`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the platform gl3.h with every GL_* constant, generated by `ludic-dev glgen` with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the existing window at Retina resolution; headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. It links gl.ll, the thunks and OpenGL.framework only when used; every other build stays byte-identical. packages/ludic.render3d is a physically based renderer written on that surface: HDRI image-based lighting, GPU-generated terrain with scanned PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced vegetation with impostors, procedural grass, water, SSAO, and an HDR pipeline with bloom, auto-exposure and ACES. It also carries this session's work on it: the terrain at half its cost (10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer you played, a resize that emptied the world, and the packaging that lets a game use the renderer from its own repository — `ludic assets`, the material manifest shipping with the package, and shader lookup falling back to the install root. See changes/ for each, with its numbers. The camping game that drove all of it has moved out to its own repository, Maroon Lake; examples/rendering/smooth.ludic stays as the renderer's example here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
3163 lines
101 KiB
LLVM
3163 lines
101 KiB
LLVM
; ============================================================================
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; gl_thunks.ll — one thunk per OpenGL 4.1 core entry point. GENERATED by
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; `ludic-dev glgen` from gl3.h. Each @lgl_* takes the Ludic ABI (i32 / i64 / ptr,
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; float and double as Q16.16 fixed) and calls the real gl* with exact C types.
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; ============================================================================
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declare void @glCullFace(i32)
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declare void @glFrontFace(i32)
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declare void @glHint(i32, i32)
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declare void @glLineWidth(float)
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declare void @glPointSize(float)
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declare void @glPolygonMode(i32, i32)
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declare void @glScissor(i32, i32, i32, i32)
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declare void @glTexParameterf(i32, i32, float)
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declare void @glTexParameterfv(i32, i32, ptr)
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declare void @glTexParameteri(i32, i32, i32)
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declare void @glTexParameteriv(i32, i32, ptr)
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declare void @glTexImage1D(i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glTexImage2D(i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glDrawBuffer(i32)
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declare void @glClear(i32)
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declare void @glClearColor(float, float, float, float)
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declare void @glClearStencil(i32)
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declare void @glClearDepth(double)
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declare void @glStencilMask(i32)
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declare void @glColorMask(i8, i8, i8, i8)
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declare void @glDepthMask(i8)
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declare void @glDisable(i32)
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declare void @glEnable(i32)
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declare void @glFinish()
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declare void @glFlush()
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declare void @glBlendFunc(i32, i32)
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declare void @glLogicOp(i32)
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declare void @glStencilFunc(i32, i32, i32)
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declare void @glStencilOp(i32, i32, i32)
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declare void @glDepthFunc(i32)
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declare void @glPixelStoref(i32, float)
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declare void @glPixelStorei(i32, i32)
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declare void @glReadBuffer(i32)
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declare void @glReadPixels(i32, i32, i32, i32, i32, i32, ptr)
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declare void @glGetBooleanv(i32, ptr)
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declare void @glGetDoublev(i32, ptr)
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declare i32 @glGetError()
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declare void @glGetFloatv(i32, ptr)
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declare void @glGetIntegerv(i32, ptr)
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declare ptr @glGetString(i32)
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declare void @glGetTexImage(i32, i32, i32, i32, ptr)
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declare void @glGetTexParameterfv(i32, i32, ptr)
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declare void @glGetTexParameteriv(i32, i32, ptr)
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declare void @glGetTexLevelParameterfv(i32, i32, i32, ptr)
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declare void @glGetTexLevelParameteriv(i32, i32, i32, ptr)
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declare i8 @glIsEnabled(i32)
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declare void @glDepthRange(double, double)
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declare void @glViewport(i32, i32, i32, i32)
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declare void @glDrawArrays(i32, i32, i32)
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declare void @glDrawElements(i32, i32, i32, ptr)
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declare void @glPolygonOffset(float, float)
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declare void @glCopyTexImage1D(i32, i32, i32, i32, i32, i32, i32)
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declare void @glCopyTexImage2D(i32, i32, i32, i32, i32, i32, i32, i32)
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declare void @glCopyTexSubImage1D(i32, i32, i32, i32, i32, i32)
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declare void @glCopyTexSubImage2D(i32, i32, i32, i32, i32, i32, i32, i32)
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declare void @glTexSubImage1D(i32, i32, i32, i32, i32, i32, ptr)
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declare void @glTexSubImage2D(i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glBindTexture(i32, i32)
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declare void @glDeleteTextures(i32, ptr)
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declare void @glGenTextures(i32, ptr)
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declare i8 @glIsTexture(i32)
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declare void @glBlendColor(float, float, float, float)
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declare void @glBlendEquation(i32)
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declare void @glDrawRangeElements(i32, i32, i32, i32, i32, ptr)
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declare void @glTexImage3D(i32, i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glTexSubImage3D(i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glCopyTexSubImage3D(i32, i32, i32, i32, i32, i32, i32, i32, i32)
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declare void @glActiveTexture(i32)
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declare void @glSampleCoverage(float, i8)
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declare void @glCompressedTexImage3D(i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glCompressedTexImage2D(i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glCompressedTexImage1D(i32, i32, i32, i32, i32, i32, ptr)
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declare void @glCompressedTexSubImage3D(i32, i32, i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glCompressedTexSubImage2D(i32, i32, i32, i32, i32, i32, i32, i32, ptr)
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declare void @glCompressedTexSubImage1D(i32, i32, i32, i32, i32, i32, ptr)
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declare void @glGetCompressedTexImage(i32, i32, ptr)
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declare void @glBlendFuncSeparate(i32, i32, i32, i32)
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declare void @glMultiDrawArrays(i32, ptr, ptr, i32)
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declare void @glMultiDrawElements(i32, ptr, i32, ptr, i32)
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declare void @glPointParameterf(i32, float)
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declare void @glPointParameterfv(i32, ptr)
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declare void @glPointParameteri(i32, i32)
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declare void @glPointParameteriv(i32, ptr)
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declare void @glGenQueries(i32, ptr)
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declare void @glDeleteQueries(i32, ptr)
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declare i8 @glIsQuery(i32)
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declare void @glBeginQuery(i32, i32)
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declare void @glEndQuery(i32)
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declare void @glGetQueryiv(i32, i32, ptr)
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declare void @glGetQueryObjectiv(i32, i32, ptr)
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declare void @glGetQueryObjectuiv(i32, i32, ptr)
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declare void @glBindBuffer(i32, i32)
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declare void @glDeleteBuffers(i32, ptr)
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declare void @glGenBuffers(i32, ptr)
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declare i8 @glIsBuffer(i32)
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declare void @glBufferData(i32, i64, ptr, i32)
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declare void @glBufferSubData(i32, i64, i64, ptr)
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declare void @glGetBufferSubData(i32, i64, i64, ptr)
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declare ptr @glMapBuffer(i32, i32)
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declare i8 @glUnmapBuffer(i32)
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declare void @glGetBufferParameteriv(i32, i32, ptr)
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declare void @glGetBufferPointerv(i32, i32, ptr)
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declare void @glBlendEquationSeparate(i32, i32)
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declare void @glDrawBuffers(i32, ptr)
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declare void @glStencilOpSeparate(i32, i32, i32, i32)
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declare void @glStencilFuncSeparate(i32, i32, i32, i32)
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declare void @glStencilMaskSeparate(i32, i32)
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declare void @glAttachShader(i32, i32)
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declare void @glBindAttribLocation(i32, i32, ptr)
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declare void @glCompileShader(i32)
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declare i32 @glCreateProgram()
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declare i32 @glCreateShader(i32)
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declare void @glDeleteProgram(i32)
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declare void @glDeleteShader(i32)
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declare void @glDetachShader(i32, i32)
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declare void @glDisableVertexAttribArray(i32)
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declare void @glEnableVertexAttribArray(i32)
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declare void @glGetActiveAttrib(i32, i32, i32, ptr, ptr, ptr, ptr)
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declare void @glGetActiveUniform(i32, i32, i32, ptr, ptr, ptr, ptr)
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declare void @glGetAttachedShaders(i32, i32, ptr, ptr)
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declare i32 @glGetAttribLocation(i32, ptr)
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declare void @glGetProgramiv(i32, i32, ptr)
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declare void @glGetProgramInfoLog(i32, i32, ptr, ptr)
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declare void @glGetShaderiv(i32, i32, ptr)
