexCoord2dv = (PFN_PTRC_GLTEXCOORD2DVPROC)IntGetProcAddress("glTexCoord2dv");\r
+ _ptrc_glTexCoord2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2f(GLfloat s, GLfloat t)\r
+{\r
+ _ptrc_glTexCoord2f = (PFN_PTRC_GLTEXCOORD2FPROC)IntGetProcAddress("glTexCoord2f");\r
+ _ptrc_glTexCoord2f(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2fv(const GLfloat * v)\r
+{\r
+ _ptrc_glTexCoord2fv = (PFN_PTRC_GLTEXCOORD2FVPROC)IntGetProcAddress("glTexCoord2fv");\r
+ _ptrc_glTexCoord2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2i(GLint s, GLint t)\r
+{\r
+ _ptrc_glTexCoord2i = (PFN_PTRC_GLTEXCOORD2IPROC)IntGetProcAddress("glTexCoord2i");\r
+ _ptrc_glTexCoord2i(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2iv(const GLint * v)\r
+{\r
+ _ptrc_glTexCoord2iv = (PFN_PTRC_GLTEXCOORD2IVPROC)IntGetProcAddress("glTexCoord2iv");\r
+ _ptrc_glTexCoord2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2s(GLshort s, GLshort t)\r
+{\r
+ _ptrc_glTexCoord2s = (PFN_PTRC_GLTEXCOORD2SPROC)IntGetProcAddress("glTexCoord2s");\r
+ _ptrc_glTexCoord2s(s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord2sv(const GLshort * v)\r
+{\r
+ _ptrc_glTexCoord2sv = (PFN_PTRC_GLTEXCOORD2SVPROC)IntGetProcAddress("glTexCoord2sv");\r
+ _ptrc_glTexCoord2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3d(GLdouble s, GLdouble t, GLdouble r)\r
+{\r
+ _ptrc_glTexCoord3d = (PFN_PTRC_GLTEXCOORD3DPROC)IntGetProcAddress("glTexCoord3d");\r
+ _ptrc_glTexCoord3d(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glTexCoord3dv = (PFN_PTRC_GLTEXCOORD3DVPROC)IntGetProcAddress("glTexCoord3dv");\r
+ _ptrc_glTexCoord3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3f(GLfloat s, GLfloat t, GLfloat r)\r
+{\r
+ _ptrc_glTexCoord3f = (PFN_PTRC_GLTEXCOORD3FPROC)IntGetProcAddress("glTexCoord3f");\r
+ _ptrc_glTexCoord3f(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glTexCoord3fv = (PFN_PTRC_GLTEXCOORD3FVPROC)IntGetProcAddress("glTexCoord3fv");\r
+ _ptrc_glTexCoord3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3i(GLint s, GLint t, GLint r)\r
+{\r
+ _ptrc_glTexCoord3i = (PFN_PTRC_GLTEXCOORD3IPROC)IntGetProcAddress("glTexCoord3i");\r
+ _ptrc_glTexCoord3i(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3iv(const GLint * v)\r
+{\r
+ _ptrc_glTexCoord3iv = (PFN_PTRC_GLTEXCOORD3IVPROC)IntGetProcAddress("glTexCoord3iv");\r
+ _ptrc_glTexCoord3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3s(GLshort s, GLshort t, GLshort r)\r
+{\r
+ _ptrc_glTexCoord3s = (PFN_PTRC_GLTEXCOORD3SPROC)IntGetProcAddress("glTexCoord3s");\r
+ _ptrc_glTexCoord3s(s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord3sv(const GLshort * v)\r
+{\r
+ _ptrc_glTexCoord3sv = (PFN_PTRC_GLTEXCOORD3SVPROC)IntGetProcAddress("glTexCoord3sv");\r
+ _ptrc_glTexCoord3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)\r
+{\r
+ _ptrc_glTexCoord4d = (PFN_PTRC_GLTEXCOORD4DPROC)IntGetProcAddress("glTexCoord4d");\r
+ _ptrc_glTexCoord4d(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4dv(const GLdouble * v)\r
+{\r
+ _ptrc_glTexCoord4dv = (PFN_PTRC_GLTEXCOORD4DVPROC)IntGetProcAddress("glTexCoord4dv");\r
+ _ptrc_glTexCoord4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)\r
+{\r
+ _ptrc_glTexCoord4f = (PFN_PTRC_GLTEXCOORD4FPROC)IntGetProcAddress("glTexCoord4f");\r
+ _ptrc_glTexCoord4f(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4fv(const GLfloat * v)\r
+{\r
+ _ptrc_glTexCoord4fv = (PFN_PTRC_GLTEXCOORD4FVPROC)IntGetProcAddress("glTexCoord4fv");\r
+ _ptrc_glTexCoord4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4i(GLint s, GLint t, GLint r, GLint q)\r
+{\r
+ _ptrc_glTexCoord4i = (PFN_PTRC_GLTEXCOORD4IPROC)IntGetProcAddress("glTexCoord4i");\r
+ _ptrc_glTexCoord4i(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4iv(const GLint * v)\r
+{\r
+ _ptrc_glTexCoord4iv = (PFN_PTRC_GLTEXCOORD4IVPROC)IntGetProcAddress("glTexCoord4iv");\r
+ _ptrc_glTexCoord4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)\r
+{\r
+ _ptrc_glTexCoord4s = (PFN_PTRC_GLTEXCOORD4SPROC)IntGetProcAddress("glTexCoord4s");\r
+ _ptrc_glTexCoord4s(s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoord4sv(const GLshort * v)\r
+{\r
+ _ptrc_glTexCoord4sv = (PFN_PTRC_GLTEXCOORD4SVPROC)IntGetProcAddress("glTexCoord4sv");\r
+ _ptrc_glTexCoord4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnvf(GLenum target, GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glTexEnvf = (PFN_PTRC_GLTEXENVFPROC)IntGetProcAddress("glTexEnvf");\r
+ _ptrc_glTexEnvf(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnvfv(GLenum target, GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glTexEnvfv = (PFN_PTRC_GLTEXENVFVPROC)IntGetProcAddress("glTexEnvfv");\r
+ _ptrc_glTexEnvfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnvi(GLenum target, GLenum pname, GLint param)\r
+{\r
+ _ptrc_glTexEnvi = (PFN_PTRC_GLTEXENVIPROC)IntGetProcAddress("glTexEnvi");\r
+ _ptrc_glTexEnvi(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexEnviv(GLenum target, GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glTexEnviv = (PFN_PTRC_GLTEXENVIVPROC)IntGetProcAddress("glTexEnviv");\r
+ _ptrc_glTexEnviv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGend(GLenum coord, GLenum pname, GLdouble param)\r
+{\r
+ _ptrc_glTexGend = (PFN_PTRC_GLTEXGENDPROC)IntGetProcAddress("glTexGend");\r
+ _ptrc_glTexGend(coord, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGendv(GLenum coord, GLenum pname, const GLdouble * params)\r
+{\r
+ _ptrc_glTexGendv = (PFN_PTRC_GLTEXGENDVPROC)IntGetProcAddress("glTexGendv");\r
+ _ptrc_glTexGendv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGenf(GLenum coord, GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glTexGenf = (PFN_PTRC_GLTEXGENFPROC)IntGetProcAddress("glTexGenf");\r
+ _ptrc_glTexGenf(coord, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGenfv(GLenum coord, GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glTexGenfv = (PFN_PTRC_GLTEXGENFVPROC)IntGetProcAddress("glTexGenfv");\r
+ _ptrc_glTexGenfv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGeni(GLenum coord, GLenum pname, GLint param)\r
+{\r
+ _ptrc_glTexGeni = (PFN_PTRC_GLTEXGENIPROC)IntGetProcAddress("glTexGeni");\r
+ _ptrc_glTexGeni(coord, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexGeniv(GLenum coord, GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glTexGeniv = (PFN_PTRC_GLTEXGENIVPROC)IntGetProcAddress("glTexGeniv");\r
+ _ptrc_glTexGeniv(coord, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glTexImage1D = (PFN_PTRC_GLTEXIMAGE1DPROC)IntGetProcAddress("glTexImage1D");\r
+ _ptrc_glTexImage1D(target, level, internalformat, width, border, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glTexImage2D = (PFN_PTRC_GLTEXIMAGE2DPROC)IntGetProcAddress("glTexImage2D");\r
+ _ptrc_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterf(GLenum target, GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glTexParameterf = (PFN_PTRC_GLTEXPARAMETERFPROC)IntGetProcAddress("glTexParameterf");\r
+ _ptrc_glTexParameterf(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterfv(GLenum target, GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glTexParameterfv = (PFN_PTRC_GLTEXPARAMETERFVPROC)IntGetProcAddress("glTexParameterfv");\r
+ _ptrc_glTexParameterfv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameteri(GLenum target, GLenum pname, GLint param)\r
+{\r
+ _ptrc_glTexParameteri = (PFN_PTRC_GLTEXPARAMETERIPROC)IntGetProcAddress("glTexParameteri");\r
+ _ptrc_glTexParameteri(target, pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameteriv(GLenum target, GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glTexParameteriv = (PFN_PTRC_GLTEXPARAMETERIVPROC)IntGetProcAddress("glTexParameteriv");\r
+ _ptrc_glTexParameteriv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Translated(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glTranslated = (PFN_PTRC_GLTRANSLATEDPROC)IntGetProcAddress("glTranslated");\r
+ _ptrc_glTranslated(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Translatef(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glTranslatef = (PFN_PTRC_GLTRANSLATEFPROC)IntGetProcAddress("glTranslatef");\r
+ _ptrc_glTranslatef(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2d(GLdouble x, GLdouble y)\r
+{\r
+ _ptrc_glVertex2d = (PFN_PTRC_GLVERTEX2DPROC)IntGetProcAddress("glVertex2d");\r
+ _ptrc_glVertex2d(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2dv(const GLdouble * v)\r
+{\r
+ _ptrc_glVertex2dv = (PFN_PTRC_GLVERTEX2DVPROC)IntGetProcAddress("glVertex2dv");\r
+ _ptrc_glVertex2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2f(GLfloat x, GLfloat y)\r
+{\r
+ _ptrc_glVertex2f = (PFN_PTRC_GLVERTEX2FPROC)IntGetProcAddress("glVertex2f");\r
+ _ptrc_glVertex2f(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2fv(const GLfloat * v)\r
+{\r
+ _ptrc_glVertex2fv = (PFN_PTRC_GLVERTEX2FVPROC)IntGetProcAddress("glVertex2fv");\r
+ _ptrc_glVertex2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2i(GLint x, GLint y)\r
+{\r
+ _ptrc_glVertex2i = (PFN_PTRC_GLVERTEX2IPROC)IntGetProcAddress("glVertex2i");\r
+ _ptrc_glVertex2i(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2iv(const GLint * v)\r
+{\r
+ _ptrc_glVertex2iv = (PFN_PTRC_GLVERTEX2IVPROC)IntGetProcAddress("glVertex2iv");\r
+ _ptrc_glVertex2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2s(GLshort x, GLshort y)\r
+{\r
+ _ptrc_glVertex2s = (PFN_PTRC_GLVERTEX2SPROC)IntGetProcAddress("glVertex2s");\r
+ _ptrc_glVertex2s(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex2sv(const GLshort * v)\r
+{\r
+ _ptrc_glVertex2sv = (PFN_PTRC_GLVERTEX2SVPROC)IntGetProcAddress("glVertex2sv");\r
+ _ptrc_glVertex2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3d(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glVertex3d = (PFN_PTRC_GLVERTEX3DPROC)IntGetProcAddress("glVertex3d");\r
+ _ptrc_glVertex3d(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glVertex3dv = (PFN_PTRC_GLVERTEX3DVPROC)IntGetProcAddress("glVertex3dv");\r
+ _ptrc_glVertex3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3f(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glVertex3f = (PFN_PTRC_GLVERTEX3FPROC)IntGetProcAddress("glVertex3f");\r
+ _ptrc_glVertex3f(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glVertex3fv = (PFN_PTRC_GLVERTEX3FVPROC)IntGetProcAddress("glVertex3fv");\r
+ _ptrc_glVertex3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3i(GLint x, GLint y, GLint z)\r
+{\r
+ _ptrc_glVertex3i = (PFN_PTRC_GLVERTEX3IPROC)IntGetProcAddress("glVertex3i");\r
+ _ptrc_glVertex3i(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3iv(const GLint * v)\r
+{\r
+ _ptrc_glVertex3iv = (PFN_PTRC_GLVERTEX3IVPROC)IntGetProcAddress("glVertex3iv");\r
+ _ptrc_glVertex3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3s(GLshort x, GLshort y, GLshort z)\r
+{\r
+ _ptrc_glVertex3s = (PFN_PTRC_GLVERTEX3SPROC)IntGetProcAddress("glVertex3s");\r
+ _ptrc_glVertex3s(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex3sv(const GLshort * v)\r
+{\r
+ _ptrc_glVertex3sv = (PFN_PTRC_GLVERTEX3SVPROC)IntGetProcAddress("glVertex3sv");\r
+ _ptrc_glVertex3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)\r
+{\r
+ _ptrc_glVertex4d = (PFN_PTRC_GLVERTEX4DPROC)IntGetProcAddress("glVertex4d");\r
+ _ptrc_glVertex4d(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4dv(const GLdouble * v)\r
+{\r
+ _ptrc_glVertex4dv = (PFN_PTRC_GLVERTEX4DVPROC)IntGetProcAddress("glVertex4dv");\r
+ _ptrc_glVertex4dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)\r
+{\r
+ _ptrc_glVertex4f = (PFN_PTRC_GLVERTEX4FPROC)IntGetProcAddress("glVertex4f");\r
+ _ptrc_glVertex4f(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4fv(const GLfloat * v)\r
+{\r
+ _ptrc_glVertex4fv = (PFN_PTRC_GLVERTEX4FVPROC)IntGetProcAddress("glVertex4fv");\r
+ _ptrc_glVertex4fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4i(GLint x, GLint y, GLint z, GLint w)\r
+{\r
+ _ptrc_glVertex4i = (PFN_PTRC_GLVERTEX4IPROC)IntGetProcAddress("glVertex4i");\r
+ _ptrc_glVertex4i(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4iv(const GLint * v)\r
+{\r
+ _ptrc_glVertex4iv = (PFN_PTRC_GLVERTEX4IVPROC)IntGetProcAddress("glVertex4iv");\r
+ _ptrc_glVertex4iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4s(GLshort x, GLshort y, GLshort z, GLshort w)\r
+{\r
+ _ptrc_glVertex4s = (PFN_PTRC_GLVERTEX4SPROC)IntGetProcAddress("glVertex4s");\r
+ _ptrc_glVertex4s(x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Vertex4sv(const GLshort * v)\r
+{\r
+ _ptrc_glVertex4sv = (PFN_PTRC_GLVERTEX4SVPROC)IntGetProcAddress("glVertex4sv");\r
+ _ptrc_glVertex4sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+ _ptrc_glViewport = (PFN_PTRC_GLVIEWPORTPROC)IntGetProcAddress("glViewport");\r
+ _ptrc_glViewport(x, y, width, height);\r
+}\r
+\r
+\r
+// Extension: 1.1\r
+static GLboolean CODEGEN_FUNCPTR Switch_AreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences)\r
+{\r
+ _ptrc_glAreTexturesResident = (PFN_PTRC_GLARETEXTURESRESIDENTPROC)IntGetProcAddress("glAreTexturesResident");\r
+ return _ptrc_glAreTexturesResident(n, textures, residences);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ArrayElement(GLint i)\r
+{\r
+ _ptrc_glArrayElement = (PFN_PTRC_GLARRAYELEMENTPROC)IntGetProcAddress("glArrayElement");\r
+ _ptrc_glArrayElement(i);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindTexture(GLenum target, GLuint texture)\r
+{\r
+ _ptrc_glBindTexture = (PFN_PTRC_GLBINDTEXTUREPROC)IntGetProcAddress("glBindTexture");\r
+ _ptrc_glBindTexture(target, texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glColorPointer = (PFN_PTRC_GLCOLORPOINTERPROC)IntGetProcAddress("glColorPointer");\r
+ _ptrc_glColorPointer(size, type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)\r
+{\r
+ _ptrc_glCopyTexImage1D = (PFN_PTRC_GLCOPYTEXIMAGE1DPROC)IntGetProcAddress("glCopyTexImage1D");\r
+ _ptrc_glCopyTexImage1D(target, level, internalformat, x, y, width, border);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)\r
+{\r
+ _ptrc_glCopyTexImage2D = (PFN_PTRC_GLCOPYTEXIMAGE2DPROC)IntGetProcAddress("glCopyTexImage2D");\r
+ _ptrc_glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)\r
+{\r
+ _ptrc_glCopyTexSubImage1D = (PFN_PTRC_GLCOPYTEXSUBIMAGE1DPROC)IntGetProcAddress("glCopyTexSubImage1D");\r
+ _ptrc_glCopyTexSubImage1D(target, level, xoffset, x, y, width);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+ _ptrc_glCopyTexSubImage2D = (PFN_PTRC_GLCOPYTEXSUBIMAGE2DPROC)IntGetProcAddress("glCopyTexSubImage2D");\r
+ _ptrc_glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteTextures(GLsizei n, const GLuint * textures)\r
+{\r
+ _ptrc_glDeleteTextures = (PFN_PTRC_GLDELETETEXTURESPROC)IntGetProcAddress("glDeleteTextures");\r
+ _ptrc_glDeleteTextures(n, textures);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DisableClientState(GLenum ren_array)\r
+{\r
+ _ptrc_glDisableClientState = (PFN_PTRC_GLDISABLECLIENTSTATEPROC)IntGetProcAddress("glDisableClientState");\r
+ _ptrc_glDisableClientState(ren_array);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawArrays(GLenum mode, GLint first, GLsizei count)\r
+{\r
+ _ptrc_glDrawArrays = (PFN_PTRC_GLDRAWARRAYSPROC)IntGetProcAddress("glDrawArrays");\r
+ _ptrc_glDrawArrays(mode, first, count);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices)\r
+{\r
+ _ptrc_glDrawElements = (PFN_PTRC_GLDRAWELEMENTSPROC)IntGetProcAddress("glDrawElements");\r
+ _ptrc_glDrawElements(mode, count, type, indices);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EdgeFlagPointer(GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glEdgeFlagPointer = (PFN_PTRC_GLEDGEFLAGPOINTERPROC)IntGetProcAddress("glEdgeFlagPointer");\r
+ _ptrc_glEdgeFlagPointer(stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EnableClientState(GLenum ren_array)\r
+{\r
+ _ptrc_glEnableClientState = (PFN_PTRC_GLENABLECLIENTSTATEPROC)IntGetProcAddress("glEnableClientState");\r
+ _ptrc_glEnableClientState(ren_array);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenTextures(GLsizei n, GLuint * textures)\r
+{\r
+ _ptrc_glGenTextures = (PFN_PTRC_GLGENTEXTURESPROC)IntGetProcAddress("glGenTextures");\r
+ _ptrc_glGenTextures(n, textures);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetPointerv(GLenum pname, GLvoid ** params)\r
+{\r
+ _ptrc_glGetPointerv = (PFN_PTRC_GLGETPOINTERVPROC)IntGetProcAddress("glGetPointerv");\r
+ _ptrc_glGetPointerv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_IndexPointer(GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glIndexPointer = (PFN_PTRC_GLINDEXPOINTERPROC)IntGetProcAddress("glIndexPointer");\r
+ _ptrc_glIndexPointer(type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexub(GLubyte c)\r
+{\r
+ _ptrc_glIndexub = (PFN_PTRC_GLINDEXUBPROC)IntGetProcAddress("glIndexub");\r
+ _ptrc_glIndexub(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Indexubv(const GLubyte * c)\r
+{\r
+ _ptrc_glIndexubv = (PFN_PTRC_GLINDEXUBVPROC)IntGetProcAddress("glIndexubv");\r
+ _ptrc_glIndexubv(c);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glInterleavedArrays = (PFN_PTRC_GLINTERLEAVEDARRAYSPROC)IntGetProcAddress("glInterleavedArrays");\r
+ _ptrc_glInterleavedArrays(format, stride, pointer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsTexture(GLuint texture)\r
+{\r
+ _ptrc_glIsTexture = (PFN_PTRC_GLISTEXTUREPROC)IntGetProcAddress("glIsTexture");\r
+ return _ptrc_glIsTexture(texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_NormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glNormalPointer = (PFN_PTRC_GLNORMALPOINTERPROC)IntGetProcAddress("glNormalPointer");\r
+ _ptrc_glNormalPointer(type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PolygonOffset(GLfloat factor, GLfloat units)\r
+{\r
+ _ptrc_glPolygonOffset = (PFN_PTRC_GLPOLYGONOFFSETPROC)IntGetProcAddress("glPolygonOffset");\r
+ _ptrc_glPolygonOffset(factor, units);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PopClientAttrib()\r
+{\r
+ _ptrc_glPopClientAttrib = (PFN_PTRC_GLPOPCLIENTATTRIBPROC)IntGetProcAddress("glPopClientAttrib");\r
+ _ptrc_glPopClientAttrib();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities)\r
+{\r
+ _ptrc_glPrioritizeTextures = (PFN_PTRC_GLPRIORITIZETEXTURESPROC)IntGetProcAddress("glPrioritizeTextures");\r
+ _ptrc_glPrioritizeTextures(n, textures, priorities);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PushClientAttrib(GLbitfield mask)\r
+{\r
+ _ptrc_glPushClientAttrib = (PFN_PTRC_GLPUSHCLIENTATTRIBPROC)IntGetProcAddress("glPushClientAttrib");\r
+ _ptrc_glPushClientAttrib(mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glTexCoordPointer = (PFN_PTRC_GLTEXCOORDPOINTERPROC)IntGetProcAddress("glTexCoordPointer");\r
+ _ptrc_glTexCoordPointer(size, type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glTexSubImage1D = (PFN_PTRC_GLTEXSUBIMAGE1DPROC)IntGetProcAddress("glTexSubImage1D");\r
+ _ptrc_glTexSubImage1D(target, level, xoffset, width, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glTexSubImage2D = (PFN_PTRC_GLTEXSUBIMAGE2DPROC)IntGetProcAddress("glTexSubImage2D");\r
+ _ptrc_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glVertexPointer = (PFN_PTRC_GLVERTEXPOINTERPROC)IntGetProcAddress("glVertexPointer");\r
+ _ptrc_glVertexPointer(size, type, stride, pointer);\r
+}\r
+\r
+\r
+// Extension: 1.2\r
+static void CODEGEN_FUNCPTR Switch_BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)\r
+{\r
+ _ptrc_glBlendColor = (PFN_PTRC_GLBLENDCOLORPROC)IntGetProcAddress("glBlendColor");\r
+ _ptrc_glBlendColor(red, green, blue, alpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlendEquation(GLenum mode)\r
+{\r
+ _ptrc_glBlendEquation = (PFN_PTRC_GLBLENDEQUATIONPROC)IntGetProcAddress("glBlendEquation");\r
+ _ptrc_glBlendEquation(mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)\r
+{\r
+ _ptrc_glCopyTexSubImage3D = (PFN_PTRC_GLCOPYTEXSUBIMAGE3DPROC)IntGetProcAddress("glCopyTexSubImage3D");\r
+ _ptrc_glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices)\r
+{\r
+ _ptrc_glDrawRangeElements = (PFN_PTRC_GLDRAWRANGEELEMENTSPROC)IntGetProcAddress("glDrawRangeElements");\r
+ _ptrc_glDrawRangeElements(mode, start, end, count, type, indices);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glTexImage3D = (PFN_PTRC_GLTEXIMAGE3DPROC)IntGetProcAddress("glTexImage3D");\r
+ _ptrc_glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels)\r
+{\r
+ _ptrc_glTexSubImage3D = (PFN_PTRC_GLTEXSUBIMAGE3DPROC)IntGetProcAddress("glTexSubImage3D");\r
+ _ptrc_glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);\r
+}\r
+\r
+\r
+// Extension: 1.3\r
+static void CODEGEN_FUNCPTR Switch_ActiveTexture(GLenum texture)\r
+{\r
+ _ptrc_glActiveTexture = (PFN_PTRC_GLACTIVETEXTUREPROC)IntGetProcAddress("glActiveTexture");\r
+ _ptrc_glActiveTexture(texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClientActiveTexture(GLenum texture)\r
+{\r
+ _ptrc_glClientActiveTexture = (PFN_PTRC_GLCLIENTACTIVETEXTUREPROC)IntGetProcAddress("glClientActiveTexture");\r
+ _ptrc_glClientActiveTexture(texture);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data)\r
+{\r
+ _ptrc_glCompressedTexImage1D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE1DPROC)IntGetProcAddress("glCompressedTexImage1D");\r
+ _ptrc_glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data)\r
+{\r
+ _ptrc_glCompressedTexImage2D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE2DPROC)IntGetProcAddress("glCompressedTexImage2D");\r
+ _ptrc_glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data)\r
+{\r
+ _ptrc_glCompressedTexImage3D = (PFN_PTRC_GLCOMPRESSEDTEXIMAGE3DPROC)IntGetProcAddress("glCompressedTexImage3D");\r
+ _ptrc_glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data)\r
+{\r
+ _ptrc_glCompressedTexSubImage1D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE1DPROC)IntGetProcAddress("glCompressedTexSubImage1D");\r
+ _ptrc_glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data)\r
+{\r
+ _ptrc_glCompressedTexSubImage2D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE2DPROC)IntGetProcAddress("glCompressedTexSubImage2D");\r
+ _ptrc_glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data)\r
+{\r
+ _ptrc_glCompressedTexSubImage3D = (PFN_PTRC_GLCOMPRESSEDTEXSUBIMAGE3DPROC)IntGetProcAddress("glCompressedTexSubImage3D");\r
+ _ptrc_glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetCompressedTexImage(GLenum target, GLint level, GLvoid * img)\r
+{\r
+ _ptrc_glGetCompressedTexImage = (PFN_PTRC_GLGETCOMPRESSEDTEXIMAGEPROC)IntGetProcAddress("glGetCompressedTexImage");\r
+ _ptrc_glGetCompressedTexImage(target, level, img);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixd(const GLdouble * m)\r
+{\r
+ _ptrc_glLoadTransposeMatrixd = (PFN_PTRC_GLLOADTRANSPOSEMATRIXDPROC)IntGetProcAddress("glLoadTransposeMatrixd");\r
+ _ptrc_glLoadTransposeMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LoadTransposeMatrixf(const GLfloat * m)\r
+{\r
+ _ptrc_glLoadTransposeMatrixf = (PFN_PTRC_GLLOADTRANSPOSEMATRIXFPROC)IntGetProcAddress("glLoadTransposeMatrixf");\r
+ _ptrc_glLoadTransposeMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixd(const GLdouble * m)\r
+{\r
+ _ptrc_glMultTransposeMatrixd = (PFN_PTRC_GLMULTTRANSPOSEMATRIXDPROC)IntGetProcAddress("glMultTransposeMatrixd");\r
+ _ptrc_glMultTransposeMatrixd(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultTransposeMatrixf(const GLfloat * m)\r
+{\r
+ _ptrc_glMultTransposeMatrixf = (PFN_PTRC_GLMULTTRANSPOSEMATRIXFPROC)IntGetProcAddress("glMultTransposeMatrixf");\r
+ _ptrc_glMultTransposeMatrixf(m);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1d(GLenum target, GLdouble s)\r
+{\r
+ _ptrc_glMultiTexCoord1d = (PFN_PTRC_GLMULTITEXCOORD1DPROC)IntGetProcAddress("glMultiTexCoord1d");\r
+ _ptrc_glMultiTexCoord1d(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1dv(GLenum target, const GLdouble * v)\r
+{\r
+ _ptrc_glMultiTexCoord1dv = (PFN_PTRC_GLMULTITEXCOORD1DVPROC)IntGetProcAddress("glMultiTexCoord1dv");\r
+ _ptrc_glMultiTexCoord1dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1f(GLenum target, GLfloat s)\r
+{\r
+ _ptrc_glMultiTexCoord1f = (PFN_PTRC_GLMULTITEXCOORD1FPROC)IntGetProcAddress("glMultiTexCoord1f");\r
+ _ptrc_glMultiTexCoord1f(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1fv(GLenum target, const GLfloat * v)\r
+{\r
+ _ptrc_glMultiTexCoord1fv = (PFN_PTRC_GLMULTITEXCOORD1FVPROC)IntGetProcAddress("glMultiTexCoord1fv");\r
+ _ptrc_glMultiTexCoord1fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1i(GLenum target, GLint s)\r
+{\r
+ _ptrc_glMultiTexCoord1i = (PFN_PTRC_GLMULTITEXCOORD1IPROC)IntGetProcAddress("glMultiTexCoord1i");\r
+ _ptrc_glMultiTexCoord1i(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1iv(GLenum target, const GLint * v)\r
+{\r
+ _ptrc_glMultiTexCoord1iv = (PFN_PTRC_GLMULTITEXCOORD1IVPROC)IntGetProcAddress("glMultiTexCoord1iv");\r
+ _ptrc_glMultiTexCoord1iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1s(GLenum target, GLshort s)\r
+{\r
+ _ptrc_glMultiTexCoord1s = (PFN_PTRC_GLMULTITEXCOORD1SPROC)IntGetProcAddress("glMultiTexCoord1s");\r
+ _ptrc_glMultiTexCoord1s(target, s);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord1sv(GLenum target, const GLshort * v)\r
+{\r
+ _ptrc_glMultiTexCoord1sv = (PFN_PTRC_GLMULTITEXCOORD1SVPROC)IntGetProcAddress("glMultiTexCoord1sv");\r
+ _ptrc_glMultiTexCoord1sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)\r
+{\r
+ _ptrc_glMultiTexCoord2d = (PFN_PTRC_GLMULTITEXCOORD2DPROC)IntGetProcAddress("glMultiTexCoord2d");\r
+ _ptrc_glMultiTexCoord2d(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2dv(GLenum target, const GLdouble * v)\r
+{\r
+ _ptrc_glMultiTexCoord2dv = (PFN_PTRC_GLMULTITEXCOORD2DVPROC)IntGetProcAddress("glMultiTexCoord2dv");\r
+ _ptrc_glMultiTexCoord2dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)\r
+{\r
+ _ptrc_glMultiTexCoord2f = (PFN_PTRC_GLMULTITEXCOORD2FPROC)IntGetProcAddress("glMultiTexCoord2f");\r
+ _ptrc_glMultiTexCoord2f(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2fv(GLenum target, const GLfloat * v)\r
+{\r
+ _ptrc_glMultiTexCoord2fv = (PFN_PTRC_GLMULTITEXCOORD2FVPROC)IntGetProcAddress("glMultiTexCoord2fv");\r
+ _ptrc_glMultiTexCoord2fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2i(GLenum target, GLint s, GLint t)\r
+{\r
+ _ptrc_glMultiTexCoord2i = (PFN_PTRC_GLMULTITEXCOORD2IPROC)IntGetProcAddress("glMultiTexCoord2i");\r
+ _ptrc_glMultiTexCoord2i(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2iv(GLenum target, const GLint * v)\r
+{\r
+ _ptrc_glMultiTexCoord2iv = (PFN_PTRC_GLMULTITEXCOORD2IVPROC)IntGetProcAddress("glMultiTexCoord2iv");\r
+ _ptrc_glMultiTexCoord2iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2s(GLenum target, GLshort s, GLshort t)\r
+{\r
+ _ptrc_glMultiTexCoord2s = (PFN_PTRC_GLMULTITEXCOORD2SPROC)IntGetProcAddress("glMultiTexCoord2s");\r
+ _ptrc_glMultiTexCoord2s(target, s, t);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord2sv(GLenum target, const GLshort * v)\r
+{\r
+ _ptrc_glMultiTexCoord2sv = (PFN_PTRC_GLMULTITEXCOORD2SVPROC)IntGetProcAddress("glMultiTexCoord2sv");\r
+ _ptrc_glMultiTexCoord2sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)\r
+{\r
+ _ptrc_glMultiTexCoord3d = (PFN_PTRC_GLMULTITEXCOORD3DPROC)IntGetProcAddress("glMultiTexCoord3d");\r
+ _ptrc_glMultiTexCoord3d(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3dv(GLenum target, const GLdouble * v)\r
+{\r
+ _ptrc_glMultiTexCoord3dv = (PFN_PTRC_GLMULTITEXCOORD3DVPROC)IntGetProcAddress("glMultiTexCoord3dv");\r
+ _ptrc_glMultiTexCoord3dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)\r
+{\r
+ _ptrc_glMultiTexCoord3f = (PFN_PTRC_GLMULTITEXCOORD3FPROC)IntGetProcAddress("glMultiTexCoord3f");\r
+ _ptrc_glMultiTexCoord3f(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3fv(GLenum target, const GLfloat * v)\r
+{\r
+ _ptrc_glMultiTexCoord3fv = (PFN_PTRC_GLMULTITEXCOORD3FVPROC)IntGetProcAddress("glMultiTexCoord3fv");\r
+ _ptrc_glMultiTexCoord3fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)\r
+{\r
+ _ptrc_glMultiTexCoord3i = (PFN_PTRC_GLMULTITEXCOORD3IPROC)IntGetProcAddress("glMultiTexCoord3i");\r
+ _ptrc_glMultiTexCoord3i(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3iv(GLenum target, const GLint * v)\r
+{\r
+ _ptrc_glMultiTexCoord3iv = (PFN_PTRC_GLMULTITEXCOORD3IVPROC)IntGetProcAddress("glMultiTexCoord3iv");\r
+ _ptrc_glMultiTexCoord3iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)\r
+{\r
+ _ptrc_glMultiTexCoord3s = (PFN_PTRC_GLMULTITEXCOORD3SPROC)IntGetProcAddress("glMultiTexCoord3s");\r
+ _ptrc_glMultiTexCoord3s(target, s, t, r);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord3sv(GLenum target, const GLshort * v)\r
+{\r
+ _ptrc_glMultiTexCoord3sv = (PFN_PTRC_GLMULTITEXCOORD3SVPROC)IntGetProcAddress("glMultiTexCoord3sv");\r
+ _ptrc_glMultiTexCoord3sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)\r
+{\r
+ _ptrc_glMultiTexCoord4d = (PFN_PTRC_GLMULTITEXCOORD4DPROC)IntGetProcAddress("glMultiTexCoord4d");\r
+ _ptrc_glMultiTexCoord4d(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4dv(GLenum target, const GLdouble * v)\r
+{\r
+ _ptrc_glMultiTexCoord4dv = (PFN_PTRC_GLMULTITEXCOORD4DVPROC)IntGetProcAddress("glMultiTexCoord4dv");\r
+ _ptrc_glMultiTexCoord4dv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)\r
+{\r
+ _ptrc_glMultiTexCoord4f = (PFN_PTRC_GLMULTITEXCOORD4FPROC)IntGetProcAddress("glMultiTexCoord4f");\r
