/******************************Module*Header*******************************\ * Module Name: glsrv.c * * Stubs that call into the various function subtables of the current * context. These stubs are put into the TLS function table thru which * the API functions call into the OpenGL "server". * * Created: 09-Sep-1994 14:54:45 * Author: Gilman Wong [gilmanw] * * Copyright (c) 1994 Microsoft Corporation * \**************************************************************************/ #include "precomp.h" #pragma hdrstop #define const // Don't bother with const #include "glsrv.h" //!!!dbug -- enable batching server side #if 0 #define API_CRITSECT #ifdef API_CRITSECT #define BEGIN_GLSRV \ if (((__GLGENcontext *)GLTEB_SRVCONTEXT())->pwo) \ EnterCriticalSection( \ &((GLGENwindow *)((__GLGENcontext *)GLTEB_SRVCONTEXT())->pwo)->sem \ ); #define END_GLSRV \ if (((__GLGENcontext *)GLTEB_SRVCONTEXT())->pwo) \ LeaveCriticalSection( \ &((GLGENwindow *)((__GLGENcontext *)GLTEB_SRVCONTEXT())->pwo)->sem \ ); #else #define BEGIN_GLSRV #define END_GLSRV #endif void APIENTRY glsrvNewList ( IN GLuint list, IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.NewList)( list, mode ); END_GLSRV } void APIENTRY glsrvEndList ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EndList)( ); END_GLSRV } void APIENTRY glsrvCallList ( IN GLuint list ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.CallList)( list ); END_GLSRV } void APIENTRY glsrvCallLists ( IN GLsizei n, IN GLenum type, IN const GLvoid *lists ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.CallLists)( n, type, lists ); END_GLSRV } void APIENTRY glsrvDeleteLists ( IN GLuint list, IN GLsizei range ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.DeleteLists)( list, range ); END_GLSRV } GLuint APIENTRY glsrvGenLists ( IN GLsizei range ) { #ifdef API_CRITSECT GLuint ret; BEGIN_GLSRV ret = (*GLTEB_SRVDISPATCHTABLE()->dispatch.GenLists)( range ); END_GLSRV return ret; #else return ( (*GLTEB_SRVDISPATCHTABLE()->dispatch.GenLists)( range ) ); #endif } void APIENTRY glsrvListBase ( IN GLuint base ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ListBase)( base ); END_GLSRV } void APIENTRY glsrvBegin ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Begin)( mode ); END_GLSRV } void APIENTRY glsrvColor3b ( IN GLbyte red, IN GLbyte green, IN GLbyte blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3b)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3bv ( IN const GLbyte v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3bv)( v ); END_GLSRV } void APIENTRY glsrvColor3d ( IN GLdouble red, IN GLdouble green, IN GLdouble blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3d)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3dv ( IN const GLdouble v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3dv)( v ); END_GLSRV } void APIENTRY glsrvColor3f ( IN GLfloat red, IN GLfloat green, IN GLfloat blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3f)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3fv ( IN const GLfloat v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3fv)( v ); END_GLSRV } void APIENTRY glsrvColor3i ( IN GLint red, IN GLint green, IN GLint blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3i)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3iv ( IN const GLint v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3iv)( v ); END_GLSRV } void APIENTRY glsrvColor3s ( IN GLshort red, IN GLshort green, IN GLshort blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3s)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3sv ( IN const GLshort v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3sv)( v ); END_GLSRV } void APIENTRY glsrvColor3ub ( IN GLubyte red, IN GLubyte green, IN GLubyte blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3ub)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3ubv ( IN const GLubyte v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3ubv)( v ); END_GLSRV } void APIENTRY glsrvColor3ui ( IN GLuint red, IN GLuint green, IN GLuint blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3ui)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3uiv ( IN const GLuint v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3uiv)( v ); END_GLSRV } void APIENTRY glsrvColor3us ( IN GLushort red, IN GLushort green, IN GLushort blue ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3us)( red, green, blue ); END_GLSRV } void APIENTRY glsrvColor3usv ( IN const GLushort v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color3usv)( v ); END_GLSRV } void APIENTRY glsrvColor4b ( IN GLbyte red, IN GLbyte green, IN GLbyte blue, IN GLbyte alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4b)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4bv ( IN const GLbyte v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4bv)( v ); END_GLSRV } void APIENTRY glsrvColor4d ( IN GLdouble red, IN GLdouble green, IN GLdouble blue, IN GLdouble alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4d)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4dv ( IN const GLdouble v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4dv)( v ); END_GLSRV } void APIENTRY glsrvColor4f ( IN GLfloat red, IN GLfloat green, IN GLfloat blue, IN GLfloat alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4f)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4fv ( IN const GLfloat v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4fv)( v ); END_GLSRV } void APIENTRY glsrvColor4i ( IN GLint red, IN GLint green, IN GLint blue, IN GLint alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4i)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4iv ( IN const GLint v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4iv)( v ); END_GLSRV } void APIENTRY glsrvColor4s ( IN GLshort red, IN GLshort green, IN GLshort blue, IN GLshort alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4s)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4sv ( IN const GLshort