/** * \file api_loopback.c * * \author Keith Whitwell */ /* * Mesa 3-D graphics library * * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #include "glheader.h" #include "macros.h" #include "api_loopback.h" #include "mtypes.h" #include "glapi/glapi.h" #include "glapi/glthread.h" #include "main/dispatch.h" #include "main/context.h" /* KW: A set of functions to convert unusual Color/Normal/Vertex/etc * calls to a smaller set of driver-provided formats. Currently just * go back to dispatch to find these (eg. call glNormal3f directly), * hence 'loopback'. * * The driver must supply all of the remaining entry points, which are * listed in dd.h. The easiest way for a driver to do this is to * install the supplied software t&l module. */ #define COLORF(r,g,b,a) CALL_Color4f(GET_DISPATCH(), (r,g,b,a)) #define VERTEX2(x,y) CALL_Vertex2f(GET_DISPATCH(), (x,y)) #define VERTEX3(x,y,z) CALL_Vertex3f(GET_DISPATCH(), (x,y,z)) #define VERTEX4(x,y,z,w) CALL_Vertex4f(GET_DISPATCH(), (x,y,z,w)) #define NORMAL(x,y,z) CALL_Normal3f(GET_DISPATCH(), (x,y,z)) #define TEXCOORD1(s) CALL_TexCoord1f(GET_DISPATCH(), (s)) #define TEXCOORD2(s,t) CALL_TexCoord2f(GET_DISPATCH(), (s,t)) #define TEXCOORD3(s,t,u) CALL_TexCoord3f(GET_DISPATCH(), (s,t,u)) #define TEXCOORD4(s,t,u,v) CALL_TexCoord4f(GET_DISPATCH(), (s,t,u,v)) #define INDEX(c) CALL_Indexf(GET_DISPATCH(), (c)) #define MULTI_TEXCOORD1(z,s) CALL_MultiTexCoord1fARB(GET_DISPATCH(), (z,s)) #define MULTI_TEXCOORD2(z,s,t) CALL_MultiTexCoord2fARB(GET_DISPATCH(), (z,s,t)) #define MULTI_TEXCOORD3(z,s,t,u) CALL_MultiTexCoord3fARB(GET_DISPATCH(), (z,s,t,u)) #define MULTI_TEXCOORD4(z,s,t,u,v) CALL_MultiTexCoord4fARB(GET_DISPATCH(), (z,s,t,u,v)) #define EVALCOORD1(x) CALL_EvalCoord1f(GET_DISPATCH(), (x)) #define EVALCOORD2(x,y) CALL_EvalCoord2f(GET_DISPATCH(), (x,y)) #define MATERIALFV(a,b,c) CALL_Materialfv(GET_DISPATCH(), (a,b,c)) #define RECTF(a,b,c,d) CALL_Rectf(GET_DISPATCH(), (a,b,c,d)) #define FOGCOORDF(x) CALL_FogCoordfEXT(GET_DISPATCH(), (x)) #define SECONDARYCOLORF(a,b,c) CALL_SecondaryColor3fEXT(GET_DISPATCH(), (a,b,c)) #define ATTRIB1NV(index,x) CALL_VertexAttrib1fNV(GET_DISPATCH(), (index,x)) #define ATTRIB2NV(index,x,y) CALL_VertexAttrib2fNV(GET_DISPATCH(), (index,x,y)) #define ATTRIB3NV(index,x,y,z) CALL_VertexAttrib3fNV(GET_DISPATCH(), (index,x,y,z)) #define ATTRIB4NV(index,x,y,z,w) CALL_VertexAttrib4fNV(GET_DISPATCH(), (index,x,y,z,w)) #define ATTRIB1ARB(index,x) CALL_VertexAttrib1fARB(GET_DISPATCH(), (index,x)) #define ATTRIB2ARB(index,x,y) CALL_VertexAttrib2fARB(GET_DISPATCH(), (index,x,y)) #define ATTRIB3ARB(index,x,y,z) CALL_VertexAttrib3fARB(GET_DISPATCH(), (index,x,y,z)) #define ATTRIB4ARB(index,x,y,z,w) CALL_VertexAttrib4fARB(GET_DISPATCH(), (index,x,y,z,w)) #define ATTRIBI_1I(index,x) CALL_VertexAttribI1iEXT(GET_DISPATCH(), (index,x)) #define ATTRIBI_1UI(index,x) CALL_VertexAttribI1uiEXT(GET_DISPATCH(), (index,x)) #define ATTRIBI_4I(index,x,y,z,w) CALL_VertexAttribI4iEXT(GET_DISPATCH(), (index,x,y,z,w)) #define ATTRIBI_4UI(index,x,y,z,w) CALL_VertexAttribI4uiEXT(GET_DISPATCH(), (index,x,y,z,w)) void GLAPIENTRY _mesa_Color3b( GLbyte red, GLbyte green, GLbyte blue ) { COLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), BYTE_TO_FLOAT(blue), 1.0 ); } void GLAPIENTRY _mesa_Color3d( GLdouble red, GLdouble green, GLdouble blue ) { COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 ); } void GLAPIENTRY _mesa_Color3i( GLint red, GLint green, GLint blue ) { COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green), INT_TO_FLOAT(blue), 1.0); } void GLAPIENTRY _mesa_Color3s( GLshort red, GLshort green, GLshort blue ) { COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), SHORT_TO_FLOAT(blue), 1.0); } void GLAPIENTRY _mesa_Color3ui( GLuint red, GLuint green, GLuint blue ) { COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), UINT_TO_FLOAT(blue), 1.0 ); } void GLAPIENTRY _mesa_Color3us( GLushort red, GLushort green, GLushort blue ) { COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), USHORT_TO_FLOAT(blue), 1.0 ); } void GLAPIENTRY _mesa_Color3ub( GLubyte