+ _ptrc_glMultiTexCoord4f(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4fv(GLenum target, const GLfloat * v)\r
+{\r
+ _ptrc_glMultiTexCoord4fv = (PFN_PTRC_GLMULTITEXCOORD4FVPROC)IntGetProcAddress("glMultiTexCoord4fv");\r
+ _ptrc_glMultiTexCoord4fv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)\r
+{\r
+ _ptrc_glMultiTexCoord4i = (PFN_PTRC_GLMULTITEXCOORD4IPROC)IntGetProcAddress("glMultiTexCoord4i");\r
+ _ptrc_glMultiTexCoord4i(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4iv(GLenum target, const GLint * v)\r
+{\r
+ _ptrc_glMultiTexCoord4iv = (PFN_PTRC_GLMULTITEXCOORD4IVPROC)IntGetProcAddress("glMultiTexCoord4iv");\r
+ _ptrc_glMultiTexCoord4iv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)\r
+{\r
+ _ptrc_glMultiTexCoord4s = (PFN_PTRC_GLMULTITEXCOORD4SPROC)IntGetProcAddress("glMultiTexCoord4s");\r
+ _ptrc_glMultiTexCoord4s(target, s, t, r, q);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiTexCoord4sv(GLenum target, const GLshort * v)\r
+{\r
+ _ptrc_glMultiTexCoord4sv = (PFN_PTRC_GLMULTITEXCOORD4SVPROC)IntGetProcAddress("glMultiTexCoord4sv");\r
+ _ptrc_glMultiTexCoord4sv(target, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SampleCoverage(GLfloat value, GLboolean invert)\r
+{\r
+ _ptrc_glSampleCoverage = (PFN_PTRC_GLSAMPLECOVERAGEPROC)IntGetProcAddress("glSampleCoverage");\r
+ _ptrc_glSampleCoverage(value, invert);\r
+}\r
+\r
+\r
+// Extension: 1.4\r
+static void CODEGEN_FUNCPTR Switch_BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)\r
+{\r
+ _ptrc_glBlendFuncSeparate = (PFN_PTRC_GLBLENDFUNCSEPARATEPROC)IntGetProcAddress("glBlendFuncSeparate");\r
+ _ptrc_glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glFogCoordPointer = (PFN_PTRC_GLFOGCOORDPOINTERPROC)IntGetProcAddress("glFogCoordPointer");\r
+ _ptrc_glFogCoordPointer(type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordd(GLdouble coord)\r
+{\r
+ _ptrc_glFogCoordd = (PFN_PTRC_GLFOGCOORDDPROC)IntGetProcAddress("glFogCoordd");\r
+ _ptrc_glFogCoordd(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoorddv(const GLdouble * coord)\r
+{\r
+ _ptrc_glFogCoorddv = (PFN_PTRC_GLFOGCOORDDVPROC)IntGetProcAddress("glFogCoorddv");\r
+ _ptrc_glFogCoorddv(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordf(GLfloat coord)\r
+{\r
+ _ptrc_glFogCoordf = (PFN_PTRC_GLFOGCOORDFPROC)IntGetProcAddress("glFogCoordf");\r
+ _ptrc_glFogCoordf(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FogCoordfv(const GLfloat * coord)\r
+{\r
+ _ptrc_glFogCoordfv = (PFN_PTRC_GLFOGCOORDFVPROC)IntGetProcAddress("glFogCoordfv");\r
+ _ptrc_glFogCoordfv(coord);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount)\r
+{\r
+ _ptrc_glMultiDrawArrays = (PFN_PTRC_GLMULTIDRAWARRAYSPROC)IntGetProcAddress("glMultiDrawArrays");\r
+ _ptrc_glMultiDrawArrays(mode, first, count, drawcount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_MultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount)\r
+{\r
+ _ptrc_glMultiDrawElements = (PFN_PTRC_GLMULTIDRAWELEMENTSPROC)IntGetProcAddress("glMultiDrawElements");\r
+ _ptrc_glMultiDrawElements(mode, count, type, indices, drawcount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameterf(GLenum pname, GLfloat param)\r
+{\r
+ _ptrc_glPointParameterf = (PFN_PTRC_GLPOINTPARAMETERFPROC)IntGetProcAddress("glPointParameterf");\r
+ _ptrc_glPointParameterf(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameterfv(GLenum pname, const GLfloat * params)\r
+{\r
+ _ptrc_glPointParameterfv = (PFN_PTRC_GLPOINTPARAMETERFVPROC)IntGetProcAddress("glPointParameterfv");\r
+ _ptrc_glPointParameterfv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameteri(GLenum pname, GLint param)\r
+{\r
+ _ptrc_glPointParameteri = (PFN_PTRC_GLPOINTPARAMETERIPROC)IntGetProcAddress("glPointParameteri");\r
+ _ptrc_glPointParameteri(pname, param);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PointParameteriv(GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glPointParameteriv = (PFN_PTRC_GLPOINTPARAMETERIVPROC)IntGetProcAddress("glPointParameteriv");\r
+ _ptrc_glPointParameteriv(pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)\r
+{\r
+ _ptrc_glSecondaryColor3b = (PFN_PTRC_GLSECONDARYCOLOR3BPROC)IntGetProcAddress("glSecondaryColor3b");\r
+ _ptrc_glSecondaryColor3b(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3bv(const GLbyte * v)\r
+{\r
+ _ptrc_glSecondaryColor3bv = (PFN_PTRC_GLSECONDARYCOLOR3BVPROC)IntGetProcAddress("glSecondaryColor3bv");\r
+ _ptrc_glSecondaryColor3bv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)\r
+{\r
+ _ptrc_glSecondaryColor3d = (PFN_PTRC_GLSECONDARYCOLOR3DPROC)IntGetProcAddress("glSecondaryColor3d");\r
+ _ptrc_glSecondaryColor3d(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glSecondaryColor3dv = (PFN_PTRC_GLSECONDARYCOLOR3DVPROC)IntGetProcAddress("glSecondaryColor3dv");\r
+ _ptrc_glSecondaryColor3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)\r
+{\r
+ _ptrc_glSecondaryColor3f = (PFN_PTRC_GLSECONDARYCOLOR3FPROC)IntGetProcAddress("glSecondaryColor3f");\r
+ _ptrc_glSecondaryColor3f(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glSecondaryColor3fv = (PFN_PTRC_GLSECONDARYCOLOR3FVPROC)IntGetProcAddress("glSecondaryColor3fv");\r
+ _ptrc_glSecondaryColor3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3i(GLint red, GLint green, GLint blue)\r
+{\r
+ _ptrc_glSecondaryColor3i = (PFN_PTRC_GLSECONDARYCOLOR3IPROC)IntGetProcAddress("glSecondaryColor3i");\r
+ _ptrc_glSecondaryColor3i(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3iv(const GLint * v)\r
+{\r
+ _ptrc_glSecondaryColor3iv = (PFN_PTRC_GLSECONDARYCOLOR3IVPROC)IntGetProcAddress("glSecondaryColor3iv");\r
+ _ptrc_glSecondaryColor3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3s(GLshort red, GLshort green, GLshort blue)\r
+{\r
+ _ptrc_glSecondaryColor3s = (PFN_PTRC_GLSECONDARYCOLOR3SPROC)IntGetProcAddress("glSecondaryColor3s");\r
+ _ptrc_glSecondaryColor3s(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3sv(const GLshort * v)\r
+{\r
+ _ptrc_glSecondaryColor3sv = (PFN_PTRC_GLSECONDARYCOLOR3SVPROC)IntGetProcAddress("glSecondaryColor3sv");\r
+ _ptrc_glSecondaryColor3sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)\r
+{\r
+ _ptrc_glSecondaryColor3ub = (PFN_PTRC_GLSECONDARYCOLOR3UBPROC)IntGetProcAddress("glSecondaryColor3ub");\r
+ _ptrc_glSecondaryColor3ub(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ubv(const GLubyte * v)\r
+{\r
+ _ptrc_glSecondaryColor3ubv = (PFN_PTRC_GLSECONDARYCOLOR3UBVPROC)IntGetProcAddress("glSecondaryColor3ubv");\r
+ _ptrc_glSecondaryColor3ubv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3ui(GLuint red, GLuint green, GLuint blue)\r
+{\r
+ _ptrc_glSecondaryColor3ui = (PFN_PTRC_GLSECONDARYCOLOR3UIPROC)IntGetProcAddress("glSecondaryColor3ui");\r
+ _ptrc_glSecondaryColor3ui(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3uiv(const GLuint * v)\r
+{\r
+ _ptrc_glSecondaryColor3uiv = (PFN_PTRC_GLSECONDARYCOLOR3UIVPROC)IntGetProcAddress("glSecondaryColor3uiv");\r
+ _ptrc_glSecondaryColor3uiv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3us(GLushort red, GLushort green, GLushort blue)\r
+{\r
+ _ptrc_glSecondaryColor3us = (PFN_PTRC_GLSECONDARYCOLOR3USPROC)IntGetProcAddress("glSecondaryColor3us");\r
+ _ptrc_glSecondaryColor3us(red, green, blue);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColor3usv(const GLushort * v)\r
+{\r
+ _ptrc_glSecondaryColor3usv = (PFN_PTRC_GLSECONDARYCOLOR3USVPROC)IntGetProcAddress("glSecondaryColor3usv");\r
+ _ptrc_glSecondaryColor3usv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_SecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glSecondaryColorPointer = (PFN_PTRC_GLSECONDARYCOLORPOINTERPROC)IntGetProcAddress("glSecondaryColorPointer");\r
+ _ptrc_glSecondaryColorPointer(size, type, stride, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2d(GLdouble x, GLdouble y)\r
+{\r
+ _ptrc_glWindowPos2d = (PFN_PTRC_GLWINDOWPOS2DPROC)IntGetProcAddress("glWindowPos2d");\r
+ _ptrc_glWindowPos2d(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2dv(const GLdouble * v)\r
+{\r
+ _ptrc_glWindowPos2dv = (PFN_PTRC_GLWINDOWPOS2DVPROC)IntGetProcAddress("glWindowPos2dv");\r
+ _ptrc_glWindowPos2dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2f(GLfloat x, GLfloat y)\r
+{\r
+ _ptrc_glWindowPos2f = (PFN_PTRC_GLWINDOWPOS2FPROC)IntGetProcAddress("glWindowPos2f");\r
+ _ptrc_glWindowPos2f(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2fv(const GLfloat * v)\r
+{\r
+ _ptrc_glWindowPos2fv = (PFN_PTRC_GLWINDOWPOS2FVPROC)IntGetProcAddress("glWindowPos2fv");\r
+ _ptrc_glWindowPos2fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2i(GLint x, GLint y)\r
+{\r
+ _ptrc_glWindowPos2i = (PFN_PTRC_GLWINDOWPOS2IPROC)IntGetProcAddress("glWindowPos2i");\r
+ _ptrc_glWindowPos2i(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2iv(const GLint * v)\r
+{\r
+ _ptrc_glWindowPos2iv = (PFN_PTRC_GLWINDOWPOS2IVPROC)IntGetProcAddress("glWindowPos2iv");\r
+ _ptrc_glWindowPos2iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2s(GLshort x, GLshort y)\r
+{\r
+ _ptrc_glWindowPos2s = (PFN_PTRC_GLWINDOWPOS2SPROC)IntGetProcAddress("glWindowPos2s");\r
+ _ptrc_glWindowPos2s(x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos2sv(const GLshort * v)\r
+{\r
+ _ptrc_glWindowPos2sv = (PFN_PTRC_GLWINDOWPOS2SVPROC)IntGetProcAddress("glWindowPos2sv");\r
+ _ptrc_glWindowPos2sv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3d(GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glWindowPos3d = (PFN_PTRC_GLWINDOWPOS3DPROC)IntGetProcAddress("glWindowPos3d");\r
+ _ptrc_glWindowPos3d(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3dv(const GLdouble * v)\r
+{\r
+ _ptrc_glWindowPos3dv = (PFN_PTRC_GLWINDOWPOS3DVPROC)IntGetProcAddress("glWindowPos3dv");\r
+ _ptrc_glWindowPos3dv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3f(GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glWindowPos3f = (PFN_PTRC_GLWINDOWPOS3FPROC)IntGetProcAddress("glWindowPos3f");\r
+ _ptrc_glWindowPos3f(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3fv(const GLfloat * v)\r
+{\r
+ _ptrc_glWindowPos3fv = (PFN_PTRC_GLWINDOWPOS3FVPROC)IntGetProcAddress("glWindowPos3fv");\r
+ _ptrc_glWindowPos3fv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3i(GLint x, GLint y, GLint z)\r
+{\r
+ _ptrc_glWindowPos3i = (PFN_PTRC_GLWINDOWPOS3IPROC)IntGetProcAddress("glWindowPos3i");\r
+ _ptrc_glWindowPos3i(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3iv(const GLint * v)\r
+{\r
+ _ptrc_glWindowPos3iv = (PFN_PTRC_GLWINDOWPOS3IVPROC)IntGetProcAddress("glWindowPos3iv");\r
+ _ptrc_glWindowPos3iv(v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3s(GLshort x, GLshort y, GLshort z)\r
+{\r
+ _ptrc_glWindowPos3s = (PFN_PTRC_GLWINDOWPOS3SPROC)IntGetProcAddress("glWindowPos3s");\r
+ _ptrc_glWindowPos3s(x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_WindowPos3sv(const GLshort * v)\r
+{\r
+ _ptrc_glWindowPos3sv = (PFN_PTRC_GLWINDOWPOS3SVPROC)IntGetProcAddress("glWindowPos3sv");\r
+ _ptrc_glWindowPos3sv(v);\r
+}\r
+\r
+\r
+// Extension: 1.5\r
+static void CODEGEN_FUNCPTR Switch_BeginQuery(GLenum target, GLuint id)\r
+{\r
+ _ptrc_glBeginQuery = (PFN_PTRC_GLBEGINQUERYPROC)IntGetProcAddress("glBeginQuery");\r
+ _ptrc_glBeginQuery(target, id);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindBuffer(GLenum target, GLuint buffer)\r
+{\r
+ _ptrc_glBindBuffer = (PFN_PTRC_GLBINDBUFFERPROC)IntGetProcAddress("glBindBuffer");\r
+ _ptrc_glBindBuffer(target, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)\r
+{\r
+ _ptrc_glBufferData = (PFN_PTRC_GLBUFFERDATAPROC)IntGetProcAddress("glBufferData");\r
+ _ptrc_glBufferData(target, size, data, usage);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)\r
+{\r
+ _ptrc_glBufferSubData = (PFN_PTRC_GLBUFFERSUBDATAPROC)IntGetProcAddress("glBufferSubData");\r
+ _ptrc_glBufferSubData(target, offset, size, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteBuffers(GLsizei n, const GLuint * buffers)\r
+{\r
+ _ptrc_glDeleteBuffers = (PFN_PTRC_GLDELETEBUFFERSPROC)IntGetProcAddress("glDeleteBuffers");\r
+ _ptrc_glDeleteBuffers(n, buffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteQueries(GLsizei n, const GLuint * ids)\r
+{\r
+ _ptrc_glDeleteQueries = (PFN_PTRC_GLDELETEQUERIESPROC)IntGetProcAddress("glDeleteQueries");\r
+ _ptrc_glDeleteQueries(n, ids);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndQuery(GLenum target)\r
+{\r
+ _ptrc_glEndQuery = (PFN_PTRC_GLENDQUERYPROC)IntGetProcAddress("glEndQuery");\r
+ _ptrc_glEndQuery(target);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenBuffers(GLsizei n, GLuint * buffers)\r
+{\r
+ _ptrc_glGenBuffers = (PFN_PTRC_GLGENBUFFERSPROC)IntGetProcAddress("glGenBuffers");\r
+ _ptrc_glGenBuffers(n, buffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenQueries(GLsizei n, GLuint * ids)\r
+{\r
+ _ptrc_glGenQueries = (PFN_PTRC_GLGENQUERIESPROC)IntGetProcAddress("glGenQueries");\r
+ _ptrc_glGenQueries(n, ids);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBufferParameteriv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetBufferParameteriv = (PFN_PTRC_GLGETBUFFERPARAMETERIVPROC)IntGetProcAddress("glGetBufferParameteriv");\r
+ _ptrc_glGetBufferParameteriv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params)\r
+{\r
+ _ptrc_glGetBufferPointerv = (PFN_PTRC_GLGETBUFFERPOINTERVPROC)IntGetProcAddress("glGetBufferPointerv");\r
+ _ptrc_glGetBufferPointerv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data)\r
+{\r
+ _ptrc_glGetBufferSubData = (PFN_PTRC_GLGETBUFFERSUBDATAPROC)IntGetProcAddress("glGetBufferSubData");\r
+ _ptrc_glGetBufferSubData(target, offset, size, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectiv(GLuint id, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetQueryObjectiv = (PFN_PTRC_GLGETQUERYOBJECTIVPROC)IntGetProcAddress("glGetQueryObjectiv");\r
+ _ptrc_glGetQueryObjectiv(id, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params)\r
+{\r
+ _ptrc_glGetQueryObjectuiv = (PFN_PTRC_GLGETQUERYOBJECTUIVPROC)IntGetProcAddress("glGetQueryObjectuiv");\r
+ _ptrc_glGetQueryObjectuiv(id, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetQueryiv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetQueryiv = (PFN_PTRC_GLGETQUERYIVPROC)IntGetProcAddress("glGetQueryiv");\r
+ _ptrc_glGetQueryiv(target, pname, params);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsBuffer(GLuint buffer)\r
+{\r
+ _ptrc_glIsBuffer = (PFN_PTRC_GLISBUFFERPROC)IntGetProcAddress("glIsBuffer");\r
+ return _ptrc_glIsBuffer(buffer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsQuery(GLuint id)\r
+{\r
+ _ptrc_glIsQuery = (PFN_PTRC_GLISQUERYPROC)IntGetProcAddress("glIsQuery");\r
+ return _ptrc_glIsQuery(id);\r
+}\r
+\r
+static void * CODEGEN_FUNCPTR Switch_MapBuffer(GLenum target, GLenum access)\r
+{\r
+ _ptrc_glMapBuffer = (PFN_PTRC_GLMAPBUFFERPROC)IntGetProcAddress("glMapBuffer");\r
+ return _ptrc_glMapBuffer(target, access);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_UnmapBuffer(GLenum target)\r
+{\r
+ _ptrc_glUnmapBuffer = (PFN_PTRC_GLUNMAPBUFFERPROC)IntGetProcAddress("glUnmapBuffer");\r
+ return _ptrc_glUnmapBuffer(target);\r
+}\r
+\r
+\r
+// Extension: 2.0\r
+static void CODEGEN_FUNCPTR Switch_AttachShader(GLuint program, GLuint shader)\r
+{\r
+ _ptrc_glAttachShader = (PFN_PTRC_GLATTACHSHADERPROC)IntGetProcAddress("glAttachShader");\r
+ _ptrc_glAttachShader(program, shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindAttribLocation(GLuint program, GLuint index, const GLchar * name)\r
+{\r
+ _ptrc_glBindAttribLocation = (PFN_PTRC_GLBINDATTRIBLOCATIONPROC)IntGetProcAddress("glBindAttribLocation");\r
+ _ptrc_glBindAttribLocation(program, index, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)\r
+{\r
+ _ptrc_glBlendEquationSeparate = (PFN_PTRC_GLBLENDEQUATIONSEPARATEPROC)IntGetProcAddress("glBlendEquationSeparate");\r
+ _ptrc_glBlendEquationSeparate(modeRGB, modeAlpha);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_CompileShader(GLuint shader)\r
+{\r
+ _ptrc_glCompileShader = (PFN_PTRC_GLCOMPILESHADERPROC)IntGetProcAddress("glCompileShader");\r
+ _ptrc_glCompileShader(shader);\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateProgram()\r
+{\r
+ _ptrc_glCreateProgram = (PFN_PTRC_GLCREATEPROGRAMPROC)IntGetProcAddress("glCreateProgram");\r
+ return _ptrc_glCreateProgram();\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_CreateShader(GLenum type)\r
+{\r
+ _ptrc_glCreateShader = (PFN_PTRC_GLCREATESHADERPROC)IntGetProcAddress("glCreateShader");\r
+ return _ptrc_glCreateShader(type);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteProgram(GLuint program)\r
+{\r
+ _ptrc_glDeleteProgram = (PFN_PTRC_GLDELETEPROGRAMPROC)IntGetProcAddress("glDeleteProgram");\r
+ _ptrc_glDeleteProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteShader(GLuint shader)\r
+{\r
+ _ptrc_glDeleteShader = (PFN_PTRC_GLDELETESHADERPROC)IntGetProcAddress("glDeleteShader");\r
+ _ptrc_glDeleteShader(shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DetachShader(GLuint program, GLuint shader)\r
+{\r
+ _ptrc_glDetachShader = (PFN_PTRC_GLDETACHSHADERPROC)IntGetProcAddress("glDetachShader");\r
+ _ptrc_glDetachShader(program, shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DisableVertexAttribArray(GLuint index)\r
+{\r
+ _ptrc_glDisableVertexAttribArray = (PFN_PTRC_GLDISABLEVERTEXATTRIBARRAYPROC)IntGetProcAddress("glDisableVertexAttribArray");\r
+ _ptrc_glDisableVertexAttribArray(index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawBuffers(GLsizei n, const GLenum * bufs)\r
+{\r
+ _ptrc_glDrawBuffers = (PFN_PTRC_GLDRAWBUFFERSPROC)IntGetProcAddress("glDrawBuffers");\r
+ _ptrc_glDrawBuffers(n, bufs);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EnableVertexAttribArray(GLuint index)\r
+{\r
+ _ptrc_glEnableVertexAttribArray = (PFN_PTRC_GLENABLEVERTEXATTRIBARRAYPROC)IntGetProcAddress("glEnableVertexAttribArray");\r
+ _ptrc_glEnableVertexAttribArray(index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)\r
+{\r
+ _ptrc_glGetActiveAttrib = (PFN_PTRC_GLGETACTIVEATTRIBPROC)IntGetProcAddress("glGetActiveAttrib");\r
+ _ptrc_glGetActiveAttrib(program, index, bufSize, length, size, type, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)\r
+{\r
+ _ptrc_glGetActiveUniform = (PFN_PTRC_GLGETACTIVEUNIFORMPROC)IntGetProcAddress("glGetActiveUniform");\r
+ _ptrc_glGetActiveUniform(program, index, bufSize, length, size, type, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders)\r
+{\r
+ _ptrc_glGetAttachedShaders = (PFN_PTRC_GLGETATTACHEDSHADERSPROC)IntGetProcAddress("glGetAttachedShaders");\r
+ _ptrc_glGetAttachedShaders(program, maxCount, count, shaders);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_GetAttribLocation(GLuint program, const GLchar * name)\r
+{\r
+ _ptrc_glGetAttribLocation = (PFN_PTRC_GLGETATTRIBLOCATIONPROC)IntGetProcAddress("glGetAttribLocation");\r
+ return _ptrc_glGetAttribLocation(program, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog)\r
+{\r
+ _ptrc_glGetProgramInfoLog = (PFN_PTRC_GLGETPROGRAMINFOLOGPROC)IntGetProcAddress("glGetProgramInfoLog");\r
+ _ptrc_glGetProgramInfoLog(program, bufSize, length, infoLog);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetProgramiv(GLuint program, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetProgramiv = (PFN_PTRC_GLGETPROGRAMIVPROC)IntGetProcAddress("glGetProgramiv");\r
+ _ptrc_glGetProgramiv(program, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog)\r
+{\r
+ _ptrc_glGetShaderInfoLog = (PFN_PTRC_GLGETSHADERINFOLOGPROC)IntGetProcAddress("glGetShaderInfoLog");\r
+ _ptrc_glGetShaderInfoLog(shader, bufSize, length, infoLog);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source)\r
+{\r
+ _ptrc_glGetShaderSource = (PFN_PTRC_GLGETSHADERSOURCEPROC)IntGetProcAddress("glGetShaderSource");\r
+ _ptrc_glGetShaderSource(shader, bufSize, length, source);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetShaderiv(GLuint shader, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetShaderiv = (PFN_PTRC_GLGETSHADERIVPROC)IntGetProcAddress("glGetShaderiv");\r
+ _ptrc_glGetShaderiv(shader, pname, params);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_GetUniformLocation(GLuint program, const GLchar * name)\r
+{\r
+ _ptrc_glGetUniformLocation = (PFN_PTRC_GLGETUNIFORMLOCATIONPROC)IntGetProcAddress("glGetUniformLocation");\r
+ return _ptrc_glGetUniformLocation(program, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformfv(GLuint program, GLint location, GLfloat * params)\r
+{\r
+ _ptrc_glGetUniformfv = (PFN_PTRC_GLGETUNIFORMFVPROC)IntGetProcAddress("glGetUniformfv");\r
+ _ptrc_glGetUniformfv(program, location, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformiv(GLuint program, GLint location, GLint * params)\r
+{\r
+ _ptrc_glGetUniformiv = (PFN_PTRC_GLGETUNIFORMIVPROC)IntGetProcAddress("glGetUniformiv");\r
+ _ptrc_glGetUniformiv(program, location, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer)\r
+{\r
+ _ptrc_glGetVertexAttribPointerv = (PFN_PTRC_GLGETVERTEXATTRIBPOINTERVPROC)IntGetProcAddress("glGetVertexAttribPointerv");\r
+ _ptrc_glGetVertexAttribPointerv(index, pname, pointer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params)\r
+{\r
+ _ptrc_glGetVertexAttribdv = (PFN_PTRC_GLGETVERTEXATTRIBDVPROC)IntGetProcAddress("glGetVertexAttribdv");\r
+ _ptrc_glGetVertexAttribdv(index, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params)\r
+{\r
+ _ptrc_glGetVertexAttribfv = (PFN_PTRC_GLGETVERTEXATTRIBFVPROC)IntGetProcAddress("glGetVertexAttribfv");\r
+ _ptrc_glGetVertexAttribfv(index, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribiv(GLuint index, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetVertexAttribiv = (PFN_PTRC_GLGETVERTEXATTRIBIVPROC)IntGetProcAddress("glGetVertexAttribiv");\r
+ _ptrc_glGetVertexAttribiv(index, pname, params);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsProgram(GLuint program)\r
+{\r
+ _ptrc_glIsProgram = (PFN_PTRC_GLISPROGRAMPROC)IntGetProcAddress("glIsProgram");\r
+ return _ptrc_glIsProgram(program);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsShader(GLuint shader)\r
+{\r
+ _ptrc_glIsShader = (PFN_PTRC_GLISSHADERPROC)IntGetProcAddress("glIsShader");\r
+ return _ptrc_glIsShader(shader);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_LinkProgram(GLuint program)\r
+{\r
+ _ptrc_glLinkProgram = (PFN_PTRC_GLLINKPROGRAMPROC)IntGetProcAddress("glLinkProgram");\r
+ _ptrc_glLinkProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length)\r
+{\r
+ _ptrc_glShaderSource = (PFN_PTRC_GLSHADERSOURCEPROC)IntGetProcAddress("glShaderSource");\r
+ _ptrc_glShaderSource(shader, count, string, length);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)\r
+{\r
+ _ptrc_glStencilFuncSeparate = (PFN_PTRC_GLSTENCILFUNCSEPARATEPROC)IntGetProcAddress("glStencilFuncSeparate");\r
+ _ptrc_glStencilFuncSeparate(face, func, ref, mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilMaskSeparate(GLenum face, GLuint mask)\r
+{\r
+ _ptrc_glStencilMaskSeparate = (PFN_PTRC_GLSTENCILMASKSEPARATEPROC)IntGetProcAddress("glStencilMaskSeparate");\r
+ _ptrc_glStencilMaskSeparate(face, mask);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)\r
+{\r
+ _ptrc_glStencilOpSeparate = (PFN_PTRC_GLSTENCILOPSEPARATEPROC)IntGetProcAddress("glStencilOpSeparate");\r
+ _ptrc_glStencilOpSeparate(face, sfail, dpfail, dppass);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1f(GLint location, GLfloat v0)\r
+{\r
+ _ptrc_glUniform1f = (PFN_PTRC_GLUNIFORM1FPROC)IntGetProcAddress("glUniform1f");\r
+ _ptrc_glUniform1f(location, v0);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+ _ptrc_glUniform1fv = (PFN_PTRC_GLUNIFORM1FVPROC)IntGetProcAddress("glUniform1fv");\r
+ _ptrc_glUniform1fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1i(GLint location, GLint v0)\r
+{\r
+ _ptrc_glUniform1i = (PFN_PTRC_GLUNIFORM1IPROC)IntGetProcAddress("glUniform1i");\r
+ _ptrc_glUniform1i(location, v0);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+ _ptrc_glUniform1iv = (PFN_PTRC_GLUNIFORM1IVPROC)IntGetProcAddress("glUniform1iv");\r
+ _ptrc_glUniform1iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2f(GLint location, GLfloat v0, GLfloat v1)\r
+{\r
+ _ptrc_glUniform2f = (PFN_PTRC_GLUNIFORM2FPROC)IntGetProcAddress("glUniform2f");\r
+ _ptrc_glUniform2f(location, v0, v1);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+ _ptrc_glUniform2fv = (PFN_PTRC_GLUNIFORM2FVPROC)IntGetProcAddress("glUniform2fv");\r
+ _ptrc_glUniform2fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2i(GLint location, GLint v0, GLint v1)\r
+{\r
+ _ptrc_glUniform2i = (PFN_PTRC_GLUNIFORM2IPROC)IntGetProcAddress("glUniform2i");\r
+ _ptrc_glUniform2i(location, v0, v1);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+ _ptrc_glUniform2iv = (PFN_PTRC_GLUNIFORM2IVPROC)IntGetProcAddress("glUniform2iv");\r
+ _ptrc_glUniform2iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)\r
+{\r
+ _ptrc_glUniform3f = (PFN_PTRC_GLUNIFORM3FPROC)IntGetProcAddress("glUniform3f");\r
+ _ptrc_glUniform3f(location, v0, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+ _ptrc_glUniform3fv = (PFN_PTRC_GLUNIFORM3FVPROC)IntGetProcAddress("glUniform3fv");\r
+ _ptrc_glUniform3fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2)\r
+{\r
+ _ptrc_glUniform3i = (PFN_PTRC_GLUNIFORM3IPROC)IntGetProcAddress("glUniform3i");\r
+ _ptrc_glUniform3i(location, v0, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+ _ptrc_glUniform3iv = (PFN_PTRC_GLUNIFORM3IVPROC)IntGetProcAddress("glUniform3iv");\r
+ _ptrc_glUniform3iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)\r
+{\r
+ _ptrc_glUniform4f = (PFN_PTRC_GLUNIFORM4FPROC)IntGetProcAddress("glUniform4f");\r
+ _ptrc_glUniform4f(location, v0, v1, v2, v3);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)\r
+{\r
+ _ptrc_glUniform4fv = (PFN_PTRC_GLUNIFORM4FVPROC)IntGetProcAddress("glUniform4fv");\r
+ _ptrc_glUniform4fv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)\r
+{\r
+ _ptrc_glUniform4i = (PFN_PTRC_GLUNIFORM4IPROC)IntGetProcAddress("glUniform4i");\r
+ _ptrc_glUniform4i(location, v0, v1, v2, v3);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4iv(GLint location, GLsizei count, const GLint * value)\r
+{\r
+ _ptrc_glUniform4iv = (PFN_PTRC_GLUNIFORM4IVPROC)IntGetProcAddress("glUniform4iv");\r
+ _ptrc_glUniform4iv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix2fv = (PFN_PTRC_GLUNIFORMMATRIX2FVPROC)IntGetProcAddress("glUniformMatrix2fv");\r
+ _ptrc_glUniformMatrix2fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix3fv = (PFN_PTRC_GLUNIFORMMATRIX3FVPROC)IntGetProcAddress("glUniformMatrix3fv");\r
+ _ptrc_glUniformMatrix3fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix4fv = (PFN_PTRC_GLUNIFORMMATRIX4FVPROC)IntGetProcAddress("glUniformMatrix4fv");\r
+ _ptrc_glUniformMatrix4fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UseProgram(GLuint program)\r
+{\r
+ _ptrc_glUseProgram = (PFN_PTRC_GLUSEPROGRAMPROC)IntGetProcAddress("glUseProgram");\r
+ _ptrc_glUseProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ValidateProgram(GLuint program)\r
+{\r
+ _ptrc_glValidateProgram = (PFN_PTRC_GLVALIDATEPROGRAMPROC)IntGetProcAddress("glValidateProgram");\r
+ _ptrc_glValidateProgram(program);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1d(GLuint index, GLdouble x)\r
+{\r
+ _ptrc_glVertexAttrib1d = (PFN_PTRC_GLVERTEXATTRIB1DPROC)IntGetProcAddress("glVertexAttrib1d");\r
+ _ptrc_glVertexAttrib1d(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1dv(GLuint index, const GLdouble * v)\r
+{\r
+ _ptrc_glVertexAttrib1dv = (PFN_PTRC_GLVERTEXATTRIB1DVPROC)IntGetProcAddress("glVertexAttrib1dv");\r
+ _ptrc_glVertexAttrib1dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1f(GLuint index, GLfloat x)\r
+{\r
+ _ptrc_glVertexAttrib1f = (PFN_PTRC_GLVERTEXATTRIB1FPROC)IntGetProcAddress("glVertexAttrib1f");\r
+ _ptrc_glVertexAttrib1f(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1fv(GLuint index, const GLfloat * v)\r
+{\r
+ _ptrc_glVertexAttrib1fv = (PFN_PTRC_GLVERTEXATTRIB1FVPROC)IntGetProcAddress("glVertexAttrib1fv");\r
+ _ptrc_glVertexAttrib1fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1s(GLuint index, GLshort x)\r
+{\r
+ _ptrc_glVertexAttrib1s = (PFN_PTRC_GLVERTEXATTRIB1SPROC)IntGetProcAddress("glVertexAttrib1s");\r
+ _ptrc_glVertexAttrib1s(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib1sv(GLuint index, const GLshort * v)\r
+{\r
+ _ptrc_glVertexAttrib1sv = (PFN_PTRC_GLVERTEXATTRIB1SVPROC)IntGetProcAddress("glVertexAttrib1sv");\r
+ _ptrc_glVertexAttrib1sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y)\r
+{\r
+ _ptrc_glVertexAttrib2d = (PFN_PTRC_GLVERTEXATTRIB2DPROC)IntGetProcAddress("glVertexAttrib2d");\r
+ _ptrc_glVertexAttrib2d(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2dv(GLuint index, const GLdouble * v)\r
+{\r
+ _ptrc_glVertexAttrib2dv = (PFN_PTRC_GLVERTEXATTRIB2DVPROC)IntGetProcAddress("glVertexAttrib2dv");\r
+ _ptrc_glVertexAttrib2dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2f(GLuint index, GLfloat x, GLfloat y)\r
+{\r
+ _ptrc_glVertexAttrib2f = (PFN_PTRC_GLVERTEXATTRIB2FPROC)IntGetProcAddress("glVertexAttrib2f");\r
+ _ptrc_glVertexAttrib2f(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2fv(GLuint index, const GLfloat * v)\r
+{\r