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declare void @glGetShaderInfoLog(i32, i32, ptr, ptr)
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declare void @glGetShaderSource(i32, i32, ptr, ptr)
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declare i32 @glGetUniformLocation(i32, ptr)
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declare void @glGetUniformfv(i32, i32, ptr)
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declare void @glGetUniformiv(i32, i32, ptr)
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declare void @glGetVertexAttribdv(i32, i32, ptr)
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declare void @glGetVertexAttribfv(i32, i32, ptr)
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declare void @glGetVertexAttribiv(i32, i32, ptr)
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declare void @glGetVertexAttribPointerv(i32, i32, ptr)
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declare i8 @glIsProgram(i32)
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declare i8 @glIsShader(i32)
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declare void @glLinkProgram(i32)
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declare void @glShaderSource(i32, i32, ptr, ptr)
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declare void @glUseProgram(i32)
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declare void @glUniform1f(i32, float)
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declare void @glUniform2f(i32, float, float)
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declare void @glUniform3f(i32, float, float, float)
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declare void @glUniform4f(i32, float, float, float, float)
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declare void @glUniform1i(i32, i32)
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declare void @glUniform2i(i32, i32, i32)
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declare void @glUniform3i(i32, i32, i32, i32)
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declare void @glUniform4i(i32, i32, i32, i32, i32)
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declare void @glUniform1fv(i32, i32, ptr)
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declare void @glUniform2fv(i32, i32, ptr)
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declare void @glUniform3fv(i32, i32, ptr)
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declare void @glUniform4fv(i32, i32, ptr)
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declare void @glUniform1iv(i32, i32, ptr)
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declare void @glUniform2iv(i32, i32, ptr)
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declare void @glUniform3iv(i32, i32, ptr)
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declare void @glUniform4iv(i32, i32, ptr)
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declare void @glUniformMatrix2fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix3fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix4fv(i32, i32, i8, ptr)
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declare void @glValidateProgram(i32)
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declare void @glVertexAttrib1d(i32, double)
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declare void @glVertexAttrib1dv(i32, ptr)
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declare void @glVertexAttrib1f(i32, float)
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declare void @glVertexAttrib1fv(i32, ptr)
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declare void @glVertexAttrib1s(i32, i16)
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declare void @glVertexAttrib1sv(i32, ptr)
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declare void @glVertexAttrib2d(i32, double, double)
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declare void @glVertexAttrib2dv(i32, ptr)
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declare void @glVertexAttrib2f(i32, float, float)
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declare void @glVertexAttrib2fv(i32, ptr)
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declare void @glVertexAttrib2s(i32, i16, i16)
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declare void @glVertexAttrib2sv(i32, ptr)
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declare void @glVertexAttrib3d(i32, double, double, double)
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declare void @glVertexAttrib3dv(i32, ptr)
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declare void @glVertexAttrib3f(i32, float, float, float)
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declare void @glVertexAttrib3fv(i32, ptr)
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declare void @glVertexAttrib3s(i32, i16, i16, i16)
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declare void @glVertexAttrib3sv(i32, ptr)
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declare void @glVertexAttrib4Nbv(i32, ptr)
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declare void @glVertexAttrib4Niv(i32, ptr)
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declare void @glVertexAttrib4Nsv(i32, ptr)
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declare void @glVertexAttrib4Nub(i32, i8, i8, i8, i8)
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declare void @glVertexAttrib4Nubv(i32, ptr)
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declare void @glVertexAttrib4Nuiv(i32, ptr)
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declare void @glVertexAttrib4Nusv(i32, ptr)
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declare void @glVertexAttrib4bv(i32, ptr)
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declare void @glVertexAttrib4d(i32, double, double, double, double)
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declare void @glVertexAttrib4dv(i32, ptr)
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declare void @glVertexAttrib4f(i32, float, float, float, float)
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declare void @glVertexAttrib4fv(i32, ptr)
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declare void @glVertexAttrib4iv(i32, ptr)
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declare void @glVertexAttrib4s(i32, i16, i16, i16, i16)
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declare void @glVertexAttrib4sv(i32, ptr)
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declare void @glVertexAttrib4ubv(i32, ptr)
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declare void @glVertexAttrib4uiv(i32, ptr)
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declare void @glVertexAttrib4usv(i32, ptr)
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declare void @glVertexAttribPointer(i32, i32, i32, i8, i32, ptr)
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declare void @glUniformMatrix2x3fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix3x2fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix2x4fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix4x2fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix3x4fv(i32, i32, i8, ptr)
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declare void @glUniformMatrix4x3fv(i32, i32, i8, ptr)
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declare void @glColorMaski(i32, i8, i8, i8, i8)
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declare void @glGetBooleani_v(i32, i32, ptr)
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declare void @glGetIntegeri_v(i32, i32, ptr)
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declare void @glEnablei(i32, i32)
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declare void @glDisablei(i32, i32)
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declare i8 @glIsEnabledi(i32, i32)
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declare void @glBeginTransformFeedback(i32)
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declare void @glEndTransformFeedback()
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declare void @glBindBufferRange(i32, i32, i32, i64, i64)
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declare void @glBindBufferBase(i32, i32, i32)
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declare void @glTransformFeedbackVaryings(i32, i32, ptr, i32)
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declare void @glGetTransformFeedbackVarying(i32, i32, i32, ptr, ptr, ptr, ptr)
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declare void @glClampColor(i32, i32)
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declare void @glBeginConditionalRender(i32, i32)
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declare void @glEndConditionalRender()
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declare void @glVertexAttribIPointer(i32, i32, i32, i32, ptr)
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declare void @glGetVertexAttribIiv(i32, i32, ptr)
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declare void @glGetVertexAttribIuiv(i32, i32, ptr)
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declare void @glVertexAttribI1i(i32, i32)
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declare void @glVertexAttribI2i(i32, i32, i32)
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declare void @glVertexAttribI3i(i32, i32, i32, i32)
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declare void @glVertexAttribI4i(i32, i32, i32, i32, i32)
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declare void @glVertexAttribI1ui(i32, i32)
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declare void @glVertexAttribI2ui(i32, i32, i32)
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declare void @glVertexAttribI3ui(i32, i32, i32, i32)
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declare void @glVertexAttribI4ui(i32, i32, i32, i32, i32)
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declare void @glVertexAttribI1iv(i32, ptr)
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declare void @glVertexAttribI2iv(i32, ptr)
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declare void @glVertexAttribI3iv(i32, ptr)
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declare void @glVertexAttribI4iv(i32, ptr)
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declare void @glVertexAttribI1uiv(i32, ptr)
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declare void @glVertexAttribI2uiv(i32, ptr)
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declare void @glVertexAttribI3uiv(i32, ptr)
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declare void @glVertexAttribI4uiv(i32, ptr)
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declare void @glVertexAttribI4bv(i32, ptr)
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declare void @glVertexAttribI4sv(i32, ptr)
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declare void @glVertexAttribI4ubv(i32, ptr)
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declare void @glVertexAttribI4usv(i32, ptr)
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declare void @glGetUniformuiv(i32, i32, ptr)
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declare void @glBindFragDataLocation(i32, i32, ptr)
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declare i32 @glGetFragDataLocation(i32, ptr)
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declare void @glUniform1ui(i32, i32)
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declare void @glUniform2ui(i32, i32, i32)
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declare void @glUniform3ui(i32, i32, i32, i32)
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declare void @glUniform4ui(i32, i32, i32, i32, i32)
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declare void @glUniform1uiv(i32, i32, ptr)
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declare void @glUniform2uiv(i32, i32, ptr)
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declare void @glUniform3uiv(i32, i32, ptr)
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declare void @glUniform4uiv(i32, i32, ptr)
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declare void @glTexParameterIiv(i32, i32, ptr)
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declare void @glTexParameterIuiv(i32, i32, ptr)
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declare void @glGetTexParameterIiv(i32, i32, ptr)
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declare void @glGetTexParameterIuiv(i32, i32, ptr)
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declare void @glClearBufferiv(i32, i32, ptr)
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declare void @glClearBufferuiv(i32, i32, ptr)
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declare void @glClearBufferfv(i32, i32, ptr)
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declare void @glClearBufferfi(i32, i32, float, i32)
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declare ptr @glGetStringi(i32, i32)
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declare void @glDrawArraysInstanced(i32, i32, i32, i32)
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declare void @glDrawElementsInstanced(i32, i32, i32, ptr, i32)
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declare void @glTexBuffer(i32, i32, i32)
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declare void @glPrimitiveRestartIndex(i32)
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declare void @glGetInteger64i_v(i32, i32, ptr)
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declare void @glGetBufferParameteri64v(i32, i32, ptr)