red, GLubyte green, GLubyte blue ) { COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green), UBYTE_TO_FLOAT(blue), 1.0 ); } void GLAPIENTRY _mesa_Color3bv( const GLbyte *v ) { COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), 1.0 ); } void GLAPIENTRY _mesa_Color3dv( const GLdouble *v ) { COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 ); } void GLAPIENTRY _mesa_Color3iv( const GLint *v ) { COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), 1.0 ); } void GLAPIENTRY _mesa_Color3sv( const GLshort *v ) { COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), 1.0 ); } void GLAPIENTRY _mesa_Color3uiv( const GLuint *v ) { COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), 1.0 ); } void GLAPIENTRY _mesa_Color3usv( const GLushort *v ) { COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), 1.0 ); } void GLAPIENTRY _mesa_Color3ubv( const GLubyte *v ) { COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), 1.0 ); } void GLAPIENTRY _mesa_Color4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) { COLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), BYTE_TO_FLOAT(blue), BYTE_TO_FLOAT(alpha) ); } void GLAPIENTRY _mesa_Color4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) { COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha ); } void GLAPIENTRY _mesa_Color4i( GLint red, GLint green, GLint blue, GLint alpha ) { COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green), INT_TO_FLOAT(blue), INT_TO_FLOAT(alpha) ); } void GLAPIENTRY _mesa_Color4s( GLshort red, GLshort green, GLshort blue, GLshort alpha ) { COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), SHORT_TO_FLOAT(blue), SHORT_TO_FLOAT(alpha) ); } void GLAPIENTRY _mesa_Color4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ) { COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), UINT_TO_FLOAT(blue), UINT_TO_FLOAT(alpha) ); } void GLAPIENTRY _mesa_Color4us( GLushort red, GLushort green, GLushort blue, GLushort alpha ) { COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), USHORT_TO_FLOAT(blue), USHORT_TO_FLOAT(alpha) ); } void GLAPIENTRY _mesa_Color4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) { COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green), UBYTE_TO_FLOAT(blue), UBYTE_TO_FLOAT(alpha) ); } void GLAPIENTRY _mesa_Color4iv( const GLint *v ) { COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) ); } void GLAPIENTRY _mesa_Color4bv( const GLbyte *v ) { COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]) ); } void GLAPIENTRY _mesa_Color4dv( const GLdouble *v ) { COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_Color4sv( const GLshort *v) { COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]) ); } void GLAPIENTRY _mesa_Color4uiv( const GLuint *v) { COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]) ); } void GLAPIENTRY _mesa_Color4usv( const GLushort *v) { COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]) ); } void GLAPIENTRY _mesa_Color4ubv( const GLubyte *v) { COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]) ); } void GLAPIENTRY _mesa_FogCoordd( GLdouble d ) { FOGCOORDF( (GLfloat) d ); } void GLAPIENTRY _mesa_FogCoorddv( const GLdouble *v ) { FOGCOORDF( (GLfloat) *v ); } void GLAPIENTRY _mesa_Indexd( GLdouble c ) { INDEX( (GLfloat) c ); } void GLAPIENTRY _mesa_Indexi( GLint c ) { INDEX( (GLfloat) c ); } void GLAPIENTRY _mesa_Indexs( GLshort c ) { INDEX( (GLfloat) c ); } void GLAPIENTRY _mesa_Indexub( GLubyte c ) { INDEX( (GLfloat) c ); } void GLAPIENTRY _mesa_Indexdv( const GLdouble *c ) { INDEX( (GLfloat) *c ); } void GLAPIENTRY _mesa_Indexiv( const GLint *c ) { INDEX( (GLfloat) *c ); } void GLAPIENTRY _mesa_Indexsv( const GLshort *c ) { INDEX( (GLfloat) *c ); } void GLAPIENTRY _mesa_Indexubv( const GLubyte *c ) { INDEX( (GLfloat) *c ); } void GLAPIENTRY _mesa_EdgeFlagv(const GLboolean *flag) { CALL_EdgeFlag(GET_DISPATCH(), (*flag)); } void GLAPIENTRY _mesa_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz ) { NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) ); } void GLAPIENTRY _mesa_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz ) { NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz); } void GLAPIENTRY _mesa_Normal3i( GLint nx, GLint ny, GLint nz ) { NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) ); } void GLAPIENTRY _mesa_Normal3s( GLshort nx, GLshort ny, GLshort nz ) { NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) ); } void GLAPIENTRY _mesa_Normal3bv( const GLbyte *v ) { NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) ); } void GLAPIENTRY _mesa_Normal3dv( const GLdouble *v ) { NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_Normal3iv( const GLint *v ) { NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) ); } void GLAPIENTRY _mesa_Normal3sv( const GLshort *v ) { NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) ); } void GLAPIENTRY _mesa_TexCoord1d( GLdouble s ) { TEXCOORD1((GLfloat) s); } void GLAPIENTRY _mesa_TexCoord1i( GLint s ) { TEXCOORD1((GLfloat) s); } void GLAPIENTRY _mesa_TexCoord1s( GLshort s ) { TEXCOORD1((GLfloat) s); } void GLAPIENTRY _mesa_TexCoord2d( GLdouble s, GLdouble t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } void GLAPIENTRY _mesa_TexCoord2s( GLshort s, GLshort t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } void GLAPIENTRY _mesa_TexCoord2i( GLint s, GLint t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } void GLAPIENTRY _mesa_TexCoord3d( GLdouble s, GLdouble t, GLdouble r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } void GLAPIENTRY _mesa_TexCoord3i( GLint s, GLint t, GLint r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } void GLAPIENTRY _mesa_TexCoord3s( GLshort s, GLshort t, GLshort r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } void GLAPIENTRY _mesa_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } void GLAPIENTRY _mesa_TexCoord4i( GLint s, GLint t, GLint r, GLint q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } void GLAPIENTRY _mesa_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } void GLAPIENTRY _mesa_TexCoord1dv( const GLdouble *v ) { TEXCOORD1((GLfloat) v[0]); } void GLAPIENTRY _mesa_TexCoord1iv( const GLint *v ) { TEXCOORD1((GLfloat) v[0]); } void GLAPIENTRY _mesa_TexCoord1sv( const GLshort *v ) { TEXCOORD1((GLfloat) v[0]); } void GLAPIENTRY _mesa_TexCoord2dv( const GLdouble *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } void GLAPIENTRY _mesa_TexCoord2iv( const GLint *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } void GLAPIENTRY _mesa_TexCoord2sv( const GLshort *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } void GLAPIENTRY _mesa_TexCoord3dv( const GLdouble *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } void GLAPIENTRY _mesa_TexCoord3iv( const GLint *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } void GLAPIENTRY _mesa_TexCoord3sv( const GLshort *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } void GLAPIENTRY _mesa_TexCoord4dv( const GLdouble *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } void GLAPIENTRY _mesa_TexCoord4iv( const GLint *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } void GLAPIENTRY _mesa_TexCoord4sv( const GLshort *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } void GLAPIENTRY _mesa_Vertex2d( GLdouble x, GLdouble y ) { VERTEX2( (GLfloat) x, (GLfloat) y ); } void GLAPIENTRY _mesa_Vertex2i( GLint x, GLint y ) { VERTEX2( (GLfloat) x, (GLfloat) y ); } void GLAPIENTRY _mesa_Vertex2s( GLshort x, GLshort y ) { VERTEX2( (GLfloat) x, (GLfloat) y ); } void GLAPIENTRY _mesa_Vertex3d( GLdouble x, GLdouble y, GLdouble z ) { VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); } void GLAPIENTRY _mesa_Vertex3i( GLint x, GLint y, GLint z ) { VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); } void GLAPIENTRY _mesa_Vertex3s( GLshort x, GLshort y, GLshort z ) { VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); } void GLAPIENTRY _mesa_Vertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) { VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void GLAPIENTRY _mesa_Vertex4i( GLint x, GLint y, GLint z, GLint w ) { VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void