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Warp3D_protos.h
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Text File
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2000-08-20
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18KB
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159 lines
W3D_Context * __W3D_CreateContext(__reg("a0") ULONG *error,__reg("a1") struct TagItem *CCTags,__reg("a6") void *)="\tjsr\t-30(a6)";
#define W3D_CreateContext(x1,x2) __W3D_CreateContext((x1),(x2),Warp3DBase)
W3D_Context *W3D_CreateContextTags(__reg("a0") ULONG *error, Tag tag1, ...)="\tpublic\t_Warp3DBase\n\tmove.l\ta6,-(sp)\n\tmove.l\t_Warp3DBase,a6\n\tlea\t4(sp),a1\n\tjsr\t-30(a6)\n\tmove.l\t(sp)+,a6";
void __W3D_DestroyContext(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-36(a6)";
#define W3D_DestroyContext(x1) __W3D_DestroyContext((x1),Warp3DBase)
ULONG __W3D_GetState(__reg("a0") W3D_Context *context,__reg("d1") ULONG state,__reg("a6") void *)="\tjsr\t-42(a6)";
#define W3D_GetState(x1,x2) __W3D_GetState((x1),(x2),Warp3DBase)
ULONG __W3D_SetState(__reg("a0") W3D_Context *context,__reg("d0") ULONG state,__reg("d1") ULONG action,__reg("a6") void *)="\tjsr\t-48(a6)";
#define W3D_SetState(x1,x2,x3) __W3D_SetState((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_CheckDriver(__reg("a6") void *)="\tjsr\t-54(a6)";
#define W3D_CheckDriver() __W3D_CheckDriver(Warp3DBase)
ULONG __W3D_LockHardware(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-60(a6)";
#define W3D_LockHardware(x1) __W3D_LockHardware((x1),Warp3DBase)
void __W3D_UnLockHardware(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-66(a6)";
#define W3D_UnLockHardware(x1) __W3D_UnLockHardware((x1),Warp3DBase)
void __W3D_WaitIdle(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-72(a6)";
#define W3D_WaitIdle(x1) __W3D_WaitIdle((x1),Warp3DBase)
ULONG __W3D_CheckIdle(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-78(a6)";
#define W3D_CheckIdle(x1) __W3D_CheckIdle((x1),Warp3DBase)
ULONG __W3D_Query(__reg("a0") W3D_Context *context,__reg("d0") ULONG query,__reg("d1") ULONG destfmt,__reg("a6") void *)="\tjsr\t-84(a6)";
#define W3D_Query(x1,x2,x3) __W3D_Query((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_GetTexFmtInfo(__reg("a0") W3D_Context *context,__reg("d0") ULONG texfmt,__reg("d1") ULONG destfmt,__reg("a6") void *)="\tjsr\t-90(a6)";
#define W3D_GetTexFmtInfo(x1,x2,x3) __W3D_GetTexFmtInfo((x1),(x2),(x3),Warp3DBase)
W3D_Texture * __W3D_AllocTexObj(__reg("a0") W3D_Context *context,__reg("a1") ULONG *error,__reg("a2") struct TagItem *ATOTags,__reg("a6") void *)="\tjsr\t-96(a6)";
#define W3D_AllocTexObj(x1,x2,x3) __W3D_AllocTexObj((x1),(x2),(x3),Warp3DBase)
W3D_Texture *W3D_AllocTexObjTags(__reg("a0") W3D_Context *context,__reg("a1") ULONG *error, Tag tag1, ...)="\tpublic\t_Warp3DBase\n\tmovem.l\ta2/a6,-(sp)\n\tmove.l\t_Warp3DBase,a6\n\tlea\t8(sp),a2\n\tjsr\t-96(a6)\n\tmovem.l\t(sp)+,a2/a6";