+ _ptrc_glVertexAttrib2fv = (PFN_PTRC_GLVERTEXATTRIB2FVPROC)IntGetProcAddress("glVertexAttrib2fv");\r
+ _ptrc_glVertexAttrib2fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2s(GLuint index, GLshort x, GLshort y)\r
+{\r
+ _ptrc_glVertexAttrib2s = (PFN_PTRC_GLVERTEXATTRIB2SPROC)IntGetProcAddress("glVertexAttrib2s");\r
+ _ptrc_glVertexAttrib2s(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib2sv(GLuint index, const GLshort * v)\r
+{\r
+ _ptrc_glVertexAttrib2sv = (PFN_PTRC_GLVERTEXATTRIB2SVPROC)IntGetProcAddress("glVertexAttrib2sv");\r
+ _ptrc_glVertexAttrib2sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)\r
+{\r
+ _ptrc_glVertexAttrib3d = (PFN_PTRC_GLVERTEXATTRIB3DPROC)IntGetProcAddress("glVertexAttrib3d");\r
+ _ptrc_glVertexAttrib3d(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3dv(GLuint index, const GLdouble * v)\r
+{\r
+ _ptrc_glVertexAttrib3dv = (PFN_PTRC_GLVERTEXATTRIB3DVPROC)IntGetProcAddress("glVertexAttrib3dv");\r
+ _ptrc_glVertexAttrib3dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)\r
+{\r
+ _ptrc_glVertexAttrib3f = (PFN_PTRC_GLVERTEXATTRIB3FPROC)IntGetProcAddress("glVertexAttrib3f");\r
+ _ptrc_glVertexAttrib3f(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3fv(GLuint index, const GLfloat * v)\r
+{\r
+ _ptrc_glVertexAttrib3fv = (PFN_PTRC_GLVERTEXATTRIB3FVPROC)IntGetProcAddress("glVertexAttrib3fv");\r
+ _ptrc_glVertexAttrib3fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)\r
+{\r
+ _ptrc_glVertexAttrib3s = (PFN_PTRC_GLVERTEXATTRIB3SPROC)IntGetProcAddress("glVertexAttrib3s");\r
+ _ptrc_glVertexAttrib3s(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib3sv(GLuint index, const GLshort * v)\r
+{\r
+ _ptrc_glVertexAttrib3sv = (PFN_PTRC_GLVERTEXATTRIB3SVPROC)IntGetProcAddress("glVertexAttrib3sv");\r
+ _ptrc_glVertexAttrib3sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nbv(GLuint index, const GLbyte * v)\r
+{\r
+ _ptrc_glVertexAttrib4Nbv = (PFN_PTRC_GLVERTEXATTRIB4NBVPROC)IntGetProcAddress("glVertexAttrib4Nbv");\r
+ _ptrc_glVertexAttrib4Nbv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Niv(GLuint index, const GLint * v)\r
+{\r
+ _ptrc_glVertexAttrib4Niv = (PFN_PTRC_GLVERTEXATTRIB4NIVPROC)IntGetProcAddress("glVertexAttrib4Niv");\r
+ _ptrc_glVertexAttrib4Niv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nsv(GLuint index, const GLshort * v)\r
+{\r
+ _ptrc_glVertexAttrib4Nsv = (PFN_PTRC_GLVERTEXATTRIB4NSVPROC)IntGetProcAddress("glVertexAttrib4Nsv");\r
+ _ptrc_glVertexAttrib4Nsv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)\r
+{\r
+ _ptrc_glVertexAttrib4Nub = (PFN_PTRC_GLVERTEXATTRIB4NUBPROC)IntGetProcAddress("glVertexAttrib4Nub");\r
+ _ptrc_glVertexAttrib4Nub(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nubv(GLuint index, const GLubyte * v)\r
+{\r
+ _ptrc_glVertexAttrib4Nubv = (PFN_PTRC_GLVERTEXATTRIB4NUBVPROC)IntGetProcAddress("glVertexAttrib4Nubv");\r
+ _ptrc_glVertexAttrib4Nubv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nuiv(GLuint index, const GLuint * v)\r
+{\r
+ _ptrc_glVertexAttrib4Nuiv = (PFN_PTRC_GLVERTEXATTRIB4NUIVPROC)IntGetProcAddress("glVertexAttrib4Nuiv");\r
+ _ptrc_glVertexAttrib4Nuiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4Nusv(GLuint index, const GLushort * v)\r
+{\r
+ _ptrc_glVertexAttrib4Nusv = (PFN_PTRC_GLVERTEXATTRIB4NUSVPROC)IntGetProcAddress("glVertexAttrib4Nusv");\r
+ _ptrc_glVertexAttrib4Nusv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4bv(GLuint index, const GLbyte * v)\r
+{\r
+ _ptrc_glVertexAttrib4bv = (PFN_PTRC_GLVERTEXATTRIB4BVPROC)IntGetProcAddress("glVertexAttrib4bv");\r
+ _ptrc_glVertexAttrib4bv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)\r
+{\r
+ _ptrc_glVertexAttrib4d = (PFN_PTRC_GLVERTEXATTRIB4DPROC)IntGetProcAddress("glVertexAttrib4d");\r
+ _ptrc_glVertexAttrib4d(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4dv(GLuint index, const GLdouble * v)\r
+{\r
+ _ptrc_glVertexAttrib4dv = (PFN_PTRC_GLVERTEXATTRIB4DVPROC)IntGetProcAddress("glVertexAttrib4dv");\r
+ _ptrc_glVertexAttrib4dv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)\r
+{\r
+ _ptrc_glVertexAttrib4f = (PFN_PTRC_GLVERTEXATTRIB4FPROC)IntGetProcAddress("glVertexAttrib4f");\r
+ _ptrc_glVertexAttrib4f(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4fv(GLuint index, const GLfloat * v)\r
+{\r
+ _ptrc_glVertexAttrib4fv = (PFN_PTRC_GLVERTEXATTRIB4FVPROC)IntGetProcAddress("glVertexAttrib4fv");\r
+ _ptrc_glVertexAttrib4fv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4iv(GLuint index, const GLint * v)\r
+{\r
+ _ptrc_glVertexAttrib4iv = (PFN_PTRC_GLVERTEXATTRIB4IVPROC)IntGetProcAddress("glVertexAttrib4iv");\r
+ _ptrc_glVertexAttrib4iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)\r
+{\r
+ _ptrc_glVertexAttrib4s = (PFN_PTRC_GLVERTEXATTRIB4SPROC)IntGetProcAddress("glVertexAttrib4s");\r
+ _ptrc_glVertexAttrib4s(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4sv(GLuint index, const GLshort * v)\r
+{\r
+ _ptrc_glVertexAttrib4sv = (PFN_PTRC_GLVERTEXATTRIB4SVPROC)IntGetProcAddress("glVertexAttrib4sv");\r
+ _ptrc_glVertexAttrib4sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4ubv(GLuint index, const GLubyte * v)\r
+{\r
+ _ptrc_glVertexAttrib4ubv = (PFN_PTRC_GLVERTEXATTRIB4UBVPROC)IntGetProcAddress("glVertexAttrib4ubv");\r
+ _ptrc_glVertexAttrib4ubv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4uiv(GLuint index, const GLuint * v)\r
+{\r
+ _ptrc_glVertexAttrib4uiv = (PFN_PTRC_GLVERTEXATTRIB4UIVPROC)IntGetProcAddress("glVertexAttrib4uiv");\r
+ _ptrc_glVertexAttrib4uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttrib4usv(GLuint index, const GLushort * v)\r
+{\r
+ _ptrc_glVertexAttrib4usv = (PFN_PTRC_GLVERTEXATTRIB4USVPROC)IntGetProcAddress("glVertexAttrib4usv");\r
+ _ptrc_glVertexAttrib4usv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glVertexAttribPointer = (PFN_PTRC_GLVERTEXATTRIBPOINTERPROC)IntGetProcAddress("glVertexAttribPointer");\r
+ _ptrc_glVertexAttribPointer(index, size, type, normalized, stride, pointer);\r
+}\r
+\r
+\r
+// Extension: 2.1\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix2x3fv = (PFN_PTRC_GLUNIFORMMATRIX2X3FVPROC)IntGetProcAddress("glUniformMatrix2x3fv");\r
+ _ptrc_glUniformMatrix2x3fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix2x4fv = (PFN_PTRC_GLUNIFORMMATRIX2X4FVPROC)IntGetProcAddress("glUniformMatrix2x4fv");\r
+ _ptrc_glUniformMatrix2x4fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix3x2fv = (PFN_PTRC_GLUNIFORMMATRIX3X2FVPROC)IntGetProcAddress("glUniformMatrix3x2fv");\r
+ _ptrc_glUniformMatrix3x2fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix3x4fv = (PFN_PTRC_GLUNIFORMMATRIX3X4FVPROC)IntGetProcAddress("glUniformMatrix3x4fv");\r
+ _ptrc_glUniformMatrix3x4fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix4x2fv = (PFN_PTRC_GLUNIFORMMATRIX4X2FVPROC)IntGetProcAddress("glUniformMatrix4x2fv");\r
+ _ptrc_glUniformMatrix4x2fv(location, count, transpose, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)\r
+{\r
+ _ptrc_glUniformMatrix4x3fv = (PFN_PTRC_GLUNIFORMMATRIX4X3FVPROC)IntGetProcAddress("glUniformMatrix4x3fv");\r
+ _ptrc_glUniformMatrix4x3fv(location, count, transpose, value);\r
+}\r
+\r
+\r
+// Extension: 3.0\r
+static void CODEGEN_FUNCPTR Switch_BeginConditionalRender(GLuint id, GLenum mode)\r
+{\r
+ _ptrc_glBeginConditionalRender = (PFN_PTRC_GLBEGINCONDITIONALRENDERPROC)IntGetProcAddress("glBeginConditionalRender");\r
+ _ptrc_glBeginConditionalRender(id, mode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BeginTransformFeedback(GLenum primitiveMode)\r
+{\r
+ _ptrc_glBeginTransformFeedback = (PFN_PTRC_GLBEGINTRANSFORMFEEDBACKPROC)IntGetProcAddress("glBeginTransformFeedback");\r
+ _ptrc_glBeginTransformFeedback(primitiveMode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindBufferBase(GLenum target, GLuint index, GLuint buffer)\r
+{\r
+ _ptrc_glBindBufferBase = (PFN_PTRC_GLBINDBUFFERBASEPROC)IntGetProcAddress("glBindBufferBase");\r
+ _ptrc_glBindBufferBase(target, index, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)\r
+{\r
+ _ptrc_glBindBufferRange = (PFN_PTRC_GLBINDBUFFERRANGEPROC)IntGetProcAddress("glBindBufferRange");\r
+ _ptrc_glBindBufferRange(target, index, buffer, offset, size);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindFragDataLocation(GLuint program, GLuint color, const GLchar * name)\r
+{\r
+ _ptrc_glBindFragDataLocation = (PFN_PTRC_GLBINDFRAGDATALOCATIONPROC)IntGetProcAddress("glBindFragDataLocation");\r
+ _ptrc_glBindFragDataLocation(program, color, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindFramebuffer(GLenum target, GLuint framebuffer)\r
+{\r
+ _ptrc_glBindFramebuffer = (PFN_PTRC_GLBINDFRAMEBUFFERPROC)IntGetProcAddress("glBindFramebuffer");\r
+ _ptrc_glBindFramebuffer(target, framebuffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindRenderbuffer(GLenum target, GLuint renderbuffer)\r
+{\r
+ _ptrc_glBindRenderbuffer = (PFN_PTRC_GLBINDRENDERBUFFERPROC)IntGetProcAddress("glBindRenderbuffer");\r
+ _ptrc_glBindRenderbuffer(target, renderbuffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BindVertexArray(GLuint ren_array)\r
+{\r
+ _ptrc_glBindVertexArray = (PFN_PTRC_GLBINDVERTEXARRAYPROC)IntGetProcAddress("glBindVertexArray");\r
+ _ptrc_glBindVertexArray(ren_array);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)\r
+{\r
+ _ptrc_glBlitFramebuffer = (PFN_PTRC_GLBLITFRAMEBUFFERPROC)IntGetProcAddress("glBlitFramebuffer");\r
+ _ptrc_glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);\r
+}\r
+\r
+static GLenum CODEGEN_FUNCPTR Switch_CheckFramebufferStatus(GLenum target)\r
+{\r
+ _ptrc_glCheckFramebufferStatus = (PFN_PTRC_GLCHECKFRAMEBUFFERSTATUSPROC)IntGetProcAddress("glCheckFramebufferStatus");\r
+ return _ptrc_glCheckFramebufferStatus(target);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClampColor(GLenum target, GLenum clamp)\r
+{\r
+ _ptrc_glClampColor = (PFN_PTRC_GLCLAMPCOLORPROC)IntGetProcAddress("glClampColor");\r
+ _ptrc_glClampColor(target, clamp);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)\r
+{\r
+ _ptrc_glClearBufferfi = (PFN_PTRC_GLCLEARBUFFERFIPROC)IntGetProcAddress("glClearBufferfi");\r
+ _ptrc_glClearBufferfi(buffer, drawbuffer, depth, stencil);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value)\r
+{\r
+ _ptrc_glClearBufferfv = (PFN_PTRC_GLCLEARBUFFERFVPROC)IntGetProcAddress("glClearBufferfv");\r
+ _ptrc_glClearBufferfv(buffer, drawbuffer, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value)\r
+{\r
+ _ptrc_glClearBufferiv = (PFN_PTRC_GLCLEARBUFFERIVPROC)IntGetProcAddress("glClearBufferiv");\r
+ _ptrc_glClearBufferiv(buffer, drawbuffer, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value)\r
+{\r
+ _ptrc_glClearBufferuiv = (PFN_PTRC_GLCLEARBUFFERUIVPROC)IntGetProcAddress("glClearBufferuiv");\r
+ _ptrc_glClearBufferuiv(buffer, drawbuffer, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_ColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)\r
+{\r
+ _ptrc_glColorMaski = (PFN_PTRC_GLCOLORMASKIPROC)IntGetProcAddress("glColorMaski");\r
+ _ptrc_glColorMaski(index, r, g, b, a);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteFramebuffers(GLsizei n, const GLuint * framebuffers)\r
+{\r
+ _ptrc_glDeleteFramebuffers = (PFN_PTRC_GLDELETEFRAMEBUFFERSPROC)IntGetProcAddress("glDeleteFramebuffers");\r
+ _ptrc_glDeleteFramebuffers(n, framebuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers)\r
+{\r
+ _ptrc_glDeleteRenderbuffers = (PFN_PTRC_GLDELETERENDERBUFFERSPROC)IntGetProcAddress("glDeleteRenderbuffers");\r
+ _ptrc_glDeleteRenderbuffers(n, renderbuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DeleteVertexArrays(GLsizei n, const GLuint * arrays)\r
+{\r
+ _ptrc_glDeleteVertexArrays = (PFN_PTRC_GLDELETEVERTEXARRAYSPROC)IntGetProcAddress("glDeleteVertexArrays");\r
+ _ptrc_glDeleteVertexArrays(n, arrays);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Disablei(GLenum target, GLuint index)\r
+{\r
+ _ptrc_glDisablei = (PFN_PTRC_GLDISABLEIPROC)IntGetProcAddress("glDisablei");\r
+ _ptrc_glDisablei(target, index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Enablei(GLenum target, GLuint index)\r
+{\r
+ _ptrc_glEnablei = (PFN_PTRC_GLENABLEIPROC)IntGetProcAddress("glEnablei");\r
+ _ptrc_glEnablei(target, index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndConditionalRender()\r
+{\r
+ _ptrc_glEndConditionalRender = (PFN_PTRC_GLENDCONDITIONALRENDERPROC)IntGetProcAddress("glEndConditionalRender");\r
+ _ptrc_glEndConditionalRender();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_EndTransformFeedback()\r
+{\r
+ _ptrc_glEndTransformFeedback = (PFN_PTRC_GLENDTRANSFORMFEEDBACKPROC)IntGetProcAddress("glEndTransformFeedback");\r
+ _ptrc_glEndTransformFeedback();\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)\r
+{\r
+ _ptrc_glFlushMappedBufferRange = (PFN_PTRC_GLFLUSHMAPPEDBUFFERRANGEPROC)IntGetProcAddress("glFlushMappedBufferRange");\r
+ _ptrc_glFlushMappedBufferRange(target, offset, length);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)\r
+{\r
+ _ptrc_glFramebufferRenderbuffer = (PFN_PTRC_GLFRAMEBUFFERRENDERBUFFERPROC)IntGetProcAddress("glFramebufferRenderbuffer");\r
+ _ptrc_glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)\r
+{\r
+ _ptrc_glFramebufferTexture1D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE1DPROC)IntGetProcAddress("glFramebufferTexture1D");\r
+ _ptrc_glFramebufferTexture1D(target, attachment, textarget, texture, level);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)\r
+{\r
+ _ptrc_glFramebufferTexture2D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE2DPROC)IntGetProcAddress("glFramebufferTexture2D");\r
+ _ptrc_glFramebufferTexture2D(target, attachment, textarget, texture, level);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)\r
+{\r
+ _ptrc_glFramebufferTexture3D = (PFN_PTRC_GLFRAMEBUFFERTEXTURE3DPROC)IntGetProcAddress("glFramebufferTexture3D");\r
+ _ptrc_glFramebufferTexture3D(target, attachment, textarget, texture, level, zoffset);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)\r
+{\r
+ _ptrc_glFramebufferTextureLayer = (PFN_PTRC_GLFRAMEBUFFERTEXTURELAYERPROC)IntGetProcAddress("glFramebufferTextureLayer");\r
+ _ptrc_glFramebufferTextureLayer(target, attachment, texture, level, layer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenFramebuffers(GLsizei n, GLuint * framebuffers)\r
+{\r
+ _ptrc_glGenFramebuffers = (PFN_PTRC_GLGENFRAMEBUFFERSPROC)IntGetProcAddress("glGenFramebuffers");\r
+ _ptrc_glGenFramebuffers(n, framebuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenRenderbuffers(GLsizei n, GLuint * renderbuffers)\r
+{\r
+ _ptrc_glGenRenderbuffers = (PFN_PTRC_GLGENRENDERBUFFERSPROC)IntGetProcAddress("glGenRenderbuffers");\r
+ _ptrc_glGenRenderbuffers(n, renderbuffers);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenVertexArrays(GLsizei n, GLuint * arrays)\r
+{\r
+ _ptrc_glGenVertexArrays = (PFN_PTRC_GLGENVERTEXARRAYSPROC)IntGetProcAddress("glGenVertexArrays");\r
+ _ptrc_glGenVertexArrays(n, arrays);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GenerateMipmap(GLenum target)\r
+{\r
+ _ptrc_glGenerateMipmap = (PFN_PTRC_GLGENERATEMIPMAPPROC)IntGetProcAddress("glGenerateMipmap");\r
+ _ptrc_glGenerateMipmap(target);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetBooleani_v(GLenum target, GLuint index, GLboolean * data)\r
+{\r
+ _ptrc_glGetBooleani_v = (PFN_PTRC_GLGETBOOLEANI_VPROC)IntGetProcAddress("glGetBooleani_v");\r
+ _ptrc_glGetBooleani_v(target, index, data);\r
+}\r
+\r
+static GLint CODEGEN_FUNCPTR Switch_GetFragDataLocation(GLuint program, const GLchar * name)\r
+{\r
+ _ptrc_glGetFragDataLocation = (PFN_PTRC_GLGETFRAGDATALOCATIONPROC)IntGetProcAddress("glGetFragDataLocation");\r
+ return _ptrc_glGetFragDataLocation(program, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetFramebufferAttachmentParameteriv = (PFN_PTRC_GLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)IntGetProcAddress("glGetFramebufferAttachmentParameteriv");\r
+ _ptrc_glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetIntegeri_v(GLenum target, GLuint index, GLint * data)\r
+{\r
+ _ptrc_glGetIntegeri_v = (PFN_PTRC_GLGETINTEGERI_VPROC)IntGetProcAddress("glGetIntegeri_v");\r
+ _ptrc_glGetIntegeri_v(target, index, data);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetRenderbufferParameteriv = (PFN_PTRC_GLGETRENDERBUFFERPARAMETERIVPROC)IntGetProcAddress("glGetRenderbufferParameteriv");\r
+ _ptrc_glGetRenderbufferParameteriv(target, pname, params);\r
+}\r
+\r
+static const GLubyte * CODEGEN_FUNCPTR Switch_GetStringi(GLenum name, GLuint index)\r
+{\r
+ _ptrc_glGetStringi = (PFN_PTRC_GLGETSTRINGIPROC)IntGetProcAddress("glGetStringi");\r
+ return _ptrc_glGetStringi(name, index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIiv(GLenum target, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetTexParameterIiv = (PFN_PTRC_GLGETTEXPARAMETERIIVPROC)IntGetProcAddress("glGetTexParameterIiv");\r
+ _ptrc_glGetTexParameterIiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params)\r
+{\r
+ _ptrc_glGetTexParameterIuiv = (PFN_PTRC_GLGETTEXPARAMETERIUIVPROC)IntGetProcAddress("glGetTexParameterIuiv");\r
+ _ptrc_glGetTexParameterIuiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name)\r
+{\r
+ _ptrc_glGetTransformFeedbackVarying = (PFN_PTRC_GLGETTRANSFORMFEEDBACKVARYINGPROC)IntGetProcAddress("glGetTransformFeedbackVarying");\r
+ _ptrc_glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformuiv(GLuint program, GLint location, GLuint * params)\r
+{\r
+ _ptrc_glGetUniformuiv = (PFN_PTRC_GLGETUNIFORMUIVPROC)IntGetProcAddress("glGetUniformuiv");\r
+ _ptrc_glGetUniformuiv(program, location, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIiv(GLuint index, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetVertexAttribIiv = (PFN_PTRC_GLGETVERTEXATTRIBIIVPROC)IntGetProcAddress("glGetVertexAttribIiv");\r
+ _ptrc_glGetVertexAttribIiv(index, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params)\r
+{\r
+ _ptrc_glGetVertexAttribIuiv = (PFN_PTRC_GLGETVERTEXATTRIBIUIVPROC)IntGetProcAddress("glGetVertexAttribIuiv");\r
+ _ptrc_glGetVertexAttribIuiv(index, pname, params);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsEnabledi(GLenum target, GLuint index)\r
+{\r
+ _ptrc_glIsEnabledi = (PFN_PTRC_GLISENABLEDIPROC)IntGetProcAddress("glIsEnabledi");\r
+ return _ptrc_glIsEnabledi(target, index);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsFramebuffer(GLuint framebuffer)\r
+{\r
+ _ptrc_glIsFramebuffer = (PFN_PTRC_GLISFRAMEBUFFERPROC)IntGetProcAddress("glIsFramebuffer");\r
+ return _ptrc_glIsFramebuffer(framebuffer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsRenderbuffer(GLuint renderbuffer)\r
+{\r
+ _ptrc_glIsRenderbuffer = (PFN_PTRC_GLISRENDERBUFFERPROC)IntGetProcAddress("glIsRenderbuffer");\r
+ return _ptrc_glIsRenderbuffer(renderbuffer);\r
+}\r
+\r
+static GLboolean CODEGEN_FUNCPTR Switch_IsVertexArray(GLuint ren_array)\r
+{\r
+ _ptrc_glIsVertexArray = (PFN_PTRC_GLISVERTEXARRAYPROC)IntGetProcAddress("glIsVertexArray");\r
+ return _ptrc_glIsVertexArray(ren_array);\r
+}\r
+\r
+static void * CODEGEN_FUNCPTR Switch_MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)\r
+{\r
+ _ptrc_glMapBufferRange = (PFN_PTRC_GLMAPBUFFERRANGEPROC)IntGetProcAddress("glMapBufferRange");\r
+ return _ptrc_glMapBufferRange(target, offset, length, access);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)\r
+{\r
+ _ptrc_glRenderbufferStorage = (PFN_PTRC_GLRENDERBUFFERSTORAGEPROC)IntGetProcAddress("glRenderbufferStorage");\r
+ _ptrc_glRenderbufferStorage(target, internalformat, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)\r
+{\r
+ _ptrc_glRenderbufferStorageMultisample = (PFN_PTRC_GLRENDERBUFFERSTORAGEMULTISAMPLEPROC)IntGetProcAddress("glRenderbufferStorageMultisample");\r
+ _ptrc_glRenderbufferStorageMultisample(target, samples, internalformat, width, height);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIiv(GLenum target, GLenum pname, const GLint * params)\r
+{\r
+ _ptrc_glTexParameterIiv = (PFN_PTRC_GLTEXPARAMETERIIVPROC)IntGetProcAddress("glTexParameterIiv");\r
+ _ptrc_glTexParameterIiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexParameterIuiv(GLenum target, GLenum pname, const GLuint * params)\r
+{\r
+ _ptrc_glTexParameterIuiv = (PFN_PTRC_GLTEXPARAMETERIUIVPROC)IntGetProcAddress("glTexParameterIuiv");\r
+ _ptrc_glTexParameterIuiv(target, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode)\r
+{\r
+ _ptrc_glTransformFeedbackVaryings = (PFN_PTRC_GLTRANSFORMFEEDBACKVARYINGSPROC)IntGetProcAddress("glTransformFeedbackVaryings");\r
+ _ptrc_glTransformFeedbackVaryings(program, count, varyings, bufferMode);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1ui(GLint location, GLuint v0)\r
+{\r
+ _ptrc_glUniform1ui = (PFN_PTRC_GLUNIFORM1UIPROC)IntGetProcAddress("glUniform1ui");\r
+ _ptrc_glUniform1ui(location, v0);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform1uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+ _ptrc_glUniform1uiv = (PFN_PTRC_GLUNIFORM1UIVPROC)IntGetProcAddress("glUniform1uiv");\r
+ _ptrc_glUniform1uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2ui(GLint location, GLuint v0, GLuint v1)\r
+{\r
+ _ptrc_glUniform2ui = (PFN_PTRC_GLUNIFORM2UIPROC)IntGetProcAddress("glUniform2ui");\r
+ _ptrc_glUniform2ui(location, v0, v1);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform2uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+ _ptrc_glUniform2uiv = (PFN_PTRC_GLUNIFORM2UIVPROC)IntGetProcAddress("glUniform2uiv");\r
+ _ptrc_glUniform2uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)\r
+{\r
+ _ptrc_glUniform3ui = (PFN_PTRC_GLUNIFORM3UIPROC)IntGetProcAddress("glUniform3ui");\r
+ _ptrc_glUniform3ui(location, v0, v1, v2);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform3uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+ _ptrc_glUniform3uiv = (PFN_PTRC_GLUNIFORM3UIVPROC)IntGetProcAddress("glUniform3uiv");\r
+ _ptrc_glUniform3uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)\r
+{\r
+ _ptrc_glUniform4ui = (PFN_PTRC_GLUNIFORM4UIPROC)IntGetProcAddress("glUniform4ui");\r
+ _ptrc_glUniform4ui(location, v0, v1, v2, v3);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_Uniform4uiv(GLint location, GLsizei count, const GLuint * value)\r
+{\r
+ _ptrc_glUniform4uiv = (PFN_PTRC_GLUNIFORM4UIVPROC)IntGetProcAddress("glUniform4uiv");\r
+ _ptrc_glUniform4uiv(location, count, value);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1i(GLuint index, GLint x)\r
+{\r
+ _ptrc_glVertexAttribI1i = (PFN_PTRC_GLVERTEXATTRIBI1IPROC)IntGetProcAddress("glVertexAttribI1i");\r
+ _ptrc_glVertexAttribI1i(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1iv(GLuint index, const GLint * v)\r
+{\r
+ _ptrc_glVertexAttribI1iv = (PFN_PTRC_GLVERTEXATTRIBI1IVPROC)IntGetProcAddress("glVertexAttribI1iv");\r
+ _ptrc_glVertexAttribI1iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1ui(GLuint index, GLuint x)\r
+{\r
+ _ptrc_glVertexAttribI1ui = (PFN_PTRC_GLVERTEXATTRIBI1UIPROC)IntGetProcAddress("glVertexAttribI1ui");\r
+ _ptrc_glVertexAttribI1ui(index, x);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI1uiv(GLuint index, const GLuint * v)\r
+{\r
+ _ptrc_glVertexAttribI1uiv = (PFN_PTRC_GLVERTEXATTRIBI1UIVPROC)IntGetProcAddress("glVertexAttribI1uiv");\r
+ _ptrc_glVertexAttribI1uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2i(GLuint index, GLint x, GLint y)\r
+{\r
+ _ptrc_glVertexAttribI2i = (PFN_PTRC_GLVERTEXATTRIBI2IPROC)IntGetProcAddress("glVertexAttribI2i");\r
+ _ptrc_glVertexAttribI2i(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2iv(GLuint index, const GLint * v)\r
+{\r
+ _ptrc_glVertexAttribI2iv = (PFN_PTRC_GLVERTEXATTRIBI2IVPROC)IntGetProcAddress("glVertexAttribI2iv");\r
+ _ptrc_glVertexAttribI2iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2ui(GLuint index, GLuint x, GLuint y)\r
+{\r
+ _ptrc_glVertexAttribI2ui = (PFN_PTRC_GLVERTEXATTRIBI2UIPROC)IntGetProcAddress("glVertexAttribI2ui");\r
+ _ptrc_glVertexAttribI2ui(index, x, y);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI2uiv(GLuint index, const GLuint * v)\r
+{\r
+ _ptrc_glVertexAttribI2uiv = (PFN_PTRC_GLVERTEXATTRIBI2UIVPROC)IntGetProcAddress("glVertexAttribI2uiv");\r
+ _ptrc_glVertexAttribI2uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)\r
+{\r
+ _ptrc_glVertexAttribI3i = (PFN_PTRC_GLVERTEXATTRIBI3IPROC)IntGetProcAddress("glVertexAttribI3i");\r
+ _ptrc_glVertexAttribI3i(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3iv(GLuint index, const GLint * v)\r
+{\r
+ _ptrc_glVertexAttribI3iv = (PFN_PTRC_GLVERTEXATTRIBI3IVPROC)IntGetProcAddress("glVertexAttribI3iv");\r
+ _ptrc_glVertexAttribI3iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)\r
+{\r
+ _ptrc_glVertexAttribI3ui = (PFN_PTRC_GLVERTEXATTRIBI3UIPROC)IntGetProcAddress("glVertexAttribI3ui");\r
+ _ptrc_glVertexAttribI3ui(index, x, y, z);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI3uiv(GLuint index, const GLuint * v)\r
+{\r
+ _ptrc_glVertexAttribI3uiv = (PFN_PTRC_GLVERTEXATTRIBI3UIVPROC)IntGetProcAddress("glVertexAttribI3uiv");\r
+ _ptrc_glVertexAttribI3uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4bv(GLuint index, const GLbyte * v)\r
+{\r
+ _ptrc_glVertexAttribI4bv = (PFN_PTRC_GLVERTEXATTRIBI4BVPROC)IntGetProcAddress("glVertexAttribI4bv");\r
+ _ptrc_glVertexAttribI4bv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)\r
+{\r
+ _ptrc_glVertexAttribI4i = (PFN_PTRC_GLVERTEXATTRIBI4IPROC)IntGetProcAddress("glVertexAttribI4i");\r
+ _ptrc_glVertexAttribI4i(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4iv(GLuint index, const GLint * v)\r
+{\r
+ _ptrc_glVertexAttribI4iv = (PFN_PTRC_GLVERTEXATTRIBI4IVPROC)IntGetProcAddress("glVertexAttribI4iv");\r
+ _ptrc_glVertexAttribI4iv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4sv(GLuint index, const GLshort * v)\r
+{\r
+ _ptrc_glVertexAttribI4sv = (PFN_PTRC_GLVERTEXATTRIBI4SVPROC)IntGetProcAddress("glVertexAttribI4sv");\r
+ _ptrc_glVertexAttribI4sv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ubv(GLuint index, const GLubyte * v)\r
+{\r
+ _ptrc_glVertexAttribI4ubv = (PFN_PTRC_GLVERTEXATTRIBI4UBVPROC)IntGetProcAddress("glVertexAttribI4ubv");\r
+ _ptrc_glVertexAttribI4ubv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)\r
+{\r
+ _ptrc_glVertexAttribI4ui = (PFN_PTRC_GLVERTEXATTRIBI4UIPROC)IntGetProcAddress("glVertexAttribI4ui");\r
+ _ptrc_glVertexAttribI4ui(index, x, y, z, w);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4uiv(GLuint index, const GLuint * v)\r
+{\r
+ _ptrc_glVertexAttribI4uiv = (PFN_PTRC_GLVERTEXATTRIBI4UIVPROC)IntGetProcAddress("glVertexAttribI4uiv");\r
+ _ptrc_glVertexAttribI4uiv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribI4usv(GLuint index, const GLushort * v)\r
+{\r
+ _ptrc_glVertexAttribI4usv = (PFN_PTRC_GLVERTEXATTRIBI4USVPROC)IntGetProcAddress("glVertexAttribI4usv");\r
+ _ptrc_glVertexAttribI4usv(index, v);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)\r
+{\r
+ _ptrc_glVertexAttribIPointer = (PFN_PTRC_GLVERTEXATTRIBIPOINTERPROC)IntGetProcAddress("glVertexAttribIPointer");\r
+ _ptrc_glVertexAttribIPointer(index, size, type, stride, pointer);\r
+}\r
+\r
+\r
+// Extension: 3.1\r
+static void CODEGEN_FUNCPTR Switch_CopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)\r
+{\r
+ _ptrc_glCopyBufferSubData = (PFN_PTRC_GLCOPYBUFFERSUBDATAPROC)IntGetProcAddress("glCopyBufferSubData");\r
+ _ptrc_glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)\r
+{\r
+ _ptrc_glDrawArraysInstanced = (PFN_PTRC_GLDRAWARRAYSINSTANCEDPROC)IntGetProcAddress("glDrawArraysInstanced");\r
+ _ptrc_glDrawArraysInstanced(mode, first, count, instancecount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount)\r
+{\r
+ _ptrc_glDrawElementsInstanced = (PFN_PTRC_GLDRAWELEMENTSINSTANCEDPROC)IntGetProcAddress("glDrawElementsInstanced");\r
+ _ptrc_glDrawElementsInstanced(mode, count, type, indices, instancecount);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName)\r
+{\r
+ _ptrc_glGetActiveUniformBlockName = (PFN_PTRC_GLGETACTIVEUNIFORMBLOCKNAMEPROC)IntGetProcAddress("glGetActiveUniformBlockName");\r
+ _ptrc_glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetActiveUniformBlockiv = (PFN_PTRC_GLGETACTIVEUNIFORMBLOCKIVPROC)IntGetProcAddress("glGetActiveUniformBlockiv");\r
+ _ptrc_glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName)\r
+{\r
+ _ptrc_glGetActiveUniformName = (PFN_PTRC_GLGETACTIVEUNIFORMNAMEPROC)IntGetProcAddress("glGetActiveUniformName");\r
+ _ptrc_glGetActiveUniformName(program, uniformIndex, bufSize, length, uniformName);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params)\r
+{\r
+ _ptrc_glGetActiveUniformsiv = (PFN_PTRC_GLGETACTIVEUNIFORMSIVPROC)IntGetProcAddress("glGetActiveUniformsiv");\r
+ _ptrc_glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);\r
+}\r
+\r
+static GLuint CODEGEN_FUNCPTR Switch_GetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName)\r
+{\r
+ _ptrc_glGetUniformBlockIndex = (PFN_PTRC_GLGETUNIFORMBLOCKINDEXPROC)IntGetProcAddress("glGetUniformBlockIndex");\r
+ return _ptrc_glGetUniformBlockIndex(program, uniformBlockName);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices)\r
+{\r
+ _ptrc_glGetUniformIndices = (PFN_PTRC_GLGETUNIFORMINDICESPROC)IntGetProcAddress("glGetUniformIndices");\r
+ _ptrc_glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_PrimitiveRestartIndex(GLuint index)\r
