Acme-MITHALDU-BleedingOpenGL

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include/GL/glprocs.h  view on Meta::CPAN

#define wglBindDisplayColorTableEXT       (_GET_TLS_PROCTABLE()->BindDisplayColorTableEXT)
#define wglDestroyDisplayColorTableEXT    (_GET_TLS_PROCTABLE()->DestroyDisplayColorTableEXT)
#define wglGetExtensionsStringEXT         (_GET_TLS_PROCTABLE()->GetExtensionsStringEXT)
#define wglMakeContextCurrentEXT          (_GET_TLS_PROCTABLE()->MakeContextCurrentEXT)
#define wglGetCurrentReadDCEXT            (_GET_TLS_PROCTABLE()->GetCurrentReadDCEXT)
#define wglCreatePbufferEXT               (_GET_TLS_PROCTABLE()->CreatePbufferEXT)
#define wglGetPbufferDCEXT                (_GET_TLS_PROCTABLE()->GetPbufferDCEXT)
#define wglReleasePbufferDCEXT            (_GET_TLS_PROCTABLE()->ReleasePbufferDCEXT)
#define wglDestroyPbufferEXT              (_GET_TLS_PROCTABLE()->DestroyPbufferEXT)
#define wglQueryPbufferEXT                (_GET_TLS_PROCTABLE()->QueryPbufferEXT)
#define wglGetPixelFormatAttribivEXT      (_GET_TLS_PROCTABLE()->GetPixelFormatAttribivEXT)
#define wglGetPixelFormatAttribfvEXT      (_GET_TLS_PROCTABLE()->GetPixelFormatAttribfvEXT)
#define wglChoosePixelFormatEXT           (_GET_TLS_PROCTABLE()->ChoosePixelFormatEXT)
#define wglSwapIntervalEXT                (_GET_TLS_PROCTABLE()->SwapIntervalEXT)
#define wglGetSwapIntervalEXT             (_GET_TLS_PROCTABLE()->GetSwapIntervalEXT)
#define wglAllocateMemoryNV               (_GET_TLS_PROCTABLE()->AllocateMemoryNV)
#define wglFreeMemoryNV                   (_GET_TLS_PROCTABLE()->FreeMemoryNV)
#define wglGetSyncValuesOML               (_GET_TLS_PROCTABLE()->GetSyncValuesOML)
#define wglGetMscRateOML                  (_GET_TLS_PROCTABLE()->GetMscRateOML)
#define wglSwapBuffersMscOML              (_GET_TLS_PROCTABLE()->SwapBuffersMscOML)
#define wglSwapLayerBuffersMscOML         (_GET_TLS_PROCTABLE()->SwapLayerBuffersMscOML)
#define wglWaitForMscOML                  (_GET_TLS_PROCTABLE()->WaitForMscOML)
#define wglWaitForSbcOML                  (_GET_TLS_PROCTABLE()->WaitForSbcOML)
#define wglGetDigitalVideoParametersI3D   (_GET_TLS_PROCTABLE()->GetDigitalVideoParametersI3D)
#define wglSetDigitalVideoParametersI3D   (_GET_TLS_PROCTABLE()->SetDigitalVideoParametersI3D)
#define wglGetGammaTableParametersI3D     (_GET_TLS_PROCTABLE()->GetGammaTableParametersI3D)
#define wglSetGammaTableParametersI3D     (_GET_TLS_PROCTABLE()->SetGammaTableParametersI3D)
#define wglGetGammaTableI3D               (_GET_TLS_PROCTABLE()->GetGammaTableI3D)
#define wglSetGammaTableI3D               (_GET_TLS_PROCTABLE()->SetGammaTableI3D)
#define wglEnableGenlockI3D               (_GET_TLS_PROCTABLE()->EnableGenlockI3D)
#define wglDisableGenlockI3D              (_GET_TLS_PROCTABLE()->DisableGenlockI3D)
#define wglIsEnabledGenlockI3D            (_GET_TLS_PROCTABLE()->IsEnabledGenlockI3D)
#define wglGenlockSourceI3D               (_GET_TLS_PROCTABLE()->GenlockSourceI3D)