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declare void @glFramebufferTexture(i32, i32, i32, i32)
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declare void @glVertexAttribDivisor(i32, i32)
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declare void @glMinSampleShading(float)
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declare void @glBlendEquationi(i32, i32)
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declare void @glBlendEquationSeparatei(i32, i32, i32)
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declare void @glBlendFunci(i32, i32, i32)
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declare void @glBlendFuncSeparatei(i32, i32, i32, i32, i32)
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declare i8 @glIsRenderbuffer(i32)
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declare void @glBindRenderbuffer(i32, i32)
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declare void @glDeleteRenderbuffers(i32, ptr)
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declare void @glGenRenderbuffers(i32, ptr)
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declare void @glRenderbufferStorage(i32, i32, i32, i32)
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declare void @glGetRenderbufferParameteriv(i32, i32, ptr)
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declare i8 @glIsFramebuffer(i32)
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declare void @glBindFramebuffer(i32, i32)
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declare void @glDeleteFramebuffers(i32, ptr)
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declare void @glGenFramebuffers(i32, ptr)
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declare i32 @glCheckFramebufferStatus(i32)
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declare void @glFramebufferTexture1D(i32, i32, i32, i32, i32)
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declare void @glFramebufferTexture2D(i32, i32, i32, i32, i32)
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declare void @glFramebufferTexture3D(i32, i32, i32, i32, i32, i32)
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declare void @glFramebufferRenderbuffer(i32, i32, i32, i32)
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declare void @glGetFramebufferAttachmentParameteriv(i32, i32, i32, ptr)
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declare void @glGenerateMipmap(i32)
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declare void @glBlitFramebuffer(i32, i32, i32, i32, i32, i32, i32, i32, i32, i32)
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declare void @glRenderbufferStorageMultisample(i32, i32, i32, i32, i32)
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declare void @glFramebufferTextureLayer(i32, i32, i32, i32, i32)
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declare ptr @glMapBufferRange(i32, i64, i64, i32)
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declare void @glFlushMappedBufferRange(i32, i64, i64)
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declare void @glBindVertexArray(i32)
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declare void @glDeleteVertexArrays(i32, ptr)
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declare void @glGenVertexArrays(i32, ptr)
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declare i8 @glIsVertexArray(i32)
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declare void @glGetUniformIndices(i32, i32, ptr, ptr)
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declare void @glGetActiveUniformsiv(i32, i32, ptr, i32, ptr)
|
|
declare void @glGetActiveUniformName(i32, i32, i32, ptr, ptr)
|
|
declare i32 @glGetUniformBlockIndex(i32, ptr)
|
|
declare void @glGetActiveUniformBlockiv(i32, i32, i32, ptr)
|
|
declare void @glGetActiveUniformBlockName(i32, i32, i32, ptr, ptr)
|
|
declare void @glUniformBlockBinding(i32, i32, i32)
|
|
declare void @glCopyBufferSubData(i32, i32, i64, i64, i64)
|
|
declare void @glDrawElementsBaseVertex(i32, i32, i32, ptr, i32)
|
|
declare void @glDrawRangeElementsBaseVertex(i32, i32, i32, i32, i32, ptr, i32)
|
|
declare void @glDrawElementsInstancedBaseVertex(i32, i32, i32, ptr, i32, i32)
|
|
declare void @glMultiDrawElementsBaseVertex(i32, ptr, i32, ptr, i32, ptr)
|
|
declare void @glProvokingVertex(i32)
|
|
declare ptr @glFenceSync(i32, i32)
|
|
declare i8 @glIsSync(ptr)
|
|
declare void @glDeleteSync(ptr)
|
|
declare i32 @glClientWaitSync(ptr, i32, i64)
|
|
declare void @glWaitSync(ptr, i32, i64)
|
|
declare void @glGetInteger64v(i32, ptr)
|
|
declare void @glGetSynciv(ptr, i32, i32, ptr, ptr)
|
|
declare void @glTexImage2DMultisample(i32, i32, i32, i32, i32, i8)
|
|
declare void @glTexImage3DMultisample(i32, i32, i32, i32, i32, i32, i8)
|
|
declare void @glGetMultisamplefv(i32, i32, ptr)
|
|
declare void @glSampleMaski(i32, i32)
|
|
declare void @glBindFragDataLocationIndexed(i32, i32, i32, ptr)
|
|
declare i32 @glGetFragDataIndex(i32, ptr)
|
|
declare void @glGenSamplers(i32, ptr)
|
|
declare void @glDeleteSamplers(i32, ptr)
|
|
declare i8 @glIsSampler(i32)
|
|
declare void @glBindSampler(i32, i32)
|
|
declare void @glSamplerParameteri(i32, i32, i32)
|
|
declare void @glSamplerParameteriv(i32, i32, ptr)
|
|
declare void @glSamplerParameterf(i32, i32, float)
|
|
declare void @glSamplerParameterfv(i32, i32, ptr)
|
|
declare void @glSamplerParameterIiv(i32, i32, ptr)
|
|
declare void @glSamplerParameterIuiv(i32, i32, ptr)
|
|
declare void @glGetSamplerParameteriv(i32, i32, ptr)
|
|
declare void @glGetSamplerParameterIiv(i32, i32, ptr)
|
|
declare void @glGetSamplerParameterfv(i32, i32, ptr)
|
|
declare void @glGetSamplerParameterIuiv(i32, i32, ptr)
|
|
declare void @glQueryCounter(i32, i32)
|
|
declare void @glGetQueryObjecti64v(i32, i32, ptr)
|
|
declare void @glGetQueryObjectui64v(i32, i32, ptr)
|
|
declare void @glVertexAttribP1ui(i32, i32, i8, i32)
|
|
declare void @glVertexAttribP1uiv(i32, i32, i8, ptr)
|
|
declare void @glVertexAttribP2ui(i32, i32, i8, i32)
|
|
declare void @glVertexAttribP2uiv(i32, i32, i8, ptr)
|
|
declare void @glVertexAttribP3ui(i32, i32, i8, i32)
|
|
declare void @glVertexAttribP3uiv(i32, i32, i8, ptr)
|
|
declare void @glVertexAttribP4ui(i32, i32, i8, i32)
|
|
declare void @glVertexAttribP4uiv(i32, i32, i8, ptr)
|
|
declare void @glDrawArraysIndirect(i32, ptr)
|
|
declare void @glDrawElementsIndirect(i32, i32, ptr)
|
|
declare void @glUniform1d(i32, double)
|
|
declare void @glUniform2d(i32, double, double)
|
|
declare void @glUniform3d(i32, double, double, double)
|
|
declare void @glUniform4d(i32, double, double, double, double)
|
|
declare void @glUniform1dv(i32, i32, ptr)
|
|
declare void @glUniform2dv(i32, i32, ptr)
|
|
declare void @glUniform3dv(i32, i32, ptr)
|
|
declare void @glUniform4dv(i32, i32, ptr)
|
|
declare void @glUniformMatrix2dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix3dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix4dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix2x3dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix2x4dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix3x2dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix3x4dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix4x2dv(i32, i32, i8, ptr)
|
|
declare void @glUniformMatrix4x3dv(i32, i32, i8, ptr)
|
|
declare void @glGetUniformdv(i32, i32, ptr)
|
|
declare i32 @glGetSubroutineUniformLocation(i32, i32, ptr)
|
|
declare i32 @glGetSubroutineIndex(i32, i32, ptr)
|
|
declare void @glGetActiveSubroutineUniformiv(i32, i32, i32, i32, ptr)
|
|
declare void @glGetActiveSubroutineUniformName(i32, i32, i32, i32, ptr, ptr)
|
|
declare void @glGetActiveSubroutineName(i32, i32, i32, i32, ptr, ptr)
|
|
declare void @glUniformSubroutinesuiv(i32, i32, ptr)
|
|
declare void @glGetUniformSubroutineuiv(i32, i32, ptr)
|
|
declare void @glGetProgramStageiv(i32, i32, i32, ptr)
|
|
declare void @glPatchParameteri(i32, i32)
|
|
declare void @glPatchParameterfv(i32, ptr)
|
|
declare void @glBindTransformFeedback(i32, i32)
|
|
declare void @glDeleteTransformFeedbacks(i32, ptr)
|
|
declare void @glGenTransformFeedbacks(i32, ptr)
|
|
declare i8 @glIsTransformFeedback(i32)
|
|
declare void @glPauseTransformFeedback()
|
|
declare void @glResumeTransformFeedback()
|
|
declare void @glDrawTransformFeedback(i32, i32)
|
|
declare void @glDrawTransformFeedbackStream(i32, i32, i32)
|
|
declare void @glBeginQueryIndexed(i32, i32, i32)
|
|
declare void @glEndQueryIndexed(i32, i32)
|
|
declare void @glGetQueryIndexediv(i32, i32, i32, ptr)
|
|
declare void @glReleaseShaderCompiler()
|
|
declare void @glShaderBinary(i32, ptr, i32, ptr, i32)
|
|
declare void @glGetShaderPrecisionFormat(i32, i32, ptr, ptr)
|
|
declare void @glDepthRangef(float, float)
|
|
declare void @glClearDepthf(float)
|
|
declare void @glGetProgramBinary(i32, i32, ptr, ptr, ptr)
|
|
declare void @glProgramBinary(i32, i32, ptr, i32)
|
|
declare void @glProgramParameteri(i32, i32, i32)
|
|
declare void @glUseProgramStages(i32, i32, i32)
|
|
declare void @glActiveShaderProgram(i32, i32)
|
|
declare i32 @glCreateShaderProgramv(i32, i32, ptr)
|
|
declare void @glBindProgramPipeline(i32)
|
|
declare void @glDeleteProgramPipelines(i32, ptr)
|
|
declare void @glGenProgramPipelines(i32, ptr)
|
|
declare i8 @glIsProgramPipeline(i32)
|
|
declare void @glGetProgramPipelineiv(i32, i32, ptr)
|
|
declare void @glProgramUniform1i(i32, i32, i32)
|
|
declare void @glProgramUniform1iv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform1f(i32, i32, float)
|
|
declare void @glProgramUniform1fv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform1d(i32, i32, double)
|
|
declare void @glProgramUniform1dv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform1ui(i32, i32, i32)
|
|
declare void @glProgramUniform1uiv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform2i(i32, i32, i32, i32)
|
|
declare void @glProgramUniform2iv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform2f(i32, i32, float, float)
|
|
declare void @glProgramUniform2fv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform2d(i32, i32, double, double)
|
|
declare void @glProgramUniform2dv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform2ui(i32, i32, i32, i32)
|
|
declare void @glProgramUniform2uiv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform3i(i32, i32, i32, i32, i32)
|
|
declare void @glProgramUniform3iv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform3f(i32, i32, float, float, float)
|
|
declare void @glProgramUniform3fv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform3d(i32, i32, double, double, double)
|
|
declare void @glProgramUniform3dv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform3ui(i32, i32, i32, i32, i32)
|
|
declare void @glProgramUniform3uiv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform4i(i32, i32, i32, i32, i32, i32)
|
|
declare void @glProgramUniform4iv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform4f(i32, i32, float, float, float, float)
|
|
declare void @glProgramUniform4fv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform4d(i32, i32, double, double, double, double)
|
|
declare void @glProgramUniform4dv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniform4ui(i32, i32, i32, i32, i32, i32)
|
|
declare void @glProgramUniform4uiv(i32, i32, i32, ptr)
|
|
declare void @glProgramUniformMatrix2fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix3fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix4fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix2dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix3dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix4dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix2x3fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix3x2fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix2x4fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix4x2fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix3x4fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix4x3fv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix2x3dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix3x2dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix2x4dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix4x2dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix3x4dv(i32, i32, i32, i8, ptr)
|
|
declare void @glProgramUniformMatrix4x3dv(i32, i32, i32, i8, ptr)
|
|
declare void @glValidateProgramPipeline(i32)
|
|
declare void @glGetProgramPipelineInfoLog(i32, i32, ptr, ptr)
|
|
declare void @glVertexAttribL1d(i32, double)
|
|
declare void @glVertexAttribL2d(i32, double, double)
|
|
declare void @glVertexAttribL3d(i32, double, double, double)
|
|
declare void @glVertexAttribL4d(i32, double, double, double, double)
|
|
declare void @glVertexAttribL1dv(i32, ptr)
|
|
declare void @glVertexAttribL2dv(i32, ptr)
|
|
declare void @glVertexAttribL3dv(i32, ptr)
|
|
declare void @glVertexAttribL4dv(i32, ptr)
|
|
declare void @glVertexAttribLPointer(i32, i32, i32, i32, ptr)
|
|
declare void @glGetVertexAttribLdv(i32, i32, ptr)
|
|
declare void @glViewportArrayv(i32, i32, ptr)
|
|
declare void @glViewportIndexedf(i32, float, float, float, float)
|
|
declare void @glViewportIndexedfv(i32, ptr)
|
|
declare void @glScissorArrayv(i32, i32, ptr)
|
|
declare void @glScissorIndexed(i32, i32, i32, i32, i32)
|
|
declare void @glScissorIndexedv(i32, ptr)
|
|
declare void @glDepthRangeArrayv(i32, i32, ptr)
|
|
declare void @glDepthRangeIndexed(i32, double, double)
|
|
declare void @glGetFloati_v(i32, i32, ptr)
|
|
declare void @glGetDoublei_v(i32, i32, ptr)
|
|
|
|
define void @lgl_CullFace(i32 %a0) {
|
|
entry:
|
|
call void @glCullFace(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_FrontFace(i32 %a0) {
|
|
entry:
|