void __W3D_FreeTexObj(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("a6") void *)="\tjsr\t-102(a6)";
#define W3D_FreeTexObj(x1,x2) __W3D_FreeTexObj((x1),(x2),Warp3DBase)
void __W3D_ReleaseTexture(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("a6") void *)="\tjsr\t-108(a6)";
#define W3D_ReleaseTexture(x1,x2) __W3D_ReleaseTexture((x1),(x2),Warp3DBase)
void __W3D_FlushTextures(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-114(a6)";
#define W3D_FlushTextures(x1) __W3D_FlushTextures((x1),Warp3DBase)
ULONG __W3D_SetFilter(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("d0") ULONG MinFilter,__reg("d1") ULONG MagFilter,__reg("a6") void *)="\tjsr\t-120(a6)";
#define W3D_SetFilter(x1,x2,x3,x4) __W3D_SetFilter((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_SetTexEnv(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("d1") ULONG envparam,__reg("a2") W3D_Color *envcolor,__reg("a6") void *)="\tjsr\t-126(a6)";
#define W3D_SetTexEnv(x1,x2,x3,x4) __W3D_SetTexEnv((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_SetWrapMode(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("d0") ULONG mode_s,__reg("d1") ULONG mode_t,__reg("a2") W3D_Color *bordercolor,__reg("a6") void *)="\tjsr\t-132(a6)";
#define W3D_SetWrapMode(x1,x2,x3,x4,x5) __W3D_SetWrapMode((x1),(x2),(x3),(x4),(x5),Warp3DBase)
ULONG __W3D_UpdateTexImage(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("a2") void *teximage,__reg("d1") int level,__reg("a3") ULONG *palette,__reg("a6") void *)="\tjsr\t-138(a6)";
#define W3D_UpdateTexImage(x1,x2,x3,x4,x5) __W3D_UpdateTexImage((x1),(x2),(x3),(x4),(x5),Warp3DBase)
ULONG __W3D_UploadTexture(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("a6") void *)="\tjsr\t-144(a6)";
#define W3D_UploadTexture(x1,x2) __W3D_UploadTexture((x1),(x2),Warp3DBase)
ULONG __W3D_DrawLine(__reg("a0") W3D_Context *context,__reg("a1") W3D_Line *line,__reg("a6") void *)="\tjsr\t-150(a6)";
#define W3D_DrawLine(x1,x2) __W3D_DrawLine((x1),(x2),Warp3DBase)
ULONG __W3D_DrawPoint(__reg("a0") W3D_Context *context,__reg("a1") W3D_Point *point,__reg("a6") void *)="\tjsr\t-156(a6)";
#define W3D_DrawPoint(x1,x2) __W3D_DrawPoint((x1),(x2),Warp3DBase)
ULONG __W3D_DrawTriangle(__reg("a0") W3D_Context *context,__reg("a1") W3D_Triangle *triangle,__reg("a6") void *)="\tjsr\t-162(a6)";
#define W3D_DrawTriangle(x1,x2) __W3D_DrawTriangle((x1),(x2),Warp3DBase)
ULONG __W3D_DrawTriFan(__reg("a0") W3D_Context *context,__reg("a1") W3D_Triangles *triangles,__reg("a6") void *)="\tjsr\t-168(a6)";
#define W3D_DrawTriFan(x1,x2) __W3D_DrawTriFan((x1),(x2),Warp3DBase)
ULONG __W3D_DrawTriStrip(__reg("a0") W3D_Context *context,__reg("a1") W3D_Triangles *triangles,__reg("a6") void *)="\tjsr\t-174(a6)";
#define W3D_DrawTriStrip(x1,x2) __W3D_DrawTriStrip((x1),(x2),Warp3DBase)
