148 for (
i=0;
i<numentries;
i++) {
150 printf(
"found uninitialized function pointer at %d\n",
i );
void gl_save_Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params, GLint numparams)
void gl_DepthFunc(GLcontext *ctx, GLenum func)
void gl_DeleteTextures(GLcontext *ctx, GLsizei n, const GLuint *texName)
void gl_save_Color3fv(GLcontext *ctx, const GLfloat *c)
void gl_GetColorTable(GLcontext *ctx, GLenum target, GLenum format, GLenum type, GLvoid *table)
void gl_GetTexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, GLfloat *params)
GLboolean gl_AreTexturesResident(GLcontext *ctx, GLsizei n, const GLuint *texName, GLboolean *residences)
void gl_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, struct gl_image *image)
void gl_save_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void gl_LogicOp(GLcontext *ctx, GLenum opcode)
void gl_save_Materialfv(GLcontext *ctx, GLenum face, GLenum pname, const GLfloat *params)
void gl_save_ClearDepth(GLcontext *ctx, GLclampd depth)
void gl_save_Ortho(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_save_EvalMesh1(GLcontext *ctx, GLenum mode, GLint i1, GLint i2)
void gl_save_RasterPos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_ReadBuffer(GLcontext *ctx, GLenum mode)
void gl_save_StencilMask(GLcontext *ctx, GLuint mask)
void gl_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_FeedbackBuffer(GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer)
static void init_dlist_pointers(struct gl_api_table *table)
void gl_EvalMesh2(GLcontext *ctx, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void gl_save_Translatef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_AlphaFunc(GLcontext *ctx, GLenum func, GLclampf ref)
void gl_DrawArrays(GLcontext *ctx, GLenum mode, GLint first, GLsizei count)
void gl_Color4ub(GLcontext *ctx, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void gl_save_Rotatef(GLcontext *ctx, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
ActualNumberDriverObjects * sizeof(PDRIVER_OBJECT)) PDRIVER_OBJECT *DriverObjectList
void gl_save_PassThrough(GLcontext *ctx, GLfloat token)
void gl_GetMapdv(GLcontext *ctx, GLenum target, GLenum query, GLdouble *v)
void gl_EvalMesh1(GLcontext *ctx, GLenum mode, GLint i1, GLint i2)
void gl_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void gl_save_Vertex3f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_Disable(GLcontext *ctx, GLenum cap)
void gl_save_ColorSubTable(GLcontext *ctx, GLenum target, GLsizei start, struct gl_image *data)
void gl_PopClientAttrib(GLcontext *ctx)
GLboolean gl_IsTexture(GLcontext *ctx, GLuint texture)
void gl_PushAttrib(GLcontext *ctx, GLbitfield mask)
void gl_ColorTable(GLcontext *ctx, GLenum target, GLenum internalFormat, struct gl_image *table)
void gl_StencilOp(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass)
void gl_ClearAccum(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void gl_PopAttrib(GLcontext *ctx)
void gl_save_PopMatrix(GLcontext *ctx)
void gl_GetTexEnviv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_save_PolygonStipple(GLcontext *ctx, const GLubyte *mask)
void gl_PopMatrix(GLcontext *ctx)
void gl_ClearIndex(GLcontext *ctx, GLfloat c)
void gl_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, struct gl_image *image)
void gl_MapGrid1f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2)
void gl_DepthMask(GLcontext *ctx, GLboolean flag)
void gl_save_Indexi(GLcontext *ctx, GLint index)
void gl_NewList(GLcontext *ctx, GLuint list, GLenum mode)
void gl_save_PointSize(GLcontext *ctx, GLfloat size)
void gl_save_TexImage1D(GLcontext *ctx, GLenum target, GLint level, GLint components, GLsizei width, GLint border, GLenum format, GLenum type, struct gl_image *teximage)
void gl_GetClipPlane(GLcontext *ctx, GLenum plane, GLdouble *equation)
void gl_save_Scalef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_EndList(GLcontext *ctx)