|
call void @glFrontFace(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_Hint(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glHint(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_LineWidth(i32 %a0) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
call void @glLineWidth(float %c0)
|
|
ret void
|
|
}
|
|
define void @lgl_PointSize(i32 %a0) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
call void @glPointSize(float %c0)
|
|
ret void
|
|
}
|
|
define void @lgl_PolygonMode(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glPolygonMode(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_Scissor(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glScissor(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_TexParameterf(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
call void @glTexParameterf(i32 %a0, i32 %a1, float %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_TexParameterfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glTexParameterfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_TexParameteri(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glTexParameteri(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_TexParameteriv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glTexParameteriv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_TexImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, ptr %a7) {
|
|
entry:
|
|
call void @glTexImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, ptr %a7)
|
|
ret void
|
|
}
|
|
define void @lgl_TexImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8) {
|
|
entry:
|
|
call void @glTexImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawBuffer(i32 %a0) {
|
|
entry:
|
|
call void @glDrawBuffer(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_Clear(i32 %a0) {
|
|
entry:
|
|
call void @glClear(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearColor(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
call void @glClearColor(float %c0, float %c1, float %c2, float %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearStencil(i32 %a0) {
|
|
entry:
|
|
call void @glClearStencil(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearDepth(i32 %a0) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to double
|
|
%c0 = fmul double %f0, 0x3EF0000000000000
|
|
call void @glClearDepth(double %c0)
|
|
ret void
|
|
}
|
|
define void @lgl_StencilMask(i32 %a0) {
|
|
entry:
|
|
call void @glStencilMask(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_ColorMask(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%c0 = trunc i32 %a0 to i8
|
|
%c1 = trunc i32 %a1 to i8
|
|
%c2 = trunc i32 %a2 to i8
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glColorMask(i8 %c0, i8 %c1, i8 %c2, i8 %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_DepthMask(i32 %a0) {
|
|
entry:
|
|
%c0 = trunc i32 %a0 to i8
|
|
call void @glDepthMask(i8 %c0)
|
|
ret void
|
|
}
|
|
define void @lgl_Disable(i32 %a0) {
|
|
entry:
|
|
call void @glDisable(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_Enable(i32 %a0) {
|
|
entry:
|
|
call void @glEnable(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_Finish() {
|
|
entry:
|
|
call void @glFinish()
|
|
ret void
|
|
}
|
|
define void @lgl_Flush() {
|
|
entry:
|
|
call void @glFlush()
|
|
ret void
|
|
}
|
|
define void @lgl_BlendFunc(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBlendFunc(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_LogicOp(i32 %a0) {
|
|
entry:
|
|
call void @glLogicOp(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_StencilFunc(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glStencilFunc(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_StencilOp(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glStencilOp(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_DepthFunc(i32 %a0) {
|
|
entry:
|
|
call void @glDepthFunc(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_PixelStoref(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
call void @glPixelStoref(i32 %a0, float %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_PixelStorei(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glPixelStorei(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_ReadBuffer(i32 %a0) {
|
|
entry:
|
|
call void @glReadBuffer(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_ReadPixels(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6) {
|
|
entry:
|
|
call void @glReadPixels(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_GetBooleanv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGetBooleanv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GetDoublev(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGetDoublev(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetError() {
|
|
entry:
|
|
%r = call i32 @glGetError()
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_GetFloatv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGetFloatv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GetIntegerv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGetIntegerv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define ptr @lgl_GetString(i32 %a0) {
|
|
entry:
|
|
%r = call ptr @glGetString(i32 %a0)
|
|
ret ptr %r
|
|
}
|
|
define void @lgl_GetTexImage(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetTexImage(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTexParameterfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetTexParameterfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTexParameteriv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetTexParameteriv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTexLevelParameterfv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetTexLevelParameterfv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTexLevelParameteriv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetTexLevelParameteriv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsEnabled(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsEnabled(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_DepthRange(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to double
|
|
%c0 = fmul double %f0, 0x3EF0000000000000
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
call void @glDepthRange(double %c0, double %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_Viewport(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glViewport(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawArrays(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glDrawArrays(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawElements(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glDrawElements(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_PolygonOffset(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
call void @glPolygonOffset(float %c0, float %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_CopyTexImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6) {
|
|
entry:
|
|
call void @glCopyTexImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_CopyTexImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7) {
|
|
entry:
|
|
call void @glCopyTexImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7)
|
|
ret void
|
|
}
|
|
define void @lgl_CopyTexSubImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
call void @glCopyTexSubImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_CopyTexSubImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7) {
|
|
entry:
|
|
call void @glCopyTexSubImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7)
|
|
ret void
|
|
}
|
|
define void @lgl_TexSubImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6) {
|
|
entry:
|
|
call void @glTexSubImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_TexSubImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8) {
|
|
entry:
|
|
call void @glTexSubImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8)
|
|
ret void
|
|
}
|
|
define void @lgl_BindTexture(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBindTexture(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteTextures(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteTextures(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenTextures(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenTextures(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsTexture(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsTexture(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BlendColor(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
call void @glBlendColor(float %c0, float %c1, float %c2, float %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendEquation(i32 %a0) {
|
|
entry:
|
|
call void @glBlendEquation(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawRangeElements(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, ptr %a5) {
|
|
entry:
|
|
call void @glDrawRangeElements(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, ptr %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_TexImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, ptr %a9) {
|
|
entry:
|
|
call void @glTexImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, ptr %a9)
|
|
ret void
|
|
}
|
|
define void @lgl_TexSubImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, i32 %a9, ptr %a10) {
|
|
entry:
|
|
call void @glTexSubImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, i32 %a9, ptr %a10)
|
|
ret void
|
|
}
|
|
define void @lgl_CopyTexSubImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8) {
|
|
entry:
|
|
call void @glCopyTexSubImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8)
|
|
ret void
|
|
}
|
|
define void @lgl_ActiveTexture(i32 %a0) {
|
|
entry:
|
|
call void @glActiveTexture(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_SampleCoverage(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
%c1 = trunc i32 %a1 to i8
|
|
call void @glSampleCoverage(float %c0, i8 %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_CompressedTexImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8) {
|
|
entry:
|
|
call void @glCompressedTexImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8)
|
|
ret void
|
|
}
|
|
define void @lgl_CompressedTexImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, ptr %a7) {
|
|
entry:
|
|
call void @glCompressedTexImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, ptr %a7)
|
|
ret void
|
|
}
|
|
define void @lgl_CompressedTexImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6) {
|
|
entry:
|
|
call void @glCompressedTexImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_CompressedTexSubImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, i32 %a9, ptr %a10) {
|
|
entry:
|
|
call void @glCompressedTexSubImage3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, i32 %a9, ptr %a10)
|
|
ret void
|
|
}
|
|
define void @lgl_CompressedTexSubImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8) {
|
|
entry:
|
|
call void @glCompressedTexSubImage2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, ptr %a8)
|
|
ret void
|
|
}
|
|
define void @lgl_CompressedTexSubImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6) {
|
|
entry:
|
|
call void @glCompressedTexSubImage1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_GetCompressedTexImage(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetCompressedTexImage(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendFuncSeparate(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glBlendFuncSeparate(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_MultiDrawArrays(i32 %a0, ptr %a1, ptr %a2, i32 %a3) {
|
|
entry:
|
|
call void @glMultiDrawArrays(i32 %a0, ptr %a1, ptr %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_MultiDrawElements(i32 %a0, ptr %a1, i32 %a2, ptr %a3, i32 %a4) {
|
|
entry:
|
|
call void @glMultiDrawElements(i32 %a0, ptr %a1, i32 %a2, ptr %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_PointParameterf(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
call void @glPointParameterf(i32 %a0, float %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_PointParameterfv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glPointParameterfv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_PointParameteri(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glPointParameteri(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_PointParameteriv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glPointParameteriv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenQueries(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenQueries(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteQueries(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteQueries(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsQuery(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsQuery(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BeginQuery(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBeginQuery(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_EndQuery(i32 %a0) {
|
|
entry:
|
|
call void @glEndQuery(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_GetQueryiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetQueryiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetQueryObjectiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetQueryObjectiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetQueryObjectuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetQueryObjectuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BindBuffer(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBindBuffer(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteBuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteBuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenBuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenBuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsBuffer(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsBuffer(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BufferData(i32 %a0, i64 %a1, ptr %a2, i32 %a3) {