v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4sv)( v ); END_GLSRV } void APIENTRY glsrvColor4ub ( IN GLubyte red, IN GLubyte green, IN GLubyte blue, IN GLubyte alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4ub)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4ubv ( IN const GLubyte v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4ubv)( v ); END_GLSRV } void APIENTRY glsrvColor4ui ( IN GLuint red, IN GLuint green, IN GLuint blue, IN GLuint alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4ui)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4uiv ( IN const GLuint v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4uiv)( v ); END_GLSRV } void APIENTRY glsrvColor4us ( IN GLushort red, IN GLushort green, IN GLushort blue, IN GLushort alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4us)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvColor4usv ( IN const GLushort v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Color4usv)( v ); END_GLSRV } void APIENTRY glsrvEdgeFlag ( IN GLboolean flag ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EdgeFlag)( flag ); END_GLSRV } void APIENTRY glsrvEdgeFlagv ( IN const GLboolean flag[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EdgeFlagv)( flag ); END_GLSRV } void APIENTRY glsrvEnd ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.End)( ); END_GLSRV } void APIENTRY glsrvIndexd ( IN GLdouble c ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexd)( c ); END_GLSRV } void APIENTRY glsrvIndexdv ( IN const GLdouble c[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexdv)( c ); END_GLSRV } void APIENTRY glsrvIndexf ( IN GLfloat c ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexf)( c ); END_GLSRV } void APIENTRY glsrvIndexfv ( IN const GLfloat c[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexfv)( c ); END_GLSRV } void APIENTRY glsrvIndexi ( IN GLint c ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexi)( c ); END_GLSRV } void APIENTRY glsrvIndexiv ( IN const GLint c[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexiv)( c ); END_GLSRV } void APIENTRY glsrvIndexs ( IN GLshort c ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexs)( c ); END_GLSRV } void APIENTRY glsrvIndexsv ( IN const GLshort c[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->color.Indexsv)( c ); END_GLSRV } void APIENTRY glsrvNormal3b ( IN GLbyte nx, IN GLbyte ny, IN GLbyte nz ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3b)( nx, ny, nz ); END_GLSRV } void APIENTRY glsrvNormal3bv ( IN const GLbyte v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3bv)( v ); END_GLSRV } void APIENTRY glsrvNormal3d ( IN GLdouble nx, IN GLdouble ny, IN GLdouble nz ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3d)( nx, ny, nz ); END_GLSRV } void APIENTRY glsrvNormal3dv ( IN const GLdouble v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3dv)( v ); END_GLSRV } void APIENTRY glsrvNormal3f ( IN GLfloat nx, IN GLfloat ny, IN GLfloat nz ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3f)( nx, ny, nz ); END_GLSRV } void APIENTRY glsrvNormal3fv ( IN const GLfloat v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3fv)( v ); END_GLSRV } void APIENTRY glsrvNormal3i ( IN GLint nx, IN GLint ny, IN GLint nz ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3i)( nx, ny, nz ); END_GLSRV } void APIENTRY glsrvNormal3iv ( IN const GLint v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3iv)( v ); END_GLSRV } void APIENTRY glsrvNormal3s ( IN GLshort nx, IN GLshort ny, IN GLshort nz ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3s)( nx, ny, nz ); END_GLSRV } void APIENTRY glsrvNormal3sv ( IN const GLshort v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->normal.Normal3sv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos2d ( IN GLdouble x, IN GLdouble y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2d)( x, y ); END_GLSRV } void APIENTRY glsrvRasterPos2dv ( IN const GLdouble v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2dv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos2f ( IN GLfloat x, IN GLfloat y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2f)( x, y ); END_GLSRV } void APIENTRY glsrvRasterPos2fv ( IN const GLfloat v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2fv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos2i ( IN GLint x, IN GLint y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2i)( x, y ); END_GLSRV } void APIENTRY glsrvRasterPos2iv ( IN const GLint v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2iv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos2s ( IN GLshort x, IN GLshort y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2s)( x, y ); END_GLSRV } void APIENTRY glsrvRasterPos2sv ( IN const GLshort v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos2sv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos3d ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3d)( x, y, z ); END_GLSRV } void APIENTRY glsrvRasterPos3dv ( IN const GLdouble v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3dv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos3f ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3f)( x, y, z ); END_GLSRV } void APIENTRY glsrvRasterPos3fv ( IN const GLfloat v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3fv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos3i ( IN GLint x, IN GLint y, IN GLint z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3i)( x, y, z ); END_GLSRV } void APIENTRY glsrvRasterPos3iv ( IN const GLint v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3iv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos3s ( IN GLshort x, IN GLshort y, IN GLshort z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3s)( x, y, z ); END_GLSRV } void APIENTRY glsrvRasterPos3sv ( IN const GLshort v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos3sv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos4d ( IN GLdouble x, IN GLdouble y, IN