+{\r
+ _ptrc_glPrimitiveRestartIndex = (PFN_PTRC_GLPRIMITIVERESTARTINDEXPROC)IntGetProcAddress("glPrimitiveRestartIndex");\r
+ _ptrc_glPrimitiveRestartIndex(index);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_TexBuffer(GLenum target, GLenum internalformat, GLuint buffer)\r
+{\r
+ _ptrc_glTexBuffer = (PFN_PTRC_GLTEXBUFFERPROC)IntGetProcAddress("glTexBuffer");\r
+ _ptrc_glTexBuffer(target, internalformat, buffer);\r
+}\r
+\r
+static void CODEGEN_FUNCPTR Switch_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)\r
+{\r
+ _ptrc_glUniformBlockBinding = (PFN_PTRC_GLUNIFORMBLOCKBINDINGPROC)IntGetProcAddress("glUniformBlockBinding");\r
+ _ptrc_glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);\r
+}\r
+\r
+\r
+\r
+static void ClearExtensionVariables()\r
+{\r
+}\r
+\r
+typedef struct ogl_MapTable_s\r
+{\r
+ char *extName;\r
+ int *extVariable;\r
+}ogl_MapTable;\r
+\r
+static ogl_MapTable g_mappingTable[1]; //This is intensionally left uninitialized. \r
+\r
+static void LoadExtByName(const char *extensionName)\r
+{\r
+ ogl_MapTable *tableEnd = &g_mappingTable[0];\r
+ ogl_MapTable *entry = &g_mappingTable[0];\r
+ for(; entry != tableEnd; ++entry)\r
+ {\r
+ if(strcmp(entry->extName, extensionName) == 0)\r
+ break;\r
+ }\r
+ \r
+ if(entry != tableEnd)\r
+ *(entry->extVariable) = 1;\r
+}\r
+\r
+void ProcExtsFromExtList()\r
+{\r
+ GLint iLoop;\r
+ GLint iNumExtensions = 0;\r
+ _ptrc_glGetIntegerv(GL_NUM_EXTENSIONS, &iNumExtensions);\r
+\r
+ for(iLoop = 0; iLoop < iNumExtensions; iLoop++)\r
+ {\r
+ const char *strExtensionName = (const char *)_ptrc_glGetStringi(GL_EXTENSIONS, iLoop);\r
+ LoadExtByName(strExtensionName);\r
+ }\r
+}\r
+\r
+void ogl_CheckExtensions()\r
+{\r
+ ClearExtensionVariables();\r
+ \r
+ ProcExtsFromExtList();\r
+}\r
+\r
--- /dev/null
+#ifndef OPENGL_NOLOAD_STYLE_H\r
+#define OPENGL_NOLOAD_STYLE_H\r
+\r
+#if defined(__glew_h__) || defined(__GLEW_H__)\r
+#error Attempt to include auto-generated header after including glew.h\r
+#endif\r
+#if defined(__gl_h_) || defined(__GL_H__)\r
+#error Attempt to include auto-generated header after including gl.h\r
+#endif\r
+#if defined(__glext_h_) || defined(__GLEXT_H_)\r
+#error Attempt to include auto-generated header after including glext.h\r
+#endif\r
+#if defined(__gltypes_h_)\r
+#error Attempt to include auto-generated header after gltypes.h\r
+#endif\r
+#if defined(__gl_ATI_h_)\r
+#error Attempt to include auto-generated header after including glATI.h\r
+#endif\r
+\r
+#define __glew_h__\r
+#define __GLEW_H__\r
+#define __gl_h_\r
+#define __GL_H__\r
+#define __glext_h_\r
+#define __GLEXT_H_\r
+#define __gltypes_h_\r
+#define __gl_ATI_h_\r
+\r
+#ifndef APIENTRY\r
+ #if defined(__MINGW32__)\r
+ #ifndef WIN32_LEAN_AND_MEAN\r
+ #define WIN32_LEAN_AND_MEAN 1\r
+ #endif\r
+ #ifndef NOMINMAX\r
+ #define NOMINMAX\r
+ #endif\r
+ #include <windows.h>\r
+ #elif (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__)\r
+ #ifndef WIN32_LEAN_AND_MEAN\r
+ #define WIN32_LEAN_AND_MEAN 1\r
+ #endif\r
+ #ifndef NOMINMAX\r
+ #define NOMINMAX\r
+ #endif\r
+ #include <windows.h>\r
+ #else\r
+ #define APIENTRY\r
+ #endif\r
+#endif /*APIENTRY*/\r
+\r
+#ifndef CODEGEN_FUNCPTR\r
+ #define CODEGEN_REMOVE_FUNCPTR\r
+ #if defined(_WIN32)\r
+ #define CODEGEN_FUNCPTR APIENTRY\r
+ #else\r
+ #define CODEGEN_FUNCPTR\r
+ #endif\r
+#endif /*CODEGEN_FUNCPTR*/\r
+\r
+#ifndef GLAPI\r
+ #define GLAPI extern\r
+#endif\r
+\r
+\r
+#ifndef GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+#define GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS\r
+\r
+\r
+#endif /*GL_LOAD_GEN_BASIC_OPENGL_TYPEDEFS*/\r
+\r
+#include <stddef.h>\r
+#ifndef GLEXT_64_TYPES_DEFINED\r
+/* This code block is duplicated in glxext.h, so must be protected */\r
+#define GLEXT_64_TYPES_DEFINED\r
+/* Define int32_t, int64_t, and uint64_t types for UST/MSC */\r
+/* (as used in the GL_EXT_timer_query extension). */\r
+#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L\r
+#include <inttypes.h>\r
+#elif defined(__sun__) || defined(__digital__)\r
+#include <inttypes.h>\r
+#if defined(__STDC__)\r
+#if defined(__arch64__) || defined(_LP64)\r
+typedef long int int64_t;\r
+typedef unsigned long int uint64_t;\r
+#else\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#endif /* __arch64__ */\r
+#endif /* __STDC__ */\r
+#elif defined( __VMS ) || defined(__sgi)\r
+#include <inttypes.h>\r
+#elif defined(__SCO__) || defined(__USLC__)\r
+#include <stdint.h>\r
+#elif defined(__UNIXOS2__) || defined(__SOL64__)\r
+typedef long int int32_t;\r
+typedef long long int int64_t;\r
+typedef unsigned long long int uint64_t;\r
+#elif defined(_WIN32) && defined(__GNUC__)\r
+#include <stdint.h>\r
+#elif defined(_WIN32)\r
+typedef __int32 int32_t;\r
+typedef __int64 int64_t;\r
+typedef unsigned __int64 uint64_t;\r
+#else\r
+/* Fallback if nothing above works */\r
+#include <inttypes.h>\r
+#endif\r
+#endif\r
+ typedef unsigned int GLenum;\r
+ typedef unsigned char GLboolean;\r
+ typedef unsigned int GLbitfield;\r
+ typedef void GLvoid;\r
+ typedef signed char GLbyte;\r
+ typedef short GLshort;\r
+ typedef int GLint;\r
+ typedef unsigned char GLubyte;\r
+ typedef unsigned short GLushort;\r
+ typedef unsigned int GLuint;\r
+ typedef int GLsizei;\r
+ typedef float GLfloat;\r
+ typedef float GLclampf;\r
+ typedef double GLdouble;\r
+ typedef double GLclampd;\r
+ typedef char GLchar;\r
+ typedef char GLcharARB;\r
+ #ifdef __APPLE__\r
+typedef void *GLhandleARB;\r
+#else\r
+typedef unsigned int GLhandleARB;\r
+#endif\r
+ typedef unsigned short GLhalfARB;\r
+ typedef unsigned short GLhalf;\r
+ typedef GLint GLfixed;\r
+ typedef ptrdiff_t GLintptr;\r
+ typedef ptrdiff_t GLsizeiptr;\r
+ typedef int64_t GLint64;\r
+ typedef uint64_t GLuint64;\r
+ typedef ptrdiff_t GLintptrARB;\r
+ typedef ptrdiff_t GLsizeiptrARB;\r
+ typedef int64_t GLint64EXT;\r
+ typedef uint64_t GLuint64EXT;\r
+ typedef struct __GLsync *GLsync;\r
+ struct _cl_context;\r
+ struct _cl_event;\r
+ typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+ typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);\r
+ typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);\r
+ typedef unsigned short GLhalfNV;\r
+ typedef GLintptr GLvdpauSurfaceNV;\r
+ \r
+ #ifdef __cplusplus\r
+ extern "C" {\r
+ #endif /*__cplusplus*/\r
+ \r
+ /////////////////////////\r
+ // Extension Variables\r
+ \r
+ \r
+ // Version: 1.1\r
+ #define GL_2D 0x0600\r
+ #define GL_2_BYTES 0x1407\r
+ #define GL_3D 0x0601\r
+ #define GL_3D_COLOR 0x0602\r
+ #define GL_3D_COLOR_TEXTURE 0x0603\r
+ #define GL_3_BYTES 0x1408\r
+ #define GL_4D_COLOR_TEXTURE 0x0604\r
+ #define GL_4_BYTES 0x1409\r
+ #define GL_ACCUM 0x0100\r
+ #define GL_ACCUM_ALPHA_BITS 0x0D5B\r
+ #define GL_ACCUM_BLUE_BITS 0x0D5A\r
+ #define GL_ACCUM_BUFFER_BIT 0x00000200\r
+ #define GL_ACCUM_CLEAR_VALUE 0x0B80\r
+ #define GL_ACCUM_GREEN_BITS 0x0D59\r
+ #define GL_ACCUM_RED_BITS 0x0D58\r
+ #define GL_ADD 0x0104\r
+ #define GL_ALL_ATTRIB_BITS 0xFFFFFFFF\r
+ #define GL_ALPHA 0x1906\r
+ #define GL_ALPHA12 0x803D\r
+ #define GL_ALPHA16 0x803E\r
+ #define GL_ALPHA4 0x803B\r
+ #define GL_ALPHA8 0x803C\r
+ #define GL_ALPHA_BIAS 0x0D1D\r
+ #define GL_ALPHA_BITS 0x0D55\r
+ #define GL_ALPHA_SCALE 0x0D1C\r
+ #define GL_ALPHA_TEST 0x0BC0\r
+ #define GL_ALPHA_TEST_FUNC 0x0BC1\r
+ #define GL_ALPHA_TEST_REF 0x0BC2\r
+ #define GL_ALWAYS 0x0207\r
+ #define GL_AMBIENT 0x1200\r
+ #define GL_AMBIENT_AND_DIFFUSE 0x1602\r
+ #define GL_AND 0x1501\r
+ #define GL_AND_INVERTED 0x1504\r
+ #define GL_AND_REVERSE 0x1502\r
+ #define GL_ATTRIB_STACK_DEPTH 0x0BB0\r
+ #define GL_AUTO_NORMAL 0x0D80\r
+ #define GL_AUX0 0x0409\r
+ #define GL_AUX1 0x040A\r
+ #define GL_AUX2 0x040B\r
+ #define GL_AUX3 0x040C\r
+ #define GL_AUX_BUFFERS 0x0C00\r
+ #define GL_BACK 0x0405\r
+ #define GL_BACK_LEFT 0x0402\r
+ #define GL_BACK_RIGHT 0x0403\r
+ #define GL_BITMAP 0x1A00\r
+ #define GL_BITMAP_TOKEN 0x0704\r
+ #define GL_BLEND 0x0BE2\r
+ #define GL_BLEND_DST 0x0BE0\r
+ #define GL_BLEND_SRC 0x0BE1\r
+ #define GL_BLUE 0x1905\r
+ #define GL_BLUE_BIAS 0x0D1B\r
+ #define GL_BLUE_BITS 0x0D54\r
+ #define GL_BLUE_SCALE 0x0D1A\r
+ #define GL_BYTE 0x1400\r
+ #define GL_C3F_V3F 0x2A24\r
+ #define GL_C4F_N3F_V3F 0x2A26\r
+ #define GL_C4UB_V2F 0x2A22\r
+ #define GL_C4UB_V3F 0x2A23\r
+ #define GL_CCW 0x0901\r
+ #define GL_CLAMP 0x2900\r
+ #define GL_CLEAR 0x1500\r
+ #define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF\r
+ #define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1\r
+ #define GL_CLIENT_PIXEL_STORE_BIT 0x00000001\r
+ #define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002\r
+ #define GL_CLIP_PLANE0 0x3000\r
+ #define GL_CLIP_PLANE1 0x3001\r
+ #define GL_CLIP_PLANE2 0x3002\r
+ #define GL_CLIP_PLANE3 0x3003\r
+ #define GL_CLIP_PLANE4 0x3004\r
+ #define GL_CLIP_PLANE5 0x3005\r
+ #define GL_COEFF 0x0A00\r
+ #define GL_COLOR 0x1800\r
+ #define GL_COLOR_ARRAY 0x8076\r
+ #define GL_COLOR_ARRAY_POINTER 0x8090\r
+ #define GL_COLOR_ARRAY_SIZE 0x8081\r
+ #define GL_COLOR_ARRAY_STRIDE 0x8083\r
+ #define GL_COLOR_ARRAY_TYPE 0x8082\r
+ #define GL_COLOR_BUFFER_BIT 0x00004000\r
+ #define GL_COLOR_CLEAR_VALUE 0x0C22\r
+ #define GL_COLOR_INDEX 0x1900\r
+ #define GL_COLOR_INDEXES 0x1603\r
+ #define GL_COLOR_LOGIC_OP 0x0BF2\r
+ #define GL_COLOR_MATERIAL 0x0B57\r
+ #define GL_COLOR_MATERIAL_FACE 0x0B55\r
+ #define GL_COLOR_MATERIAL_PARAMETER 0x0B56\r
+ #define GL_COLOR_WRITEMASK 0x0C23\r
+ #define GL_COMPILE 0x1300\r
+ #define GL_COMPILE_AND_EXECUTE 0x1301\r
+ #define GL_CONSTANT_ATTENUATION 0x1207\r
+ #define GL_COPY 0x1503\r
+ #define GL_COPY_INVERTED 0x150C\r
+ #define GL_COPY_PIXEL_TOKEN 0x0706\r
+ #define GL_CULL_FACE 0x0B44\r
+ #define GL_CULL_FACE_MODE 0x0B45\r
+ #define GL_CURRENT_BIT 0x00000001\r
+ #define GL_CURRENT_COLOR 0x0B00\r
+ #define GL_CURRENT_INDEX 0x0B01\r
+ #define GL_CURRENT_NORMAL 0x0B02\r
+ #define GL_CURRENT_RASTER_COLOR 0x0B04\r
+ #define GL_CURRENT_RASTER_DISTANCE 0x0B09\r
+ #define GL_CURRENT_RASTER_INDEX 0x0B05\r
+ #define GL_CURRENT_RASTER_POSITION 0x0B07\r
+ #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08\r
+ #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06\r
+ #define GL_CURRENT_TEXTURE_COORDS 0x0B03\r
+ #define GL_CW 0x0900\r
+ #define GL_DECAL 0x2101\r
+ #define GL_DECR 0x1E03\r
+ #define GL_DEPTH 0x1801\r
+ #define GL_DEPTH_BIAS 0x0D1F\r
+ #define GL_DEPTH_BITS 0x0D56\r
+ #define GL_DEPTH_BUFFER_BIT 0x00000100\r
+ #define GL_DEPTH_CLEAR_VALUE 0x0B73\r
+ #define GL_DEPTH_COMPONENT 0x1902\r
+ #define GL_DEPTH_FUNC 0x0B74\r
+ #define GL_DEPTH_RANGE 0x0B70\r
+ #define GL_DEPTH_SCALE 0x0D1E\r
+ #define GL_DEPTH_TEST 0x0B71\r
+ #define GL_DEPTH_WRITEMASK 0x0B72\r
+ #define GL_DIFFUSE 0x1201\r
+ #define GL_DITHER 0x0BD0\r
+ #define GL_DOMAIN 0x0A02\r
+ #define GL_DONT_CARE 0x1100\r
+ #define GL_DOUBLE 0x140A\r
+ #define GL_DOUBLEBUFFER 0x0C32\r
+ #define GL_DRAW_BUFFER 0x0C01\r
+ #define GL_DRAW_PIXEL_TOKEN 0x0705\r
+ #define GL_DST_ALPHA 0x0304\r
+ #define GL_DST_COLOR 0x0306\r
+ #define GL_EDGE_FLAG 0x0B43\r
+ #define GL_EDGE_FLAG_ARRAY 0x8079\r
+ #define GL_EDGE_FLAG_ARRAY_POINTER 0x8093\r
+ #define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C\r
+ #define GL_EMISSION 0x1600\r
+ #define GL_ENABLE_BIT 0x00002000\r
+ #define GL_EQUAL 0x0202\r
+ #define GL_EQUIV 0x1509\r
+ #define GL_EVAL_BIT 0x00010000\r
+ #define GL_EXP 0x0800\r
+ #define GL_EXP2 0x0801\r
+ #define GL_EXTENSIONS 0x1F03\r
+ #define GL_EYE_LINEAR 0x2400\r
+ #define GL_EYE_PLANE 0x2502\r
+ #define GL_FALSE 0\r
+ #define GL_FASTEST 0x1101\r
+ #define GL_FEEDBACK 0x1C01\r
+ #define GL_FEEDBACK_BUFFER_POINTER 0x0DF0\r
+ #define GL_FEEDBACK_BUFFER_SIZE 0x0DF1\r
+ #define GL_FEEDBACK_BUFFER_TYPE 0x0DF2\r
+ #define GL_FILL 0x1B02\r
+ #define GL_FLAT 0x1D00\r
+ #define GL_FLOAT 0x1406\r
+ #define GL_FOG 0x0B60\r
+ #define GL_FOG_BIT 0x00000080\r
+ #define GL_FOG_COLOR 0x0B66\r
+ #define GL_FOG_DENSITY 0x0B62\r
+ #define GL_FOG_END 0x0B64\r
+ #define GL_FOG_HINT 0x0C54\r
+ #define GL_FOG_INDEX 0x0B61\r
+ #define GL_FOG_MODE 0x0B65\r
+ #define GL_FOG_START 0x0B63\r
+ #define GL_FRONT 0x0404\r
+ #define GL_FRONT_AND_BACK 0x0408\r
+ #define GL_FRONT_FACE 0x0B46\r
+ #define GL_FRONT_LEFT 0x0400\r
+ #define GL_FRONT_RIGHT 0x0401\r
+ #define GL_GEQUAL 0x0206\r
+ #define GL_GREATER 0x0204\r
+ #define GL_GREEN 0x1904\r
+ #define GL_GREEN_BIAS 0x0D19\r
+ #define GL_GREEN_BITS 0x0D53\r
+ #define GL_GREEN_SCALE 0x0D18\r
+ #define GL_HINT_BIT 0x00008000\r
+ #define GL_INCR 0x1E02\r
+ #define GL_INDEX_ARRAY 0x8077\r
+ #define GL_INDEX_ARRAY_POINTER 0x8091\r
+ #define GL_INDEX_ARRAY_STRIDE 0x8086\r
+ #define GL_INDEX_ARRAY_TYPE 0x8085\r
+ #define GL_INDEX_BITS 0x0D51\r
+ #define GL_INDEX_CLEAR_VALUE 0x0C20\r
+ #define GL_INDEX_LOGIC_OP 0x0BF1\r
+ #define GL_INDEX_MODE 0x0C30\r
+ #define GL_INDEX_OFFSET 0x0D13\r
+ #define GL_INDEX_SHIFT 0x0D12\r
+ #define GL_INDEX_WRITEMASK 0x0C21\r
+ #define GL_INT 0x1404\r
+ #define GL_INTENSITY 0x8049\r
+ #define GL_INTENSITY12 0x804C\r
+ #define GL_INTENSITY16 0x804D\r
+ #define GL_INTENSITY4 0x804A\r
+ #define GL_INTENSITY8 0x804B\r
+ #define GL_INVALID_ENUM 0x0500\r
+ #define GL_INVALID_OPERATION 0x0502\r
+ #define GL_INVALID_VALUE 0x0501\r
+ #define GL_INVERT 0x150A\r
+ #define GL_KEEP 0x1E00\r
+ #define GL_LEFT 0x0406\r
+ #define GL_LEQUAL 0x0203\r
+ #define GL_LESS 0x0201\r
+ #define GL_LIGHT0 0x4000\r
+ #define GL_LIGHT1 0x4001\r
+ #define GL_LIGHT2 0x4002\r
+ #define GL_LIGHT3 0x4003\r
+ #define GL_LIGHT4 0x4004\r
+ #define GL_LIGHT5 0x4005\r
+ #define GL_LIGHT6 0x4006\r
+ #define GL_LIGHT7 0x4007\r
+ #define GL_LIGHTING 0x0B50\r
+ #define GL_LIGHTING_BIT 0x00000040\r
+ #define GL_LIGHT_MODEL_AMBIENT 0x0B53\r
+ #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51\r
+ #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52\r
+ #define GL_LINE 0x1B01\r
+ #define GL_LINEAR 0x2601\r
+ #define GL_LINEAR_ATTENUATION 0x1208\r
+ #define GL_LINEAR_MIPMAP_LINEAR 0x2703\r
+ #define GL_LINEAR_MIPMAP_NEAREST 0x2701\r
+ #define GL_LINES 0x0001\r
+ #define GL_LINE_BIT 0x00000004\r
+ #define GL_LINE_LOOP 0x0002\r
+ #define GL_LINE_RESET_TOKEN 0x0707\r
+ #define GL_LINE_SMOOTH 0x0B20\r
+ #define GL_LINE_SMOOTH_HINT 0x0C52\r
+ #define GL_LINE_STIPPLE 0x0B24\r
+ #define GL_LINE_STIPPLE_PATTERN 0x0B25\r
+ #define GL_LINE_STIPPLE_REPEAT 0x0B26\r
+ #define GL_LINE_STRIP 0x0003\r
+ #define GL_LINE_TOKEN 0x0702\r
+ #define GL_LINE_WIDTH 0x0B21\r
+ #define GL_LINE_WIDTH_GRANULARITY 0x0B23\r
+ #define GL_LINE_WIDTH_RANGE 0x0B22\r
+ #define GL_LIST_BASE 0x0B32\r
+ #define GL_LIST_BIT 0x00020000\r
+ #define GL_LIST_INDEX 0x0B33\r
+ #define GL_LIST_MODE 0x0B30\r
+ #define GL_LOAD 0x0101\r
+ #define GL_LOGIC_OP 0x0BF1\r
+ #define GL_LOGIC_OP_MODE 0x0BF0\r
+ #define GL_LUMINANCE 0x1909\r
+ #define GL_LUMINANCE12 0x8041\r
+ #define GL_LUMINANCE12_ALPHA12 0x8047\r
+ #define GL_LUMINANCE12_ALPHA4 0x8046\r
+ #define GL_LUMINANCE16 0x8042\r
+ #define GL_LUMINANCE16_ALPHA16 0x8048\r
+ #define GL_LUMINANCE4 0x803F\r
+ #define GL_LUMINANCE4_ALPHA4 0x8043\r
+ #define GL_LUMINANCE6_ALPHA2 0x8044\r
+ #define GL_LUMINANCE8 0x8040\r
+ #define GL_LUMINANCE8_ALPHA8 0x8045\r
+ #define GL_LUMINANCE_ALPHA 0x190A\r
+ #define GL_MAP1_COLOR_4 0x0D90\r
+ #define GL_MAP1_GRID_DOMAIN 0x0DD0\r
+ #define GL_MAP1_GRID_SEGMENTS 0x0DD1\r
+ #define GL_MAP1_INDEX 0x0D91\r
+ #define GL_MAP1_NORMAL 0x0D92\r
+ #define GL_MAP1_TEXTURE_COORD_1 0x0D93\r
+ #define GL_MAP1_TEXTURE_COORD_2 0x0D94\r
+ #define GL_MAP1_TEXTURE_COORD_3 0x0D95\r
+ #define GL_MAP1_TEXTURE_COORD_4 0x0D96\r
+ #define GL_MAP1_VERTEX_3 0x0D97\r
+ #define GL_MAP1_VERTEX_4 0x0D98\r
+ #define GL_MAP2_COLOR_4 0x0DB0\r
+ #define GL_MAP2_GRID_DOMAIN 0x0DD2\r
+ #define GL_MAP2_GRID_SEGMENTS 0x0DD3\r
+ #define GL_MAP2_INDEX 0x0DB1\r
+ #define GL_MAP2_NORMAL 0x0DB2\r
+ #define GL_MAP2_TEXTURE_COORD_1 0x0DB3\r
+ #define GL_MAP2_TEXTURE_COORD_2 0x0DB4\r
+ #define GL_MAP2_TEXTURE_COORD_3 0x0DB5\r
+ #define GL_MAP2_TEXTURE_COORD_4 0x0DB6\r
+ #define GL_MAP2_VERTEX_3 0x0DB7\r
+ #define GL_MAP2_VERTEX_4 0x0DB8\r
+ #define GL_MAP_COLOR 0x0D10\r
+ #define GL_MAP_STENCIL 0x0D11\r
+ #define GL_MATRIX_MODE 0x0BA0\r
+ #define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35\r
+ #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B\r
+ #define GL_MAX_CLIP_PLANES 0x0D32\r
+ #define GL_MAX_EVAL_ORDER 0x0D30\r
+ #define GL_MAX_LIGHTS 0x0D31\r
+ #define GL_MAX_LIST_NESTING 0x0B31\r
+ #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36\r
+ #define GL_MAX_NAME_STACK_DEPTH 0x0D37\r
+ #define GL_MAX_PIXEL_MAP_TABLE 0x0D34\r
+ #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38\r
+ #define GL_MAX_TEXTURE_SIZE 0x0D33\r
+ #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39\r
+ #define GL_MAX_VIEWPORT_DIMS 0x0D3A\r
+ #define GL_MODELVIEW 0x1700\r
+ #define GL_MODELVIEW_MATRIX 0x0BA6\r
+ #define GL_MODELVIEW_STACK_DEPTH 0x0BA3\r
+ #define GL_MODULATE 0x2100\r
+ #define GL_MULT 0x0103\r
+ #define GL_N3F_V3F 0x2A25\r
+ #define GL_NAME_STACK_DEPTH 0x0D70\r
+ #define GL_NAND 0x150E\r
+ #define GL_NEAREST 0x2600\r
+ #define GL_NEAREST_MIPMAP_LINEAR 0x2702\r
+ #define GL_NEAREST_MIPMAP_NEAREST 0x2700\r
+ #define GL_NEVER 0x0200\r
+ #define GL_NICEST 0x1102\r
+ #define GL_NONE 0\r
+ #define GL_NOOP 0x1505\r
+ #define GL_NOR 0x1508\r
+ #define GL_NORMALIZE 0x0BA1\r
+ #define GL_NORMAL_ARRAY 0x8075\r
+ #define GL_NORMAL_ARRAY_POINTER 0x808F\r
+ #define GL_NORMAL_ARRAY_STRIDE 0x807F\r
+ #define GL_NORMAL_ARRAY_TYPE 0x807E\r
+ #define GL_NOTEQUAL 0x0205\r
+ #define GL_NO_ERROR 0\r
+ #define GL_OBJECT_LINEAR 0x2401\r
+ #define GL_OBJECT_PLANE 0x2501\r
+ #define GL_ONE 1\r
+ #define GL_ONE_MINUS_DST_ALPHA 0x0305\r
+ #define GL_ONE_MINUS_DST_COLOR 0x0307\r
+ #define GL_ONE_MINUS_SRC_ALPHA 0x0303\r
+ #define GL_ONE_MINUS_SRC_COLOR 0x0301\r
+ #define GL_OR 0x1507\r
+ #define GL_ORDER 0x0A01\r
+ #define GL_OR_INVERTED 0x150D\r
+ #define GL_OR_REVERSE 0x150B\r
+ #define GL_OUT_OF_MEMORY 0x0505\r
+ #define GL_PACK_ALIGNMENT 0x0D05\r
+ #define GL_PACK_LSB_FIRST 0x0D01\r
+ #define GL_PACK_ROW_LENGTH 0x0D02\r
+ #define GL_PACK_SKIP_PIXELS 0x0D04\r
+ #define GL_PACK_SKIP_ROWS 0x0D03\r
+ #define GL_PACK_SWAP_BYTES 0x0D00\r
+ #define GL_PASS_THROUGH_TOKEN 0x0700\r
+ #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50\r
+ #define GL_PIXEL_MAP_A_TO_A 0x0C79\r
+ #define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9\r
+ #define GL_PIXEL_MAP_B_TO_B 0x0C78\r
+ #define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8\r
+ #define GL_PIXEL_MAP_G_TO_G 0x0C77\r
+ #define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7\r
+ #define GL_PIXEL_MAP_I_TO_A 0x0C75\r
+ #define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5\r
+ #define GL_PIXEL_MAP_I_TO_B 0x0C74\r
+ #define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4\r
+ #define GL_PIXEL_MAP_I_TO_G 0x0C73\r
+ #define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3\r
+ #define GL_PIXEL_MAP_I_TO_I 0x0C70\r
+ #define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0\r
+ #define GL_PIXEL_MAP_I_TO_R 0x0C72\r
+ #define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2\r
+ #define GL_PIXEL_MAP_R_TO_R 0x0C76\r
+ #define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6\r
+ #define GL_PIXEL_MAP_S_TO_S 0x0C71\r
+ #define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1\r
+ #define GL_PIXEL_MODE_BIT 0x00000020\r
+ #define GL_POINT 0x1B00\r
+ #define GL_POINTS 0x0000\r
+ #define GL_POINT_BIT 0x00000002\r
+ #define GL_POINT_SIZE 0x0B11\r
+ #define GL_POINT_SIZE_GRANULARITY 0x0B13\r
+ #define GL_POINT_SIZE_RANGE 0x0B12\r
+ #define GL_POINT_SMOOTH 0x0B10\r
+ #define GL_POINT_SMOOTH_HINT 0x0C51\r
+ #define GL_POINT_TOKEN 0x0701\r
+ #define GL_POLYGON 0x0009\r
+ #define GL_POLYGON_BIT 0x00000008\r
+ #define GL_POLYGON_MODE 0x0B40\r
+ #define GL_POLYGON_OFFSET_FACTOR 0x8038\r
+ #define GL_POLYGON_OFFSET_FILL 0x8037\r
+ #define GL_POLYGON_OFFSET_LINE 0x2A02\r
+ #define GL_POLYGON_OFFSET_POINT 0x2A01\r
+ #define GL_POLYGON_OFFSET_UNITS 0x2A00\r
+ #define GL_POLYGON_SMOOTH 0x0B41\r
+ #define GL_POLYGON_SMOOTH_HINT 0x0C53\r
+ #define GL_POLYGON_STIPPLE 0x0B42\r
+ #define GL_POLYGON_STIPPLE_BIT 0x00000010\r
+ #define GL_POLYGON_TOKEN 0x0703\r
+ #define GL_POSITION 0x1203\r
+ #define GL_PROJECTION 0x1701\r
+ #define GL_PROJECTION_MATRIX 0x0BA7\r
+ #define GL_PROJECTION_STACK_DEPTH 0x0BA4\r
+ #define GL_PROXY_TEXTURE_1D 0x8063\r
+ #define GL_PROXY_TEXTURE_2D 0x8064\r
+ #define GL_Q 0x2003\r
+ #define GL_QUADRATIC_ATTENUATION 0x1209\r
+ #define GL_QUADS 0x0007\r
+ #define GL_QUAD_STRIP 0x0008\r
+ #define GL_R 0x2002\r
+ #define GL_R3_G3_B2 0x2A10\r
+ #define GL_READ_BUFFER 0x0C02\r
+ #define GL_RED 0x1903\r
+ #define GL_RED_BIAS 0x0D15\r
+ #define GL_RED_BITS 0x0D52\r
+ #define GL_RED_SCALE 0x0D14\r
+ #define GL_RENDER 0x1C00\r
+ #define GL_RENDERER 0x1F01\r
+ #define GL_RENDER_MODE 0x0C40\r
+ #define GL_REPEAT 0x2901\r
+ #define GL_REPLACE 0x1E01\r
+ #define GL_RETURN 0x0102\r
+ #define GL_RGB 0x1907\r
+ #define GL_RGB10 0x8052\r
+ #define GL_RGB10_A2 0x8059\r
+ #define GL_RGB12 0x8053\r
+ #define GL_RGB16 0x8054\r
+ #define GL_RGB4 0x804F\r
+ #define GL_RGB5 0x8050\r
+ #define GL_RGB5_A1 0x8057\r
+ #define GL_RGB8 0x8051\r
+ #define GL_RGBA 0x1908\r
+ #define GL_RGBA12 0x805A\r
+ #define GL_RGBA16 0x805B\r
+ #define GL_RGBA2 0x8055\r
+ #define GL_RGBA4 0x8056\r
+ #define GL_RGBA8 0x8058\r
+ #define GL_RGBA_MODE 0x0C31\r
+ #define GL_RIGHT 0x0407\r
+ #define GL_S 0x2000\r
+ #define GL_SCISSOR_BIT 0x00080000\r
+ #define GL_SCISSOR_BOX 0x0C10\r
+ #define GL_SCISSOR_TEST 0x0C11\r
+ #define GL_SELECT 0x1C02\r
+ #define GL_SELECTION_BUFFER_POINTER 0x0DF3\r
+ #define GL_SELECTION_BUFFER_SIZE 0x0DF4\r
+ #define GL_SET 0x150F\r
+ #define GL_SHADE_MODEL 0x0B54\r
+ #define GL_SHININESS 0x1601\r
+ #define GL_SHORT 0x1402\r
+ #define GL_SMOOTH 0x1D01\r
+ #define GL_SPECULAR 0x1202\r
+ #define GL_SPHERE_MAP 0x2402\r
+ #define GL_SPOT_CUTOFF 0x1206\r
+ #define GL_SPOT_DIRECTION 0x1204\r
+ #define GL_SPOT_EXPONENT 0x1205\r
+ #define GL_SRC_ALPHA 0x0302\r
+ #define GL_SRC_ALPHA_SATURATE 0x0308\r
+ #define GL_SRC_COLOR 0x0300\r
+ #define GL_STACK_OVERFLOW 0x0503\r
+ #define GL_STACK_UNDERFLOW 0x0504\r
+ #define GL_STENCIL 0x1802\r
+ #define GL_STENCIL_BITS 0x0D57\r
+ #define GL_STENCIL_BUFFER_BIT 0x00000400\r
+ #define GL_STENCIL_CLEAR_VALUE 0x0B91\r
+ #define GL_STENCIL_FAIL 0x0B94\r
+ #define GL_STENCIL_FUNC 0x0B92\r
+ #define GL_STENCIL_INDEX 0x1901\r
+ #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95\r
+ #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96\r
+ #define GL_STENCIL_REF 0x0B97\r
+ #define GL_STENCIL_TEST 0x0B90\r
+ #define GL_STENCIL_VALUE_MASK 0x0B93\r
+ #define GL_STENCIL_WRITEMASK 0x0B98\r
+ #define GL_STEREO 0x0C33\r
+ #define GL_SUBPIXEL_BITS 0x0D50\r
+ #define GL_T 0x2001\r
+ #define GL_T2F_C3F_V3F 0x2A2A\r
+ #define GL_T2F_C4F_N3F_V3F 0x2A2C\r
+ #define GL_T2F_C4UB_V3F 0x2A29\r
+ #define GL_T2F_N3F_V3F 0x2A2B\r
+ #define GL_T2F_V3F 0x2A27\r
+ #define GL_T4F_C4F_N3F_V4F 0x2A2D\r
+ #define GL_T4F_V4F 0x2A28\r
+ #define GL_TEXTURE 0x1702\r
+ #define GL_TEXTURE_1D 0x0DE0\r
+ #define GL_TEXTURE_2D 0x0DE1\r
+ #define GL_TEXTURE_ALPHA_SIZE 0x805F\r
+ #define GL_TEXTURE_BINDING_1D 0x8068\r
+ #define GL_TEXTURE_BINDING_2D 0x8069\r
+ #define GL_TEXTURE_BIT 0x00040000\r
+ #define GL_TEXTURE_BLUE_SIZE 0x805E\r
+ #define GL_TEXTURE_BORDER 0x1005\r
+ #define GL_TEXTURE_BORDER_COLOR 0x1004\r
+ #define GL_TEXTURE_COMPONENTS 0x1003\r
+ #define GL_TEXTURE_COORD_ARRAY 0x8078\r
+ #define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092\r
+ #define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088\r
+ #define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A\r
+ #define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089\r
+ #define GL_TEXTURE_ENV 0x2300\r
+ #define GL_TEXTURE_ENV_COLOR 0x2201\r
+ #define GL_TEXTURE_ENV_MODE 0x2200\r
+ #define GL_TEXTURE_GEN_MODE 0x2500\r
+ #define GL_TEXTURE_GEN_Q 0x0C63\r
+ #define GL_TEXTURE_GEN_R 0x0C62\r
+ #define GL_TEXTURE_GEN_S 0x0C60\r
+ #define GL_TEXTURE_GEN_T 0x0C61\r
+ #define GL_TEXTURE_GREEN_SIZE 0x805D\r
+ #define GL_TEXTURE_HEIGHT 0x1001\r
+ #define GL_TEXTURE_INTENSITY_SIZE 0x8061\r
+ #define GL_TEXTURE_INTERNAL_FORMAT 0x1003\r
+ #define GL_TEXTURE_LUMINANCE_SIZE 0x8060\r
+ #define GL_TEXTURE_MAG_FILTER 0x2800\r
+ #define GL_TEXTURE_MATRIX 0x0BA8\r
+ #define GL_TEXTURE_MIN_FILTER 0x2801\r
+ #define GL_TEXTURE_PRIORITY 0x8066\r
+ #define GL_TEXTURE_RED_SIZE 0x805C\r
+ #define GL_TEXTURE_RESIDENT 0x8067\r
+ #define GL_TEXTURE_STACK_DEPTH 0x0BA5\r
+ #define GL_TEXTURE_WIDTH 0x1000\r
+ #define GL_TEXTURE_WRAP_S 0x2802\r
+ #define GL_TEXTURE_WRAP_T 0x2803\r
+ #define GL_TRANSFORM_BIT 0x00001000\r
+ #define GL_TRIANGLES 0x0004\r
+ #define GL_TRIANGLE_FAN 0x0006\r
+ #define GL_TRIANGLE_STRIP 0x0005\r
+ #define GL_TRUE 1\r
+ #define GL_UNPACK_ALIGNMENT 0x0CF5\r
+ #define GL_UNPACK_LSB_FIRST 0x0CF1\r
+ #define GL_UNPACK_ROW_LENGTH 0x0CF2\r
+ #define GL_UNPACK_SKIP_PIXELS 0x0CF4\r
+ #define GL_UNPACK_SKIP_ROWS 0x0CF3\r
+ #define GL_UNPACK_SWAP_BYTES 0x0CF0\r
+ #define GL_UNSIGNED_BYTE 0x1401\r
+ #define GL_UNSIGNED_INT 0x1405\r
+ #define GL_UNSIGNED_SHORT 0x1403\r
+ #define GL_V2F 0x2A20\r
+ #define GL_V3F 0x2A21\r
+ #define GL_VENDOR 0x1F00\r
+ #define GL_VERSION 0x1F02\r
+ #define GL_VERTEX_ARRAY 0x8074\r
+ #define GL_VERTEX_ARRAY_POINTER 0x808E\r
+ #define GL_VERTEX_ARRAY_SIZE 0x807A\r
+ #define GL_VERTEX_ARRAY_STRIDE 0x807C\r
+ #define GL_VERTEX_ARRAY_TYPE 0x807B\r
+ #define GL_VIEWPORT 0x0BA2\r
+ #define GL_VIEWPORT_BIT 0x00000800\r
+ #define GL_XOR 0x1506\r
+ #define GL_ZERO 0\r
+ #define GL_ZOOM_X 0x0D16\r
+ #define GL_ZOOM_Y 0x0D17\r
+ \r
+ // Version: 1.2\r
+ #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E\r
+ #define GL_ALIASED_POINT_SIZE_RANGE 0x846D\r
+ #define GL_BGR 0x80E0\r
+ #define GL_BGRA 0x80E1\r
+ #define GL_CLAMP_TO_EDGE 0x812F\r
+ #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8\r
+ #define GL_MAX_3D_TEXTURE_SIZE 0x8073\r
+ #define GL_MAX_ELEMENTS_INDICES 0x80E9\r
+ #define GL_MAX_ELEMENTS_VERTICES 0x80E8\r
+ #define GL_PACK_IMAGE_HEIGHT 0x806C\r
+ #define GL_PACK_SKIP_IMAGES 0x806B\r
+ #define GL_PROXY_TEXTURE_3D 0x8070\r
+ #define GL_RESCALE_NORMAL 0x803A\r
+ #define GL_SEPARATE_SPECULAR_COLOR 0x81FA\r
+ #define GL_SINGLE_COLOR 0x81F9\r
+ #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23\r
+ #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22\r
+ #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13\r
+ #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12\r
+ #define GL_TEXTURE_3D 0x806F\r
+ #define GL_TEXTURE_BASE_LEVEL 0x813C\r
+ #define GL_TEXTURE_BINDING_3D 0x806A\r
+ #define GL_TEXTURE_DEPTH 0x8071\r
+ #define GL_TEXTURE_MAX_LEVEL 0x813D\r
+ #define GL_TEXTURE_MAX_LOD 0x813B\r
+ #define GL_TEXTURE_MIN_LOD 0x813A\r
+ #define GL_TEXTURE_WRAP_R 0x8072\r
+ #define GL_UNPACK_IMAGE_HEIGHT 0x806E\r
+ #define GL_UNPACK_SKIP_IMAGES 0x806D\r
+ #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362\r
+ #define GL_UNSIGNED_BYTE_3_3_2 0x8032\r
+ #define GL_UNSIGNED_INT_10_10_10_2 0x8036\r
+ #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368\r
+ #define GL_UNSIGNED_INT_8_8_8_8 0x8035\r
+ #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367\r
+ #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366\r
+ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033\r
+ #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365\r
+ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034\r
+ #define GL_UNSIGNED_SHORT_5_6_5 0x8363\r
+ #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364\r
+ \r
+ // Version: 1.3\r
+ #define GL_ACTIVE_TEXTURE 0x84E0\r
+ #define GL_ADD_SIGNED 0x8574\r
+ #define GL_CLAMP_TO_BORDER 0x812D\r
+ #define GL_CLIENT_ACTIVE_TEXTURE 0x84E1\r
+ #define GL_COMBINE 0x8570\r
+ #define GL_COMBINE_ALPHA 0x8572\r
+ #define GL_COMBINE_RGB 0x8571\r
+ #define GL_COMPRESSED_ALPHA 0x84E9\r
+ #define GL_COMPRESSED_INTENSITY 0x84EC\r
+ #define GL_COMPRESSED_LUMINANCE 0x84EA\r
+ #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB\r
+ #define GL_COMPRESSED_RGB 0x84ED\r
+ #define GL_COMPRESSED_RGBA 0x84EE\r
+ #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3\r
+ #define GL_CONSTANT 0x8576\r
+ #define GL_DOT3_RGB 0x86AE\r
+ #define GL_DOT3_RGBA 0x86AF\r
+ #define GL_INTERPOLATE 0x8575\r
+ #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C\r
+ #define GL_MAX_TEXTURE_UNITS 0x84E2\r
+ #define GL_MULTISAMPLE 0x809D\r
+ #define GL_MULTISAMPLE_BIT 0x20000000\r
+ #define GL_NORMAL_MAP 0x8511\r
+ #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2\r
+ #define GL_OPERAND0_ALPHA 0x8598\r
+ #define GL_OPERAND0_RGB 0x8590\r
+ #define GL_OPERAND1_ALPHA 0x8599\r
+ #define GL_OPERAND1_RGB 0x8591\r
+ #define GL_OPERAND2_ALPHA 0x859A\r
+ #define GL_OPERAND2_RGB 0x8592\r
+ #define GL_PREVIOUS 0x8578\r
+ #define GL_PRIMARY_COLOR 0x8577\r
+ #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B\r
+ #define GL_REFLECTION_MAP 0x8512\r
+ #define GL_RGB_SCALE 0x8573\r
+ #define GL_SAMPLES 0x80A9\r
+ #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E\r
+ #define GL_SAMPLE_ALPHA_TO_ONE 0x809F\r
+ #define GL_SAMPLE_BUFFERS 0x80A8\r
+ #define GL_SAMPLE_COVERAGE 0x80A0\r
+ #define GL_SAMPLE_COVERAGE_INVERT 0x80AB\r
+ #define GL_SAMPLE_COVERAGE_VALUE 0x80AA\r