void gl_GetMapfv(GLcontext *ctx, GLenum target, GLenum query, GLfloat *v)
void gl_save_StencilOp(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass)
void gl_save_PushName(GLcontext *ctx, GLuint name)
void gl_ClearColor(GLcontext *ctx, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void gl_IndexPointer(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_save_LoadIdentity(GLcontext *ctx)
void gl_Color4ubv(GLcontext *ctx, const GLubyte *c)
void gl_PolygonStipple(GLcontext *ctx, const GLubyte *mask)
void gl_save_DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
void gl_TexCoord2f(GLcontext *ctx, GLfloat s, GLfloat t)
void gl_GetTexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, GLfloat *params)
void gl_save_Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_save_InitNames(GLcontext *ctx)
void gl_save_TexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params)
void gl_Clear(GLcontext *ctx, GLbitfield mask)
void gl_save_PopAttrib(GLcontext *ctx)
void gl_save_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLint height)
void gl_vertex4f_nop(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_save_ListBase(GLcontext *ctx, GLuint base)
void gl_LoadIdentity(GLcontext *ctx)
void gl_Finish(GLcontext *ctx)
void gl_save_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, struct gl_image *image)
void gl_Scalef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_save_End(GLcontext *ctx)
void gl_InterleavedArrays(GLcontext *ctx, GLenum format, GLsizei stride, const GLvoid *pointer)
void gl_Normal3f(GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz)
void gl_LineStipple(GLcontext *ctx, GLint factor, GLushort pattern)
void gl_save_Begin(GLcontext *ctx, GLenum mode)
void gl_save_Disable(GLcontext *ctx, GLenum cap)
void gl_save_Accum(GLcontext *ctx, GLenum op, GLfloat value)
void gl_TexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param)
void gl_Accum(GLcontext *ctx, GLenum op, GLfloat value)
void gl_Frustum(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_Ortho(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_save_LineWidth(GLcontext *ctx, GLfloat width)
void gl_save_Bitmap(GLcontext *ctx, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const struct gl_image *bitmap)
void gl_save_ReadBuffer(GLcontext *ctx, GLenum mode)
void gl_save_ShadeModel(GLcontext *ctx, GLenum mode)
void gl_save_MatrixMode(GLcontext *ctx, GLenum mode)
void gl_save_ClearAccum(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void gl_EvalCoord1f(GLcontext *ctx, GLfloat u)
void gl_BlendFunc(GLcontext *ctx, GLenum sfactor, GLenum dfactor)
void gl_save_PixelMapfv(GLcontext *ctx, GLenum map, GLint mapsize, const GLfloat *values)
const GLubyte * gl_GetString(GLcontext *ctx, GLenum name)
void gl_save_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void gl_save_EdgeFlag(GLcontext *ctx, GLboolean flag)
void gl_Indexf(GLcontext *ctx, GLfloat c)
void gl_GetTexGeniv(GLcontext *ctx, GLenum coord, GLenum pname, GLint *params)
void gl_save_PushAttrib(GLcontext *ctx, GLbitfield mask)
void gl_save_BlendFunc(GLcontext *ctx, GLenum sfactor, GLenum dfactor)
void gl_save_MapGrid1f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2)
void gl_Flush(GLcontext *ctx)
void gl_Normal3fv(GLcontext *ctx, const GLfloat *n)
void gl_ListBase(GLcontext *ctx, GLuint base)
void gl_save_LogicOp(GLcontext *ctx, GLenum opcode)
void gl_TexImage1D(GLcontext *ctx, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, struct gl_image *image)
GLboolean gl_IsList(GLcontext *ctx, GLuint list)
void gl_CullFace(GLcontext *ctx, GLenum mode)
void gl_DisableClientState(GLcontext *ctx, GLenum cap)
void gl_save_TexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params)
void gl_save_ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
void gl_PointSize(GLcontext *ctx, GLfloat size)
void gl_GetTexImage(GLcontext *ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void gl_ShadeModel(GLcontext *ctx, GLenum mode)