GLdouble z, IN GLdouble w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4d)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvRasterPos4dv ( IN const GLdouble v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4dv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos4f ( IN GLfloat x, IN GLfloat y, IN GLfloat z, IN GLfloat w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4f)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvRasterPos4fv ( IN const GLfloat v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4fv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos4i ( IN GLint x, IN GLint y, IN GLint z, IN GLint w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4i)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvRasterPos4iv ( IN const GLint v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4iv)( v ); END_GLSRV } void APIENTRY glsrvRasterPos4s ( IN GLshort x, IN GLshort y, IN GLshort z, IN GLshort w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4s)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvRasterPos4sv ( IN const GLshort v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rasterPos.RasterPos4sv)( v ); END_GLSRV } void APIENTRY glsrvRectd ( IN GLdouble x1, IN GLdouble y1, IN GLdouble x2, IN GLdouble y2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rectd)( x1, y1, x2, y2 ); END_GLSRV } void APIENTRY glsrvRectdv ( IN const GLdouble v1[2], IN const GLdouble v2[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rectdv)( v1, v2 ); END_GLSRV } void APIENTRY glsrvRectf ( IN GLfloat x1, IN GLfloat y1, IN GLfloat x2, IN GLfloat y2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rectf)( x1, y1, x2, y2 ); END_GLSRV } void APIENTRY glsrvRectfv ( IN const GLfloat v1[2], IN const GLfloat v2[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rectfv)( v1, v2 ); END_GLSRV } void APIENTRY glsrvRecti ( IN GLint x1, IN GLint y1, IN GLint x2, IN GLint y2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Recti)( x1, y1, x2, y2 ); END_GLSRV } void APIENTRY glsrvRectiv ( IN const GLint v1[2], IN const GLint v2[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rectiv)( v1, v2 ); END_GLSRV } void APIENTRY glsrvRects ( IN GLshort x1, IN GLshort y1, IN GLshort x2, IN GLshort y2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rects)( x1, y1, x2, y2 ); END_GLSRV } void APIENTRY glsrvRectsv ( IN const GLshort v1[2], IN const GLshort v2[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->rect.Rectsv)( v1, v2 ); END_GLSRV } void APIENTRY glsrvTexCoord1d ( IN GLdouble s ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1d)( s ); END_GLSRV } void APIENTRY glsrvTexCoord1dv ( IN const GLdouble v[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1dv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord1f ( IN GLfloat s ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1f)( s ); END_GLSRV } void APIENTRY glsrvTexCoord1fv ( IN const GLfloat v[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1fv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord1i ( IN GLint s ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1i)( s ); END_GLSRV } void APIENTRY glsrvTexCoord1iv ( IN const GLint v[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1iv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord1s ( IN GLshort s ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1s)( s ); END_GLSRV } void APIENTRY glsrvTexCoord1sv ( IN const GLshort v[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord1sv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord2d ( IN GLdouble s, IN GLdouble t ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2d)( s, t ); END_GLSRV } void APIENTRY glsrvTexCoord2dv ( IN const GLdouble v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2dv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord2f ( IN GLfloat s, IN GLfloat t ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2f)( s, t ); END_GLSRV } void APIENTRY glsrvTexCoord2fv ( IN const GLfloat v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2fv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord2i ( IN GLint s, IN GLint t ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2i)( s, t ); END_GLSRV } void APIENTRY glsrvTexCoord2iv ( IN const GLint v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2iv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord2s ( IN GLshort s, IN GLshort t ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2s)( s, t ); END_GLSRV } void APIENTRY glsrvTexCoord2sv ( IN const GLshort v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord2sv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord3d ( IN GLdouble s, IN GLdouble t, IN GLdouble r ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3d)( s, t, r ); END_GLSRV } void APIENTRY glsrvTexCoord3dv ( IN const GLdouble v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3dv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord3f ( IN GLfloat s, IN GLfloat t, IN GLfloat r ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3f)( s, t, r ); END_GLSRV } void APIENTRY glsrvTexCoord3fv ( IN const GLfloat v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3fv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord3i ( IN GLint s, IN GLint t, IN GLint r ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3i)( s, t, r ); END_GLSRV } void APIENTRY glsrvTexCoord3iv ( IN const GLint v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3iv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord3s ( IN GLshort s, IN GLshort t, IN GLshort r ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3s)( s, t, r ); END_GLSRV } void APIENTRY glsrvTexCoord3sv ( IN const GLshort v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord3sv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord4d ( IN GLdouble s, IN GLdouble t, IN GLdouble r, IN GLdouble q ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4d)( s, t, r, q ); END_GLSRV } void APIENTRY glsrvTexCoord4dv ( IN const GLdouble v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4dv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord4f ( IN GLfloat s, IN GLfloat t, IN GLfloat r, IN GLfloat q ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4f)( s, t, r, q ); END_GLSRV } void APIENTRY glsrvTexCoord4fv ( IN const GLfloat v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4fv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord4i ( IN GLint s, IN GLint t, IN GLint r, IN GLint q ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4i)( s, t, r, q ); END_GLSRV } void APIENTRY glsrvTexCoord4iv ( IN const GLint v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4iv)( v ); END_GLSRV } void APIENTRY glsrvTexCoord4s ( IN GLshort s, IN GLshort t, IN GLshort r, IN GLshort q ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4s)( s, t, r, q ); END_GLSRV } void APIENTRY glsrvTexCoord4sv ( IN const GLshort v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->texCoord.TexCoord4sv)( v ); END_GLSRV } void APIENTRY glsrvVertex2d ( IN GLdouble x, IN GLdouble y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2d)( x, y ); END_GLSRV } void APIENTRY glsrvVertex2dv ( IN const GLdouble v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2dv)( v ); END_GLSRV } void APIENTRY glsrvVertex2f ( IN GLfloat x, IN GLfloat y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2f)( x, y ); END_GLSRV } void APIENTRY glsrvVertex2fv ( IN const GLfloat v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2fv)( v ); END_GLSRV } void APIENTRY glsrvVertex2i ( IN GLint x, IN GLint y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2i)( x, y ); END_GLSRV } void APIENTRY glsrvVertex2iv ( IN const GLint v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2iv)( v ); END_GLSRV } void APIENTRY glsrvVertex2s ( IN GLshort x, IN GLshort y ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2s)( x, y ); END_GLSRV } void APIENTRY glsrvVertex2sv ( IN const GLshort v[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex2sv)( v ); END_GLSRV } void APIENTRY glsrvVertex3d ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3d)( x, y, z ); END_GLSRV } void APIENTRY glsrvVertex3dv ( IN const GLdouble v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3dv)( v ); END_GLSRV } void APIENTRY glsrvVertex3f ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3f)( x, y, z ); END_GLSRV } void APIENTRY glsrvVertex3fv ( IN const GLfloat v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3fv)( v ); END_GLSRV } void APIENTRY glsrvVertex3i ( IN GLint x, IN GLint y, IN GLint z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3i)( x, y, z ); END_GLSRV } void APIENTRY glsrvVertex3iv ( IN const GLint v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3iv)( v ); END_GLSRV } void APIENTRY glsrvVertex3s ( IN GLshort x, IN GLshort y, IN GLshort z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3s)( x, y, z ); END_GLSRV } void APIENTRY glsrvVertex3sv ( IN const GLshort v[3] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex3sv)( v ); END_GLSRV } void APIENTRY glsrvVertex4d ( IN GLdouble x, IN GLdouble y, IN GLdouble z, IN GLdouble w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4d)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvVertex4dv ( IN const GLdouble v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4dv)( v ); END_GLSRV } void APIENTRY glsrvVertex4f ( IN GLfloat x, IN GLfloat y, IN GLfloat z, IN GLfloat w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4f)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvVertex4fv ( IN const GLfloat v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4fv)( v ); END_GLSRV } void APIENTRY glsrvVertex4i ( IN GLint x, IN GLint y, IN GLint z, IN GLint w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4i)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvVertex4iv ( IN const GLint v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4iv)( v ); END_GLSRV } void APIENTRY glsrvVertex4s ( IN GLshort x, IN GLshort y, IN GLshort z, IN GLshort w ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4s)( x, y, z, w ); END_GLSRV } void APIENTRY glsrvVertex4sv ( IN const GLshort v[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->vertex.Vertex4sv)( v ); END_GLSRV } void APIENTRY glsrvClipPlane ( IN GLenum plane, IN const GLdouble equation[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ClipPlane)( plane, equation ); END_GLSRV } void APIENTRY glsrvColorMaterial ( IN GLenum face, IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ColorMaterial)( face, mode ); END_GLSRV } void APIENTRY glsrvCullFace ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.CullFace)( mode ); END_GLSRV } void APIENTRY glsrvFogf ( IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvFogfv(pname, ¶m); END_GLSRV } void APIENTRY glsrvFogfv ( IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Fogfv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvFogi ( IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvFogiv(pname, ¶m); END_GLSRV } void APIENTRY glsrvFogiv ( IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Fogiv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvFrontFace ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.FrontFace)( mode ); END_GLSRV } void APIENTRY glsrvHint ( IN GLenum target, IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Hint)( target, mode ); END_GLSRV } void APIENTRY glsrvLightf ( IN GLenum light, IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvLightfv(light, pname, ¶m); END_GLSRV } void APIENTRY glsrvLightfv ( IN GLenum light, IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Lightfv)( light, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvLighti ( IN GLenum light, IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvLightiv(light, pname, ¶m); END_GLSRV } void APIENTRY glsrvLightiv ( IN GLenum light, IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Lightiv)( light, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvLightModelf ( IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvLightModelfv(pname, ¶m); END_GLSRV } void APIENTRY glsrvLightModelfv ( IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LightModelfv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvLightModeli ( IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvLightModeliv(pname, ¶m); END_GLSRV } void APIENTRY glsrvLightModeliv ( IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LightModeliv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvLineStipple ( IN GLint factor, IN GLushort pattern ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LineStipple)( factor, pattern ); END_GLSRV } void APIENTRY glsrvLineWidth ( IN GLfloat width ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LineWidth)( width ); END_GLSRV } void APIENTRY glsrvMaterialf ( IN GLenum face, IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvMaterialfv(face, pname, ¶m); END_GLSRV } void APIENTRY glsrvMaterialfv ( IN GLenum face, IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Materialfv)( face, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvMateriali ( IN GLenum face, IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvMaterialiv(face, pname, ¶m); END_GLSRV } void APIENTRY glsrvMaterialiv ( IN GLenum face, IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Materialiv)( face, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvPointSize ( IN GLfloat size ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PointSize)( size ); END_GLSRV } void APIENTRY glsrvPolygonMode ( IN GLenum face, IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PolygonMode)( face, mode ); END_GLSRV } void APIENTRY glsrvScissor ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Scissor)( x, y, width, height ); END_GLSRV } void APIENTRY glsrvShadeModel ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ShadeModel)( mode ); END_GLSRV } void APIENTRY glsrvTexParameterf ( IN GLenum target, IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvTexParameterfv(target, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexParameterfv ( IN GLenum target, IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexParameterfv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvTexParameteri ( IN GLenum target, IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvTexParameteriv(target, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexParameteriv ( IN GLenum target, IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexParameteriv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvTexEnvf ( IN GLenum target, IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvTexEnvfv(target, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexEnvfv ( IN GLenum target, IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexEnvfv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvTexEnvi ( IN GLenum target, IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvTexEnviv(target, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexEnviv ( IN GLenum target, IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexEnviv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvTexGend ( IN GLenum coord, IN GLenum pname, IN GLdouble param ) { BEGIN_GLSRV glsrvTexGendv(coord, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexGendv ( IN GLenum coord, IN GLenum pname, IN const GLdouble params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexGendv)( coord, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvTexGenf ( IN GLenum coord, IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV glsrvTexGenfv(coord, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexGenfv ( IN GLenum coord, IN GLenum pname, IN const GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexGenfv)( coord, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvTexGeni ( IN GLenum coord, IN GLenum pname, IN GLint param ) { BEGIN_GLSRV glsrvTexGeniv(coord, pname, ¶m); END_GLSRV } void APIENTRY glsrvTexGeniv ( IN GLenum coord, IN GLenum pname, IN const GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexGeniv)( coord, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvInitNames ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.InitNames)( ); END_GLSRV } void APIENTRY glsrvLoadName ( IN GLuint name ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LoadName)( name ); END_GLSRV } void APIENTRY glsrvPassThrough ( IN GLfloat token ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PassThrough)( token ); END_GLSRV } void APIENTRY glsrvPopName ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PopName)( ); END_GLSRV } void APIENTRY glsrvPushName ( IN GLuint name ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PushName)( name ); END_GLSRV } void APIENTRY glsrvDrawBuffer ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.DrawBuffer)( mode ); END_GLSRV } void APIENTRY glsrvClear ( IN GLbitfield mask ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Clear)( mask ); END_GLSRV } void APIENTRY glsrvClearAccum ( IN GLfloat red, IN GLfloat green, IN GLfloat blue, IN GLfloat alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ClearAccum)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvClearIndex ( IN GLfloat c ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ClearIndex)( c ); END_GLSRV } void APIENTRY glsrvClearColor ( IN GLclampf red, IN GLclampf green, IN GLclampf blue, IN GLclampf alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ClearColor)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvClearStencil ( IN GLint s ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ClearStencil)( s ); END_GLSRV } void APIENTRY glsrvClearDepth ( IN GLclampd depth ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ClearDepth)( depth ); END_GLSRV } void APIENTRY glsrvStencilMask ( IN GLuint mask ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.StencilMask)( mask ); END_GLSRV } void APIENTRY glsrvColorMask ( IN GLboolean red, IN