ULONG __W3D_SetAlphaMode(__reg("a0") W3D_Context *context,__reg("d1") ULONG mode,__reg("a1") W3D_Float *refval,__reg("a6") void *)="\tjsr\t-180(a6)";
#define W3D_SetAlphaMode(x1,x2,x3) __W3D_SetAlphaMode((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_SetBlendMode(__reg("a0") W3D_Context *context,__reg("d0") ULONG srcfunc,__reg("d1") ULONG dstfunc,__reg("a6") void *)="\tjsr\t-186(a6)";
#define W3D_SetBlendMode(x1,x2,x3) __W3D_SetBlendMode((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_SetDrawRegion(__reg("a0") W3D_Context *context,__reg("a1") struct BitMap *bm,__reg("d1") int yoffset,__reg("a2") W3D_Scissor *scissor,__reg("a6") void *)="\tjsr\t-192(a6)";
#define W3D_SetDrawRegion(x1,x2,x3,x4) __W3D_SetDrawRegion((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_SetFogParams(__reg("a0") W3D_Context *context,__reg("a1") W3D_Fog *fogparams,__reg("d1") ULONG fogmode,__reg("a6") void *)="\tjsr\t-198(a6)";
#define W3D_SetFogParams(x1,x2,x3) __W3D_SetFogParams((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_SetColorMask(__reg("a0") W3D_Context *context,__reg("d0") W3D_Bool red,__reg("d1") W3D_Bool green,__reg("d2") W3D_Bool blue,__reg("d3") W3D_Bool alpha,__reg("a6") void *)="\tjsr\t-204(a6)";
#define W3D_SetColorMask(x1,x2,x3,x4,x5) __W3D_SetColorMask((x1),(x2),(x3),(x4),(x5),Warp3DBase)
ULONG __W3D_SetStencilFunc(__reg("a0") W3D_Context *context,__reg("d0") ULONG func,__reg("d1") ULONG refvalue,__reg("d2") ULONG mask,__reg("a6") void *)="\tjsr\t-210(a6)";
#define W3D_SetStencilFunc(x1,x2,x3,x4) __W3D_SetStencilFunc((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_AllocZBuffer(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-216(a6)";
#define W3D_AllocZBuffer(x1) __W3D_AllocZBuffer((x1),Warp3DBase)
ULONG __W3D_FreeZBuffer(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-222(a6)";
#define W3D_FreeZBuffer(x1) __W3D_FreeZBuffer((x1),Warp3DBase)
ULONG __W3D_ClearZBuffer(__reg("a0") W3D_Context *context,__reg("a1") W3D_Double *clearvalue,__reg("a6") void *)="\tjsr\t-228(a6)";
#define W3D_ClearZBuffer(x1,x2) __W3D_ClearZBuffer((x1),(x2),Warp3DBase)
ULONG __W3D_ReadZPixel(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("a1") W3D_Double *z,__reg("a6") void *)="\tjsr\t-234(a6)";
#define W3D_ReadZPixel(x1,x2,x3,x4) __W3D_ReadZPixel((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_ReadZSpan(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("d2") ULONG n,__reg("a1") W3D_Double *z,__reg("a6") void *)="\tjsr\t-240(a6)";
#define W3D_ReadZSpan(x1,x2,x3,x4,x5) __W3D_ReadZSpan((x1),(x2),(x3),(x4),(x5),Warp3DBase)
ULONG __W3D_SetZCompareMode(__reg("a0") W3D_Context *context,__reg("d1") ULONG mode,__reg("a6") void *)="\tjsr\t-246(a6)";
#define W3D_SetZCompareMode(x1,x2) __W3D_SetZCompareMode((x1),(x2),Warp3DBase)
ULONG __W3D_AllocStencilBuffer(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-252(a6)";