void gl_Translatef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_save_Color4ub(GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a)
void gl_Color3fv(GLcontext *ctx, const GLfloat *c)
void gl_save_Hint(GLcontext *ctx, GLenum target, GLenum mode)
void gl_Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params, GLint nparams)
void gl_IndexMask(GLcontext *ctx, GLuint mask)
void gl_Hint(GLcontext *ctx, GLenum target, GLenum mode)
void gl_save_ClearIndex(GLcontext *ctx, GLfloat c)
void gl_EnableClientState(GLcontext *ctx, GLenum cap)
void gl_save_PushMatrix(GLcontext *ctx)
void gl_CallLists(GLcontext *ctx, GLsizei n, GLenum type, const GLvoid *lists)
void gl_GetTexParameteriv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_save_PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
void gl_save_CopyPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void gl_save_Color4f(GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b, GLfloat a)
void gl_save_IndexMask(GLcontext *ctx, GLuint mask)
void gl_save_ArrayElement(GLcontext *ctx, GLint i)
void gl_PixelStorei(GLcontext *ctx, GLenum pname, GLint param)
void gl_PushMatrix(GLcontext *ctx)
void gl_GetBooleanv(GLcontext *ctx, GLenum pname, GLboolean *params)
void gl_GetDoublev(GLcontext *ctx, GLenum pname, GLdouble *params)
void gl_GetPixelMapuiv(GLcontext *ctx, GLenum map, GLuint *values)
void gl_save_Vertex2f(GLcontext *ctx, GLfloat x, GLfloat y)
void gl_GetColorTableParameteriv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_EvalCoord2f(GLcontext *ctx, GLfloat u, GLfloat v)
void gl_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLenum type)
void gl_PixelZoom(GLcontext *ctx, GLfloat xfactor, GLfloat yfactor)
void gl_init_api_function_pointers(GLcontext *ctx)
void gl_LoadMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_save_PopName(GLcontext *ctx)
void gl_save_DepthMask(GLcontext *ctx, GLboolean mask)
void gl_MultMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_ReadPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void gl_vertex3fv_nop(GLcontext *ctx, const GLfloat v[3])
void gl_ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
void gl_NormalPointer(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_save_PixelZoom(GLcontext *ctx, GLfloat xfactor, GLfloat yfactor)
void gl_save_Rectf(GLcontext *ctx, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void gl_TexCoordPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_DeleteLists(GLcontext *ctx, GLuint list, GLsizei range)
void gl_EvalPoint1(GLcontext *ctx, GLint i)
void gl_DrawElements(GLcontext *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void gl_save_Vertex3fv(GLcontext *ctx, const GLfloat v[3])
void gl_Enable(GLcontext *ctx, GLenum cap)
void gl_save_EvalPoint2(GLcontext *ctx, GLint i, GLint j)
void gl_DrawBuffer(GLcontext *ctx, GLenum mode)
void gl_Bitmap(GLcontext *ctx, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const struct gl_image *bitmap)
void gl_TexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params)
void gl_TexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params)
void gl_Rotatef(GLcontext *ctx, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void gl_ColorPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_save_Color3f(GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b)
void gl_save_CullFace(GLcontext *ctx, GLenum mode)
void gl_save_CallLists(GLcontext *ctx, GLsizei n, GLenum type, const GLvoid *lists)
void gl_PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
void gl_Map1f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points, GLboolean retain)
void gl_Materialfv(GLcontext *ctx, GLenum face, GLenum pname, const GLfloat *params)
void gl_save_Enable(GLcontext *ctx, GLenum cap)
void gl_save_Indexf(GLcontext *ctx, GLfloat index)
void gl_save_NewList(GLcontext *ctx, GLuint list, GLenum mode)