|
|
entry:
|
|
call void @glBufferData(i32 %a0, i64 %a1, ptr %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_BufferSubData(i32 %a0, i64 %a1, i64 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glBufferSubData(i32 %a0, i64 %a1, i64 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetBufferSubData(i32 %a0, i64 %a1, i64 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetBufferSubData(i32 %a0, i64 %a1, i64 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define ptr @lgl_MapBuffer(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%r = call ptr @glMapBuffer(i32 %a0, i32 %a1)
|
|
ret ptr %r
|
|
}
|
|
define i32 @lgl_UnmapBuffer(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glUnmapBuffer(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_GetBufferParameteriv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetBufferParameteriv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetBufferPointerv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetBufferPointerv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendEquationSeparate(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBlendEquationSeparate(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawBuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDrawBuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_StencilOpSeparate(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glStencilOpSeparate(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_StencilFuncSeparate(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glStencilFuncSeparate(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_StencilMaskSeparate(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glStencilMaskSeparate(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_AttachShader(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glAttachShader(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_BindAttribLocation(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glBindAttribLocation(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_CompileShader(i32 %a0) {
|
|
entry:
|
|
call void @glCompileShader(i32 %a0)
|
|
ret void
|
|
}
|
|
define i32 @lgl_CreateProgram() {
|
|
entry:
|
|
%r = call i32 @glCreateProgram()
|
|
ret i32 %r
|
|
}
|
|
define i32 @lgl_CreateShader(i32 %a0) {
|
|
entry:
|
|
%r = call i32 @glCreateShader(i32 %a0)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_DeleteProgram(i32 %a0) {
|
|
entry:
|
|
call void @glDeleteProgram(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteShader(i32 %a0) {
|
|
entry:
|
|
call void @glDeleteShader(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_DetachShader(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glDetachShader(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DisableVertexAttribArray(i32 %a0) {
|
|
entry:
|
|
call void @glDisableVertexAttribArray(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_EnableVertexAttribArray(i32 %a0) {
|
|
entry:
|
|
call void @glEnableVertexAttribArray(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveAttrib(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4, ptr %a5, ptr %a6) {
|
|
entry:
|
|
call void @glGetActiveAttrib(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4, ptr %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveUniform(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4, ptr %a5, ptr %a6) {
|
|
entry:
|
|
call void @glGetActiveUniform(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4, ptr %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_GetAttachedShaders(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetAttachedShaders(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetAttribLocation(i32 %a0, ptr %a1) {
|
|
entry:
|
|
%r = call i32 @glGetAttribLocation(i32 %a0, ptr %a1)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_GetProgramiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetProgramiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetProgramInfoLog(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetProgramInfoLog(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetShaderiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetShaderiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetShaderInfoLog(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetShaderInfoLog(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetShaderSource(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetShaderSource(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetUniformLocation(i32 %a0, ptr %a1) {
|
|
entry:
|
|
%r = call i32 @glGetUniformLocation(i32 %a0, ptr %a1)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_GetUniformfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetUniformfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetUniformiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetUniformiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribdv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribdv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribPointerv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribPointerv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsProgram(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsProgram(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define i32 @lgl_IsShader(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsShader(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_LinkProgram(i32 %a0) {
|
|
entry:
|
|
call void @glLinkProgram(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_ShaderSource(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glShaderSource(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UseProgram(i32 %a0) {
|
|
entry:
|
|
call void @glUseProgram(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1f(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
call void @glUniform1f(i32 %a0, float %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2f(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
call void @glUniform2f(i32 %a0, float %c1, float %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3f(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
call void @glUniform3f(i32 %a0, float %c1, float %c2, float %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4f(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to float
|
|
%c4 = fmul float %f4, 0x3EF0000000000000
|
|
call void @glUniform4f(i32 %a0, float %c1, float %c2, float %c3, float %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1i(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glUniform1i(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2i(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glUniform2i(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3i(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glUniform3i(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glUniform4i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1fv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform1fv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2fv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform2fv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3fv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform3fv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4fv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform4fv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1iv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform1iv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2iv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform2iv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3iv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform3iv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4iv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform4iv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix2fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix2fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix3fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix3fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix4fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix4fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ValidateProgram(i32 %a0) {
|
|
entry:
|
|
call void @glValidateProgram(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib1d(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
call void @glVertexAttrib1d(i32 %a0, double %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib1dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib1dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib1f(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
call void @glVertexAttrib1f(i32 %a0, float %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib1fv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib1fv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib1s(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%c1 = trunc i32 %a1 to i16
|
|
call void @glVertexAttrib1s(i32 %a0, i16 %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib1sv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib1sv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib2d(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
call void @glVertexAttrib2d(i32 %a0, double %c1, double %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib2dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib2dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib2f(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
call void @glVertexAttrib2f(i32 %a0, float %c1, float %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib2fv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib2fv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib2s(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%c1 = trunc i32 %a1 to i16
|
|
%c2 = trunc i32 %a2 to i16
|
|
call void @glVertexAttrib2s(i32 %a0, i16 %c1, i16 %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib2sv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib2sv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib3d(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
call void @glVertexAttrib3d(i32 %a0, double %c1, double %c2, double %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib3dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib3dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib3f(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
call void @glVertexAttrib3f(i32 %a0, float %c1, float %c2, float %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib3fv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib3fv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib3s(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%c1 = trunc i32 %a1 to i16
|
|
%c2 = trunc i32 %a2 to i16
|
|
%c3 = trunc i32 %a3 to i16
|
|
call void @glVertexAttrib3s(i32 %a0, i16 %c1, i16 %c2, i16 %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib3sv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib3sv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Nbv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4Nbv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Niv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4Niv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Nsv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4Nsv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Nub(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%c1 = trunc i32 %a1 to i8
|
|
%c2 = trunc i32 %a2 to i8
|
|
%c3 = trunc i32 %a3 to i8
|
|
%c4 = trunc i32 %a4 to i8
|
|
call void @glVertexAttrib4Nub(i32 %a0, i8 %c1, i8 %c2, i8 %c3, i8 %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Nubv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4Nubv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Nuiv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4Nuiv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4Nusv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4Nusv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4bv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4bv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4d(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to double
|
|
%c4 = fmul double %f4, 0x3EF0000000000000
|
|
call void @glVertexAttrib4d(i32 %a0, double %c1, double %c2, double %c3, double %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4f(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to float
|
|
%c4 = fmul float %f4, 0x3EF0000000000000
|
|
call void @glVertexAttrib4f(i32 %a0, float %c1, float %c2, float %c3, float %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4fv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4fv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4iv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4iv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4s(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%c1 = trunc i32 %a1 to i16
|
|
%c2 = trunc i32 %a2 to i16
|
|
%c3 = trunc i32 %a3 to i16
|
|
%c4 = trunc i32 %a4 to i16
|
|