#define W3D_AllocStencilBuffer(x1) __W3D_AllocStencilBuffer((x1),Warp3DBase)
ULONG __W3D_ClearStencilBuffer(__reg("a0") W3D_Context *context,__reg("a1") ULONG *clearvalue,__reg("a6") void *)="\tjsr\t-258(a6)";
#define W3D_ClearStencilBuffer(x1,x2) __W3D_ClearStencilBuffer((x1),(x2),Warp3DBase)
ULONG __W3D_FillStencilBuffer(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("d2") ULONG width,__reg("d3") ULONG height,__reg("d4") ULONG depth,__reg("a1") void *data,__reg("a6") void *)="\tjsr\t-264(a6)";
#define W3D_FillStencilBuffer(x1,x2,x3,x4,x5,x6,x7) __W3D_FillStencilBuffer((x1),(x2),(x3),(x4),(x5),(x6),(x7),Warp3DBase)
ULONG __W3D_FreeStencilBuffer(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-270(a6)";
#define W3D_FreeStencilBuffer(x1) __W3D_FreeStencilBuffer((x1),Warp3DBase)
ULONG __W3D_ReadStencilPixel(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("a1") ULONG *st,__reg("a6") void *)="\tjsr\t-276(a6)";
#define W3D_ReadStencilPixel(x1,x2,x3,x4) __W3D_ReadStencilPixel((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_ReadStencilSpan(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("d2") ULONG n,__reg("a1") ULONG *st,__reg("a6") void *)="\tjsr\t-282(a6)";
#define W3D_ReadStencilSpan(x1,x2,x3,x4,x5) __W3D_ReadStencilSpan((x1),(x2),(x3),(x4),(x5),Warp3DBase)
ULONG __W3D_SetLogicOp(__reg("a0") W3D_Context *context,__reg("d1") ULONG operation,__reg("a6") void *)="\tjsr\t-288(a6)";
#define W3D_SetLogicOp(x1,x2) __W3D_SetLogicOp((x1),(x2),Warp3DBase)
ULONG __W3D_Hint(__reg("a0") W3D_Context *context,__reg("d0") ULONG mode,__reg("d1") ULONG quality,__reg("a6") void *)="\tjsr\t-294(a6)";
#define W3D_Hint(x1,x2,x3) __W3D_Hint((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_SetDrawRegionWBM(__reg("a0") W3D_Context *context,__reg("a1") W3D_Bitmap *bm,__reg("a2") W3D_Scissor *scissor,__reg("a6") void *)="\tjsr\t-300(a6)";
#define W3D_SetDrawRegionWBM(x1,x2,x3) __W3D_SetDrawRegionWBM((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_GetDriverState(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-306(a6)";
#define W3D_GetDriverState(x1) __W3D_GetDriverState((x1),Warp3DBase)
ULONG __W3D_Flush(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-312(a6)";
#define W3D_Flush(x1) __W3D_Flush((x1),Warp3DBase)
ULONG __W3D_SetPenMask(__reg("a0") W3D_Context *context,__reg("d1") ULONG pen,__reg("a6") void *)="\tjsr\t-318(a6)";
#define W3D_SetPenMask(x1,x2) __W3D_SetPenMask((x1),(x2),Warp3DBase)
ULONG __W3D_SetStencilOp(__reg("a0") W3D_Context *context,__reg("d0") ULONG sfail,__reg("d1") ULONG dpfail,__reg("d2") ULONG dppass,__reg("a6") void *)="\tjsr\t-324(a6)";
#define W3D_SetStencilOp(x1,x2,x3,x4) __W3D_SetStencilOp((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_SetWriteMask(__reg("a0") W3D_Context *context,__reg("d1") ULONG mask,__reg("a6") void *)="\tjsr\t-330(a6)";
#define W3D_SetWriteMask(x1,x2) __W3D_SetWriteMask((x1),(x2),Warp3DBase)
