glx: Consistently use ARB-suffixed names for ARB_multitexture functions
At the moment we have a mix of ARB and non-ARB suffixed forms for ARB_multitexture functions e.g. glMultiTexCoord1fvARB and glMultiTexCoord1dv Consistently use the ARB-suffixed form, assuming that is present in all libGL which provide the OpenGL 1.2.1 ABI we expect to be able to directly link with. Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk> Reviewed-by: Adam Jackson <ajax@redhat.com>
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1a021f57a1
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cb48877a3c
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@ -3460,7 +3460,7 @@ __glXDisp_CopyTexSubImage3D(GLbyte * pc)
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void
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void
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__glXDisp_ActiveTexture(GLbyte * pc)
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__glXDisp_ActiveTexture(GLbyte * pc)
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{
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{
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glActiveTexture(*(GLenum *) (pc + 0));
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glActiveTextureARB(*(GLenum *) (pc + 0));
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}
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}
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void
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void
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@ -3473,7 +3473,7 @@ __glXDisp_MultiTexCoord1dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord1dv(*(GLenum *) (pc + 8), (const GLdouble *) (pc + 0));
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glMultiTexCoord1dvARB(*(GLenum *) (pc + 8), (const GLdouble *) (pc + 0));
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}
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}
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void
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void
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@ -3485,13 +3485,13 @@ __glXDisp_MultiTexCoord1fvARB(GLbyte * pc)
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void
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void
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__glXDisp_MultiTexCoord1iv(GLbyte * pc)
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__glXDisp_MultiTexCoord1iv(GLbyte * pc)
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{
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{
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glMultiTexCoord1iv(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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glMultiTexCoord1ivARB(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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}
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}
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void
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void
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__glXDisp_MultiTexCoord1sv(GLbyte * pc)
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__glXDisp_MultiTexCoord1sv(GLbyte * pc)
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{
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{
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glMultiTexCoord1sv(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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glMultiTexCoord1svARB(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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}
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}
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void
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void
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@ -3504,7 +3504,7 @@ __glXDisp_MultiTexCoord2dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord2dv(*(GLenum *) (pc + 16), (const GLdouble *) (pc + 0));
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glMultiTexCoord2dvARB(*(GLenum *) (pc + 16), (const GLdouble *) (pc + 0));
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}
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}
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void
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void
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@ -3516,13 +3516,13 @@ __glXDisp_MultiTexCoord2fvARB(GLbyte * pc)
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void
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void
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__glXDisp_MultiTexCoord2iv(GLbyte * pc)
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__glXDisp_MultiTexCoord2iv(GLbyte * pc)
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{
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{
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glMultiTexCoord2iv(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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glMultiTexCoord2ivARB(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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}
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}
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void
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void
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__glXDisp_MultiTexCoord2sv(GLbyte * pc)
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__glXDisp_MultiTexCoord2sv(GLbyte * pc)
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{
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{
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glMultiTexCoord2sv(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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glMultiTexCoord2svARB(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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}
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}
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void
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void
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@ -3535,7 +3535,7 @@ __glXDisp_MultiTexCoord3dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord3dv(*(GLenum *) (pc + 24), (const GLdouble *) (pc + 0));
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glMultiTexCoord3dvARB(*(GLenum *) (pc + 24), (const GLdouble *) (pc + 0));
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}
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}
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void
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void
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@ -3547,13 +3547,13 @@ __glXDisp_MultiTexCoord3fvARB(GLbyte * pc)
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void
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void
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__glXDisp_MultiTexCoord3iv(GLbyte * pc)
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__glXDisp_MultiTexCoord3iv(GLbyte * pc)
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{
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{
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glMultiTexCoord3iv(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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glMultiTexCoord3ivARB(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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}
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}
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void
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void
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__glXDisp_MultiTexCoord3sv(GLbyte * pc)
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__glXDisp_MultiTexCoord3sv(GLbyte * pc)
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{
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{
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glMultiTexCoord3sv(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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glMultiTexCoord3svARB(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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}
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}
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void
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void
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@ -3566,7 +3566,7 @@ __glXDisp_MultiTexCoord4dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord4dv(*(GLenum *) (pc + 32), (const GLdouble *) (pc + 0));
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glMultiTexCoord4dvARB(*(GLenum *) (pc + 32), (const GLdouble *) (pc + 0));
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}
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}
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void
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void
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@ -3578,13 +3578,13 @@ __glXDisp_MultiTexCoord4fvARB(GLbyte * pc)
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void
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void
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__glXDisp_MultiTexCoord4iv(GLbyte * pc)
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__glXDisp_MultiTexCoord4iv(GLbyte * pc)
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{
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{
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glMultiTexCoord4iv(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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glMultiTexCoord4ivARB(*(GLenum *) (pc + 0), (const GLint *) (pc + 4));
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}
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}
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void
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void
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__glXDisp_MultiTexCoord4sv(GLbyte * pc)
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__glXDisp_MultiTexCoord4sv(GLbyte * pc)
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{
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{
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glMultiTexCoord4sv(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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glMultiTexCoord4svARB(*(GLenum *) (pc + 0), (const GLshort *) (pc + 4));