call void @glVertexAttrib4s(i32 %a0, i16 %c1, i16 %c2, i16 %c3, i16 %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4sv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4sv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4ubv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4ubv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4uiv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4uiv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttrib4usv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttrib4usv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribPointer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, ptr %a5) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glVertexAttribPointer(i32 %a0, i32 %a1, i32 %a2, i8 %c3, i32 %a4, ptr %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix2x3fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix2x3fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix3x2fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix3x2fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix2x4fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix2x4fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix4x2fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix4x2fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix3x4fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix3x4fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix4x3fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix4x3fv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ColorMaski(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%c1 = trunc i32 %a1 to i8
|
|
%c2 = trunc i32 %a2 to i8
|
|
%c3 = trunc i32 %a3 to i8
|
|
%c4 = trunc i32 %a4 to i8
|
|
call void @glColorMaski(i32 %a0, i8 %c1, i8 %c2, i8 %c3, i8 %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetBooleani_v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetBooleani_v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetIntegeri_v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetIntegeri_v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Enablei(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glEnablei(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_Disablei(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glDisablei(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsEnabledi(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%r = call i8 @glIsEnabledi(i32 %a0, i32 %a1)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BeginTransformFeedback(i32 %a0) {
|
|
entry:
|
|
call void @glBeginTransformFeedback(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_EndTransformFeedback() {
|
|
entry:
|
|
call void @glEndTransformFeedback()
|
|
ret void
|
|
}
|
|
define void @lgl_BindBufferRange(i32 %a0, i32 %a1, i32 %a2, i64 %a3, i64 %a4) {
|
|
entry:
|
|
call void @glBindBufferRange(i32 %a0, i32 %a1, i32 %a2, i64 %a3, i64 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_BindBufferBase(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glBindBufferBase(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_TransformFeedbackVaryings(i32 %a0, i32 %a1, ptr %a2, i32 %a3) {
|
|
entry:
|
|
call void @glTransformFeedbackVaryings(i32 %a0, i32 %a1, ptr %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTransformFeedbackVarying(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4, ptr %a5, ptr %a6) {
|
|
entry:
|
|
call void @glGetTransformFeedbackVarying(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4, ptr %a5, ptr %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_ClampColor(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glClampColor(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_BeginConditionalRender(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBeginConditionalRender(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_EndConditionalRender() {
|
|
entry:
|
|
call void @glEndConditionalRender()
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribIPointer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
call void @glVertexAttribIPointer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribIiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribIiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribIuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribIuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI1i(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glVertexAttribI1i(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI2i(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glVertexAttribI2i(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI3i(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glVertexAttribI3i(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glVertexAttribI4i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI1ui(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glVertexAttribI1ui(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI2ui(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glVertexAttribI2ui(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glVertexAttribI3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glVertexAttribI4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI1iv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI1iv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI2iv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI2iv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI3iv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI3iv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4iv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI4iv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI1uiv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI1uiv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI2uiv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI2uiv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI3uiv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI3uiv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4uiv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI4uiv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4bv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI4bv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4sv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI4sv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4ubv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI4ubv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribI4usv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribI4usv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GetUniformuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetUniformuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BindFragDataLocation(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glBindFragDataLocation(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetFragDataLocation(i32 %a0, ptr %a1) {
|
|
entry:
|
|
%r = call i32 @glGetFragDataLocation(i32 %a0, ptr %a1)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_Uniform1ui(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glUniform1ui(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2ui(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glUniform2ui(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glUniform3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glUniform4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1uiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform1uiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2uiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform2uiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3uiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform3uiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4uiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform4uiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_TexParameterIiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glTexParameterIiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_TexParameterIuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glTexParameterIuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTexParameterIiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetTexParameterIiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetTexParameterIuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetTexParameterIuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearBufferiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glClearBufferiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearBufferuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glClearBufferuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearBufferfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glClearBufferfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearBufferfi(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
call void @glClearBufferfi(i32 %a0, i32 %a1, float %c2, i32 %a3)
|
|
ret void
|
|
}
|
|
define ptr @lgl_GetStringi(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%r = call ptr @glGetStringi(i32 %a0, i32 %a1)
|
|
ret ptr %r
|
|
}
|
|
define void @lgl_DrawArraysInstanced(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glDrawArraysInstanced(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawElementsInstanced(i32 %a0, i32 %a1, i32 %a2, ptr %a3, i32 %a4) {
|
|
entry:
|
|
call void @glDrawElementsInstanced(i32 %a0, i32 %a1, i32 %a2, ptr %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_TexBuffer(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glTexBuffer(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_PrimitiveRestartIndex(i32 %a0) {
|
|
entry:
|
|
call void @glPrimitiveRestartIndex(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_GetInteger64i_v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetInteger64i_v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetBufferParameteri64v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetBufferParameteri64v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_FramebufferTexture(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glFramebufferTexture(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribDivisor(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glVertexAttribDivisor(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_MinSampleShading(i32 %a0) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
call void @glMinSampleShading(float %c0)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendEquationi(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBlendEquationi(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendEquationSeparatei(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glBlendEquationSeparatei(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendFunci(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glBlendFunci(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BlendFuncSeparatei(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glBlendFuncSeparatei(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsRenderbuffer(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsRenderbuffer(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BindRenderbuffer(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBindRenderbuffer(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteRenderbuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteRenderbuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenRenderbuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenRenderbuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_RenderbufferStorage(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glRenderbufferStorage(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetRenderbufferParameteriv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetRenderbufferParameteriv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsFramebuffer(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsFramebuffer(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BindFramebuffer(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBindFramebuffer(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteFramebuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteFramebuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenFramebuffers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenFramebuffers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_CheckFramebufferStatus(i32 %a0) {
|
|
entry:
|
|
%r = call i32 @glCheckFramebufferStatus(i32 %a0)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_FramebufferTexture1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glFramebufferTexture1D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_FramebufferTexture2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glFramebufferTexture2D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_FramebufferTexture3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
call void @glFramebufferTexture3D(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_FramebufferRenderbuffer(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glFramebufferRenderbuffer(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetFramebufferAttachmentParameteriv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetFramebufferAttachmentParameteriv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GenerateMipmap(i32 %a0) {
|
|
entry:
|
|
call void @glGenerateMipmap(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_BlitFramebuffer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, i32 %a9) {
|
|
entry:
|
|
call void @glBlitFramebuffer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6, i32 %a7, i32 %a8, i32 %a9)
|
|
ret void
|
|
}
|
|
define void @lgl_RenderbufferStorageMultisample(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glRenderbufferStorageMultisample(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_FramebufferTextureLayer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glFramebufferTextureLayer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define ptr @lgl_MapBufferRange(i32 %a0, i64 %a1, i64 %a2, i32 %a3) {
|
|
entry:
|
|
%r = call ptr @glMapBufferRange(i32 %a0, i64 %a1, i64 %a2, i32 %a3)
|
|
ret ptr %r
|
|
}
|
|