ULONG __W3D_WriteStencilPixel(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("d2") ULONG st,__reg("a6") void *)="\tjsr\t-336(a6)";
#define W3D_WriteStencilPixel(x1,x2,x3,x4) __W3D_WriteStencilPixel((x1),(x2),(x3),(x4),Warp3DBase)
ULONG __W3D_WriteStencilSpan(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("d2") ULONG n,__reg("a1") ULONG *st,__reg("a2") UBYTE *mask,__reg("a6") void *)="\tjsr\t-342(a6)";
#define W3D_WriteStencilSpan(x1,x2,x3,x4,x5,x6) __W3D_WriteStencilSpan((x1),(x2),(x3),(x4),(x5),(x6),Warp3DBase)
void __W3D_WriteZPixel(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("a1") W3D_Double *z,__reg("a6") void *)="\tjsr\t-348(a6)";
#define W3D_WriteZPixel(x1,x2,x3,x4) __W3D_WriteZPixel((x1),(x2),(x3),(x4),Warp3DBase)
void __W3D_WriteZSpan(__reg("a0") W3D_Context *context,__reg("d0") ULONG x,__reg("d1") ULONG y,__reg("d2") ULONG n,__reg("a1") W3D_Double *z,__reg("a2") UBYTE *mask,__reg("a6") void *)="\tjsr\t-354(a6)";
#define W3D_WriteZSpan(x1,x2,x3,x4,x5,x6) __W3D_WriteZSpan((x1),(x2),(x3),(x4),(x5),(x6),Warp3DBase)
ULONG __W3D_SetCurrentColor(__reg("a0") W3D_Context *context,__reg("a1") W3D_Color *color,__reg("a6") void *)="\tjsr\t-360(a6)";
#define W3D_SetCurrentColor(x1,x2) __W3D_SetCurrentColor((x1),(x2),Warp3DBase)
ULONG __W3D_SetCurrentPen(__reg("a0") W3D_Context *context,__reg("d1") ULONG pen,__reg("a6") void *)="\tjsr\t-366(a6)";
#define W3D_SetCurrentPen(x1,x2) __W3D_SetCurrentPen((x1),(x2),Warp3DBase)
ULONG __W3D_UpdateTexSubImage(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("a2") void *teximage,__reg("d1") ULONG level,__reg("a3") ULONG *palette,__reg("a4") W3D_Scissor* scissor,__reg("d0") ULONG srcbpr,__reg("a6") void *)="\tjsr\t-372(a6)";
#define W3D_UpdateTexSubImage(x1,x2,x3,x4,x5,x6,x7) __W3D_UpdateTexSubImage((x1),(x2),(x3),(x4),(x5),(x6),(x7),Warp3DBase)
ULONG __W3D_FreeAllTexObj(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-378(a6)";
#define W3D_FreeAllTexObj(x1) __W3D_FreeAllTexObj((x1),Warp3DBase)
ULONG __W3D_GetDestFmt(__reg("a6") void *)="\tjsr\t-384(a6)";
#define W3D_GetDestFmt() __W3D_GetDestFmt(Warp3DBase)
ULONG __W3D_DrawLineStrip(__reg("a0") W3D_Context *context,__reg("a1") W3D_Lines *lines,__reg("a6") void *)="\tjsr\t-390(a6)";
#define W3D_DrawLineStrip(x1,x2) __W3D_DrawLineStrip((x1),(x2),Warp3DBase)
ULONG __W3D_DrawLineLoop(__reg("a0") W3D_Context *context,__reg("a1") W3D_Lines *lines,__reg("a6") void *)="\tjsr\t-396(a6)";
#define W3D_DrawLineLoop(x1,x2) __W3D_DrawLineLoop((x1),(x2),Warp3DBase)
W3D_Driver ** __W3D_GetDrivers(__reg("a6") void *)="\tjsr\t-402(a6)";
#define W3D_GetDrivers() __W3D_GetDrivers(Warp3DBase)
ULONG __W3D_QueryDriver(__reg("a0") W3D_Driver* driver,__reg("d0") ULONG query,__reg("d1") ULONG destfmt,__reg("a6") void *)="\tjsr\t-408(a6)";