GLAPIENTRY _mesa_Vertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) { VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } void GLAPIENTRY _mesa_Vertex2dv( const GLdouble *v ) { VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); } void GLAPIENTRY _mesa_Vertex2iv( const GLint *v ) { VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); } void GLAPIENTRY _mesa_Vertex2sv( const GLshort *v ) { VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); } void GLAPIENTRY _mesa_Vertex3dv( const GLdouble *v ) { VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_Vertex3iv( const GLint *v ) { VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_Vertex3sv( const GLshort *v ) { VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_Vertex4dv( const GLdouble *v ) { VERTEX4( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_Vertex4iv( const GLint *v ) { VERTEX4( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_Vertex4sv( const GLshort *v ) { VERTEX4( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_MultiTexCoord1d(GLenum target, GLdouble s) { MULTI_TEXCOORD1( target, (GLfloat) s ); } void GLAPIENTRY _mesa_MultiTexCoord1dv(GLenum target, const GLdouble *v) { MULTI_TEXCOORD1( target, (GLfloat) v[0] ); } void GLAPIENTRY _mesa_MultiTexCoord1i(GLenum target, GLint s) { MULTI_TEXCOORD1( target, (GLfloat) s ); } void GLAPIENTRY _mesa_MultiTexCoord1iv(GLenum target, const GLint *v) { MULTI_TEXCOORD1( target, (GLfloat) v[0] ); } void GLAPIENTRY _mesa_MultiTexCoord1s(GLenum target, GLshort s) { MULTI_TEXCOORD1( target, (GLfloat) s ); } void GLAPIENTRY _mesa_MultiTexCoord1sv(GLenum target, const GLshort *v) { MULTI_TEXCOORD1( target, (GLfloat) v[0] ); } void GLAPIENTRY _mesa_MultiTexCoord2d(GLenum target, GLdouble s, GLdouble t) { MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); } void GLAPIENTRY _mesa_MultiTexCoord2dv(GLenum target, const GLdouble *v) { MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); } void GLAPIENTRY _mesa_MultiTexCoord2i(GLenum target, GLint s, GLint t) { MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); } void GLAPIENTRY _mesa_MultiTexCoord2iv(GLenum target, const GLint *v) { MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); } void GLAPIENTRY _mesa_MultiTexCoord2s(GLenum target, GLshort s, GLshort t) { MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); } void GLAPIENTRY _mesa_MultiTexCoord2sv(GLenum target, const GLshort *v) { MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); } void GLAPIENTRY _mesa_MultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r) { MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); } void GLAPIENTRY _mesa_MultiTexCoord3dv(GLenum target, const GLdouble *v) { MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_MultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r) { MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); } void GLAPIENTRY _mesa_MultiTexCoord3iv(GLenum target, const GLint *v) { MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_MultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r) { MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); } void GLAPIENTRY _mesa_MultiTexCoord3sv(GLenum target, const GLshort *v) { MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_MultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } void GLAPIENTRY _mesa_MultiTexCoord4dv(GLenum target, const GLdouble *v) { MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_MultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q) { MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } void GLAPIENTRY _mesa_MultiTexCoord4iv(GLenum target, const GLint *v) { MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_MultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) { MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } void GLAPIENTRY _mesa_MultiTexCoord4sv(GLenum target, const GLshort *v) { MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } void GLAPIENTRY _mesa_EvalCoord2dv( const GLdouble *u ) { EVALCOORD2( (GLfloat) u[0], (GLfloat) u[1] ); } void GLAPIENTRY _mesa_EvalCoord2fv( const