+ #define GL_SOURCE0_ALPHA 0x8588\r
+ #define GL_SOURCE0_RGB 0x8580\r
+ #define GL_SOURCE1_ALPHA 0x8589\r
+ #define GL_SOURCE1_RGB 0x8581\r
+ #define GL_SOURCE2_ALPHA 0x858A\r
+ #define GL_SOURCE2_RGB 0x8582\r
+ #define GL_SUBTRACT 0x84E7\r
+ #define GL_TEXTURE0 0x84C0\r
+ #define GL_TEXTURE1 0x84C1\r
+ #define GL_TEXTURE10 0x84CA\r
+ #define GL_TEXTURE11 0x84CB\r
+ #define GL_TEXTURE12 0x84CC\r
+ #define GL_TEXTURE13 0x84CD\r
+ #define GL_TEXTURE14 0x84CE\r
+ #define GL_TEXTURE15 0x84CF\r
+ #define GL_TEXTURE16 0x84D0\r
+ #define GL_TEXTURE17 0x84D1\r
+ #define GL_TEXTURE18 0x84D2\r
+ #define GL_TEXTURE19 0x84D3\r
+ #define GL_TEXTURE2 0x84C2\r
+ #define GL_TEXTURE20 0x84D4\r
+ #define GL_TEXTURE21 0x84D5\r
+ #define GL_TEXTURE22 0x84D6\r
+ #define GL_TEXTURE23 0x84D7\r
+ #define GL_TEXTURE24 0x84D8\r
+ #define GL_TEXTURE25 0x84D9\r
+ #define GL_TEXTURE26 0x84DA\r
+ #define GL_TEXTURE27 0x84DB\r
+ #define GL_TEXTURE28 0x84DC\r
+ #define GL_TEXTURE29 0x84DD\r
+ #define GL_TEXTURE3 0x84C3\r
+ #define GL_TEXTURE30 0x84DE\r
+ #define GL_TEXTURE31 0x84DF\r
+ #define GL_TEXTURE4 0x84C4\r
+ #define GL_TEXTURE5 0x84C5\r
+ #define GL_TEXTURE6 0x84C6\r
+ #define GL_TEXTURE7 0x84C7\r
+ #define GL_TEXTURE8 0x84C8\r
+ #define GL_TEXTURE9 0x84C9\r
+ #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514\r
+ #define GL_TEXTURE_COMPRESSED 0x86A1\r
+ #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0\r
+ #define GL_TEXTURE_COMPRESSION_HINT 0x84EF\r
+ #define GL_TEXTURE_CUBE_MAP 0x8513\r
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516\r
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518\r
+ #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A\r
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515\r
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517\r
+ #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519\r
+ #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6\r
+ #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3\r
+ #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4\r
+ #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5\r
+ \r
+ // Version: 1.4\r
+ #define GL_BLEND_COLOR 0x8005\r
+ #define GL_BLEND_DST_ALPHA 0x80CA\r
+ #define GL_BLEND_DST_RGB 0x80C8\r
+ #define GL_BLEND_EQUATION 0x8009\r
+ #define GL_BLEND_SRC_ALPHA 0x80CB\r
+ #define GL_BLEND_SRC_RGB 0x80C9\r
+ #define GL_COLOR_SUM 0x8458\r
+ #define GL_COMPARE_R_TO_TEXTURE 0x884E\r
+ #define GL_CONSTANT_ALPHA 0x8003\r
+ #define GL_CONSTANT_COLOR 0x8001\r
+ #define GL_CURRENT_FOG_COORDINATE 0x8453\r
+ #define GL_CURRENT_SECONDARY_COLOR 0x8459\r
+ #define GL_DECR_WRAP 0x8508\r
+ #define GL_DEPTH_COMPONENT16 0x81A5\r
+ #define GL_DEPTH_COMPONENT24 0x81A6\r
+ #define GL_DEPTH_COMPONENT32 0x81A7\r
+ #define GL_DEPTH_TEXTURE_MODE 0x884B\r
+ #define GL_FOG_COORDINATE 0x8451\r
+ #define GL_FOG_COORDINATE_ARRAY 0x8457\r
+ #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456\r
+ #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455\r
+ #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454\r
+ #define GL_FOG_COORDINATE_SOURCE 0x8450\r
+ #define GL_FRAGMENT_DEPTH 0x8452\r
+ #define GL_FUNC_ADD 0x8006\r
+ #define GL_FUNC_REVERSE_SUBTRACT 0x800B\r
+ #define GL_FUNC_SUBTRACT 0x800A\r
+ #define GL_GENERATE_MIPMAP 0x8191\r
+ #define GL_GENERATE_MIPMAP_HINT 0x8192\r
+ #define GL_INCR_WRAP 0x8507\r
+ #define GL_MAX 0x8008\r
+ #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD\r
+ #define GL_MIN 0x8007\r
+ #define GL_MIRRORED_REPEAT 0x8370\r
+ #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004\r
+ #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002\r
+ #define GL_POINT_DISTANCE_ATTENUATION 0x8129\r
+ #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128\r
+ #define GL_POINT_SIZE_MAX 0x8127\r
+ #define GL_POINT_SIZE_MIN 0x8126\r
+ #define GL_SECONDARY_COLOR_ARRAY 0x845E\r
+ #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D\r
+ #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A\r
+ #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C\r
+ #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B\r
+ #define GL_TEXTURE_COMPARE_FUNC 0x884D\r
+ #define GL_TEXTURE_COMPARE_MODE 0x884C\r
+ #define GL_TEXTURE_DEPTH_SIZE 0x884A\r
+ #define GL_TEXTURE_FILTER_CONTROL 0x8500\r
+ #define GL_TEXTURE_LOD_BIAS 0x8501\r
+ \r
+ // Version: 1.5\r
+ #define GL_ARRAY_BUFFER 0x8892\r
+ #define GL_ARRAY_BUFFER_BINDING 0x8894\r
+ #define GL_BUFFER_ACCESS 0x88BB\r
+ #define GL_BUFFER_MAPPED 0x88BC\r
+ #define GL_BUFFER_MAP_POINTER 0x88BD\r
+ #define GL_BUFFER_SIZE 0x8764\r
+ #define GL_BUFFER_USAGE 0x8765\r
+ #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898\r
+ #define GL_CURRENT_FOG_COORD 0x8453\r
+ #define GL_CURRENT_QUERY 0x8865\r
+ #define GL_DYNAMIC_COPY 0x88EA\r
+ #define GL_DYNAMIC_DRAW 0x88E8\r
+ #define GL_DYNAMIC_READ 0x88E9\r
+ #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B\r
+ #define GL_ELEMENT_ARRAY_BUFFER 0x8893\r
+ #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895\r
+ #define GL_FOG_COORD 0x8451\r
+ #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D\r
+ #define GL_FOG_COORD_ARRAY 0x8457\r
+ #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D\r
+ #define GL_FOG_COORD_ARRAY_POINTER 0x8456\r
+ #define GL_FOG_COORD_ARRAY_STRIDE 0x8455\r
+ #define GL_FOG_COORD_ARRAY_TYPE 0x8454\r
+ #define GL_FOG_COORD_SRC 0x8450\r
+ #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899\r
+ #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897\r
+ #define GL_QUERY_COUNTER_BITS 0x8864\r
+ #define GL_QUERY_RESULT 0x8866\r
+ #define GL_QUERY_RESULT_AVAILABLE 0x8867\r
+ #define GL_READ_ONLY 0x88B8\r
+ #define GL_READ_WRITE 0x88BA\r
+ #define GL_SAMPLES_PASSED 0x8914\r
+ #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C\r
+ #define GL_SRC0_ALPHA 0x8588\r
+ #define GL_SRC0_RGB 0x8580\r
+ #define GL_SRC1_ALPHA 0x8589\r
+ #define GL_SRC1_RGB 0x8581\r
+ #define GL_SRC2_ALPHA 0x858A\r
+ #define GL_SRC2_RGB 0x8582\r
+ #define GL_STATIC_COPY 0x88E6\r
+ #define GL_STATIC_DRAW 0x88E4\r
+ #define GL_STATIC_READ 0x88E5\r
+ #define GL_STREAM_COPY 0x88E2\r
+ #define GL_STREAM_DRAW 0x88E0\r
+ #define GL_STREAM_READ 0x88E1\r
+ #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A\r
+ #define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896\r
+ #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F\r
+ #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E\r
+ #define GL_WRITE_ONLY 0x88B9\r
+ \r
+ // Version: 2.0\r
+ #define GL_ACTIVE_ATTRIBUTES 0x8B89\r
+ #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A\r
+ #define GL_ACTIVE_UNIFORMS 0x8B86\r
+ #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87\r
+ #define GL_ATTACHED_SHADERS 0x8B85\r
+ #define GL_BLEND_EQUATION_ALPHA 0x883D\r
+ #define GL_BLEND_EQUATION_RGB 0x8009\r
+ #define GL_BOOL 0x8B56\r
+ #define GL_BOOL_VEC2 0x8B57\r
+ #define GL_BOOL_VEC3 0x8B58\r
+ #define GL_BOOL_VEC4 0x8B59\r
+ #define GL_COMPILE_STATUS 0x8B81\r
+ #define GL_COORD_REPLACE 0x8862\r
+ #define GL_CURRENT_PROGRAM 0x8B8D\r
+ #define GL_CURRENT_VERTEX_ATTRIB 0x8626\r
+ #define GL_DELETE_STATUS 0x8B80\r
+ #define GL_DRAW_BUFFER0 0x8825\r
+ #define GL_DRAW_BUFFER1 0x8826\r
+ #define GL_DRAW_BUFFER10 0x882F\r
+ #define GL_DRAW_BUFFER11 0x8830\r
+ #define GL_DRAW_BUFFER12 0x8831\r
+ #define GL_DRAW_BUFFER13 0x8832\r
+ #define GL_DRAW_BUFFER14 0x8833\r
+ #define GL_DRAW_BUFFER15 0x8834\r
+ #define GL_DRAW_BUFFER2 0x8827\r
+ #define GL_DRAW_BUFFER3 0x8828\r
+ #define GL_DRAW_BUFFER4 0x8829\r
+ #define GL_DRAW_BUFFER5 0x882A\r
+ #define GL_DRAW_BUFFER6 0x882B\r
+ #define GL_DRAW_BUFFER7 0x882C\r
+ #define GL_DRAW_BUFFER8 0x882D\r
+ #define GL_DRAW_BUFFER9 0x882E\r
+ #define GL_FLOAT_MAT2 0x8B5A\r
+ #define GL_FLOAT_MAT3 0x8B5B\r
+ #define GL_FLOAT_MAT4 0x8B5C\r
+ #define GL_FLOAT_VEC2 0x8B50\r
+ #define GL_FLOAT_VEC3 0x8B51\r
+ #define GL_FLOAT_VEC4 0x8B52\r
+ #define GL_FRAGMENT_SHADER 0x8B30\r
+ #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B\r
+ #define GL_INFO_LOG_LENGTH 0x8B84\r
+ #define GL_INT_VEC2 0x8B53\r
+ #define GL_INT_VEC3 0x8B54\r
+ #define GL_INT_VEC4 0x8B55\r
+ #define GL_LINK_STATUS 0x8B82\r
+ #define GL_LOWER_LEFT 0x8CA1\r
+ #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D\r
+ #define GL_MAX_DRAW_BUFFERS 0x8824\r
+ #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49\r
+ #define GL_MAX_TEXTURE_COORDS 0x8871\r
+ #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872\r
+ #define GL_MAX_VARYING_FLOATS 0x8B4B\r
+ #define GL_MAX_VERTEX_ATTRIBS 0x8869\r
+ #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C\r
+ #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A\r
+ #define GL_POINT_SPRITE 0x8861\r
+ #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0\r
+ #define GL_SAMPLER_1D 0x8B5D\r
+ #define GL_SAMPLER_1D_SHADOW 0x8B61\r
+ #define GL_SAMPLER_2D 0x8B5E\r
+ #define GL_SAMPLER_2D_SHADOW 0x8B62\r
+ #define GL_SAMPLER_3D 0x8B5F\r
+ #define GL_SAMPLER_CUBE 0x8B60\r
+ #define GL_SHADER_SOURCE_LENGTH 0x8B88\r
+ #define GL_SHADER_TYPE 0x8B4F\r
+ #define GL_SHADING_LANGUAGE_VERSION 0x8B8C\r
+ #define GL_STENCIL_BACK_FAIL 0x8801\r
+ #define GL_STENCIL_BACK_FUNC 0x8800\r
+ #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802\r
+ #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803\r
+ #define GL_STENCIL_BACK_REF 0x8CA3\r
+ #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4\r
+ #define GL_STENCIL_BACK_WRITEMASK 0x8CA5\r
+ #define GL_UPPER_LEFT 0x8CA2\r
+ #define GL_VALIDATE_STATUS 0x8B83\r
+ #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622\r
+ #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A\r
+ #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645\r
+ #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623\r
+ #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624\r
+ #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625\r
+ #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642\r
+ #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643\r
+ #define GL_VERTEX_SHADER 0x8B31\r
+ \r
+ // Version: 2.1\r
+ #define GL_COMPRESSED_SLUMINANCE 0x8C4A\r
+ #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B\r
+ #define GL_COMPRESSED_SRGB 0x8C48\r
+ #define GL_COMPRESSED_SRGB_ALPHA 0x8C49\r
+ #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F\r
+ #define GL_FLOAT_MAT2x3 0x8B65\r
+ #define GL_FLOAT_MAT2x4 0x8B66\r
+ #define GL_FLOAT_MAT3x2 0x8B67\r
+ #define GL_FLOAT_MAT3x4 0x8B68\r
+ #define GL_FLOAT_MAT4x2 0x8B69\r
+ #define GL_FLOAT_MAT4x3 0x8B6A\r
+ #define GL_PIXEL_PACK_BUFFER 0x88EB\r
+ #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED\r
+ #define GL_PIXEL_UNPACK_BUFFER 0x88EC\r
+ #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF\r
+ #define GL_SLUMINANCE 0x8C46\r
+ #define GL_SLUMINANCE8 0x8C47\r
+ #define GL_SLUMINANCE8_ALPHA8 0x8C45\r
+ #define GL_SLUMINANCE_ALPHA 0x8C44\r
+ #define GL_SRGB 0x8C40\r
+ #define GL_SRGB8 0x8C41\r
+ #define GL_SRGB8_ALPHA8 0x8C43\r
+ #define GL_SRGB_ALPHA 0x8C42\r
+ \r
+ // Version: 3.0\r
+ #define GL_ALPHA_INTEGER 0x8D97\r
+ #define GL_BGRA_INTEGER 0x8D9B\r
+ #define GL_BGR_INTEGER 0x8D9A\r
+ #define GL_BLUE_INTEGER 0x8D96\r
+ #define GL_BUFFER_ACCESS_FLAGS 0x911F\r
+ #define GL_BUFFER_MAP_LENGTH 0x9120\r
+ #define GL_BUFFER_MAP_OFFSET 0x9121\r
+ #define GL_CLAMP_FRAGMENT_COLOR 0x891B\r
+ #define GL_CLAMP_READ_COLOR 0x891C\r
+ #define GL_CLAMP_VERTEX_COLOR 0x891A\r
+ #define GL_CLIP_DISTANCE0 0x3000\r
+ #define GL_CLIP_DISTANCE1 0x3001\r
+ #define GL_CLIP_DISTANCE2 0x3002\r
+ #define GL_CLIP_DISTANCE3 0x3003\r
+ #define GL_CLIP_DISTANCE4 0x3004\r
+ #define GL_CLIP_DISTANCE5 0x3005\r
+ #define GL_CLIP_DISTANCE6 0x3006\r
+ #define GL_CLIP_DISTANCE7 0x3007\r
+ #define GL_COLOR_ATTACHMENT0 0x8CE0\r
+ #define GL_COLOR_ATTACHMENT1 0x8CE1\r
+ #define GL_COLOR_ATTACHMENT10 0x8CEA\r
+ #define GL_COLOR_ATTACHMENT11 0x8CEB\r
+ #define GL_COLOR_ATTACHMENT12 0x8CEC\r
+ #define GL_COLOR_ATTACHMENT13 0x8CED\r
+ #define GL_COLOR_ATTACHMENT14 0x8CEE\r
+ #define GL_COLOR_ATTACHMENT15 0x8CEF\r
+ #define GL_COLOR_ATTACHMENT2 0x8CE2\r
+ #define GL_COLOR_ATTACHMENT3 0x8CE3\r
+ #define GL_COLOR_ATTACHMENT4 0x8CE4\r
+ #define GL_COLOR_ATTACHMENT5 0x8CE5\r
+ #define GL_COLOR_ATTACHMENT6 0x8CE6\r
+ #define GL_COLOR_ATTACHMENT7 0x8CE7\r
+ #define GL_COLOR_ATTACHMENT8 0x8CE8\r
+ #define GL_COLOR_ATTACHMENT9 0x8CE9\r
+ #define GL_COMPARE_REF_TO_TEXTURE 0x884E\r
+ #define GL_COMPRESSED_RED 0x8225\r
+ #define GL_COMPRESSED_RED_RGTC1 0x8DBB\r
+ #define GL_COMPRESSED_RG 0x8226\r
+ #define GL_COMPRESSED_RG_RGTC2 0x8DBD\r
+ #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC\r
+ #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE\r
+ #define GL_CONTEXT_FLAGS 0x821E\r
+ #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001\r
+ #define GL_DEPTH24_STENCIL8 0x88F0\r
+ #define GL_DEPTH32F_STENCIL8 0x8CAD\r
+ #define GL_DEPTH_ATTACHMENT 0x8D00\r
+ #define GL_DEPTH_COMPONENT32F 0x8CAC\r
+ #define GL_DEPTH_STENCIL 0x84F9\r
+ #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A\r
+ #define GL_DRAW_FRAMEBUFFER 0x8CA9\r
+ #define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6\r
+ #define GL_FIXED_ONLY 0x891D\r
+ #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD\r
+ #define GL_FRAMEBUFFER 0x8D40\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4\r
+ #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2\r
+ #define GL_FRAMEBUFFER_BINDING 0x8CA6\r
+ #define GL_FRAMEBUFFER_COMPLETE 0x8CD5\r
+ #define GL_FRAMEBUFFER_DEFAULT 0x8218\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56\r
+ #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC\r
+ #define GL_FRAMEBUFFER_SRGB 0x8DB9\r
+ #define GL_FRAMEBUFFER_UNDEFINED 0x8219\r
+ #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD\r
+ #define GL_GREEN_INTEGER 0x8D95\r
+ #define GL_HALF_FLOAT 0x140B\r
+ #define GL_INTERLEAVED_ATTRIBS 0x8C8C\r
+ #define GL_INT_SAMPLER_1D 0x8DC9\r
+ #define GL_INT_SAMPLER_1D_ARRAY 0x8DCE\r
+ #define GL_INT_SAMPLER_2D 0x8DCA\r
+ #define GL_INT_SAMPLER_2D_ARRAY 0x8DCF\r
+ #define GL_INT_SAMPLER_3D 0x8DCB\r
+ #define GL_INT_SAMPLER_CUBE 0x8DCC\r
+ #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506\r
+ #define GL_MAJOR_VERSION 0x821B\r
+ #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010\r
+ #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008\r
+ #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004\r
+ #define GL_MAP_READ_BIT 0x0001\r
+ #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020\r
+ #define GL_MAP_WRITE_BIT 0x0002\r
+ #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF\r
+ #define GL_MAX_CLIP_DISTANCES 0x0D32\r
+ #define GL_MAX_COLOR_ATTACHMENTS 0x8CDF\r
+ #define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905\r
+ #define GL_MAX_RENDERBUFFER_SIZE 0x84E8\r
+ #define GL_MAX_SAMPLES 0x8D57\r
+ #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A\r
+ #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B\r
+ #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80\r
+ #define GL_MAX_VARYING_COMPONENTS 0x8B4B\r
+ #define GL_MINOR_VERSION 0x821C\r
+ #define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904\r
+ #define GL_NUM_EXTENSIONS 0x821D\r
+ #define GL_PRIMITIVES_GENERATED 0x8C87\r
+ #define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19\r
+ #define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B\r
+ #define GL_QUERY_BY_REGION_NO_WAIT 0x8E16\r
+ #define GL_QUERY_BY_REGION_WAIT 0x8E15\r
+ #define GL_QUERY_NO_WAIT 0x8E14\r
+ #define GL_QUERY_WAIT 0x8E13\r
+ #define GL_R11F_G11F_B10F 0x8C3A\r
+ #define GL_R16 0x822A\r
+ #define GL_R16F 0x822D\r
+ #define GL_R16I 0x8233\r
+ #define GL_R16UI 0x8234\r
+ #define GL_R32F 0x822E\r
+ #define GL_R32I 0x8235\r
+ #define GL_R32UI 0x8236\r
+ #define GL_R8 0x8229\r
+ #define GL_R8I 0x8231\r
+ #define GL_R8UI 0x8232\r
+ #define GL_RASTERIZER_DISCARD 0x8C89\r
+ #define GL_READ_FRAMEBUFFER 0x8CA8\r
+ #define GL_READ_FRAMEBUFFER_BINDING 0x8CAA\r
+ #define GL_RED_INTEGER 0x8D94\r
+ #define GL_RENDERBUFFER 0x8D41\r
+ #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53\r
+ #define GL_RENDERBUFFER_BINDING 0x8CA7\r
+ #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52\r
+ #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54\r
+ #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51\r
+ #define GL_RENDERBUFFER_HEIGHT 0x8D43\r
+ #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44\r
+ #define GL_RENDERBUFFER_RED_SIZE 0x8D50\r
+ #define GL_RENDERBUFFER_SAMPLES 0x8CAB\r
+ #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55\r
+ #define GL_RENDERBUFFER_WIDTH 0x8D42\r
+ #define GL_RG 0x8227\r
+ #define GL_RG16 0x822C\r
+ #define GL_RG16F 0x822F\r
+ #define GL_RG16I 0x8239\r
+ #define GL_RG16UI 0x823A\r
+ #define GL_RG32F 0x8230\r
+ #define GL_RG32I 0x823B\r
+ #define GL_RG32UI 0x823C\r
+ #define GL_RG8 0x822B\r
+ #define GL_RG8I 0x8237\r
+ #define GL_RG8UI 0x8238\r
+ #define GL_RGB16F 0x881B\r
+ #define GL_RGB16I 0x8D89\r
+ #define GL_RGB16UI 0x8D77\r
+ #define GL_RGB32F 0x8815\r
+ #define GL_RGB32I 0x8D83\r
+ #define GL_RGB32UI 0x8D71\r
+ #define GL_RGB8I 0x8D8F\r
+ #define GL_RGB8UI 0x8D7D\r
+ #define GL_RGB9_E5 0x8C3D\r
+ #define GL_RGBA16F 0x881A\r
+ #define GL_RGBA16I 0x8D88\r
+ #define GL_RGBA16UI 0x8D76\r
+ #define GL_RGBA32F 0x8814\r
+ #define GL_RGBA32I 0x8D82\r
+ #define GL_RGBA32UI 0x8D70\r
+ #define GL_RGBA8I 0x8D8E\r
+ #define GL_RGBA8UI 0x8D7C\r
+ #define GL_RGBA_INTEGER 0x8D99\r
+ #define GL_RGB_INTEGER 0x8D98\r
+ #define GL_RG_INTEGER 0x8228\r
+ #define GL_SAMPLER_1D_ARRAY 0x8DC0\r
+ #define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3\r
+ #define GL_SAMPLER_2D_ARRAY 0x8DC1\r
+ #define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4\r
+ #define GL_SAMPLER_CUBE_SHADOW 0x8DC5\r
+ #define GL_SEPARATE_ATTRIBS 0x8C8D\r
+ #define GL_STENCIL_ATTACHMENT 0x8D20\r
+ #define GL_STENCIL_INDEX1 0x8D46\r
+ #define GL_STENCIL_INDEX16 0x8D49\r
+ #define GL_STENCIL_INDEX4 0x8D47\r
+ #define GL_STENCIL_INDEX8 0x8D48\r
+ #define GL_TEXTURE_1D_ARRAY 0x8C18\r
+ #define GL_TEXTURE_2D_ARRAY 0x8C1A\r
+ #define GL_TEXTURE_ALPHA_TYPE 0x8C13\r
+ #define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C\r
+ #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D\r
+ #define GL_TEXTURE_BLUE_TYPE 0x8C12\r
+ #define GL_TEXTURE_DEPTH_TYPE 0x8C16\r
+ #define GL_TEXTURE_GREEN_TYPE 0x8C11\r
+ #define GL_TEXTURE_RED_TYPE 0x8C10\r
+ #define GL_TEXTURE_SHARED_SIZE 0x8C3F\r
+ #define GL_TEXTURE_STENCIL_SIZE 0x88F1\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85\r
+ #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84\r
+ #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88\r
+ #define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83\r
+ #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76\r
+ #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B\r
+ #define GL_UNSIGNED_INT_24_8 0x84FA\r
+ #define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E\r
+ #define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1\r
+ #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6\r
+ #define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2\r
+ #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7\r
+ #define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3\r
+ #define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4\r
+ #define GL_UNSIGNED_INT_VEC2 0x8DC6\r
+ #define GL_UNSIGNED_INT_VEC3 0x8DC7\r
+ #define GL_UNSIGNED_INT_VEC4 0x8DC8\r
+ #define GL_UNSIGNED_NORMALIZED 0x8C17\r
+ #define GL_VERTEX_ARRAY_BINDING 0x85B5\r
+ #define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD\r
+ \r
+ // Version: 3.1\r
+ #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36\r
+ #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35\r
+ #define GL_COPY_READ_BUFFER 0x8F36\r
+ #define GL_COPY_WRITE_BUFFER 0x8F37\r
+ #define GL_INT_SAMPLER_2D_RECT 0x8DCD\r
+ #define GL_INT_SAMPLER_BUFFER 0x8DD0\r
+ #define GL_INVALID_INDEX 0xFFFFFFFF\r
+ #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33\r
+ #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E\r
+ #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31\r
+ #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D\r
+ #define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8\r
+ #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B\r
+ #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30\r
+ #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F\r
+ #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B\r
+ #define GL_PRIMITIVE_RESTART 0x8F9D\r
+ #define GL_PRIMITIVE_RESTART_INDEX 0x8F9E\r
+ #define GL_PROXY_TEXTURE_RECTANGLE 0x84F7\r
+ #define GL_R16_SNORM 0x8F98\r
+ #define GL_R8_SNORM 0x8F94\r
+ #define GL_RG16_SNORM 0x8F99\r
+ #define GL_RG8_SNORM 0x8F95\r
+ #define GL_RGB16_SNORM 0x8F9A\r
+ #define GL_RGB8_SNORM 0x8F96\r
+ #define GL_RGBA16_SNORM 0x8F9B\r
+ #define GL_RGBA8_SNORM 0x8F97\r
+ #define GL_SAMPLER_2D_RECT 0x8B63\r
+ #define GL_SAMPLER_2D_RECT_SHADOW 0x8B64\r
+ #define GL_SAMPLER_BUFFER 0x8DC2\r
+ #define GL_SIGNED_NORMALIZED 0x8F9C\r
+ #define GL_TEXTURE_BINDING_BUFFER 0x8C2C\r
+ #define GL_TEXTURE_BINDING_RECTANGLE 0x84F6\r
+ #define GL_TEXTURE_BUFFER 0x8C2A\r
+ #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D\r
+ #define GL_TEXTURE_RECTANGLE 0x84F5\r
+ #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C\r
+ #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42\r
+ #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43\r
+ #define GL_UNIFORM_BLOCK_BINDING 0x8A3F\r
+ #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40\r
+ #define GL_UNIFORM_BLOCK_INDEX 0x8A3A\r
+ #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41\r
+ #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46\r
+ #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44\r
+ #define GL_UNIFORM_BUFFER 0x8A11\r
+ #define GL_UNIFORM_BUFFER_BINDING 0x8A28\r
+ #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34\r
+ #define GL_UNIFORM_BUFFER_SIZE 0x8A2A\r
+ #define GL_UNIFORM_BUFFER_START 0x8A29\r
+ #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E\r
+ #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D\r
+ #define GL_UNIFORM_NAME_LENGTH 0x8A39\r
+ #define GL_UNIFORM_OFFSET 0x8A3B\r
+ #define GL_UNIFORM_SIZE 0x8A38\r
+ #define GL_UNIFORM_TYPE 0x8A37\r
+ #define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5\r
+ #define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8\r
+ \r
+ \r
+ // Extension: 1.0\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glAccum)(GLenum op, GLfloat value);\r
+ #define glAccum _ptrc_glAccum\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glAlphaFunc)(GLenum func, GLfloat ref);\r
+ #define glAlphaFunc _ptrc_glAlphaFunc\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBegin)(GLenum mode);\r
+ #define glBegin _ptrc_glBegin\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBitmap)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);\r
+ #define glBitmap _ptrc_glBitmap\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBlendFunc)(GLenum sfactor, GLenum dfactor);\r
+ #define glBlendFunc _ptrc_glBlendFunc\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCallList)(GLuint list);\r
+ #define glCallList _ptrc_glCallList\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCallLists)(GLsizei n, GLenum type, const GLvoid * lists);\r
+ #define glCallLists _ptrc_glCallLists\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClear)(GLbitfield mask);\r
+ #define glClear _ptrc_glClear\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearAccum)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ #define glClearAccum _ptrc_glClearAccum\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ #define glClearColor _ptrc_glClearColor\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearDepth)(GLdouble depth);\r
+ #define glClearDepth _ptrc_glClearDepth\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearIndex)(GLfloat c);\r
+ #define glClearIndex _ptrc_glClearIndex\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearStencil)(GLint s);\r
+ #define glClearStencil _ptrc_glClearStencil\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClipPlane)(GLenum plane, const GLdouble * equation);\r
+ #define glClipPlane _ptrc_glClipPlane\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3b)(GLbyte red, GLbyte green, GLbyte blue);\r
+ #define glColor3b _ptrc_glColor3b\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3bv)(const GLbyte * v);\r
+ #define glColor3bv _ptrc_glColor3bv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3d)(GLdouble red, GLdouble green, GLdouble blue);\r
+ #define glColor3d _ptrc_glColor3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3dv)(const GLdouble * v);\r
+ #define glColor3dv _ptrc_glColor3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3f)(GLfloat red, GLfloat green, GLfloat blue);\r
+ #define glColor3f _ptrc_glColor3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3fv)(const GLfloat * v);\r
+ #define glColor3fv _ptrc_glColor3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3i)(GLint red, GLint green, GLint blue);\r
+ #define glColor3i _ptrc_glColor3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3iv)(const GLint * v);\r
+ #define glColor3iv _ptrc_glColor3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3s)(GLshort red, GLshort green, GLshort blue);\r
+ #define glColor3s _ptrc_glColor3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3sv)(const GLshort * v);\r
+ #define glColor3sv _ptrc_glColor3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3ub)(GLubyte red, GLubyte green, GLubyte blue);\r
+ #define glColor3ub _ptrc_glColor3ub\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3ubv)(const GLubyte * v);\r
+ #define glColor3ubv _ptrc_glColor3ubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3ui)(GLuint red, GLuint green, GLuint blue);\r
+ #define glColor3ui _ptrc_glColor3ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3uiv)(const GLuint * v);\r
+ #define glColor3uiv _ptrc_glColor3uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3us)(GLushort red, GLushort green, GLushort blue);\r
+ #define glColor3us _ptrc_glColor3us\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor3usv)(const GLushort * v);\r
+ #define glColor3usv _ptrc_glColor3usv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4b)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);\r
+ #define glColor4b _ptrc_glColor4b\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4bv)(const GLbyte * v);\r
+ #define glColor4bv _ptrc_glColor4bv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4d)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);\r
+ #define glColor4d _ptrc_glColor4d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4dv)(const GLdouble * v);\r
+ #define glColor4dv _ptrc_glColor4dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ #define glColor4f _ptrc_glColor4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4fv)(const GLfloat * v);\r
+ #define glColor4fv _ptrc_glColor4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4i)(GLint red, GLint green, GLint blue, GLint alpha);\r
+ #define glColor4i _ptrc_glColor4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4iv)(const GLint * v);\r
+ #define glColor4iv _ptrc_glColor4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4s)(GLshort red, GLshort green, GLshort blue, GLshort alpha);\r
+ #define glColor4s _ptrc_glColor4s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4sv)(const GLshort * v);\r
+ #define glColor4sv _ptrc_glColor4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);\r
+ #define glColor4ub _ptrc_glColor4ub\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4ubv)(const GLubyte * v);\r
+ #define glColor4ubv _ptrc_glColor4ubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4ui)(GLuint red, GLuint green, GLuint blue, GLuint alpha);\r
+ #define glColor4ui _ptrc_glColor4ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4uiv)(const GLuint * v);\r
+ #define glColor4uiv _ptrc_glColor4uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4us)(GLushort red, GLushort green, GLushort blue, GLushort alpha);\r
+ #define glColor4us _ptrc_glColor4us\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColor4usv)(const GLushort * v);\r
+ #define glColor4usv _ptrc_glColor4usv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\r
+ #define glColorMask _ptrc_glColorMask\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColorMaterial)(GLenum face, GLenum mode);\r
+ #define glColorMaterial _ptrc_glColorMaterial\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);\r
+ #define glCopyPixels _ptrc_glCopyPixels\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCullFace)(GLenum mode);\r
+ #define glCullFace _ptrc_glCullFace\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteLists)(GLuint list, GLsizei range);\r
+ #define glDeleteLists _ptrc_glDeleteLists\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDepthFunc)(GLenum func);\r
+ #define glDepthFunc _ptrc_glDepthFunc\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDepthMask)(GLboolean flag);\r
+ #define glDepthMask _ptrc_glDepthMask\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDepthRange)(GLdouble ren_near, GLdouble ren_far);\r