#define W3D_QueryDriver(x1,x2,x3) __W3D_QueryDriver((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_GetDriverTexFmtInfo(__reg("a0") W3D_Driver* driver,__reg("d0") ULONG query,__reg("d1") ULONG destfmt,__reg("a6") void *)="\tjsr\t-414(a6)";
#define W3D_GetDriverTexFmtInfo(x1,x2,x3) __W3D_GetDriverTexFmtInfo((x1),(x2),(x3),Warp3DBase)
ULONG __W3D_RequestMode(__reg("a0") struct TagItem *taglist,__reg("a6") void *)="\tjsr\t-420(a6)";
#define W3D_RequestMode(x1) __W3D_RequestMode((x1),Warp3DBase)
ULONG W3D_RequestModeTags(Tag tag1, ...)="\tpublic\t_Warp3DBase\n\tmove.l\ta6,-(sp)\n\tmove.l\t_Warp3DBase,a6\n\tlea\t4(sp),a0\n\tjsr\t-420(a6)\n\tmove.l\t(sp)+,a6";
void __W3D_SetScissor(__reg("a0") W3D_Context *context,__reg("a1") W3D_Scissor *scissor,__reg("a6") void *)="\tjsr\t-426(a6)";
#define W3D_SetScissor(x1,x2) __W3D_SetScissor((x1),(x2),Warp3DBase)
void __W3D_FlushFrame(__reg("a0") W3D_Context *context,__reg("a6") void *)="\tjsr\t-432(a6)";
#define W3D_FlushFrame(x1) __W3D_FlushFrame((x1),Warp3DBase)
W3D_Driver * __W3D_TestMode(__reg("d0") ULONG ModeID,__reg("a6") void *)="\tjsr\t-438(a6)";
#define W3D_TestMode(x1) __W3D_TestMode((x1),Warp3DBase)
ULONG __W3D_SetChromaTestBounds(__reg("a0") W3D_Context *context,__reg("a1") W3D_Texture *texture,__reg("d0") ULONG rgba_lower,__reg("d1") ULONG rgba_upper,__reg("d2") ULONG mode,__reg("a6") void *)="\tjsr\t-444(a6)";
#define W3D_SetChromaTestBounds(x1,x2,x3,x4,x5) __W3D_SetChromaTestBounds((x1),(x2),(x3),(x4),(x5),Warp3DBase)
ULONG __W3D_ClearDrawRegion(__reg("a0") W3D_Context *context,__reg("d0") ULONG color,__reg("a6") void *)="\tjsr\t-450(a6)";
#define W3D_ClearDrawRegion(x1,x2) __W3D_ClearDrawRegion((x1),(x2),Warp3DBase)
ULONG __W3D_DrawTriangleV(__reg("a0") W3D_Context *context,__reg("a1") W3D_TriangleV *triangle,__reg("a6") void *)="\tjsr\t-456(a6)";
#define W3D_DrawTriangleV(x1,x2) __W3D_DrawTriangleV((x1),(x2),Warp3DBase)
ULONG __W3D_DrawTriFanV(__reg("a0") W3D_Context *context,__reg("a1") W3D_TrianglesV *triangles,__reg("a6") void *)="\tjsr\t-462(a6)";
#define W3D_DrawTriFanV(x1,x2) __W3D_DrawTriFanV((x1),(x2),Warp3DBase)
ULONG __W3D_DrawTriStripV(__reg("a0") W3D_Context *context,__reg("a1") W3D_TrianglesV *triangles,__reg("a6") void *)="\tjsr\t-468(a6)";
#define W3D_DrawTriStripV(x1,x2) __W3D_DrawTriStripV((x1),(x2),Warp3DBase)
W3D_ScreenMode * __W3D_GetScreenmodeList(__reg("a6") void *)="\tjsr\t-474(a6)";
#define W3D_GetScreenmodeList() __W3D_GetScreenmodeList(Warp3DBase)
void __W3D_FreeScreenmodeList(__reg("a0") W3D_ScreenMode *list,__reg("a6") void *)="\tjsr\t-480(a6)";
#define W3D_FreeScreenmodeList(x1) __W3D_FreeScreenmodeList((x1),Warp3DBase)
ULONG __W3D_BestModeID(__reg("a0") struct TagItem *tags,__reg("a6") void *)="\tjsr\t-486(a6)";
#define W3D_BestModeID(x1) __W3D_BestModeID((x1),Warp3DBase)
ULONG W3D_BestModeIDTags(Tag tag1, ...)="\tpublic\t_Warp3DBase\n\tmove.l\ta6,-(sp)\n\tmove.l\t_Warp3DBase,a6\n\tlea\t4(sp),a0\n\tjsr\t-486(a6)\n\tmove.l\t(sp)+,a6";