GLfloat *u ) { EVALCOORD2( u[0], u[1] ); } void GLAPIENTRY _mesa_EvalCoord2d( GLdouble u, GLdouble v ) { EVALCOORD2( (GLfloat) u, (GLfloat) v ); } void GLAPIENTRY _mesa_EvalCoord1dv( const GLdouble *u ) { EVALCOORD1( (GLfloat) *u ); } void GLAPIENTRY _mesa_EvalCoord1fv( const GLfloat *u ) { EVALCOORD1( (GLfloat) *u ); } void GLAPIENTRY _mesa_EvalCoord1d( GLdouble u ) { EVALCOORD1( (GLfloat) u ); } void GLAPIENTRY _mesa_Materialf( GLenum face, GLenum pname, GLfloat param ) { GLfloat fparam[4]; fparam[0] = param; MATERIALFV( face, pname, fparam ); } void GLAPIENTRY _mesa_Materiali(GLenum face, GLenum pname, GLint param ) { GLfloat p = (GLfloat) param; MATERIALFV(face, pname, &p); } void GLAPIENTRY _mesa_Materialiv(GLenum face, GLenum pname, const GLint *params ) { GLfloat fparam[4]; switch (pname) { case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: case GL_EMISSION: case GL_AMBIENT_AND_DIFFUSE: fparam[0] = INT_TO_FLOAT( params[0] ); fparam[1] = INT_TO_FLOAT( params[1] ); fparam[2] = INT_TO_FLOAT( params[2] ); fparam[3] = INT_TO_FLOAT( params[3] ); break; case GL_SHININESS: fparam[0] = (GLfloat) params[0]; break; case GL_COLOR_INDEXES: fparam[0] = (GLfloat) params[0]; fparam[1] = (GLfloat) params[1]; fparam[2] = (GLfloat) params[2]; break; default: ; } MATERIALFV(face, pname, fparam); } void GLAPIENTRY _mesa_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } void GLAPIENTRY _mesa_Rectdv(const GLdouble *v1, const GLdouble *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } void GLAPIENTRY _mesa_Rectfv(const GLfloat *v1, const GLfloat *v2) { RECTF(v1[0], v1[1], v2[0], v2[1]); } void GLAPIENTRY _mesa_Recti(GLint x1, GLint y1, GLint x2, GLint y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } void GLAPIENTRY _mesa_Rectiv(const GLint *v1, const GLint *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } void GLAPIENTRY _mesa_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } void GLAPIENTRY _mesa_Rectsv(const GLshort *v1, const GLshort *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } void GLAPIENTRY _mesa_SecondaryColor3b( GLbyte red, GLbyte green, GLbyte blue ) { SECONDARYCOLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), BYTE_TO_FLOAT(blue) ); } void GLAPIENTRY _mesa_SecondaryColor3d( GLdouble red, GLdouble green, GLdouble blue ) { SECONDARYCOLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue ); } void GLAPIENTRY _mesa_SecondaryColor3i( GLint red, GLint green, GLint blue ) { SECONDARYCOLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green), INT_TO_FLOAT(blue)); } void GLAPIENTRY _mesa_SecondaryColor3s( GLshort red, GLshort green, GLshort blue ) { SECONDARYCOLORF(SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), SHORT_TO_FLOAT(blue)); } void GLAPIENTRY _mesa_SecondaryColor3ui( GLuint red, GLuint green, GLuint blue ) { SECONDARYCOLORF(UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), UINT_TO_FLOAT(blue)); } void GLAPIENTRY _mesa_SecondaryColor3us( GLushort red, GLushort green, GLushort blue ) { SECONDARYCOLORF(USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), USHORT_TO_FLOAT(blue)); } void GLAPIENTRY _mesa_SecondaryColor3ub( GLubyte red, GLubyte green, GLubyte blue ) { SECONDARYCOLORF(UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green), UBYTE_TO_FLOAT(blue)); } void GLAPIENTRY _mesa_SecondaryColor3bv( const GLbyte *v ) { SECONDARYCOLORF(BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2])); } void GLAPIENTRY _mesa_SecondaryColor3dv( const GLdouble *v ) { SECONDARYCOLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } void GLAPIENTRY _mesa_SecondaryColor3iv( const GLint *v ) { SECONDARYCOLORF(INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2])); } void GLAPIENTRY _mesa_SecondaryColor3sv( const GLshort *v ) { SECONDARYCOLORF(SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2])); } void GLAPIENTRY _mesa_SecondaryColor3uiv( const GLuint *v ) { SECONDARYCOLORF(UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2])); } void GLAPIENTRY _mesa_SecondaryColor3usv( const GLushort *v ) { SECONDARYCOLORF(USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2])); } void