+ #define glDepthRange _ptrc_glDepthRange\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDisable)(GLenum cap);\r
+ #define glDisable _ptrc_glDisable\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawBuffer)(GLenum mode);\r
+ #define glDrawBuffer _ptrc_glDrawBuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawPixels)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glDrawPixels _ptrc_glDrawPixels\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlag)(GLboolean flag);\r
+ #define glEdgeFlag _ptrc_glEdgeFlag\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlagv)(const GLboolean * flag);\r
+ #define glEdgeFlagv _ptrc_glEdgeFlagv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEnable)(GLenum cap);\r
+ #define glEnable _ptrc_glEnable\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEnd)();\r
+ #define glEnd _ptrc_glEnd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEndList)();\r
+ #define glEndList _ptrc_glEndList\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1d)(GLdouble u);\r
+ #define glEvalCoord1d _ptrc_glEvalCoord1d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1dv)(const GLdouble * u);\r
+ #define glEvalCoord1dv _ptrc_glEvalCoord1dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1f)(GLfloat u);\r
+ #define glEvalCoord1f _ptrc_glEvalCoord1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord1fv)(const GLfloat * u);\r
+ #define glEvalCoord1fv _ptrc_glEvalCoord1fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2d)(GLdouble u, GLdouble v);\r
+ #define glEvalCoord2d _ptrc_glEvalCoord2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2dv)(const GLdouble * u);\r
+ #define glEvalCoord2dv _ptrc_glEvalCoord2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2f)(GLfloat u, GLfloat v);\r
+ #define glEvalCoord2f _ptrc_glEvalCoord2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalCoord2fv)(const GLfloat * u);\r
+ #define glEvalCoord2fv _ptrc_glEvalCoord2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalMesh1)(GLenum mode, GLint i1, GLint i2);\r
+ #define glEvalMesh1 _ptrc_glEvalMesh1\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalMesh2)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);\r
+ #define glEvalMesh2 _ptrc_glEvalMesh2\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalPoint1)(GLint i);\r
+ #define glEvalPoint1 _ptrc_glEvalPoint1\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEvalPoint2)(GLint i, GLint j);\r
+ #define glEvalPoint2 _ptrc_glEvalPoint2\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFeedbackBuffer)(GLsizei size, GLenum type, GLfloat * buffer);\r
+ #define glFeedbackBuffer _ptrc_glFeedbackBuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFinish)();\r
+ #define glFinish _ptrc_glFinish\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFlush)();\r
+ #define glFlush _ptrc_glFlush\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogf)(GLenum pname, GLfloat param);\r
+ #define glFogf _ptrc_glFogf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogfv)(GLenum pname, const GLfloat * params);\r
+ #define glFogfv _ptrc_glFogfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogi)(GLenum pname, GLint param);\r
+ #define glFogi _ptrc_glFogi\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogiv)(GLenum pname, const GLint * params);\r
+ #define glFogiv _ptrc_glFogiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFrontFace)(GLenum mode);\r
+ #define glFrontFace _ptrc_glFrontFace\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+ #define glFrustum _ptrc_glFrustum\r
+ extern GLuint (CODEGEN_FUNCPTR *_ptrc_glGenLists)(GLsizei range);\r
+ #define glGenLists _ptrc_glGenLists\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetBooleanv)(GLenum pname, GLboolean * params);\r
+ #define glGetBooleanv _ptrc_glGetBooleanv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetClipPlane)(GLenum plane, GLdouble * equation);\r
+ #define glGetClipPlane _ptrc_glGetClipPlane\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetDoublev)(GLenum pname, GLdouble * params);\r
+ #define glGetDoublev _ptrc_glGetDoublev\r
+ extern GLenum (CODEGEN_FUNCPTR *_ptrc_glGetError)();\r
+ #define glGetError _ptrc_glGetError\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetFloatv)(GLenum pname, GLfloat * params);\r
+ #define glGetFloatv _ptrc_glGetFloatv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetIntegerv)(GLenum pname, GLint * params);\r
+ #define glGetIntegerv _ptrc_glGetIntegerv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetLightfv)(GLenum light, GLenum pname, GLfloat * params);\r
+ #define glGetLightfv _ptrc_glGetLightfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetLightiv)(GLenum light, GLenum pname, GLint * params);\r
+ #define glGetLightiv _ptrc_glGetLightiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetMapdv)(GLenum target, GLenum query, GLdouble * v);\r
+ #define glGetMapdv _ptrc_glGetMapdv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetMapfv)(GLenum target, GLenum query, GLfloat * v);\r
+ #define glGetMapfv _ptrc_glGetMapfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetMapiv)(GLenum target, GLenum query, GLint * v);\r
+ #define glGetMapiv _ptrc_glGetMapiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetMaterialfv)(GLenum face, GLenum pname, GLfloat * params);\r
+ #define glGetMaterialfv _ptrc_glGetMaterialfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetMaterialiv)(GLenum face, GLenum pname, GLint * params);\r
+ #define glGetMaterialiv _ptrc_glGetMaterialiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetPixelMapfv)(GLenum map, GLfloat * values);\r
+ #define glGetPixelMapfv _ptrc_glGetPixelMapfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetPixelMapuiv)(GLenum map, GLuint * values);\r
+ #define glGetPixelMapuiv _ptrc_glGetPixelMapuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetPixelMapusv)(GLenum map, GLushort * values);\r
+ #define glGetPixelMapusv _ptrc_glGetPixelMapusv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetPolygonStipple)(GLubyte * mask);\r
+ #define glGetPolygonStipple _ptrc_glGetPolygonStipple\r
+ extern const GLubyte * (CODEGEN_FUNCPTR *_ptrc_glGetString)(GLenum name);\r
+ #define glGetString _ptrc_glGetString\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexEnvfv)(GLenum target, GLenum pname, GLfloat * params);\r
+ #define glGetTexEnvfv _ptrc_glGetTexEnvfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexEnviv)(GLenum target, GLenum pname, GLint * params);\r
+ #define glGetTexEnviv _ptrc_glGetTexEnviv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexGendv)(GLenum coord, GLenum pname, GLdouble * params);\r
+ #define glGetTexGendv _ptrc_glGetTexGendv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexGenfv)(GLenum coord, GLenum pname, GLfloat * params);\r
+ #define glGetTexGenfv _ptrc_glGetTexGenfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexGeniv)(GLenum coord, GLenum pname, GLint * params);\r
+ #define glGetTexGeniv _ptrc_glGetTexGeniv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);\r
+ #define glGetTexImage _ptrc_glGetTexImage\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat * params);\r
+ #define glGetTexLevelParameterfv _ptrc_glGetTexLevelParameterfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint * params);\r
+ #define glGetTexLevelParameteriv _ptrc_glGetTexLevelParameteriv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat * params);\r
+ #define glGetTexParameterfv _ptrc_glGetTexParameterfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameteriv)(GLenum target, GLenum pname, GLint * params);\r
+ #define glGetTexParameteriv _ptrc_glGetTexParameteriv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glHint)(GLenum target, GLenum mode);\r
+ #define glHint _ptrc_glHint\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexMask)(GLuint mask);\r
+ #define glIndexMask _ptrc_glIndexMask\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexd)(GLdouble c);\r
+ #define glIndexd _ptrc_glIndexd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexdv)(const GLdouble * c);\r
+ #define glIndexdv _ptrc_glIndexdv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexf)(GLfloat c);\r
+ #define glIndexf _ptrc_glIndexf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexfv)(const GLfloat * c);\r
+ #define glIndexfv _ptrc_glIndexfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexi)(GLint c);\r
+ #define glIndexi _ptrc_glIndexi\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexiv)(const GLint * c);\r
+ #define glIndexiv _ptrc_glIndexiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexs)(GLshort c);\r
+ #define glIndexs _ptrc_glIndexs\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexsv)(const GLshort * c);\r
+ #define glIndexsv _ptrc_glIndexsv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glInitNames)();\r
+ #define glInitNames _ptrc_glInitNames\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsEnabled)(GLenum cap);\r
+ #define glIsEnabled _ptrc_glIsEnabled\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsList)(GLuint list);\r
+ #define glIsList _ptrc_glIsList\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightModelf)(GLenum pname, GLfloat param);\r
+ #define glLightModelf _ptrc_glLightModelf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightModelfv)(GLenum pname, const GLfloat * params);\r
+ #define glLightModelfv _ptrc_glLightModelfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightModeli)(GLenum pname, GLint param);\r
+ #define glLightModeli _ptrc_glLightModeli\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightModeliv)(GLenum pname, const GLint * params);\r
+ #define glLightModeliv _ptrc_glLightModeliv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightf)(GLenum light, GLenum pname, GLfloat param);\r
+ #define glLightf _ptrc_glLightf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightfv)(GLenum light, GLenum pname, const GLfloat * params);\r
+ #define glLightfv _ptrc_glLightfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLighti)(GLenum light, GLenum pname, GLint param);\r
+ #define glLighti _ptrc_glLighti\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLightiv)(GLenum light, GLenum pname, const GLint * params);\r
+ #define glLightiv _ptrc_glLightiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLineStipple)(GLint factor, GLushort pattern);\r
+ #define glLineStipple _ptrc_glLineStipple\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLineWidth)(GLfloat width);\r
+ #define glLineWidth _ptrc_glLineWidth\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glListBase)(GLuint base);\r
+ #define glListBase _ptrc_glListBase\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLoadIdentity)();\r
+ #define glLoadIdentity _ptrc_glLoadIdentity\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLoadMatrixd)(const GLdouble * m);\r
+ #define glLoadMatrixd _ptrc_glLoadMatrixd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLoadMatrixf)(const GLfloat * m);\r
+ #define glLoadMatrixf _ptrc_glLoadMatrixf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLoadName)(GLuint name);\r
+ #define glLoadName _ptrc_glLoadName\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLogicOp)(GLenum opcode);\r
+ #define glLogicOp _ptrc_glLogicOp\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMap1d)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);\r
+ #define glMap1d _ptrc_glMap1d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMap1f)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);\r
+ #define glMap1f _ptrc_glMap1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMap2d)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);\r
+ #define glMap2d _ptrc_glMap2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMap2f)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);\r
+ #define glMap2f _ptrc_glMap2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid1d)(GLint un, GLdouble u1, GLdouble u2);\r
+ #define glMapGrid1d _ptrc_glMapGrid1d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid1f)(GLint un, GLfloat u1, GLfloat u2);\r
+ #define glMapGrid1f _ptrc_glMapGrid1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid2d)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);\r
+ #define glMapGrid2d _ptrc_glMapGrid2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMapGrid2f)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);\r
+ #define glMapGrid2f _ptrc_glMapGrid2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMaterialf)(GLenum face, GLenum pname, GLfloat param);\r
+ #define glMaterialf _ptrc_glMaterialf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMaterialfv)(GLenum face, GLenum pname, const GLfloat * params);\r
+ #define glMaterialfv _ptrc_glMaterialfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMateriali)(GLenum face, GLenum pname, GLint param);\r
+ #define glMateriali _ptrc_glMateriali\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMaterialiv)(GLenum face, GLenum pname, const GLint * params);\r
+ #define glMaterialiv _ptrc_glMaterialiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMatrixMode)(GLenum mode);\r
+ #define glMatrixMode _ptrc_glMatrixMode\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultMatrixd)(const GLdouble * m);\r
+ #define glMultMatrixd _ptrc_glMultMatrixd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultMatrixf)(const GLfloat * m);\r
+ #define glMultMatrixf _ptrc_glMultMatrixf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNewList)(GLuint list, GLenum mode);\r
+ #define glNewList _ptrc_glNewList\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3b)(GLbyte nx, GLbyte ny, GLbyte nz);\r
+ #define glNormal3b _ptrc_glNormal3b\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3bv)(const GLbyte * v);\r
+ #define glNormal3bv _ptrc_glNormal3bv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3d)(GLdouble nx, GLdouble ny, GLdouble nz);\r
+ #define glNormal3d _ptrc_glNormal3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3dv)(const GLdouble * v);\r
+ #define glNormal3dv _ptrc_glNormal3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3f)(GLfloat nx, GLfloat ny, GLfloat nz);\r
+ #define glNormal3f _ptrc_glNormal3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3fv)(const GLfloat * v);\r
+ #define glNormal3fv _ptrc_glNormal3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3i)(GLint nx, GLint ny, GLint nz);\r
+ #define glNormal3i _ptrc_glNormal3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3iv)(const GLint * v);\r
+ #define glNormal3iv _ptrc_glNormal3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3s)(GLshort nx, GLshort ny, GLshort nz);\r
+ #define glNormal3s _ptrc_glNormal3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormal3sv)(const GLshort * v);\r
+ #define glNormal3sv _ptrc_glNormal3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
+ #define glOrtho _ptrc_glOrtho\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPassThrough)(GLfloat token);\r
+ #define glPassThrough _ptrc_glPassThrough\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelMapfv)(GLenum map, GLsizei mapsize, const GLfloat * values);\r
+ #define glPixelMapfv _ptrc_glPixelMapfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelMapuiv)(GLenum map, GLsizei mapsize, const GLuint * values);\r
+ #define glPixelMapuiv _ptrc_glPixelMapuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelMapusv)(GLenum map, GLsizei mapsize, const GLushort * values);\r
+ #define glPixelMapusv _ptrc_glPixelMapusv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelStoref)(GLenum pname, GLfloat param);\r
+ #define glPixelStoref _ptrc_glPixelStoref\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelStorei)(GLenum pname, GLint param);\r
+ #define glPixelStorei _ptrc_glPixelStorei\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelTransferf)(GLenum pname, GLfloat param);\r
+ #define glPixelTransferf _ptrc_glPixelTransferf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelTransferi)(GLenum pname, GLint param);\r
+ #define glPixelTransferi _ptrc_glPixelTransferi\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPixelZoom)(GLfloat xfactor, GLfloat yfactor);\r
+ #define glPixelZoom _ptrc_glPixelZoom\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPointSize)(GLfloat size);\r
+ #define glPointSize _ptrc_glPointSize\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonMode)(GLenum face, GLenum mode);\r
+ #define glPolygonMode _ptrc_glPolygonMode\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonStipple)(const GLubyte * mask);\r
+ #define glPolygonStipple _ptrc_glPolygonStipple\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPopAttrib)();\r
+ #define glPopAttrib _ptrc_glPopAttrib\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPopMatrix)();\r
+ #define glPopMatrix _ptrc_glPopMatrix\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPopName)();\r
+ #define glPopName _ptrc_glPopName\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPushAttrib)(GLbitfield mask);\r
+ #define glPushAttrib _ptrc_glPushAttrib\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPushMatrix)();\r
+ #define glPushMatrix _ptrc_glPushMatrix\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPushName)(GLuint name);\r
+ #define glPushName _ptrc_glPushName\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2d)(GLdouble x, GLdouble y);\r
+ #define glRasterPos2d _ptrc_glRasterPos2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2dv)(const GLdouble * v);\r
+ #define glRasterPos2dv _ptrc_glRasterPos2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2f)(GLfloat x, GLfloat y);\r
+ #define glRasterPos2f _ptrc_glRasterPos2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2fv)(const GLfloat * v);\r
+ #define glRasterPos2fv _ptrc_glRasterPos2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2i)(GLint x, GLint y);\r
+ #define glRasterPos2i _ptrc_glRasterPos2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2iv)(const GLint * v);\r
+ #define glRasterPos2iv _ptrc_glRasterPos2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2s)(GLshort x, GLshort y);\r
+ #define glRasterPos2s _ptrc_glRasterPos2s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos2sv)(const GLshort * v);\r
+ #define glRasterPos2sv _ptrc_glRasterPos2sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3d)(GLdouble x, GLdouble y, GLdouble z);\r
+ #define glRasterPos3d _ptrc_glRasterPos3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3dv)(const GLdouble * v);\r
+ #define glRasterPos3dv _ptrc_glRasterPos3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3f)(GLfloat x, GLfloat y, GLfloat z);\r
+ #define glRasterPos3f _ptrc_glRasterPos3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3fv)(const GLfloat * v);\r
+ #define glRasterPos3fv _ptrc_glRasterPos3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3i)(GLint x, GLint y, GLint z);\r
+ #define glRasterPos3i _ptrc_glRasterPos3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3iv)(const GLint * v);\r
+ #define glRasterPos3iv _ptrc_glRasterPos3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3s)(GLshort x, GLshort y, GLshort z);\r
+ #define glRasterPos3s _ptrc_glRasterPos3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos3sv)(const GLshort * v);\r
+ #define glRasterPos3sv _ptrc_glRasterPos3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+ #define glRasterPos4d _ptrc_glRasterPos4d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4dv)(const GLdouble * v);\r
+ #define glRasterPos4dv _ptrc_glRasterPos4dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+ #define glRasterPos4f _ptrc_glRasterPos4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4fv)(const GLfloat * v);\r
+ #define glRasterPos4fv _ptrc_glRasterPos4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4i)(GLint x, GLint y, GLint z, GLint w);\r
+ #define glRasterPos4i _ptrc_glRasterPos4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4iv)(const GLint * v);\r
+ #define glRasterPos4iv _ptrc_glRasterPos4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4s)(GLshort x, GLshort y, GLshort z, GLshort w);\r
+ #define glRasterPos4s _ptrc_glRasterPos4s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRasterPos4sv)(const GLshort * v);\r
+ #define glRasterPos4sv _ptrc_glRasterPos4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glReadBuffer)(GLenum mode);\r
+ #define glReadBuffer _ptrc_glReadBuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);\r
+ #define glReadPixels _ptrc_glReadPixels\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRectd)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);\r
+ #define glRectd _ptrc_glRectd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRectdv)(const GLdouble * v1, const GLdouble * v2);\r
+ #define glRectdv _ptrc_glRectdv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRectf)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);\r
+ #define glRectf _ptrc_glRectf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRectfv)(const GLfloat * v1, const GLfloat * v2);\r
+ #define glRectfv _ptrc_glRectfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRecti)(GLint x1, GLint y1, GLint x2, GLint y2);\r
+ #define glRecti _ptrc_glRecti\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRectiv)(const GLint * v1, const GLint * v2);\r
+ #define glRectiv _ptrc_glRectiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRects)(GLshort x1, GLshort y1, GLshort x2, GLshort y2);\r
+ #define glRects _ptrc_glRects\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRectsv)(const GLshort * v1, const GLshort * v2);\r
+ #define glRectsv _ptrc_glRectsv\r
+ extern GLint (CODEGEN_FUNCPTR *_ptrc_glRenderMode)(GLenum mode);\r
+ #define glRenderMode _ptrc_glRenderMode\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);\r
+ #define glRotated _ptrc_glRotated\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);\r
+ #define glRotatef _ptrc_glRotatef\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glScaled)(GLdouble x, GLdouble y, GLdouble z);\r
+ #define glScaled _ptrc_glScaled\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glScalef)(GLfloat x, GLfloat y, GLfloat z);\r
+ #define glScalef _ptrc_glScalef\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glScissor)(GLint x, GLint y, GLsizei width, GLsizei height);\r
+ #define glScissor _ptrc_glScissor\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSelectBuffer)(GLsizei size, GLuint * buffer);\r
+ #define glSelectBuffer _ptrc_glSelectBuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glShadeModel)(GLenum mode);\r
+ #define glShadeModel _ptrc_glShadeModel\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glStencilFunc)(GLenum func, GLint ref, GLuint mask);\r
+ #define glStencilFunc _ptrc_glStencilFunc\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glStencilMask)(GLuint mask);\r
+ #define glStencilMask _ptrc_glStencilMask\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass);\r
+ #define glStencilOp _ptrc_glStencilOp\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1d)(GLdouble s);\r
+ #define glTexCoord1d _ptrc_glTexCoord1d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1dv)(const GLdouble * v);\r
+ #define glTexCoord1dv _ptrc_glTexCoord1dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1f)(GLfloat s);\r
+ #define glTexCoord1f _ptrc_glTexCoord1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1fv)(const GLfloat * v);\r
+ #define glTexCoord1fv _ptrc_glTexCoord1fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1i)(GLint s);\r
+ #define glTexCoord1i _ptrc_glTexCoord1i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1iv)(const GLint * v);\r
+ #define glTexCoord1iv _ptrc_glTexCoord1iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1s)(GLshort s);\r
+ #define glTexCoord1s _ptrc_glTexCoord1s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord1sv)(const GLshort * v);\r
+ #define glTexCoord1sv _ptrc_glTexCoord1sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2d)(GLdouble s, GLdouble t);\r
+ #define glTexCoord2d _ptrc_glTexCoord2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2dv)(const GLdouble * v);\r
+ #define glTexCoord2dv _ptrc_glTexCoord2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2f)(GLfloat s, GLfloat t);\r
+ #define glTexCoord2f _ptrc_glTexCoord2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2fv)(const GLfloat * v);\r
+ #define glTexCoord2fv _ptrc_glTexCoord2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2i)(GLint s, GLint t);\r
+ #define glTexCoord2i _ptrc_glTexCoord2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2iv)(const GLint * v);\r
+ #define glTexCoord2iv _ptrc_glTexCoord2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2s)(GLshort s, GLshort t);\r
+ #define glTexCoord2s _ptrc_glTexCoord2s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord2sv)(const GLshort * v);\r
+ #define glTexCoord2sv _ptrc_glTexCoord2sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3d)(GLdouble s, GLdouble t, GLdouble r);\r
+ #define glTexCoord3d _ptrc_glTexCoord3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3dv)(const GLdouble * v);\r
+ #define glTexCoord3dv _ptrc_glTexCoord3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3f)(GLfloat s, GLfloat t, GLfloat r);\r
+ #define glTexCoord3f _ptrc_glTexCoord3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3fv)(const GLfloat * v);\r
+ #define glTexCoord3fv _ptrc_glTexCoord3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3i)(GLint s, GLint t, GLint r);\r
+ #define glTexCoord3i _ptrc_glTexCoord3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3iv)(const GLint * v);\r
+ #define glTexCoord3iv _ptrc_glTexCoord3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3s)(GLshort s, GLshort t, GLshort r);\r
+ #define glTexCoord3s _ptrc_glTexCoord3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord3sv)(const GLshort * v);\r
+ #define glTexCoord3sv _ptrc_glTexCoord3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4d)(GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+ #define glTexCoord4d _ptrc_glTexCoord4d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4dv)(const GLdouble * v);\r
+ #define glTexCoord4dv _ptrc_glTexCoord4dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+ #define glTexCoord4f _ptrc_glTexCoord4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4fv)(const GLfloat * v);\r
+ #define glTexCoord4fv _ptrc_glTexCoord4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4i)(GLint s, GLint t, GLint r, GLint q);\r
+ #define glTexCoord4i _ptrc_glTexCoord4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4iv)(const GLint * v);\r
+ #define glTexCoord4iv _ptrc_glTexCoord4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4s)(GLshort s, GLshort t, GLshort r, GLshort q);\r
+ #define glTexCoord4s _ptrc_glTexCoord4s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoord4sv)(const GLshort * v);\r
+ #define glTexCoord4sv _ptrc_glTexCoord4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnvf)(GLenum target, GLenum pname, GLfloat param);\r
+ #define glTexEnvf _ptrc_glTexEnvf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnvfv)(GLenum target, GLenum pname, const GLfloat * params);\r
+ #define glTexEnvfv _ptrc_glTexEnvfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnvi)(GLenum target, GLenum pname, GLint param);\r
+ #define glTexEnvi _ptrc_glTexEnvi\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexEnviv)(GLenum target, GLenum pname, const GLint * params);\r
+ #define glTexEnviv _ptrc_glTexEnviv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexGend)(GLenum coord, GLenum pname, GLdouble param);\r
+ #define glTexGend _ptrc_glTexGend\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexGendv)(GLenum coord, GLenum pname, const GLdouble * params);\r
+ #define glTexGendv _ptrc_glTexGendv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexGenf)(GLenum coord, GLenum pname, GLfloat param);\r
+ #define glTexGenf _ptrc_glTexGenf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexGenfv)(GLenum coord, GLenum pname, const GLfloat * params);\r
+ #define glTexGenfv _ptrc_glTexGenfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexGeni)(GLenum coord, GLenum pname, GLint param);\r
+ #define glTexGeni _ptrc_glTexGeni\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexGeniv)(GLenum coord, GLenum pname, const GLint * params);\r
+ #define glTexGeniv _ptrc_glTexGeniv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage1D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glTexImage1D _ptrc_glTexImage1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glTexImage2D _ptrc_glTexImage2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterf)(GLenum target, GLenum pname, GLfloat param);\r
+ #define glTexParameterf _ptrc_glTexParameterf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterfv)(GLenum target, GLenum pname, const GLfloat * params);\r
+ #define glTexParameterfv _ptrc_glTexParameterfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameteri)(GLenum target, GLenum pname, GLint param);\r
+ #define glTexParameteri _ptrc_glTexParameteri\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameteriv)(GLenum target, GLenum pname, const GLint * params);\r