GLboolean green, IN GLboolean blue, IN GLboolean alpha ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ColorMask)( red, green, blue, alpha ); END_GLSRV } void APIENTRY glsrvDepthMask ( IN GLboolean flag ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.DepthMask)( flag ); END_GLSRV } void APIENTRY glsrvIndexMask ( IN GLuint mask ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.IndexMask)( mask ); END_GLSRV } void APIENTRY glsrvAccum ( IN GLenum op, IN GLfloat value ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Accum)( op, value ); END_GLSRV } void APIENTRY glsrvDisable ( IN GLenum cap ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Disable)( cap ); END_GLSRV } void APIENTRY glsrvEnable ( IN GLenum cap ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Enable)( cap ); END_GLSRV } void APIENTRY glsrvFinish ( void ) { //!!! Nothing to do for now? If we do client side batching for //!!! DCI display locks, then we should flush batch here. } void APIENTRY glsrvFlush ( void ) { //!!! Nothing to do for now? If we do client side batching for //!!! DCI display locks, then we should flush batch here. } void APIENTRY glsrvPopAttrib ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PopAttrib)( ); END_GLSRV } void APIENTRY glsrvPushAttrib ( IN GLbitfield mask ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PushAttrib)( mask ); END_GLSRV } void APIENTRY glsrvMapGrid1d ( IN GLint un, IN GLdouble u1, IN GLdouble u2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MapGrid1d)( un, u1, u2 ); END_GLSRV } void APIENTRY glsrvMapGrid1f ( IN GLint un, IN GLfloat u1, IN GLfloat u2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MapGrid1f)( un, u1, u2 ); END_GLSRV } void APIENTRY glsrvMapGrid2d ( IN GLint un, IN GLdouble u1, IN GLdouble u2, IN GLint vn, IN GLdouble v1, IN GLdouble v2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MapGrid2d)( un, u1, u2, vn, v1, v2 ); END_GLSRV } void APIENTRY glsrvMapGrid2f ( IN GLint un, IN GLfloat u1, IN GLfloat u2, IN GLint vn, IN GLfloat v1, IN GLfloat v2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MapGrid2f)( un, u1, u2, vn, v1, v2 ); END_GLSRV } void APIENTRY glsrvEvalCoord1d ( IN GLdouble u ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord1d)( u ); END_GLSRV } void APIENTRY glsrvEvalCoord1dv ( IN const GLdouble u[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord1dv)( u ); END_GLSRV } void APIENTRY glsrvEvalCoord1f ( IN GLfloat u ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord1f)( u ); END_GLSRV } void APIENTRY glsrvEvalCoord1fv ( IN const GLfloat u[1] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord1fv)( u ); END_GLSRV } void APIENTRY glsrvEvalCoord2d ( IN GLdouble u, IN GLdouble v ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord2d)( u, v ); END_GLSRV } void APIENTRY glsrvEvalCoord2dv ( IN const GLdouble u[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord2dv)( u ); END_GLSRV } void APIENTRY glsrvEvalCoord2f ( IN GLfloat u, IN GLfloat v ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord2f)( u, v ); END_GLSRV } void APIENTRY glsrvEvalCoord2fv ( IN const GLfloat u[2] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalCoord2fv)( u ); END_GLSRV } void APIENTRY glsrvEvalMesh1 ( IN GLenum mode, IN GLint i1, IN GLint i2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalMesh1)( mode, i1, i2 ); END_GLSRV } void APIENTRY glsrvEvalPoint1 ( IN GLint i ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalPoint1)( i ); END_GLSRV } void APIENTRY glsrvEvalMesh2 ( IN GLenum mode, IN GLint i1, IN GLint i2, IN GLint j1, IN GLint j2 ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalMesh2)( mode, i1, i2, j1, j2 ); END_GLSRV } void APIENTRY glsrvEvalPoint2 ( IN GLint i, IN GLint j ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.EvalPoint2)( i, j ); END_GLSRV } void APIENTRY glsrvAlphaFunc ( IN GLenum func, IN GLclampf ref ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.AlphaFunc)( func, ref ); END_GLSRV } void APIENTRY glsrvBlendFunc ( IN GLenum sfactor, IN GLenum dfactor ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.BlendFunc)( sfactor, dfactor ); END_GLSRV } void APIENTRY glsrvLogicOp ( IN GLenum opcode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LogicOp)( opcode ); END_GLSRV } void APIENTRY glsrvStencilFunc ( IN GLenum func, IN GLint ref, IN GLuint mask ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.StencilFunc)( func, ref, mask ); END_GLSRV } void APIENTRY glsrvStencilOp ( IN GLenum fail, IN GLenum zfail, IN GLenum zpass ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.StencilOp)( fail, zfail, zpass ); END_GLSRV } void APIENTRY glsrvDepthFunc ( IN GLenum func ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.DepthFunc)( func ); END_GLSRV } void APIENTRY glsrvPixelZoom ( IN GLfloat xfactor, IN GLfloat yfactor ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelZoom)( xfactor, yfactor ); END_GLSRV } void APIENTRY glsrvPixelTransferf ( IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelTransferf)( pname, param ); END_GLSRV } void APIENTRY glsrvPixelTransferi ( IN GLenum pname, IN GLint param ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelTransferi)( pname, param ); END_GLSRV } void APIENTRY glsrvPixelStoref ( IN GLenum pname, IN GLfloat param ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelStoref)( pname, param ); END_GLSRV } void APIENTRY glsrvPixelStorei ( IN GLenum pname, IN GLint param ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelStorei)( pname, param ); END_GLSRV } void APIENTRY glsrvPixelMapfv ( IN GLenum map, IN GLint mapsize, IN const GLfloat values[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelMapfv)( map, mapsize, values ); END_GLSRV } void APIENTRY glsrvPixelMapuiv ( IN GLenum map, IN GLint mapsize, IN const GLuint values[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelMapuiv)( map, mapsize, values ); END_GLSRV } void APIENTRY glsrvPixelMapusv ( IN GLenum map, IN GLint