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}
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}
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void
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void
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@ -3821,7 +3821,7 @@ __glXDispSwap_CopyTexSubImage3D(GLbyte * pc)
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void
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void
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__glXDispSwap_ActiveTexture(GLbyte * pc)
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__glXDispSwap_ActiveTexture(GLbyte * pc)
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{
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{
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glActiveTexture((GLenum) bswap_ENUM(pc + 0));
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glActiveTextureARB((GLenum) bswap_ENUM(pc + 0));
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}
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}
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void
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void
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@ -3834,7 +3834,7 @@ __glXDispSwap_MultiTexCoord1dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord1dv((GLenum) bswap_ENUM(pc + 8),
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glMultiTexCoord1dvARB((GLenum) bswap_ENUM(pc + 8),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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1));
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1));
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}
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}
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@ -3850,7 +3850,7 @@ __glXDispSwap_MultiTexCoord1fvARB(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord1iv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord1iv(GLbyte * pc)
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{
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{
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glMultiTexCoord1iv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord1ivARB((GLenum) bswap_ENUM(pc + 0),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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1));
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1));
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}
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}
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@ -3858,7 +3858,7 @@ __glXDispSwap_MultiTexCoord1iv(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord1sv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord1sv(GLbyte * pc)
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{
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{
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glMultiTexCoord1sv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord1svARB((GLenum) bswap_ENUM(pc + 0),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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1));
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1));
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}
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}
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@ -3873,7 +3873,7 @@ __glXDispSwap_MultiTexCoord2dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord2dv((GLenum) bswap_ENUM(pc + 16),
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glMultiTexCoord2dvARB((GLenum) bswap_ENUM(pc + 16),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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2));
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2));
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}
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}
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@ -3889,7 +3889,7 @@ __glXDispSwap_MultiTexCoord2fvARB(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord2iv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord2iv(GLbyte * pc)
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{
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{
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glMultiTexCoord2iv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord2ivARB((GLenum) bswap_ENUM(pc + 0),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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2));
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2));
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}
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}
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@ -3897,7 +3897,7 @@ __glXDispSwap_MultiTexCoord2iv(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord2sv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord2sv(GLbyte * pc)
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{
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{
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glMultiTexCoord2sv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord2svARB((GLenum) bswap_ENUM(pc + 0),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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2));
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2));
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}
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}
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@ -3912,7 +3912,7 @@ __glXDispSwap_MultiTexCoord3dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord3dv((GLenum) bswap_ENUM(pc + 24),
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glMultiTexCoord3dvARB((GLenum) bswap_ENUM(pc + 24),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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3));
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3));
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}
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}
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@ -3928,7 +3928,7 @@ __glXDispSwap_MultiTexCoord3fvARB(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord3iv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord3iv(GLbyte * pc)
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{
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{
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glMultiTexCoord3iv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord3ivARB((GLenum) bswap_ENUM(pc + 0),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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3));
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3));
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}
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}
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@ -3936,7 +3936,7 @@ __glXDispSwap_MultiTexCoord3iv(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord3sv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord3sv(GLbyte * pc)
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{
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{
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glMultiTexCoord3sv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord3svARB((GLenum) bswap_ENUM(pc + 0),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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3));
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3));
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}
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}
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@ -3951,7 +3951,7 @@ __glXDispSwap_MultiTexCoord4dv(GLbyte * pc)
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}
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}
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#endif
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#endif
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glMultiTexCoord4dv((GLenum) bswap_ENUM(pc + 32),
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glMultiTexCoord4dvARB((GLenum) bswap_ENUM(pc + 32),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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(const GLdouble *) bswap_64_array((uint64_t *) (pc + 0),
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4));
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4));
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}
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}
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@ -3967,7 +3967,7 @@ __glXDispSwap_MultiTexCoord4fvARB(GLbyte * pc)
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void
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void
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__glXDispSwap_MultiTexCoord4iv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord4iv(GLbyte * pc)
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{
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{
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glMultiTexCoord4iv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord4ivARB((GLenum) bswap_ENUM(pc + 0),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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(const GLint *) bswap_32_array((uint32_t *) (pc + 4),
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4));
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4));
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}
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}
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void
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void
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__glXDispSwap_MultiTexCoord4sv(GLbyte * pc)
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__glXDispSwap_MultiTexCoord4sv(GLbyte * pc)
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{
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{
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glMultiTexCoord4sv((GLenum) bswap_ENUM(pc + 0),
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glMultiTexCoord4svARB((GLenum) bswap_ENUM(pc + 0),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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(const GLshort *) bswap_16_array((uint16_t *) (pc + 4),
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4));
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4));
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}
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}
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