#define wglGetGenlockSourceI3D            (_GET_TLS_PROCTABLE()->GetGenlockSourceI3D)
#define wglGenlockSourceEdgeI3D           (_GET_TLS_PROCTABLE()->GenlockSourceEdgeI3D)
#define wglGetGenlockSourceEdgeI3D        (_GET_TLS_PROCTABLE()->GetGenlockSourceEdgeI3D)
#define wglGenlockSampleRateI3D           (_GET_TLS_PROCTABLE()->GenlockSampleRateI3D)
#define wglGetGenlockSampleRateI3D        (_GET_TLS_PROCTABLE()->GetGenlockSampleRateI3D)
#define wglGenlockSourceDelayI3D          (_GET_TLS_PROCTABLE()->GenlockSourceDelayI3D)
#define wglGetGenlockSourceDelayI3D       (_GET_TLS_PROCTABLE()->GetGenlockSourceDelayI3D)
#define wglQueryGenlockMaxSourceDelayI3D  (_GET_TLS_PROCTABLE()->QueryGenlockMaxSourceDelayI3D)
#define wglCreateImageBufferI3D           (_GET_TLS_PROCTABLE()->CreateImageBufferI3D)
#define wglDestroyImageBufferI3D          (_GET_TLS_PROCTABLE()->DestroyImageBufferI3D)
#define wglAssociateImageBufferEventsI3D  (_GET_TLS_PROCTABLE()->AssociateImageBufferEventsI3D)
#define wglReleaseImageBufferEventsI3D    (_GET_TLS_PROCTABLE()->ReleaseImageBufferEventsI3D)
#define wglEnableFrameLockI3D             (_GET_TLS_PROCTABLE()->EnableFrameLockI3D)
#define wglDisableFrameLockI3D            (_GET_TLS_PROCTABLE()->DisableFrameLockI3D)
#define wglIsEnabledFrameLockI3D          (_GET_TLS_PROCTABLE()->IsEnabledFrameLockI3D)
#define wglQueryFrameLockMasterI3D        (_GET_TLS_PROCTABLE()->QueryFrameLockMasterI3D)
#define wglGetFrameUsageI3D               (_GET_TLS_PROCTABLE()->GetFrameUsageI3D)
#define wglBeginFrameTrackingI3D          (_GET_TLS_PROCTABLE()->BeginFrameTrackingI3D)
#define wglEndFrameTrackingI3D            (_GET_TLS_PROCTABLE()->EndFrameTrackingI3D)
#define wglQueryFrameTrackingI3D          (_GET_TLS_PROCTABLE()->QueryFrameTrackingI3D)
#endif /* _WIN32 */

#ifndef _APP_PROCTABLE

/*
 * Applications can replace the following function with its own function
 * for accessing thread local proc/context dependent proc table.
 * The following default function works for most applications which
 * are using the same device for all their contexts - even if 
 * the contexts are on different threads.
 */

static _inline _GLextensionProcs *_GET_TLS_PROCTABLE(void)

{
	extern _GLextensionProcs _extensionProcs;

	return (&_extensionProcs);
}

#else

/*
 * Application should replace this compiled function with 
 * an inlined function for maximum performance. 
 */

extern _GLextensionProcs *_GET_TLS_PROCTABLE(void);

#endif

/*
 * Provide an initialization function for the application 
 * to initialize its own proc tables in case the application 
 * needs to use multiple proc tables. 
 */

static _inline void _InitExtensionProcs(_GLextensionProcs *appProcs)
{
	extern _GLextensionProcs _extensionProcs;

	*appProcs = _extensionProcs;
}

#ifdef __cplusplus
}
#endif


#endif /* _GLPROCS_H_ */



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