+ #define glTexParameteriv _ptrc_glTexParameteriv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTranslated)(GLdouble x, GLdouble y, GLdouble z);\r
+ #define glTranslated _ptrc_glTranslated\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTranslatef)(GLfloat x, GLfloat y, GLfloat z);\r
+ #define glTranslatef _ptrc_glTranslatef\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2d)(GLdouble x, GLdouble y);\r
+ #define glVertex2d _ptrc_glVertex2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2dv)(const GLdouble * v);\r
+ #define glVertex2dv _ptrc_glVertex2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2f)(GLfloat x, GLfloat y);\r
+ #define glVertex2f _ptrc_glVertex2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2fv)(const GLfloat * v);\r
+ #define glVertex2fv _ptrc_glVertex2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2i)(GLint x, GLint y);\r
+ #define glVertex2i _ptrc_glVertex2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2iv)(const GLint * v);\r
+ #define glVertex2iv _ptrc_glVertex2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2s)(GLshort x, GLshort y);\r
+ #define glVertex2s _ptrc_glVertex2s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex2sv)(const GLshort * v);\r
+ #define glVertex2sv _ptrc_glVertex2sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3d)(GLdouble x, GLdouble y, GLdouble z);\r
+ #define glVertex3d _ptrc_glVertex3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3dv)(const GLdouble * v);\r
+ #define glVertex3dv _ptrc_glVertex3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3f)(GLfloat x, GLfloat y, GLfloat z);\r
+ #define glVertex3f _ptrc_glVertex3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3fv)(const GLfloat * v);\r
+ #define glVertex3fv _ptrc_glVertex3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3i)(GLint x, GLint y, GLint z);\r
+ #define glVertex3i _ptrc_glVertex3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3iv)(const GLint * v);\r
+ #define glVertex3iv _ptrc_glVertex3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3s)(GLshort x, GLshort y, GLshort z);\r
+ #define glVertex3s _ptrc_glVertex3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex3sv)(const GLshort * v);\r
+ #define glVertex3sv _ptrc_glVertex3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+ #define glVertex4d _ptrc_glVertex4d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4dv)(const GLdouble * v);\r
+ #define glVertex4dv _ptrc_glVertex4dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+ #define glVertex4f _ptrc_glVertex4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4fv)(const GLfloat * v);\r
+ #define glVertex4fv _ptrc_glVertex4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4i)(GLint x, GLint y, GLint z, GLint w);\r
+ #define glVertex4i _ptrc_glVertex4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4iv)(const GLint * v);\r
+ #define glVertex4iv _ptrc_glVertex4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4s)(GLshort x, GLshort y, GLshort z, GLshort w);\r
+ #define glVertex4s _ptrc_glVertex4s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertex4sv)(const GLshort * v);\r
+ #define glVertex4sv _ptrc_glVertex4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glViewport)(GLint x, GLint y, GLsizei width, GLsizei height);\r
+ #define glViewport _ptrc_glViewport\r
+ \r
+ // Extension: 1.1\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glAreTexturesResident)(GLsizei n, const GLuint * textures, GLboolean * residences);\r
+ #define glAreTexturesResident _ptrc_glAreTexturesResident\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glArrayElement)(GLint i);\r
+ #define glArrayElement _ptrc_glArrayElement\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindTexture)(GLenum target, GLuint texture);\r
+ #define glBindTexture _ptrc_glBindTexture\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glColorPointer _ptrc_glColorPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);\r
+ #define glCopyTexImage1D _ptrc_glCopyTexImage1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);\r
+ #define glCopyTexImage2D _ptrc_glCopyTexImage2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);\r
+ #define glCopyTexSubImage1D _ptrc_glCopyTexSubImage1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+ #define glCopyTexSubImage2D _ptrc_glCopyTexSubImage2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteTextures)(GLsizei n, const GLuint * textures);\r
+ #define glDeleteTextures _ptrc_glDeleteTextures\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDisableClientState)(GLenum ren_array);\r
+ #define glDisableClientState _ptrc_glDisableClientState\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawArrays)(GLenum mode, GLint first, GLsizei count);\r
+ #define glDrawArrays _ptrc_glDrawArrays\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);\r
+ #define glDrawElements _ptrc_glDrawElements\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlagPointer)(GLsizei stride, const GLvoid * pointer);\r
+ #define glEdgeFlagPointer _ptrc_glEdgeFlagPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEnableClientState)(GLenum ren_array);\r
+ #define glEnableClientState _ptrc_glEnableClientState\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenTextures)(GLsizei n, GLuint * textures);\r
+ #define glGenTextures _ptrc_glGenTextures\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetPointerv)(GLenum pname, GLvoid ** params);\r
+ #define glGetPointerv _ptrc_glGetPointerv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexPointer)(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glIndexPointer _ptrc_glIndexPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexub)(GLubyte c);\r
+ #define glIndexub _ptrc_glIndexub\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glIndexubv)(const GLubyte * c);\r
+ #define glIndexubv _ptrc_glIndexubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glInterleavedArrays)(GLenum format, GLsizei stride, const GLvoid * pointer);\r
+ #define glInterleavedArrays _ptrc_glInterleavedArrays\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsTexture)(GLuint texture);\r
+ #define glIsTexture _ptrc_glIsTexture\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glNormalPointer)(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glNormalPointer _ptrc_glNormalPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPolygonOffset)(GLfloat factor, GLfloat units);\r
+ #define glPolygonOffset _ptrc_glPolygonOffset\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPopClientAttrib)();\r
+ #define glPopClientAttrib _ptrc_glPopClientAttrib\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPrioritizeTextures)(GLsizei n, const GLuint * textures, const GLfloat * priorities);\r
+ #define glPrioritizeTextures _ptrc_glPrioritizeTextures\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPushClientAttrib)(GLbitfield mask);\r
+ #define glPushClientAttrib _ptrc_glPushClientAttrib\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glTexCoordPointer _ptrc_glTexCoordPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glTexSubImage1D _ptrc_glTexSubImage1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glTexSubImage2D _ptrc_glTexSubImage2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glVertexPointer _ptrc_glVertexPointer\r
+ \r
+ // Extension: 1.2\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBlendColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);\r
+ #define glBlendColor _ptrc_glBlendColor\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBlendEquation)(GLenum mode);\r
+ #define glBlendEquation _ptrc_glBlendEquation\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);\r
+ #define glCopyTexSubImage3D _ptrc_glCopyTexSubImage3D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);\r
+ #define glDrawRangeElements _ptrc_glDrawRangeElements\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexImage3D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glTexImage3D _ptrc_glTexImage3D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);\r
+ #define glTexSubImage3D _ptrc_glTexSubImage3D\r
+ \r
+ // Extension: 1.3\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glActiveTexture)(GLenum texture);\r
+ #define glActiveTexture _ptrc_glActiveTexture\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClientActiveTexture)(GLenum texture);\r
+ #define glClientActiveTexture _ptrc_glClientActiveTexture\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);\r
+ #define glCompressedTexImage1D _ptrc_glCompressedTexImage1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data);\r
+ #define glCompressedTexImage2D _ptrc_glCompressedTexImage2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);\r
+ #define glCompressedTexImage3D _ptrc_glCompressedTexImage3D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+ #define glCompressedTexSubImage1D _ptrc_glCompressedTexSubImage1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+ #define glCompressedTexSubImage2D _ptrc_glCompressedTexSubImage2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);\r
+ #define glCompressedTexSubImage3D _ptrc_glCompressedTexSubImage3D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetCompressedTexImage)(GLenum target, GLint level, GLvoid * img);\r
+ #define glGetCompressedTexImage _ptrc_glGetCompressedTexImage\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLoadTransposeMatrixd)(const GLdouble * m);\r
+ #define glLoadTransposeMatrixd _ptrc_glLoadTransposeMatrixd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLoadTransposeMatrixf)(const GLfloat * m);\r
+ #define glLoadTransposeMatrixf _ptrc_glLoadTransposeMatrixf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultTransposeMatrixd)(const GLdouble * m);\r
+ #define glMultTransposeMatrixd _ptrc_glMultTransposeMatrixd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultTransposeMatrixf)(const GLfloat * m);\r
+ #define glMultTransposeMatrixf _ptrc_glMultTransposeMatrixf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1d)(GLenum target, GLdouble s);\r
+ #define glMultiTexCoord1d _ptrc_glMultiTexCoord1d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1dv)(GLenum target, const GLdouble * v);\r
+ #define glMultiTexCoord1dv _ptrc_glMultiTexCoord1dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1f)(GLenum target, GLfloat s);\r
+ #define glMultiTexCoord1f _ptrc_glMultiTexCoord1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1fv)(GLenum target, const GLfloat * v);\r
+ #define glMultiTexCoord1fv _ptrc_glMultiTexCoord1fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1i)(GLenum target, GLint s);\r
+ #define glMultiTexCoord1i _ptrc_glMultiTexCoord1i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1iv)(GLenum target, const GLint * v);\r
+ #define glMultiTexCoord1iv _ptrc_glMultiTexCoord1iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1s)(GLenum target, GLshort s);\r
+ #define glMultiTexCoord1s _ptrc_glMultiTexCoord1s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord1sv)(GLenum target, const GLshort * v);\r
+ #define glMultiTexCoord1sv _ptrc_glMultiTexCoord1sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2d)(GLenum target, GLdouble s, GLdouble t);\r
+ #define glMultiTexCoord2d _ptrc_glMultiTexCoord2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2dv)(GLenum target, const GLdouble * v);\r
+ #define glMultiTexCoord2dv _ptrc_glMultiTexCoord2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2f)(GLenum target, GLfloat s, GLfloat t);\r
+ #define glMultiTexCoord2f _ptrc_glMultiTexCoord2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2fv)(GLenum target, const GLfloat * v);\r
+ #define glMultiTexCoord2fv _ptrc_glMultiTexCoord2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2i)(GLenum target, GLint s, GLint t);\r
+ #define glMultiTexCoord2i _ptrc_glMultiTexCoord2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2iv)(GLenum target, const GLint * v);\r
+ #define glMultiTexCoord2iv _ptrc_glMultiTexCoord2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2s)(GLenum target, GLshort s, GLshort t);\r
+ #define glMultiTexCoord2s _ptrc_glMultiTexCoord2s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord2sv)(GLenum target, const GLshort * v);\r
+ #define glMultiTexCoord2sv _ptrc_glMultiTexCoord2sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3d)(GLenum target, GLdouble s, GLdouble t, GLdouble r);\r
+ #define glMultiTexCoord3d _ptrc_glMultiTexCoord3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3dv)(GLenum target, const GLdouble * v);\r
+ #define glMultiTexCoord3dv _ptrc_glMultiTexCoord3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3f)(GLenum target, GLfloat s, GLfloat t, GLfloat r);\r
+ #define glMultiTexCoord3f _ptrc_glMultiTexCoord3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3fv)(GLenum target, const GLfloat * v);\r
+ #define glMultiTexCoord3fv _ptrc_glMultiTexCoord3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3i)(GLenum target, GLint s, GLint t, GLint r);\r
+ #define glMultiTexCoord3i _ptrc_glMultiTexCoord3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3iv)(GLenum target, const GLint * v);\r
+ #define glMultiTexCoord3iv _ptrc_glMultiTexCoord3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3s)(GLenum target, GLshort s, GLshort t, GLshort r);\r
+ #define glMultiTexCoord3s _ptrc_glMultiTexCoord3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord3sv)(GLenum target, const GLshort * v);\r
+ #define glMultiTexCoord3sv _ptrc_glMultiTexCoord3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4d)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);\r
+ #define glMultiTexCoord4d _ptrc_glMultiTexCoord4d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4dv)(GLenum target, const GLdouble * v);\r
+ #define glMultiTexCoord4dv _ptrc_glMultiTexCoord4dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4f)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);\r
+ #define glMultiTexCoord4f _ptrc_glMultiTexCoord4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4fv)(GLenum target, const GLfloat * v);\r
+ #define glMultiTexCoord4fv _ptrc_glMultiTexCoord4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4i)(GLenum target, GLint s, GLint t, GLint r, GLint q);\r
+ #define glMultiTexCoord4i _ptrc_glMultiTexCoord4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4iv)(GLenum target, const GLint * v);\r
+ #define glMultiTexCoord4iv _ptrc_glMultiTexCoord4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4s)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);\r
+ #define glMultiTexCoord4s _ptrc_glMultiTexCoord4s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiTexCoord4sv)(GLenum target, const GLshort * v);\r
+ #define glMultiTexCoord4sv _ptrc_glMultiTexCoord4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSampleCoverage)(GLfloat value, GLboolean invert);\r
+ #define glSampleCoverage _ptrc_glSampleCoverage\r
+ \r
+ // Extension: 1.4\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);\r
+ #define glBlendFuncSeparate _ptrc_glBlendFuncSeparate\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordPointer)(GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glFogCoordPointer _ptrc_glFogCoordPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordd)(GLdouble coord);\r
+ #define glFogCoordd _ptrc_glFogCoordd\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoorddv)(const GLdouble * coord);\r
+ #define glFogCoorddv _ptrc_glFogCoorddv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordf)(GLfloat coord);\r
+ #define glFogCoordf _ptrc_glFogCoordf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFogCoordfv)(const GLfloat * coord);\r
+ #define glFogCoordfv _ptrc_glFogCoordfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawArrays)(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount);\r
+ #define glMultiDrawArrays _ptrc_glMultiDrawArrays\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glMultiDrawElements)(GLenum mode, const GLsizei * count, GLenum type, const GLvoid *const* indices, GLsizei drawcount);\r
+ #define glMultiDrawElements _ptrc_glMultiDrawElements\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameterf)(GLenum pname, GLfloat param);\r
+ #define glPointParameterf _ptrc_glPointParameterf\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameterfv)(GLenum pname, const GLfloat * params);\r
+ #define glPointParameterfv _ptrc_glPointParameterfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameteri)(GLenum pname, GLint param);\r
+ #define glPointParameteri _ptrc_glPointParameteri\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPointParameteriv)(GLenum pname, const GLint * params);\r
+ #define glPointParameteriv _ptrc_glPointParameteriv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3b)(GLbyte red, GLbyte green, GLbyte blue);\r
+ #define glSecondaryColor3b _ptrc_glSecondaryColor3b\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3bv)(const GLbyte * v);\r
+ #define glSecondaryColor3bv _ptrc_glSecondaryColor3bv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3d)(GLdouble red, GLdouble green, GLdouble blue);\r
+ #define glSecondaryColor3d _ptrc_glSecondaryColor3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3dv)(const GLdouble * v);\r
+ #define glSecondaryColor3dv _ptrc_glSecondaryColor3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3f)(GLfloat red, GLfloat green, GLfloat blue);\r
+ #define glSecondaryColor3f _ptrc_glSecondaryColor3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3fv)(const GLfloat * v);\r
+ #define glSecondaryColor3fv _ptrc_glSecondaryColor3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3i)(GLint red, GLint green, GLint blue);\r
+ #define glSecondaryColor3i _ptrc_glSecondaryColor3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3iv)(const GLint * v);\r
+ #define glSecondaryColor3iv _ptrc_glSecondaryColor3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3s)(GLshort red, GLshort green, GLshort blue);\r
+ #define glSecondaryColor3s _ptrc_glSecondaryColor3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3sv)(const GLshort * v);\r
+ #define glSecondaryColor3sv _ptrc_glSecondaryColor3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3ub)(GLubyte red, GLubyte green, GLubyte blue);\r
+ #define glSecondaryColor3ub _ptrc_glSecondaryColor3ub\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3ubv)(const GLubyte * v);\r
+ #define glSecondaryColor3ubv _ptrc_glSecondaryColor3ubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3ui)(GLuint red, GLuint green, GLuint blue);\r
+ #define glSecondaryColor3ui _ptrc_glSecondaryColor3ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3uiv)(const GLuint * v);\r
+ #define glSecondaryColor3uiv _ptrc_glSecondaryColor3uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3us)(GLushort red, GLushort green, GLushort blue);\r
+ #define glSecondaryColor3us _ptrc_glSecondaryColor3us\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColor3usv)(const GLushort * v);\r
+ #define glSecondaryColor3usv _ptrc_glSecondaryColor3usv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glSecondaryColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glSecondaryColorPointer _ptrc_glSecondaryColorPointer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2d)(GLdouble x, GLdouble y);\r
+ #define glWindowPos2d _ptrc_glWindowPos2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2dv)(const GLdouble * v);\r
+ #define glWindowPos2dv _ptrc_glWindowPos2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2f)(GLfloat x, GLfloat y);\r
+ #define glWindowPos2f _ptrc_glWindowPos2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2fv)(const GLfloat * v);\r
+ #define glWindowPos2fv _ptrc_glWindowPos2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2i)(GLint x, GLint y);\r
+ #define glWindowPos2i _ptrc_glWindowPos2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2iv)(const GLint * v);\r
+ #define glWindowPos2iv _ptrc_glWindowPos2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2s)(GLshort x, GLshort y);\r
+ #define glWindowPos2s _ptrc_glWindowPos2s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos2sv)(const GLshort * v);\r
+ #define glWindowPos2sv _ptrc_glWindowPos2sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3d)(GLdouble x, GLdouble y, GLdouble z);\r
+ #define glWindowPos3d _ptrc_glWindowPos3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3dv)(const GLdouble * v);\r
+ #define glWindowPos3dv _ptrc_glWindowPos3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3f)(GLfloat x, GLfloat y, GLfloat z);\r
+ #define glWindowPos3f _ptrc_glWindowPos3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3fv)(const GLfloat * v);\r
+ #define glWindowPos3fv _ptrc_glWindowPos3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3i)(GLint x, GLint y, GLint z);\r
+ #define glWindowPos3i _ptrc_glWindowPos3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3iv)(const GLint * v);\r
+ #define glWindowPos3iv _ptrc_glWindowPos3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3s)(GLshort x, GLshort y, GLshort z);\r
+ #define glWindowPos3s _ptrc_glWindowPos3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glWindowPos3sv)(const GLshort * v);\r
+ #define glWindowPos3sv _ptrc_glWindowPos3sv\r
+ \r
+ // Extension: 1.5\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBeginQuery)(GLenum target, GLuint id);\r
+ #define glBeginQuery _ptrc_glBeginQuery\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindBuffer)(GLenum target, GLuint buffer);\r
+ #define glBindBuffer _ptrc_glBindBuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBufferData)(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);\r
+ #define glBufferData _ptrc_glBufferData\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);\r
+ #define glBufferSubData _ptrc_glBufferSubData\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteBuffers)(GLsizei n, const GLuint * buffers);\r
+ #define glDeleteBuffers _ptrc_glDeleteBuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteQueries)(GLsizei n, const GLuint * ids);\r
+ #define glDeleteQueries _ptrc_glDeleteQueries\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEndQuery)(GLenum target);\r
+ #define glEndQuery _ptrc_glEndQuery\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenBuffers)(GLsizei n, GLuint * buffers);\r
+ #define glGenBuffers _ptrc_glGenBuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenQueries)(GLsizei n, GLuint * ids);\r
+ #define glGenQueries _ptrc_glGenQueries\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferParameteriv)(GLenum target, GLenum pname, GLint * params);\r
+ #define glGetBufferParameteriv _ptrc_glGetBufferParameteriv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferPointerv)(GLenum target, GLenum pname, GLvoid ** params);\r
+ #define glGetBufferPointerv _ptrc_glGetBufferPointerv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data);\r
+ #define glGetBufferSubData _ptrc_glGetBufferSubData\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectiv)(GLuint id, GLenum pname, GLint * params);\r
+ #define glGetQueryObjectiv _ptrc_glGetQueryObjectiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint * params);\r
+ #define glGetQueryObjectuiv _ptrc_glGetQueryObjectuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetQueryiv)(GLenum target, GLenum pname, GLint * params);\r
+ #define glGetQueryiv _ptrc_glGetQueryiv\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsBuffer)(GLuint buffer);\r
+ #define glIsBuffer _ptrc_glIsBuffer\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsQuery)(GLuint id);\r
+ #define glIsQuery _ptrc_glIsQuery\r
+ extern void * (CODEGEN_FUNCPTR *_ptrc_glMapBuffer)(GLenum target, GLenum access);\r
+ #define glMapBuffer _ptrc_glMapBuffer\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glUnmapBuffer)(GLenum target);\r
+ #define glUnmapBuffer _ptrc_glUnmapBuffer\r
+ \r
+ // Extension: 2.0\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glAttachShader)(GLuint program, GLuint shader);\r
+ #define glAttachShader _ptrc_glAttachShader\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindAttribLocation)(GLuint program, GLuint index, const GLchar * name);\r
+ #define glBindAttribLocation _ptrc_glBindAttribLocation\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);\r
+ #define glBlendEquationSeparate _ptrc_glBlendEquationSeparate\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCompileShader)(GLuint shader);\r
+ #define glCompileShader _ptrc_glCompileShader\r
+ extern GLuint (CODEGEN_FUNCPTR *_ptrc_glCreateProgram)();\r
+ #define glCreateProgram _ptrc_glCreateProgram\r
+ extern GLuint (CODEGEN_FUNCPTR *_ptrc_glCreateShader)(GLenum type);\r
+ #define glCreateShader _ptrc_glCreateShader\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteProgram)(GLuint program);\r
+ #define glDeleteProgram _ptrc_glDeleteProgram\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteShader)(GLuint shader);\r
+ #define glDeleteShader _ptrc_glDeleteShader\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDetachShader)(GLuint program, GLuint shader);\r
+ #define glDetachShader _ptrc_glDetachShader\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDisableVertexAttribArray)(GLuint index);\r
+ #define glDisableVertexAttribArray _ptrc_glDisableVertexAttribArray\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawBuffers)(GLsizei n, const GLenum * bufs);\r
+ #define glDrawBuffers _ptrc_glDrawBuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEnableVertexAttribArray)(GLuint index);\r
+ #define glEnableVertexAttribArray _ptrc_glEnableVertexAttribArray\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+ #define glGetActiveAttrib _ptrc_glGetActiveAttrib\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name);\r
+ #define glGetActiveUniform _ptrc_glGetActiveUniform\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders);\r
+ #define glGetAttachedShaders _ptrc_glGetAttachedShaders\r
+ extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetAttribLocation)(GLuint program, const GLchar * name);\r
+ #define glGetAttribLocation _ptrc_glGetAttribLocation\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+ #define glGetProgramInfoLog _ptrc_glGetProgramInfoLog\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetProgramiv)(GLuint program, GLenum pname, GLint * params);\r
+ #define glGetProgramiv _ptrc_glGetProgramiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog);\r
+ #define glGetShaderInfoLog _ptrc_glGetShaderInfoLog\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source);\r
+ #define glGetShaderSource _ptrc_glGetShaderSource\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetShaderiv)(GLuint shader, GLenum pname, GLint * params);\r
+ #define glGetShaderiv _ptrc_glGetShaderiv\r
+ extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetUniformLocation)(GLuint program, const GLchar * name);\r
+ #define glGetUniformLocation _ptrc_glGetUniformLocation\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformfv)(GLuint program, GLint location, GLfloat * params);\r
+ #define glGetUniformfv _ptrc_glGetUniformfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformiv)(GLuint program, GLint location, GLint * params);\r
+ #define glGetUniformiv _ptrc_glGetUniformiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid ** pointer);\r
+ #define glGetVertexAttribPointerv _ptrc_glGetVertexAttribPointerv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble * params);\r
+ #define glGetVertexAttribdv _ptrc_glGetVertexAttribdv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat * params);\r
+ #define glGetVertexAttribfv _ptrc_glGetVertexAttribfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribiv)(GLuint index, GLenum pname, GLint * params);\r
+ #define glGetVertexAttribiv _ptrc_glGetVertexAttribiv\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsProgram)(GLuint program);\r
+ #define glIsProgram _ptrc_glIsProgram\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsShader)(GLuint shader);\r
+ #define glIsShader _ptrc_glIsShader\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glLinkProgram)(GLuint program);\r
+ #define glLinkProgram _ptrc_glLinkProgram\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glShaderSource)(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length);\r
+ #define glShaderSource _ptrc_glShaderSource\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);\r
+ #define glStencilFuncSeparate _ptrc_glStencilFuncSeparate\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glStencilMaskSeparate)(GLenum face, GLuint mask);\r
+ #define glStencilMaskSeparate _ptrc_glStencilMaskSeparate\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glStencilOpSeparate)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);\r
+ #define glStencilOpSeparate _ptrc_glStencilOpSeparate\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1f)(GLint location, GLfloat v0);\r
+ #define glUniform1f _ptrc_glUniform1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1fv)(GLint location, GLsizei count, const GLfloat * value);\r
+ #define glUniform1fv _ptrc_glUniform1fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1i)(GLint location, GLint v0);\r
+ #define glUniform1i _ptrc_glUniform1i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1iv)(GLint location, GLsizei count, const GLint * value);\r