define void @lgl_FlushMappedBufferRange(i32 %a0, i64 %a1, i64 %a2) {
|
|
entry:
|
|
call void @glFlushMappedBufferRange(i32 %a0, i64 %a1, i64 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BindVertexArray(i32 %a0) {
|
|
entry:
|
|
call void @glBindVertexArray(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteVertexArrays(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteVertexArrays(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenVertexArrays(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenVertexArrays(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsVertexArray(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsVertexArray(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_GetUniformIndices(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetUniformIndices(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveUniformsiv(i32 %a0, i32 %a1, ptr %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetActiveUniformsiv(i32 %a0, i32 %a1, ptr %a2, i32 %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveUniformName(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetActiveUniformName(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetUniformBlockIndex(i32 %a0, ptr %a1) {
|
|
entry:
|
|
%r = call i32 @glGetUniformBlockIndex(i32 %a0, ptr %a1)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_GetActiveUniformBlockiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetActiveUniformBlockiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveUniformBlockName(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetActiveUniformBlockName(i32 %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformBlockBinding(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glUniformBlockBinding(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_CopyBufferSubData(i32 %a0, i32 %a1, i64 %a2, i64 %a3, i64 %a4) {
|
|
entry:
|
|
call void @glCopyBufferSubData(i32 %a0, i32 %a1, i64 %a2, i64 %a3, i64 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawElementsBaseVertex(i32 %a0, i32 %a1, i32 %a2, ptr %a3, i32 %a4) {
|
|
entry:
|
|
call void @glDrawElementsBaseVertex(i32 %a0, i32 %a1, i32 %a2, ptr %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawRangeElementsBaseVertex(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, ptr %a5, i32 %a6) {
|
|
entry:
|
|
call void @glDrawRangeElementsBaseVertex(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, ptr %a5, i32 %a6)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawElementsInstancedBaseVertex(i32 %a0, i32 %a1, i32 %a2, ptr %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
call void @glDrawElementsInstancedBaseVertex(i32 %a0, i32 %a1, i32 %a2, ptr %a3, i32 %a4, i32 %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_MultiDrawElementsBaseVertex(i32 %a0, ptr %a1, i32 %a2, ptr %a3, i32 %a4, ptr %a5) {
|
|
entry:
|
|
call void @glMultiDrawElementsBaseVertex(i32 %a0, ptr %a1, i32 %a2, ptr %a3, i32 %a4, ptr %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_ProvokingVertex(i32 %a0) {
|
|
entry:
|
|
call void @glProvokingVertex(i32 %a0)
|
|
ret void
|
|
}
|
|
define ptr @lgl_FenceSync(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%r = call ptr @glFenceSync(i32 %a0, i32 %a1)
|
|
ret ptr %r
|
|
}
|
|
define i32 @lgl_IsSync(ptr %a0) {
|
|
entry:
|
|
%r = call i8 @glIsSync(ptr %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_DeleteSync(ptr %a0) {
|
|
entry:
|
|
call void @glDeleteSync(ptr %a0)
|
|
ret void
|
|
}
|
|
define i32 @lgl_ClientWaitSync(ptr %a0, i32 %a1, i64 %a2) {
|
|
entry:
|
|
%r = call i32 @glClientWaitSync(ptr %a0, i32 %a1, i64 %a2)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_WaitSync(ptr %a0, i32 %a1, i64 %a2) {
|
|
entry:
|
|
call void @glWaitSync(ptr %a0, i32 %a1, i64 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetInteger64v(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGetInteger64v(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GetSynciv(ptr %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetSynciv(ptr %a0, i32 %a1, i32 %a2, ptr %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_TexImage2DMultisample(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
%c5 = trunc i32 %a5 to i8
|
|
call void @glTexImage2DMultisample(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i8 %c5)
|
|
ret void
|
|
}
|
|
define void @lgl_TexImage3DMultisample(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i32 %a6) {
|
|
entry:
|
|
%c6 = trunc i32 %a6 to i8
|
|
call void @glTexImage3DMultisample(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5, i8 %c6)
|
|
ret void
|
|
}
|
|
define void @lgl_GetMultisamplefv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetMultisamplefv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_SampleMaski(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glSampleMaski(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_BindFragDataLocationIndexed(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glBindFragDataLocationIndexed(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetFragDataIndex(i32 %a0, ptr %a1) {
|
|
entry:
|
|
%r = call i32 @glGetFragDataIndex(i32 %a0, ptr %a1)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_GenSamplers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenSamplers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteSamplers(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteSamplers(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsSampler(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsSampler(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_BindSampler(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBindSampler(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_SamplerParameteri(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glSamplerParameteri(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_SamplerParameteriv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glSamplerParameteriv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_SamplerParameterf(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
call void @glSamplerParameterf(i32 %a0, i32 %a1, float %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_SamplerParameterfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glSamplerParameterfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_SamplerParameterIiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glSamplerParameterIiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_SamplerParameterIuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glSamplerParameterIuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetSamplerParameteriv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetSamplerParameteriv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetSamplerParameterIiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetSamplerParameterIiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetSamplerParameterfv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetSamplerParameterfv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetSamplerParameterIuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetSamplerParameterIuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_QueryCounter(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glQueryCounter(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GetQueryObjecti64v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetQueryObjecti64v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetQueryObjectui64v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetQueryObjectui64v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP1ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP1ui(i32 %a0, i32 %a1, i8 %c2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP1uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP1uiv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP2ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP2ui(i32 %a0, i32 %a1, i8 %c2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP2uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP2uiv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP3ui(i32 %a0, i32 %a1, i8 %c2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP3uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP3uiv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP4ui(i32 %a0, i32 %a1, i8 %c2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribP4uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glVertexAttribP4uiv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawArraysIndirect(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDrawArraysIndirect(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawElementsIndirect(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glDrawElementsIndirect(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1d(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
call void @glUniform1d(i32 %a0, double %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2d(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
call void @glUniform2d(i32 %a0, double %c1, double %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3d(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
call void @glUniform3d(i32 %a0, double %c1, double %c2, double %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4d(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to double
|
|
%c4 = fmul double %f4, 0x3EF0000000000000
|
|
call void @glUniform4d(i32 %a0, double %c1, double %c2, double %c3, double %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform1dv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform1dv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform2dv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform2dv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform3dv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform3dv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_Uniform4dv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniform4dv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix2dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix2dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix3dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix3dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix4dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix4dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix2x3dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix2x3dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix2x4dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix2x4dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix3x2dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix3x2dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix3x4dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix3x4dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix4x2dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix4x2dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformMatrix4x3dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
%c2 = trunc i32 %a2 to i8
|
|
call void @glUniformMatrix4x3dv(i32 %a0, i32 %a1, i8 %c2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_GetUniformdv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetUniformdv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define i32 @lgl_GetSubroutineUniformLocation(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
%r = call i32 @glGetSubroutineUniformLocation(i32 %a0, i32 %a1, ptr %a2)
|
|
ret i32 %r
|
|
}
|
|
define i32 @lgl_GetSubroutineIndex(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
%r = call i32 @glGetSubroutineIndex(i32 %a0, i32 %a1, ptr %a2)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_GetActiveSubroutineUniformiv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetActiveSubroutineUniformiv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveSubroutineUniformName(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4, ptr %a5) {
|
|
entry:
|
|
call void @glGetActiveSubroutineUniformName(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4, ptr %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_GetActiveSubroutineName(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4, ptr %a5) {
|
|
entry:
|
|
call void @glGetActiveSubroutineName(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4, ptr %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_UniformSubroutinesuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glUniformSubroutinesuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetUniformSubroutineuiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetUniformSubroutineuiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetProgramStageiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetProgramStageiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_PatchParameteri(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glPatchParameteri(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_PatchParameterfv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glPatchParameterfv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_BindTransformFeedback(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glBindTransformFeedback(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteTransformFeedbacks(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteTransformFeedbacks(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenTransformFeedbacks(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenTransformFeedbacks(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsTransformFeedback(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsTransformFeedback(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_PauseTransformFeedback() {
|
|
entry:
|
|
call void @glPauseTransformFeedback()
|