mapsize, IN const GLushort values[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PixelMapusv)( map, mapsize, values ); END_GLSRV } void APIENTRY glsrvReadBuffer ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ReadBuffer)( mode ); END_GLSRV } void APIENTRY glsrvCopyPixels ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height, IN GLenum type ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.CopyPixels)( x, y, width, height, type ); END_GLSRV } void APIENTRY glsrvGetBooleanv ( IN GLenum pname, OUT GLboolean params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetBooleanv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetClipPlane ( IN GLenum plane, OUT GLdouble equation[4] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetClipPlane)( plane, equation ); END_GLSRV } void APIENTRY glsrvGetDoublev ( IN GLenum pname, OUT GLdouble params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetDoublev)( pname, ¶ms[0] ); END_GLSRV } GLenum APIENTRY glsrvGetError ( void ) { #ifdef API_CRITSECT GLenum ret; BEGIN_GLSRV ret = (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetError)( ); END_GLSRV return ret; #else return ( (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetError)( ) ); #endif } void APIENTRY glsrvGetFloatv ( IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetFloatv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetIntegerv ( IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetIntegerv)( pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetLightfv ( IN GLenum light, IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetLightfv)( light, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetLightiv ( IN GLenum light, IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetLightiv)( light, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetMapdv ( IN GLenum target, IN GLenum query, OUT GLdouble v[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetMapdv)( target, query, v ); END_GLSRV } void APIENTRY glsrvGetMapfv ( IN GLenum target, IN GLenum query, OUT GLfloat v[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetMapfv)( target, query, v ); END_GLSRV } void APIENTRY glsrvGetMapiv ( IN GLenum target, IN GLenum query, OUT GLint v[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetMapiv)( target, query, v ); END_GLSRV } void APIENTRY glsrvGetMaterialfv ( IN GLenum face, IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetMaterialfv)( face, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetMaterialiv ( IN GLenum face, IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetMaterialiv)( face, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetPixelMapfv ( IN GLenum map, OUT GLfloat values[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetPixelMapfv)( map, values ); END_GLSRV } void APIENTRY glsrvGetPixelMapuiv ( IN GLenum map, OUT GLuint values[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetPixelMapuiv)( map, values ); END_GLSRV } void APIENTRY glsrvGetPixelMapusv ( IN GLenum map, OUT GLushort values[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetPixelMapusv)( map, values ); END_GLSRV } void APIENTRY glsrvGetTexEnvfv ( IN GLenum target, IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexEnvfv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexEnviv ( IN GLenum target, IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexEnviv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexGendv ( IN GLenum coord, IN GLenum pname, OUT GLdouble params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexGendv)( coord, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexGenfv ( IN GLenum coord, IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexGenfv)( coord, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexGeniv ( IN GLenum coord, IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexGeniv)( coord, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexParameterfv ( IN GLenum target, IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexParameterfv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexParameteriv ( IN GLenum target, IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexParameteriv)( target, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexLevelParameterfv ( IN GLenum target, IN GLint level, IN GLenum pname, OUT GLfloat params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexLevelParameterfv)( target, level, pname, ¶ms[0] ); END_GLSRV } void APIENTRY glsrvGetTexLevelParameteriv ( IN GLenum target, IN GLint level, IN GLenum pname, OUT GLint params[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexLevelParameteriv)( target, level, pname, ¶ms[0] ); END_GLSRV } GLboolean APIENTRY glsrvIsEnabled ( IN GLenum cap ) { #ifdef API_CRITSECT GLboolean ret; BEGIN_GLSRV ret = (*GLTEB_SRVDISPATCHTABLE()->dispatch.IsEnabled)( cap ); END_GLSRV return ret; #else return ( (*GLTEB_SRVDISPATCHTABLE()->dispatch.IsEnabled)( cap ) ); #endif } GLboolean APIENTRY glsrvIsList ( IN GLuint list ) { #ifdef API_CRITSECT GLboolean ret; BEGIN_GLSRV ret = (*GLTEB_SRVDISPATCHTABLE()->dispatch.IsList)( list ); END_GLSRV return ret; #else return ( (*GLTEB_SRVDISPATCHTABLE()->dispatch.IsList)( list ) ); #endif } void APIENTRY glsrvDepthRange ( IN GLclampd zNear, IN GLclampd zFar ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.DepthRange)( zNear, zFar ); END_GLSRV } void APIENTRY glsrvFrustum ( IN GLdouble left, IN GLdouble right, IN GLdouble bottom, IN GLdouble top, IN GLdouble zNear, IN GLdouble zFar ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Frustum)( left, right, bottom, top, zNear, zFar ); END_GLSRV } void APIENTRY glsrvLoadIdentity ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LoadIdentity)( ); END_GLSRV } void APIENTRY glsrvLoadMatrixf ( IN const GLfloat m[16] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LoadMatrixf)( m ); END_GLSRV } void APIENTRY glsrvLoadMatrixd ( IN const GLdouble m[16] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.LoadMatrixd)( m ); END_GLSRV } void APIENTRY glsrvMatrixMode ( IN GLenum mode ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MatrixMode)( mode ); END_GLSRV } void APIENTRY glsrvMultMatrixf ( IN const GLfloat m[16] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MultMatrixf)( m ); END_GLSRV } void APIENTRY glsrvMultMatrixd ( IN const GLdouble m[16] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.MultMatrixd)( m ); END_GLSRV } void APIENTRY glsrvOrtho ( IN GLdouble left, IN GLdouble right, IN GLdouble bottom, IN GLdouble top, IN GLdouble zNear, IN GLdouble zFar ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Ortho)( left, right, bottom, top, zNear, zFar ); END_GLSRV } void APIENTRY glsrvPopMatrix ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PopMatrix)( ); END_GLSRV } void APIENTRY glsrvPushMatrix ( void ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PushMatrix)( ); END_GLSRV } void APIENTRY glsrvRotated ( IN GLdouble angle, IN GLdouble x, IN GLdouble y, IN GLdouble z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Rotated)( angle, x, y, z ); END_GLSRV } void APIENTRY glsrvRotatef ( IN GLfloat angle, IN GLfloat x, IN GLfloat y, IN GLfloat z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Rotatef)( angle, x, y, z ); END_GLSRV } void APIENTRY glsrvScaled ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Scaled)( x, y, z ); END_GLSRV } void APIENTRY glsrvScalef ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Scalef)( x, y, z ); END_GLSRV } void APIENTRY glsrvTranslated ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Translated)( x, y, z ); END_GLSRV } void APIENTRY glsrvTranslatef ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Translatef)( x, y, z ); END_GLSRV } void APIENTRY glsrvViewport ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Viewport)( x, y, width, height ); END_GLSRV } GLint APIENTRY glsrvRenderMode( IN GLenum mode ) { #ifdef API_CRITSECT GLint ret; BEGIN_GLSRV ret = (*GLTEB_SRVDISPATCHTABLE()->dispatch.RenderMode)( mode ); END_GLSRV return ret; #else return ( (*GLTEB_SRVDISPATCHTABLE()->dispatch.RenderMode)( mode ) ); #endif } void APIENTRY glsrvFeedbackBuffer( IN GLsizei size, IN GLenum type, OUT GLfloat buffer[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.FeedbackBuffer)( size, type, buffer ); END_GLSRV } void APIENTRY glsrvSelectBuffer( IN GLsizei size, OUT GLuint buffer[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.SelectBuffer)( size, buffer ); END_GLSRV } const GLubyte * APIENTRY glsrvGetString( IN GLenum name ) { switch (name) { case GL_VENDOR: return("Microsoft Corporation"); case GL_RENDERER: return("GDI Generic"); case GL_VERSION: return("1.0"); case GL_EXTENSIONS: return(""); } __glSetError(GL_INVALID_ENUM); return((const GLubyte *)0); } void APIENTRY glsrvMap1d ( IN GLenum target, IN GLdouble u1, IN GLdouble u2, IN GLint stride, IN GLint order, IN const GLdouble points[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Map1d) ( target, u1, u2, stride, order, points ); END_GLSRV } void APIENTRY glsrvMap1f ( IN GLenum target, IN GLfloat u1, IN GLfloat u2, IN GLint stride, IN GLint order, IN const GLfloat points[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Map1f) ( target, u1, u2, stride, order, points ); END_GLSRV } void APIENTRY glsrvMap2d ( IN GLenum target, IN GLdouble u1, IN GLdouble u2, IN GLint ustride, IN GLint uorder, IN GLdouble v1, IN GLdouble v2, IN GLint vstride, IN GLint vorder, IN const GLdouble points[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Map2d) ( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points ); END_GLSRV } void APIENTRY glsrvMap2f ( IN GLenum target, IN GLfloat u1, IN GLfloat u2, IN GLint ustride, IN GLint uorder, IN GLfloat v1, IN GLfloat v2, IN GLint vstride, IN GLint vorder, IN const GLfloat points[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Map2f) ( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points ); END_GLSRV } void APIENTRY glsrvReadPixels ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height, IN GLenum format, IN GLenum type, OUT GLvoid *pixels ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.ReadPixels) ( x, y, width, height, format, type, pixels ); END_GLSRV } void APIENTRY glsrvGetTexImage ( IN GLenum target, IN GLint level, IN GLenum format, IN GLenum type, OUT GLvoid *pixels ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetTexImage) ( target, level, format, type, pixels ); END_GLSRV } void APIENTRY glsrvDrawPixels ( IN GLsizei width, IN GLsizei height, IN GLenum format, IN GLenum type, IN const GLvoid *pixels ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.DrawPixels) ( width, height, format, type, pixels ); END_GLSRV } void APIENTRY glsrvGetPolygonStipple ( GLubyte mask[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.GetPolygonStipple)( mask ); END_GLSRV } void APIENTRY glsrvPolygonStipple ( const GLubyte *mask ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.PolygonStipple)( mask ); END_GLSRV } void APIENTRY glsrvBitmap ( IN GLsizei width, IN GLsizei height, IN GLfloat xorig, IN GLfloat yorig, IN GLfloat xmove, IN GLfloat ymove, IN const GLubyte bitmap[] ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.Bitmap) ( width , height, xorig , yorig , xmove , ymove , bitmap ); END_GLSRV } void APIENTRY glsrvTexImage1D ( IN GLenum target, IN GLint level, IN GLint components, IN GLsizei width, IN GLint border, IN GLenum format, IN GLenum type, IN const GLvoid *pixels ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexImage1D) ( target , level , components , width , border , format , type , pixels ); END_GLSRV } void APIENTRY glsrvTexImage2D ( IN GLenum target, IN GLint level, IN GLint components, IN GLsizei width, IN GLsizei height, IN GLint border, IN GLenum format, IN GLenum type, IN const GLvoid *pixels ) { BEGIN_GLSRV (*GLTEB_SRVDISPATCHTABLE()->dispatch.TexImage2D) ( target , level , components , width , height , border , format , type , pixels ); END_GLSRV } #endif