+ #define glUniform1iv _ptrc_glUniform1iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2f)(GLint location, GLfloat v0, GLfloat v1);\r
+ #define glUniform2f _ptrc_glUniform2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2fv)(GLint location, GLsizei count, const GLfloat * value);\r
+ #define glUniform2fv _ptrc_glUniform2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2i)(GLint location, GLint v0, GLint v1);\r
+ #define glUniform2i _ptrc_glUniform2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2iv)(GLint location, GLsizei count, const GLint * value);\r
+ #define glUniform2iv _ptrc_glUniform2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);\r
+ #define glUniform3f _ptrc_glUniform3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3fv)(GLint location, GLsizei count, const GLfloat * value);\r
+ #define glUniform3fv _ptrc_glUniform3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2);\r
+ #define glUniform3i _ptrc_glUniform3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3iv)(GLint location, GLsizei count, const GLint * value);\r
+ #define glUniform3iv _ptrc_glUniform3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);\r
+ #define glUniform4f _ptrc_glUniform4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4fv)(GLint location, GLsizei count, const GLfloat * value);\r
+ #define glUniform4fv _ptrc_glUniform4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);\r
+ #define glUniform4i _ptrc_glUniform4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4iv)(GLint location, GLsizei count, const GLint * value);\r
+ #define glUniform4iv _ptrc_glUniform4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix2fv _ptrc_glUniformMatrix2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix3fv _ptrc_glUniformMatrix3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix4fv _ptrc_glUniformMatrix4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUseProgram)(GLuint program);\r
+ #define glUseProgram _ptrc_glUseProgram\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glValidateProgram)(GLuint program);\r
+ #define glValidateProgram _ptrc_glValidateProgram\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1d)(GLuint index, GLdouble x);\r
+ #define glVertexAttrib1d _ptrc_glVertexAttrib1d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1dv)(GLuint index, const GLdouble * v);\r
+ #define glVertexAttrib1dv _ptrc_glVertexAttrib1dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1f)(GLuint index, GLfloat x);\r
+ #define glVertexAttrib1f _ptrc_glVertexAttrib1f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1fv)(GLuint index, const GLfloat * v);\r
+ #define glVertexAttrib1fv _ptrc_glVertexAttrib1fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1s)(GLuint index, GLshort x);\r
+ #define glVertexAttrib1s _ptrc_glVertexAttrib1s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib1sv)(GLuint index, const GLshort * v);\r
+ #define glVertexAttrib1sv _ptrc_glVertexAttrib1sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2d)(GLuint index, GLdouble x, GLdouble y);\r
+ #define glVertexAttrib2d _ptrc_glVertexAttrib2d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2dv)(GLuint index, const GLdouble * v);\r
+ #define glVertexAttrib2dv _ptrc_glVertexAttrib2dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y);\r
+ #define glVertexAttrib2f _ptrc_glVertexAttrib2f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2fv)(GLuint index, const GLfloat * v);\r
+ #define glVertexAttrib2fv _ptrc_glVertexAttrib2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2s)(GLuint index, GLshort x, GLshort y);\r
+ #define glVertexAttrib2s _ptrc_glVertexAttrib2s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib2sv)(GLuint index, const GLshort * v);\r
+ #define glVertexAttrib2sv _ptrc_glVertexAttrib2sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z);\r
+ #define glVertexAttrib3d _ptrc_glVertexAttrib3d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3dv)(GLuint index, const GLdouble * v);\r
+ #define glVertexAttrib3dv _ptrc_glVertexAttrib3dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z);\r
+ #define glVertexAttrib3f _ptrc_glVertexAttrib3f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3fv)(GLuint index, const GLfloat * v);\r
+ #define glVertexAttrib3fv _ptrc_glVertexAttrib3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3s)(GLuint index, GLshort x, GLshort y, GLshort z);\r
+ #define glVertexAttrib3s _ptrc_glVertexAttrib3s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib3sv)(GLuint index, const GLshort * v);\r
+ #define glVertexAttrib3sv _ptrc_glVertexAttrib3sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nbv)(GLuint index, const GLbyte * v);\r
+ #define glVertexAttrib4Nbv _ptrc_glVertexAttrib4Nbv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Niv)(GLuint index, const GLint * v);\r
+ #define glVertexAttrib4Niv _ptrc_glVertexAttrib4Niv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nsv)(GLuint index, const GLshort * v);\r
+ #define glVertexAttrib4Nsv _ptrc_glVertexAttrib4Nsv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);\r
+ #define glVertexAttrib4Nub _ptrc_glVertexAttrib4Nub\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nubv)(GLuint index, const GLubyte * v);\r
+ #define glVertexAttrib4Nubv _ptrc_glVertexAttrib4Nubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nuiv)(GLuint index, const GLuint * v);\r
+ #define glVertexAttrib4Nuiv _ptrc_glVertexAttrib4Nuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4Nusv)(GLuint index, const GLushort * v);\r
+ #define glVertexAttrib4Nusv _ptrc_glVertexAttrib4Nusv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4bv)(GLuint index, const GLbyte * v);\r
+ #define glVertexAttrib4bv _ptrc_glVertexAttrib4bv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);\r
+ #define glVertexAttrib4d _ptrc_glVertexAttrib4d\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4dv)(GLuint index, const GLdouble * v);\r
+ #define glVertexAttrib4dv _ptrc_glVertexAttrib4dv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
+ #define glVertexAttrib4f _ptrc_glVertexAttrib4f\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4fv)(GLuint index, const GLfloat * v);\r
+ #define glVertexAttrib4fv _ptrc_glVertexAttrib4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4iv)(GLuint index, const GLint * v);\r
+ #define glVertexAttrib4iv _ptrc_glVertexAttrib4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4s)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);\r
+ #define glVertexAttrib4s _ptrc_glVertexAttrib4s\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4sv)(GLuint index, const GLshort * v);\r
+ #define glVertexAttrib4sv _ptrc_glVertexAttrib4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4ubv)(GLuint index, const GLubyte * v);\r
+ #define glVertexAttrib4ubv _ptrc_glVertexAttrib4ubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4uiv)(GLuint index, const GLuint * v);\r
+ #define glVertexAttrib4uiv _ptrc_glVertexAttrib4uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttrib4usv)(GLuint index, const GLushort * v);\r
+ #define glVertexAttrib4usv _ptrc_glVertexAttrib4usv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);\r
+ #define glVertexAttribPointer _ptrc_glVertexAttribPointer\r
+ \r
+ // Extension: 2.1\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix2x3fv _ptrc_glUniformMatrix2x3fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix2x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix2x4fv _ptrc_glUniformMatrix2x4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix3x2fv _ptrc_glUniformMatrix3x2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix3x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix3x4fv _ptrc_glUniformMatrix3x4fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix4x2fv _ptrc_glUniformMatrix4x2fv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformMatrix4x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);\r
+ #define glUniformMatrix4x3fv _ptrc_glUniformMatrix4x3fv\r
+ \r
+ // Extension: 3.0\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBeginConditionalRender)(GLuint id, GLenum mode);\r
+ #define glBeginConditionalRender _ptrc_glBeginConditionalRender\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBeginTransformFeedback)(GLenum primitiveMode);\r
+ #define glBeginTransformFeedback _ptrc_glBeginTransformFeedback\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindBufferBase)(GLenum target, GLuint index, GLuint buffer);\r
+ #define glBindBufferBase _ptrc_glBindBufferBase\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);\r
+ #define glBindBufferRange _ptrc_glBindBufferRange\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindFragDataLocation)(GLuint program, GLuint color, const GLchar * name);\r
+ #define glBindFragDataLocation _ptrc_glBindFragDataLocation\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindFramebuffer)(GLenum target, GLuint framebuffer);\r
+ #define glBindFramebuffer _ptrc_glBindFramebuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindRenderbuffer)(GLenum target, GLuint renderbuffer);\r
+ #define glBindRenderbuffer _ptrc_glBindRenderbuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBindVertexArray)(GLuint ren_array);\r
+ #define glBindVertexArray _ptrc_glBindVertexArray\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\r
+ #define glBlitFramebuffer _ptrc_glBlitFramebuffer\r
+ extern GLenum (CODEGEN_FUNCPTR *_ptrc_glCheckFramebufferStatus)(GLenum target);\r
+ #define glCheckFramebufferStatus _ptrc_glCheckFramebufferStatus\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClampColor)(GLenum target, GLenum clamp);\r
+ #define glClampColor _ptrc_glClampColor\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferfi)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\r
+ #define glClearBufferfi _ptrc_glClearBufferfi\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat * value);\r
+ #define glClearBufferfv _ptrc_glClearBufferfv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint * value);\r
+ #define glClearBufferiv _ptrc_glClearBufferiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint * value);\r
+ #define glClearBufferuiv _ptrc_glClearBufferuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glColorMaski)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);\r
+ #define glColorMaski _ptrc_glColorMaski\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteFramebuffers)(GLsizei n, const GLuint * framebuffers);\r
+ #define glDeleteFramebuffers _ptrc_glDeleteFramebuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteRenderbuffers)(GLsizei n, const GLuint * renderbuffers);\r
+ #define glDeleteRenderbuffers _ptrc_glDeleteRenderbuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDeleteVertexArrays)(GLsizei n, const GLuint * arrays);\r
+ #define glDeleteVertexArrays _ptrc_glDeleteVertexArrays\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDisablei)(GLenum target, GLuint index);\r
+ #define glDisablei _ptrc_glDisablei\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEnablei)(GLenum target, GLuint index);\r
+ #define glEnablei _ptrc_glEnablei\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEndConditionalRender)();\r
+ #define glEndConditionalRender _ptrc_glEndConditionalRender\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glEndTransformFeedback)();\r
+ #define glEndTransformFeedback _ptrc_glEndTransformFeedback\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFlushMappedBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length);\r
+ #define glFlushMappedBufferRange _ptrc_glFlushMappedBufferRange\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);\r
+ #define glFramebufferRenderbuffer _ptrc_glFramebufferRenderbuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+ #define glFramebufferTexture1D _ptrc_glFramebufferTexture1D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);\r
+ #define glFramebufferTexture2D _ptrc_glFramebufferTexture2D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);\r
+ #define glFramebufferTexture3D _ptrc_glFramebufferTexture3D\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);\r
+ #define glFramebufferTextureLayer _ptrc_glFramebufferTextureLayer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenFramebuffers)(GLsizei n, GLuint * framebuffers);\r
+ #define glGenFramebuffers _ptrc_glGenFramebuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenRenderbuffers)(GLsizei n, GLuint * renderbuffers);\r
+ #define glGenRenderbuffers _ptrc_glGenRenderbuffers\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenVertexArrays)(GLsizei n, GLuint * arrays);\r
+ #define glGenVertexArrays _ptrc_glGenVertexArrays\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGenerateMipmap)(GLenum target);\r
+ #define glGenerateMipmap _ptrc_glGenerateMipmap\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetBooleani_v)(GLenum target, GLuint index, GLboolean * data);\r
+ #define glGetBooleani_v _ptrc_glGetBooleani_v\r
+ extern GLint (CODEGEN_FUNCPTR *_ptrc_glGetFragDataLocation)(GLuint program, const GLchar * name);\r
+ #define glGetFragDataLocation _ptrc_glGetFragDataLocation\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint * params);\r
+ #define glGetFramebufferAttachmentParameteriv _ptrc_glGetFramebufferAttachmentParameteriv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetIntegeri_v)(GLenum target, GLuint index, GLint * data);\r
+ #define glGetIntegeri_v _ptrc_glGetIntegeri_v\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint * params);\r
+ #define glGetRenderbufferParameteriv _ptrc_glGetRenderbufferParameteriv\r
+ extern const GLubyte * (CODEGEN_FUNCPTR *_ptrc_glGetStringi)(GLenum name, GLuint index);\r
+ #define glGetStringi _ptrc_glGetStringi\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterIiv)(GLenum target, GLenum pname, GLint * params);\r
+ #define glGetTexParameterIiv _ptrc_glGetTexParameterIiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTexParameterIuiv)(GLenum target, GLenum pname, GLuint * params);\r
+ #define glGetTexParameterIuiv _ptrc_glGetTexParameterIuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetTransformFeedbackVarying)(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);\r
+ #define glGetTransformFeedbackVarying _ptrc_glGetTransformFeedbackVarying\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformuiv)(GLuint program, GLint location, GLuint * params);\r
+ #define glGetUniformuiv _ptrc_glGetUniformuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribIiv)(GLuint index, GLenum pname, GLint * params);\r
+ #define glGetVertexAttribIiv _ptrc_glGetVertexAttribIiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetVertexAttribIuiv)(GLuint index, GLenum pname, GLuint * params);\r
+ #define glGetVertexAttribIuiv _ptrc_glGetVertexAttribIuiv\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsEnabledi)(GLenum target, GLuint index);\r
+ #define glIsEnabledi _ptrc_glIsEnabledi\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsFramebuffer)(GLuint framebuffer);\r
+ #define glIsFramebuffer _ptrc_glIsFramebuffer\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsRenderbuffer)(GLuint renderbuffer);\r
+ #define glIsRenderbuffer _ptrc_glIsRenderbuffer\r
+ extern GLboolean (CODEGEN_FUNCPTR *_ptrc_glIsVertexArray)(GLuint ren_array);\r
+ #define glIsVertexArray _ptrc_glIsVertexArray\r
+ extern void * (CODEGEN_FUNCPTR *_ptrc_glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);\r
+ #define glMapBufferRange _ptrc_glMapBufferRange\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);\r
+ #define glRenderbufferStorage _ptrc_glRenderbufferStorage\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);\r
+ #define glRenderbufferStorageMultisample _ptrc_glRenderbufferStorageMultisample\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterIiv)(GLenum target, GLenum pname, const GLint * params);\r
+ #define glTexParameterIiv _ptrc_glTexParameterIiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexParameterIuiv)(GLenum target, GLenum pname, const GLuint * params);\r
+ #define glTexParameterIuiv _ptrc_glTexParameterIuiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTransformFeedbackVaryings)(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode);\r
+ #define glTransformFeedbackVaryings _ptrc_glTransformFeedbackVaryings\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1ui)(GLint location, GLuint v0);\r
+ #define glUniform1ui _ptrc_glUniform1ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform1uiv)(GLint location, GLsizei count, const GLuint * value);\r
+ #define glUniform1uiv _ptrc_glUniform1uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2ui)(GLint location, GLuint v0, GLuint v1);\r
+ #define glUniform2ui _ptrc_glUniform2ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform2uiv)(GLint location, GLsizei count, const GLuint * value);\r
+ #define glUniform2uiv _ptrc_glUniform2uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3ui)(GLint location, GLuint v0, GLuint v1, GLuint v2);\r
+ #define glUniform3ui _ptrc_glUniform3ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform3uiv)(GLint location, GLsizei count, const GLuint * value);\r
+ #define glUniform3uiv _ptrc_glUniform3uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4ui)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\r
+ #define glUniform4ui _ptrc_glUniform4ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniform4uiv)(GLint location, GLsizei count, const GLuint * value);\r
+ #define glUniform4uiv _ptrc_glUniform4uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1i)(GLuint index, GLint x);\r
+ #define glVertexAttribI1i _ptrc_glVertexAttribI1i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1iv)(GLuint index, const GLint * v);\r
+ #define glVertexAttribI1iv _ptrc_glVertexAttribI1iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1ui)(GLuint index, GLuint x);\r
+ #define glVertexAttribI1ui _ptrc_glVertexAttribI1ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI1uiv)(GLuint index, const GLuint * v);\r
+ #define glVertexAttribI1uiv _ptrc_glVertexAttribI1uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2i)(GLuint index, GLint x, GLint y);\r
+ #define glVertexAttribI2i _ptrc_glVertexAttribI2i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2iv)(GLuint index, const GLint * v);\r
+ #define glVertexAttribI2iv _ptrc_glVertexAttribI2iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2ui)(GLuint index, GLuint x, GLuint y);\r
+ #define glVertexAttribI2ui _ptrc_glVertexAttribI2ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI2uiv)(GLuint index, const GLuint * v);\r
+ #define glVertexAttribI2uiv _ptrc_glVertexAttribI2uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3i)(GLuint index, GLint x, GLint y, GLint z);\r
+ #define glVertexAttribI3i _ptrc_glVertexAttribI3i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3iv)(GLuint index, const GLint * v);\r
+ #define glVertexAttribI3iv _ptrc_glVertexAttribI3iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3ui)(GLuint index, GLuint x, GLuint y, GLuint z);\r
+ #define glVertexAttribI3ui _ptrc_glVertexAttribI3ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI3uiv)(GLuint index, const GLuint * v);\r
+ #define glVertexAttribI3uiv _ptrc_glVertexAttribI3uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4bv)(GLuint index, const GLbyte * v);\r
+ #define glVertexAttribI4bv _ptrc_glVertexAttribI4bv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w);\r
+ #define glVertexAttribI4i _ptrc_glVertexAttribI4i\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4iv)(GLuint index, const GLint * v);\r
+ #define glVertexAttribI4iv _ptrc_glVertexAttribI4iv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4sv)(GLuint index, const GLshort * v);\r
+ #define glVertexAttribI4sv _ptrc_glVertexAttribI4sv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4ubv)(GLuint index, const GLubyte * v);\r
+ #define glVertexAttribI4ubv _ptrc_glVertexAttribI4ubv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\r
+ #define glVertexAttribI4ui _ptrc_glVertexAttribI4ui\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4uiv)(GLuint index, const GLuint * v);\r
+ #define glVertexAttribI4uiv _ptrc_glVertexAttribI4uiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribI4usv)(GLuint index, const GLushort * v);\r
+ #define glVertexAttribI4usv _ptrc_glVertexAttribI4usv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glVertexAttribIPointer)(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);\r
+ #define glVertexAttribIPointer _ptrc_glVertexAttribIPointer\r
+ \r
+ // Extension: 3.1\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glCopyBufferSubData)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);\r
+ #define glCopyBufferSubData _ptrc_glCopyBufferSubData\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);\r
+ #define glDrawArraysInstanced _ptrc_glDrawArraysInstanced\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glDrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount);\r
+ #define glDrawElementsInstanced _ptrc_glDrawElementsInstanced\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName);\r
+ #define glGetActiveUniformBlockName _ptrc_glGetActiveUniformBlockName\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params);\r
+ #define glGetActiveUniformBlockiv _ptrc_glGetActiveUniformBlockiv\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);\r
+ #define glGetActiveUniformName _ptrc_glGetActiveUniformName\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);\r
+ #define glGetActiveUniformsiv _ptrc_glGetActiveUniformsiv\r
+ extern GLuint (CODEGEN_FUNCPTR *_ptrc_glGetUniformBlockIndex)(GLuint program, const GLchar * uniformBlockName);\r
+ #define glGetUniformBlockIndex _ptrc_glGetUniformBlockIndex\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint * uniformIndices);\r
+ #define glGetUniformIndices _ptrc_glGetUniformIndices\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glPrimitiveRestartIndex)(GLuint index);\r
+ #define glPrimitiveRestartIndex _ptrc_glPrimitiveRestartIndex\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glTexBuffer)(GLenum target, GLenum internalformat, GLuint buffer);\r
+ #define glTexBuffer _ptrc_glTexBuffer\r
+ extern void (CODEGEN_FUNCPTR *_ptrc_glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\r
+ #define glUniformBlockBinding _ptrc_glUniformBlockBinding\r
+ \r
+ void ogl_CheckExtensions();\r
+ \r
+ #ifdef __cplusplus\r
+ }\r
+ #endif /*__cplusplus*/\r
+ \r
+ #endif //OPENGL_NOLOAD_STYLE_H\r
--- /dev/null
+/**
+
+Draws an Wavefront OBJ model as a wireframe. Also implements a WASD + mouselook camera so you can look around.
+
+**/
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include <SDL/SDL.h>
+#ifdef WIN32
+#include "windows/gl_3_1_core.h"
+#else
+#include "gl_3_1_core.h"
+#endif
+
+#define SLIM_GL_IMPLEMENTATION
+#include "../slim_gl.h"
+#define MATH_3D_IMPLEMENTATION
+#include "../math_3d.h"
+
+
+
+/**
+ * A small OBJ reader that only reads vertex positions and triangle faces.
+ */
+bool load_model(const char* filename, float** vertex_buffer, size_t* vertex_buffer_size, uint16_t** index_buffer, size_t* index_buffer_size) {
+ FILE* file = fopen(filename, "r");
+ if (file == NULL)
+ return false;
+
+ // Count vertices and faces first
+ size_t vertex_count = 0, face_count = 0;
+ char line[1024];
+ while( fgets(line, 1024, file) != NULL ) {
+ if (line[0] == 'v' && line[1] == ' ')
+ vertex_count++;
+ else if (line[0] == 'f')
+ face_count++;
+ }
+
+ // Allocate buffers
+ *vertex_buffer_size = vertex_count * sizeof(float)*3;
+ float* vb = malloc(*vertex_buffer_size);
+ *index_buffer_size = face_count * sizeof(uint16_t)*3;
+ uint16_t* ib = malloc(*index_buffer_size);
+
+ // Read vertices and faces
+ size_t vi = 0, fi = 0;
+ rewind(file);
+ while( fgets(line, 1024, file) != NULL ) {
+ // Basic OBJ format (what kind of lines we have to expect):
+ // http://en.wikipedia.org/wiki/Wavefront_.obj_file
+ if (line[0] == 'v' && line[1] == ' ') {
+ // vertex position (v)
+ sscanf(line, "v %f %f %f", &vb[vi+0], &vb[vi+1], &vb[vi+2]);
+ vi += 3;
+ } else if (line[0] == 'f') {
+ // face (be aware: indices start with 1 instead of 0!)
+ sscanf(line, "f %hu %hu %hu", &ib[fi+0], &ib[fi+1], &ib[fi+2]);
+ ib[fi+0] -= 1;
+ ib[fi+1] -= 1;
+ ib[fi+2] -= 1;
+ fi += 3;
+ }
+ }
+
+ *vertex_buffer = vb;
+ *index_buffer = ib;
+
+ // Print the vertex and index buffer for debugging
+ printf("%zu vertices, %zu bytes:\n", vertex_count, *vertex_buffer_size);
+ for(size_t i = 0; i < vertex_count; i++)
+ printf(" [%2zu]: % 6.1f % 6.1f % 6.1f\n", i, vb[i*3+0], vb[i*3+1], vb[i*3+2]);
+ printf("%zu faces, %zu bytes:\n", face_count, *index_buffer_size);
+ for(size_t i = 0; i < face_count; i++)
+ printf(" [%2zu]: %3hu %3hu %3hu\n", i, ib[i*3+0], ib[i*3+1], ib[i*3+2]);
+
+ return true;
+}
+
+int main(int argc, char** argv) {
+ if (argc != 2) {
+ fprintf(stderr, "Usage: %s obj-model-file\n", argv[0]);
+ return 1;
+ }
+
+ SDL_Init(SDL_INIT_VIDEO);
+ atexit(SDL_Quit);
+
+ // Create an OpenGL 3.1 window
+ int ww = 800, wh = 600;
+ SDL_Window* win = SDL_CreateWindow("SlimGL OBJ wireframe", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ww, wh, SDL_WINDOW_OPENGL);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
+ SDL_GL_SetSwapInterval(0);
+
+ // Load OBJ model and create OpenGL vertex and index buffers
+ size_t vertex_buffer_size = 0;
+ float* vertex_buffer_ptr = NULL;
+ size_t index_buffer_size = 0;
+ uint16_t* index_buffer_ptr = NULL;
+
+ if ( ! load_model(argv[1], &vertex_buffer_ptr, &vertex_buffer_size, &index_buffer_ptr, &index_buffer_size) ) {
+ fprintf(stderr, "Failed to load model %s\n", argv[1]);
+ return 1;
+ }
+
+ GLuint vertex_buffer = sgl_buffer_new(vertex_buffer_ptr, vertex_buffer_size);
+ GLuint index_buffer = sgl_buffer_new(index_buffer_ptr, index_buffer_size);
+ free(vertex_buffer_ptr);
+ free(index_buffer_ptr);
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ uniform mat4 model_view;
+ uniform mat4 projection;
+
+ in vec3 pos;
+
+ void main() {
+ vec4 camera_space = model_view * vec4(pos, 1);
+ gl_Position = projection * camera_space;
+ }
+ ), SGL_GLSL("#version 140",
+ void main(){
+ gl_FragColor = vec4(1, 1, 1, 1);
+ }
+ ), NULL);
+ if (!program)
+ return 1;
+
+ // Setup projection, camera, model and model-view matrix
+ mat4_t projection_matrix = m4_perspective(60, (float)ww / wh, 0.1, 100);
+ //mat4_t projection_matrix = m4_ortho(-2, 2, -2, 2, -2, 2);
+ vec3_t camera_pos = {0, 0, 10}, camera_dir = {0, 0, -1}, camera_up = {0, 1, 0};
+ mat4_t model_matrix = m4_identity();
+
+ // Switch to wireframe rendering
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ // Don't render (cull) backfaces, that are faces the camera can only see from behind
+ glEnable(GL_CULL_FACE);
+
+ SDL_Event event;
+ while( SDL_WaitEvent(&event) ) {
+ if (event.type == SDL_QUIT)
+ break;
+
+ bool redraw = false;
+ switch(event.type) {
+ case SDL_WINDOWEVENT:
+ if (event.window.event == SDL_WINDOWEVENT_EXPOSED)
+ redraw = true;
+ break;
+
+ case SDL_KEYDOWN:
+ switch (event.key.keysym.sym) {
+ case SDLK_LEFT:
+ model_matrix = m4_mul( m4_rotation_y(-0.1 * M_PI), model_matrix );
+ redraw = true;
+ break;
+ case SDLK_RIGHT:
+ model_matrix = m4_mul( m4_rotation_y( 0.1 * M_PI), model_matrix );
+ redraw = true;
+ break;
+ case SDLK_UP:
+ model_matrix = m4_mul( m4_rotation_x(-0.1 * M_PI), model_matrix );
+ redraw = true;
+ break;
+ case SDLK_DOWN:
+ model_matrix = m4_mul( m4_rotation_x( 0.1 * M_PI), model_matrix );
+ redraw = true;
+ break;
+ case SDLK_w:
+ camera_pos = v3_add(camera_pos, v3_muls(camera_dir, 0.5));
+ redraw = true;
+ break;
+ case SDLK_s:
+ camera_pos = v3_add(camera_pos, v3_muls(camera_dir, -0.5));
+ redraw = true;
+ break;
+ case SDLK_a:
+ camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), -0.5));
+ redraw = true;
+ break;
+ case SDLK_d:
+ camera_pos = v3_add(camera_pos, v3_muls(v3_cross(camera_dir, camera_up), 0.5));
+ redraw = true;
+ break;
+ }
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ SDL_SetRelativeMouseMode(true);
+ break;
+ case SDL_MOUSEBUTTONUP:
+ SDL_SetRelativeMouseMode(false);
+ break;
+ case SDL_MOUSEMOTION:
+ if ( SDL_GetRelativeMouseMode() ) {
+ if (event.motion.xrel != 0)
+ camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.xrel, camera_up), camera_dir );
+ if (event.motion.yrel != 0)
+ camera_dir = m4_mul_dir( m4_rotation(0.001 * M_PI * -event.motion.yrel, v3_cross(camera_dir, camera_up)), camera_dir );
+ camera_dir = v3_norm(camera_dir);
+ redraw = true;
+ }
+ break;
+ }
+
+ if (redraw) {
+ mat4_t camera_matrix = m4_look_at(camera_pos, v3_add(camera_pos, camera_dir), camera_up);
+ mat4_t model_view_matrix = m4_mul(camera_matrix, model_matrix);
+
+ glClearColor(0, 0, 0.25, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLES, program, "$sI model_view %4M projection %4M pos %3f", index_buffer, &model_view_matrix, &projection_matrix, vertex_buffer);
+ SDL_GL_SwapWindow(win);
+ }
+ }
+
+ // Cleanup
+ sgl_buffer_destroy(vertex_buffer);
+ sgl_buffer_destroy(index_buffer);
+ sgl_program_destroy(program);
+
+ SDL_GL_DeleteContext(gl_ctx);
+ SDL_DestroyWindow(win);
+
+ return 0;
+}
\ No newline at end of file