void gl_save_PixelTransferf(GLcontext *ctx, GLenum pname, GLfloat param)
void gl_InitNames(GLcontext *ctx)
void gl_GetLightiv(GLcontext *ctx, GLenum light, GLenum pname, GLint *params)
void gl_ColorMask(GLcontext *ctx, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void gl_save_CallList(GLcontext *ctx, GLuint list)
void gl_save_LineStipple(GLcontext *ctx, GLint factor, GLushort pattern)
void gl_save_DrawBuffer(GLcontext *ctx, GLenum mode)
void gl_ColorSubTable(GLcontext *ctx, GLenum target, GLsizei start, struct gl_image *data)
void gl_PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
void gl_Color4f(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void gl_save_DepthFunc(GLcontext *ctx, GLenum func)
void gl_save_FrontFace(GLcontext *ctx, GLenum mode)
void gl_save_BindTexture(GLcontext *ctx, GLenum target, GLuint texture)
void gl_save_EvalMesh2(GLcontext *ctx, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void gl_GetMaterialfv(GLcontext *ctx, GLenum face, GLenum pname, GLfloat *params)
GLenum gl_GetError(GLcontext *ctx)
void gl_problem(const GLcontext *ctx, const char *s)
void gl_save_Map1f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points, GLboolean retain)
void gl_GetLightfv(GLcontext *ctx, GLenum light, GLenum pname, GLfloat *params)
void gl_GetIntegerv(GLcontext *ctx, GLenum pname, GLint *params)
void gl_DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
void gl_save_InterleavedArrays(GLcontext *ctx, GLenum format, GLsizei stride, const GLvoid *pointer)
void gl_save_TexImage2D(GLcontext *ctx, GLenum target, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, struct gl_image *teximage)
void gl_save_Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_save_ClearStencil(GLcontext *ctx, GLint s)
void gl_PushClientAttrib(GLcontext *ctx, GLbitfield mask)
void gl_save_LightModelfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_GetMapiv(GLcontext *ctx, GLenum target, GLenum query, GLint *v)
void gl_save_Frustum(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_GenTextures(GLcontext *ctx, GLsizei n, GLuint *texName)
void gl_DrawPixels(GLcontext *ctx, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void gl_LineWidth(GLcontext *ctx, GLfloat width)
void gl_ClearDepth(GLcontext *ctx, GLclampd depth)
static void check_pointers(struct gl_api_table *table)
void gl_End(GLcontext *ctx)
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
void gl_StencilMask(GLcontext *ctx, GLuint mask)
GLuint gl_GenLists(GLcontext *ctx, GLsizei range)
void gl_StencilFunc(GLcontext *ctx, GLenum func, GLint ref, GLuint mask)
void gl_save_Color4fv(GLcontext *ctx, const GLfloat *c)
void gl_VertexPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_save_TexCoord2f(GLcontext *ctx, GLfloat s, GLfloat t)
void gl_save_AlphaFunc(GLcontext *ctx, GLenum func, GLclampf ref)
void gl_MatrixMode(GLcontext *ctx, GLenum mode)
void gl_GetTexLevelParameterfv(GLcontext *ctx, GLenum target, GLint level, GLenum pname, GLfloat *params)
void gl_save_Normal3fv(GLcontext *ctx, const GLfloat norm[3])
void gl_ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
void gl_Color3f(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue)
void gl_RasterPos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_save_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, struct gl_image *image)
void gl_PopName(GLcontext *ctx)
void gl_PixelMapfv(GLcontext *ctx, GLenum map, GLint mapsize, const GLfloat *values)
void gl_PrioritizeTextures(GLcontext *ctx, GLsizei n, const GLuint *texName, const GLclampf *priorities)
void gl_ArrayElement(GLcontext *ctx, GLint i)
void gl_save_ColorMask(GLcontext *ctx, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void gl_GetMaterialiv(GLcontext *ctx, GLenum face, GLenum pname, GLint *params)
void gl_save_Clear(GLcontext *ctx, GLbitfield mask)
void gl_save_PrioritizeTextures(GLcontext *ctx, GLsizei num, const GLuint *textures, const GLclampf *priorities)