|
ret void
|
|
}
|
|
define void @lgl_ResumeTransformFeedback() {
|
|
entry:
|
|
call void @glResumeTransformFeedback()
|
|
ret void
|
|
}
|
|
define void @lgl_DrawTransformFeedback(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glDrawTransformFeedback(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DrawTransformFeedbackStream(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glDrawTransformFeedbackStream(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_BeginQueryIndexed(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glBeginQueryIndexed(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_EndQueryIndexed(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glEndQueryIndexed(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GetQueryIndexediv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetQueryIndexediv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ReleaseShaderCompiler() {
|
|
entry:
|
|
call void @glReleaseShaderCompiler()
|
|
ret void
|
|
}
|
|
define void @lgl_ShaderBinary(i32 %a0, ptr %a1, i32 %a2, ptr %a3, i32 %a4) {
|
|
entry:
|
|
call void @glShaderBinary(i32 %a0, ptr %a1, i32 %a2, ptr %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetShaderPrecisionFormat(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetShaderPrecisionFormat(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_DepthRangef(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
call void @glDepthRangef(float %c0, float %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_ClearDepthf(i32 %a0) {
|
|
entry:
|
|
%f0 = sitofp i32 %a0 to float
|
|
%c0 = fmul float %f0, 0x3EF0000000000000
|
|
call void @glClearDepthf(float %c0)
|
|
ret void
|
|
}
|
|
define void @lgl_GetProgramBinary(i32 %a0, i32 %a1, ptr %a2, ptr %a3, ptr %a4) {
|
|
entry:
|
|
call void @glGetProgramBinary(i32 %a0, i32 %a1, ptr %a2, ptr %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramBinary(i32 %a0, i32 %a1, ptr %a2, i32 %a3) {
|
|
entry:
|
|
call void @glProgramBinary(i32 %a0, i32 %a1, ptr %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramParameteri(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glProgramParameteri(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_UseProgramStages(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glUseProgramStages(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ActiveShaderProgram(i32 %a0, i32 %a1) {
|
|
entry:
|
|
call void @glActiveShaderProgram(i32 %a0, i32 %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_CreateShaderProgramv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
%r = call i32 @glCreateShaderProgramv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret i32 %r
|
|
}
|
|
define void @lgl_BindProgramPipeline(i32 %a0) {
|
|
entry:
|
|
call void @glBindProgramPipeline(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_DeleteProgramPipelines(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glDeleteProgramPipelines(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_GenProgramPipelines(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glGenProgramPipelines(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define i32 @lgl_IsProgramPipeline(i32 %a0) {
|
|
entry:
|
|
%r = call i8 @glIsProgramPipeline(i32 %a0)
|
|
%z = zext i8 %r to i32
|
|
ret i32 %z
|
|
}
|
|
define void @lgl_GetProgramPipelineiv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetProgramPipelineiv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1i(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glProgramUniform1i(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform1iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1f(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
call void @glProgramUniform1f(i32 %a0, i32 %a1, float %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform1fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1d(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
call void @glProgramUniform1d(i32 %a0, i32 %a1, double %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform1dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1ui(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
call void @glProgramUniform1ui(i32 %a0, i32 %a1, i32 %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform1uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform1uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2i(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glProgramUniform2i(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform2iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2f(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
call void @glProgramUniform2f(i32 %a0, i32 %a1, float %c2, float %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform2fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2d(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
call void @glProgramUniform2d(i32 %a0, i32 %a1, double %c2, double %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform2dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
call void @glProgramUniform2ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform2uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform2uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glProgramUniform3i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform3iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3f(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to float
|
|
%c4 = fmul float %f4, 0x3EF0000000000000
|
|
call void @glProgramUniform3f(i32 %a0, i32 %a1, float %c2, float %c3, float %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform3fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3d(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to double
|
|
%c4 = fmul double %f4, 0x3EF0000000000000
|
|
call void @glProgramUniform3d(i32 %a0, i32 %a1, double %c2, double %c3, double %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform3dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glProgramUniform3ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform3uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform3uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
call void @glProgramUniform4i(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform4iv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4f(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to float
|
|
%c4 = fmul float %f4, 0x3EF0000000000000
|
|
%f5 = sitofp i32 %a5 to float
|
|
%c5 = fmul float %f5, 0x3EF0000000000000
|
|
call void @glProgramUniform4f(i32 %a0, i32 %a1, float %c2, float %c3, float %c4, float %c5)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform4fv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4d(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to double
|
|
%c4 = fmul double %f4, 0x3EF0000000000000
|
|
%f5 = sitofp i32 %a5 to double
|
|
%c5 = fmul double %f5, 0x3EF0000000000000
|
|
call void @glProgramUniform4d(i32 %a0, i32 %a1, double %c2, double %c3, double %c4, double %c5)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform4dv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5) {
|
|
entry:
|
|
call void @glProgramUniform4ui(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4, i32 %a5)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniform4uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3) {
|
|
entry:
|
|
call void @glProgramUniform4uiv(i32 %a0, i32 %a1, i32 %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix2fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix2fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix3fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix3fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix4fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix4fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix2dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix2dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix3dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix3dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix4dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix4dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix2x3fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix2x3fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix3x2fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix3x2fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix2x4fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix2x4fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix4x2fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix4x2fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix3x4fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix3x4fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix4x3fv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix4x3fv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix2x3dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix2x3dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix3x2dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix3x2dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix2x4dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix2x4dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix4x2dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix4x2dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix3x4dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix3x4dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ProgramUniformMatrix4x3dv(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
%c3 = trunc i32 %a3 to i8
|
|
call void @glProgramUniformMatrix4x3dv(i32 %a0, i32 %a1, i32 %a2, i8 %c3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ValidateProgramPipeline(i32 %a0) {
|
|
entry:
|
|
call void @glValidateProgramPipeline(i32 %a0)
|
|
ret void
|
|
}
|
|
define void @lgl_GetProgramPipelineInfoLog(i32 %a0, i32 %a1, ptr %a2, ptr %a3) {
|
|
entry:
|
|
call void @glGetProgramPipelineInfoLog(i32 %a0, i32 %a1, ptr %a2, ptr %a3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL1d(i32 %a0, i32 %a1) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
call void @glVertexAttribL1d(i32 %a0, double %c1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL2d(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
call void @glVertexAttribL2d(i32 %a0, double %c1, double %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL3d(i32 %a0, i32 %a1, i32 %a2, i32 %a3) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
call void @glVertexAttribL3d(i32 %a0, double %c1, double %c2, double %c3)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL4d(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to double
|
|
%c3 = fmul double %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to double
|
|
%c4 = fmul double %f4, 0x3EF0000000000000
|
|
call void @glVertexAttribL4d(i32 %a0, double %c1, double %c2, double %c3, double %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL1dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribL1dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL2dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribL2dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL3dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribL3dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribL4dv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glVertexAttribL4dv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_VertexAttribLPointer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4) {
|
|
entry:
|
|
call void @glVertexAttribLPointer(i32 %a0, i32 %a1, i32 %a2, i32 %a3, ptr %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_GetVertexAttribLdv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetVertexAttribLdv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ViewportArrayv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glViewportArrayv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ViewportIndexedf(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to float
|
|
%c1 = fmul float %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to float
|
|
%c2 = fmul float %f2, 0x3EF0000000000000
|
|
%f3 = sitofp i32 %a3 to float
|
|
%c3 = fmul float %f3, 0x3EF0000000000000
|
|
%f4 = sitofp i32 %a4 to float
|
|
%c4 = fmul float %f4, 0x3EF0000000000000
|
|
call void @glViewportIndexedf(i32 %a0, float %c1, float %c2, float %c3, float %c4)
|
|
ret void
|
|
}
|
|
define void @lgl_ViewportIndexedfv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glViewportIndexedfv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_ScissorArrayv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glScissorArrayv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_ScissorIndexed(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4) {
|
|
entry:
|
|
call void @glScissorIndexed(i32 %a0, i32 %a1, i32 %a2, i32 %a3, i32 %a4)
|
|
ret void
|
|
}
|
|
define void @lgl_ScissorIndexedv(i32 %a0, ptr %a1) {
|
|
entry:
|
|
call void @glScissorIndexedv(i32 %a0, ptr %a1)
|
|
ret void
|
|
}
|
|
define void @lgl_DepthRangeArrayv(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glDepthRangeArrayv(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_DepthRangeIndexed(i32 %a0, i32 %a1, i32 %a2) {
|
|
entry:
|
|
%f1 = sitofp i32 %a1 to double
|
|
%c1 = fmul double %f1, 0x3EF0000000000000
|
|
%f2 = sitofp i32 %a2 to double
|
|
%c2 = fmul double %f2, 0x3EF0000000000000
|
|
call void @glDepthRangeIndexed(i32 %a0, double %c1, double %c2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetFloati_v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetFloati_v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|
|
define void @lgl_GetDoublei_v(i32 %a0, i32 %a1, ptr %a2) {
|
|
entry:
|
|
call void @glGetDoublei_v(i32 %a0, i32 %a1, ptr %a2)
|
|
ret void
|
|
}
|