void gl_Rectf(GLcontext *ctx, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void gl_save_LoadName(GLcontext *ctx, GLuint name)
void gl_save_Vertex4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_Indexi(GLcontext *ctx, GLint c)
void gl_save_LoadMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_GetFloatv(GLcontext *ctx, GLenum pname, GLfloat *params)
void gl_save_Color4ubv(GLcontext *ctx, const GLubyte *c)
void gl_EdgeFlag(GLcontext *ctx, GLboolean flag)
static void init_exec_pointers(struct gl_api_table *table)
void gl_vertex2f_nop(GLcontext *ctx, GLfloat x, GLfloat y)
void gl_vertex3f_nop(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_Color4fv(GLcontext *ctx, const GLfloat *c)
void gl_SelectBuffer(GLcontext *ctx, GLsizei size, GLuint *buffer)
void gl_EdgeFlagPointer(GLcontext *ctx, GLsizei stride, const GLboolean *ptr)
void gl_save_ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equ)
void gl_EvalPoint2(GLcontext *ctx, GLint i, GLint j)
void gl_GetPolygonStipple(GLcontext *ctx, GLubyte *mask)
void gl_ClearStencil(GLcontext *ctx, GLint s)
void gl_save_Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_GetTexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, GLfloat *params)
void gl_TexImage2D(GLcontext *ctx, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, struct gl_image *image)
void gl_save_MultMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_Map2f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points, GLboolean retain)
void gl_Begin(GLcontext *ctx, GLenum p)
GLboolean gl_IsEnabled(GLcontext *ctx, GLenum cap)
void gl_save_DrawElements(GLcontext *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void gl_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void gl_LoadName(GLcontext *ctx, GLuint name)
void gl_PushName(GLcontext *ctx, GLuint name)
void gl_Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_save_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
GLint gl_RenderMode(GLcontext *ctx, GLenum mode)
void gl_GetPointerv(GLcontext *ctx, GLenum pname, GLvoid **params)
void gl_save_EvalPoint1(GLcontext *ctx, GLint i)
void gl_FrontFace(GLcontext *ctx, GLenum mode)
void gl_save_Normal3f(GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz)
void gl_GetPixelMapfv(GLcontext *ctx, GLenum map, GLfloat *values)
void gl_LightModelfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_MapGrid2f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void gl_save_ColorTable(GLcontext *ctx, GLenum target, GLenum internalFormat, struct gl_image *table)
void gl_GetTexLevelParameteriv(GLcontext *ctx, GLenum target, GLint level, GLenum pname, GLint *params)
void gl_save_DrawArrays(GLcontext *ctx, GLenum mode, GLint first, GLsizei count)
void gl_save_EvalCoord1f(GLcontext *ctx, GLfloat u)
void gl_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void gl_GetPixelMapusv(GLcontext *ctx, GLenum map, GLushort *values)
void gl_save_TexCoord4f(GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void gl_save_MapGrid2f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void gl_PassThrough(GLcontext *ctx, GLfloat token)
void gl_TexCoord4f(GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void gl_GetTexGendv(GLcontext *ctx, GLenum coord, GLenum pname, GLdouble *params)
void gl_save_EvalCoord2f(GLcontext *ctx, GLfloat u, GLfloat v)
void gl_CallList(GLcontext *ctx, GLuint list)
void gl_save_PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
void gl_BindTexture(GLcontext *ctx, GLenum target, GLuint texName)
void gl_save_TexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params)
void gl_save_StencilFunc(GLcontext *ctx, GLenum func, GLint ref, GLuint mask)
void gl_save_ClearColor(GLcontext *ctx, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void gl_save_Map2f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points, GLboolean retain)
void gl_PixelTransferf(GLcontext *ctx, GLenum pname, GLfloat param)