GLAPIENTRY _mesa_SecondaryColor3ubv( const GLubyte *v ) { SECONDARYCOLORF(UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2])); } /* * GL_NV_vertex_program: * Always loop-back to one of the VertexAttrib[1234]f[v]NV functions. * Note that attribute indexes DO alias conventional vertex attributes. */ void GLAPIENTRY _mesa_VertexAttrib1sNV(GLuint index, GLshort x) { ATTRIB1NV(index, (GLfloat) x); } void GLAPIENTRY _mesa_VertexAttrib1dNV(GLuint index, GLdouble x) { ATTRIB1NV(index, (GLfloat) x); } void GLAPIENTRY _mesa_VertexAttrib2sNV(GLuint index, GLshort x, GLshort y) { ATTRIB2NV(index, (GLfloat) x, y); } void GLAPIENTRY _mesa_VertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y) { ATTRIB2NV(index, (GLfloat) x, (GLfloat) y); } void GLAPIENTRY _mesa_VertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z) { ATTRIB3NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); } void GLAPIENTRY _mesa_VertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z) { ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } void GLAPIENTRY _mesa_VertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } void GLAPIENTRY _mesa_VertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } void GLAPIENTRY _mesa_VertexAttrib4ubNV(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) { ATTRIB4NV(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y), UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w)); } void GLAPIENTRY _mesa_VertexAttrib1svNV(GLuint index, const GLshort *v) { ATTRIB1NV(index, (GLfloat) v[0]); } void GLAPIENTRY _mesa_VertexAttrib1dvNV(GLuint index, const GLdouble *v) { ATTRIB1NV(index, (GLfloat) v[0]); } void GLAPIENTRY _mesa_VertexAttrib2svNV(GLuint index, const GLshort *v) { ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]); } void GLAPIENTRY _mesa_VertexAttrib2dvNV(GLuint index, const GLdouble *v) { ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]); } void GLAPIENTRY _mesa_VertexAttrib3svNV(GLuint index, const GLshort *v) { ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); } void GLAPIENTRY _mesa_VertexAttrib3dvNV(GLuint index, const GLdouble *v) { ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); } void GLAPIENTRY _mesa_VertexAttrib4svNV(GLuint index, const GLshort *v) { ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat)v[3]); } void GLAPIENTRY _mesa_VertexAttrib4dvNV(GLuint index, const GLdouble *v) { ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4ubvNV(GLuint index, const GLubyte *v) { ATTRIB4NV(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3])); } void GLAPIENTRY _mesa_VertexAttribs1svNV(GLuint index, GLsizei n, const GLshort *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib1svNV(index + i, v + i); } void GLAPIENTRY _mesa_VertexAttribs1fvNV(GLuint index, GLsizei n, const GLfloat *v) { GLint i; for (i = n - 1; i >= 0; i--) ATTRIB1NV(index + i, v[i]); } void GLAPIENTRY _mesa_VertexAttribs1dvNV(GLuint index, GLsizei n, const GLdouble *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib1dvNV(index + i, v + i); } void GLAPIENTRY _mesa_VertexAttribs2svNV(GLuint index, GLsizei n, const GLshort *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib2svNV(index + i, v + 2 * i); } void GLAPIENTRY _mesa_VertexAttribs2fvNV(GLuint index, GLsizei n, const GLfloat *v) { GLint i; for (i = n - 1; i >= 0; i--) ATTRIB2NV(index + i, v[2 * i], v[2 * i + 1]); } void GLAPIENTRY _mesa_VertexAttribs2dvNV(GLuint index, GLsizei n, const GLdouble *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib2dvNV(index + i, v + 2 * i); } void GLAPIENTRY _mesa_VertexAttribs3svNV(GLuint index, GLsizei n, const GLshort *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib3svNV(index + i, v + 3 * i); } void GLAPIENTRY _mesa_VertexAttribs3fvNV(GLuint index, GLsizei n, const GLfloat *v) { GLint i; for (i = n - 1; i >= 0; i--) ATTRIB3NV(index + i, v[3 * i], v[3 * i + 1], v[3 * i + 2]); } void GLAPIENTRY _mesa_VertexAttribs3dvNV(GLuint index, GLsizei n, const GLdouble *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib3dvNV(index + i, v + 3 * i); } void GLAPIENTRY _mesa_VertexAttribs4svNV(GLuint index, GLsizei n, const GLshort *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib4svNV(index + i, v + 4 * i); } void GLAPIENTRY _mesa_VertexAttribs4fvNV(GLuint index, GLsizei n, const GLfloat *v) { GLint i; for (i = n - 1; i >= 0; i--) ATTRIB4NV(index + i, v[4 * i], v[4 * i + 1], v[4 * i + 2], v[4 * i + 3]); } void GLAPIENTRY _mesa_VertexAttribs4dvNV(GLuint index, GLsizei n, const GLdouble *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib4dvNV(index + i, v + 4 * i); } void GLAPIENTRY _mesa_VertexAttribs4ubvNV(GLuint index, GLsizei n, const GLubyte *v) { GLint i; for (i = n - 1; i >= 0; i--) _mesa_VertexAttrib4ubvNV(index + i, v + 4 * i); } /* * GL_ARB_vertex_program * Always loop-back to one of the VertexAttrib[1234]f[v]ARB functions. * Note that attribute indexes do NOT alias conventional attributes. */ void GLAPIENTRY _mesa_VertexAttrib1s(GLuint index, GLshort x) { ATTRIB1ARB(index, (GLfloat) x); } void GLAPIENTRY _mesa_VertexAttrib1d(GLuint index, GLdouble x) { ATTRIB1ARB(index, (GLfloat) x); } void GLAPIENTRY _mesa_VertexAttrib2s(GLuint index, GLshort x, GLshort y) { ATTRIB2ARB(index, (GLfloat) x, y); } void GLAPIENTRY _mesa_VertexAttrib2d(GLuint index, GLdouble x, GLdouble y) { ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y); } void GLAPIENTRY _mesa_VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) { ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); } void GLAPIENTRY _mesa_VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) { ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } void GLAPIENTRY _mesa_VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } void GLAPIENTRY _mesa_VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } void GLAPIENTRY _mesa_VertexAttrib1sv(GLuint index, const GLshort *v) { ATTRIB1ARB(index, (GLfloat) v[0]); } void GLAPIENTRY _mesa_VertexAttrib1dv(GLuint index, const GLdouble *v) { ATTRIB1ARB(index, (GLfloat) v[0]); } void GLAPIENTRY _mesa_VertexAttrib2sv(GLuint index, const GLshort *v) { ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]); } void GLAPIENTRY _mesa_VertexAttrib2dv(GLuint index, const GLdouble *v) { ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]); } void GLAPIENTRY _mesa_VertexAttrib3sv(GLuint index, const GLshort *v) { ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); } void GLAPIENTRY _mesa_VertexAttrib3dv(GLuint index, const GLdouble *v) { ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); } void GLAPIENTRY _mesa_VertexAttrib4sv(GLuint index, const GLshort *v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat)v[3]); } void GLAPIENTRY _mesa_VertexAttrib4dv(GLuint index, const GLdouble *v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4bv(GLuint index, const GLbyte * v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4iv(GLuint index, const GLint * v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4ubv(GLuint index, const GLubyte * v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4usv(GLuint index, const GLushort * v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4uiv(GLuint index, const GLuint * v) { ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } void GLAPIENTRY _mesa_VertexAttrib4Nbv(GLuint index, const GLbyte * v) { ATTRIB4ARB(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3])); } void GLAPIENTRY _mesa_VertexAttrib4Nsv(GLuint index, const GLshort * v) { ATTRIB4ARB(index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3])); } void GLAPIENTRY _mesa_VertexAttrib4Niv(GLuint index, const GLint * v) { ATTRIB4ARB(index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3])); } void GLAPIENTRY _mesa_VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) { ATTRIB4ARB(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y), UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w)); } void GLAPIENTRY _mesa_VertexAttrib4Nubv(GLuint index, const GLubyte * v) { ATTRIB4ARB(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3])); } void GLAPIENTRY _mesa_VertexAttrib4Nusv(GLuint index, const GLushort * v) { ATTRIB4ARB(index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3])); } void GLAPIENTRY _mesa_VertexAttrib4Nuiv(GLuint index, const GLuint * v) { ATTRIB4ARB(index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3])); } /** * GL_EXT_gpu_shader / GL 3.0 signed/unsigned integer-valued attributes. * Note that attribute indexes do NOT alias conventional attributes. */ void GLAPIENTRY _mesa_VertexAttribI1iv(GLuint index, const GLint *v) { ATTRIBI_1I(index, v[0]); } void GLAPIENTRY _mesa_VertexAttribI1uiv(GLuint index, const GLuint *v) { ATTRIBI_1UI(index, v[0]); } void GLAPIENTRY _mesa_VertexAttribI4bv(GLuint index, const GLbyte *v) { ATTRIBI_4I(index, v[0], v[1], v[2], v[3]); } void GLAPIENTRY _mesa_VertexAttribI4sv(GLuint index, const GLshort *v) { ATTRIBI_4I(index, v[0], v[1], v[2], v[3]); } void GLAPIENTRY _mesa_VertexAttribI4ubv(GLuint index, const GLubyte *v) { ATTRIBI_4UI(index, v[0], v[1], v[2], v[3]); } void GLAPIENTRY _mesa_VertexAttribI4usv(GLuint index, const GLushort *v) { ATTRIBI_4UI(index, v[0], v[1], v[2], v[3]); } /* * This code never registers handlers for any of the entry points * listed in vtxfmt.h. */ void _mesa_loopback_init_api_table(const struct gl_context *ctx, struct _glapi_table *dest) { if (ctx->API != API_OPENGL_CORE && ctx->API != API_OPENGLES2) { SET_Color4ub(dest, _mesa_Color4ub); SET_Materialf(dest, _mesa_Materialf); } if (ctx->API == API_OPENGL_COMPAT) { SET_Color3b(dest, _mesa_Color3b); SET_Color3d(dest, _mesa_Color3d); SET_Color3i(dest, _mesa_Color3i); SET_Color3s(dest, _mesa_Color3s); SET_Color3ui(dest, _mesa_Color3ui); SET_Color3us(dest, _mesa_Color3us); SET_Color3ub(dest, _mesa_Color3ub); SET_Color4b(dest, _mesa_Color4b); SET_Color4d(dest, _mesa_Color4d); SET_Color4i(dest, _mesa_Color4i); SET_Color4s(dest, _mesa_Color4s); SET_Color4ui(dest, _mesa_Color4ui); SET_Color4us(dest, _mesa_Color4us); SET_Color3bv(dest, _mesa_Color3bv); SET_Color3dv(dest, _mesa_Color3dv); SET_Color3iv(dest, _mesa_Color3iv); SET_Color3sv(dest, _mesa_Color3sv); SET_Color3uiv(dest, _mesa_Color3uiv); SET_Color3usv(dest, _mesa_Color3usv); SET_Color3ubv(dest, _mesa_Color3ubv); SET_Color4bv(dest, _mesa_Color4bv); SET_Color4dv(dest, _mesa_Color4dv); SET_Color4iv(dest, _mesa_Color4iv); SET_Color4sv(dest, _mesa_Color4sv); SET_Color4uiv(dest, _mesa_Color4uiv); SET_Color4usv(dest, _mesa_Color4usv); SET_Color4ubv(dest, _mesa_Color4ubv); SET_SecondaryColor3b(dest, _mesa_SecondaryColor3b); SET_SecondaryColor3d(dest, _mesa_SecondaryColor3d); SET_SecondaryColor3i(dest, _mesa_SecondaryColor3i); SET_SecondaryColor3s(dest, _mesa_SecondaryColor3s); SET_SecondaryColor3ui(dest, _mesa_SecondaryColor3ui); SET_SecondaryColor3us(dest, _mesa_SecondaryColor3us); SET_SecondaryColor3ub(dest, _mesa_SecondaryColor3ub); SET_SecondaryColor3bv(dest, _mesa_SecondaryColor3bv); SET_SecondaryColor3dv(dest, _mesa_SecondaryColor3dv); SET_SecondaryColor3iv(dest, _mesa_SecondaryColor3iv); SET_SecondaryColor3sv(dest, _mesa_SecondaryColor3sv); SET_SecondaryColor3uiv(dest, _mesa_SecondaryColor3uiv); SET_SecondaryColor3usv(dest, _mesa_SecondaryColor3usv); SET_SecondaryColor3ubv(dest, _mesa_SecondaryColor3ubv); SET_EdgeFlagv(dest, _mesa_EdgeFlagv); SET_Indexd(dest, _mesa_Indexd); SET_Indexi(dest, _mesa_Indexi); SET_Indexs(dest, _mesa_Indexs); SET_Indexub(dest, _mesa_Indexub); SET_Indexdv(dest, _mesa_Indexdv); SET_Indexiv(dest, _mesa_Indexiv); SET_Indexsv(dest, _mesa_Indexsv); SET_Indexubv(dest, _mesa_Indexubv); SET_Normal3b(dest, _mesa_Normal3b); SET_Normal3d(dest, _mesa_Normal3d); SET_Normal3i(dest, _mesa_Normal3i); SET_Normal3s(dest, _mesa_Normal3s); SET_Normal3bv(dest, _mesa_Normal3bv); SET_Normal3dv(dest, _mesa_Normal3dv); SET_Normal3iv(dest, _mesa_Normal3iv); SET_Normal3sv(dest, _mesa_Normal3sv); SET_TexCoord1d(dest, _mesa_TexCoord1d); SET_TexCoord1i(dest, _mesa_TexCoord1i); SET_TexCoord1s(dest, _mesa_TexCoord1s); SET_TexCoord2d(dest, _mesa_TexCoord2d); SET_TexCoord2s(dest, _mesa_TexCoord2s); SET_TexCoord2i(dest, _mesa_TexCoord2i); SET_TexCoord3d(dest, _mesa_TexCoord3d); SET_TexCoord3i(dest, _mesa_TexCoord3i); SET_TexCoord3s(dest, _mesa_TexCoord3s); SET_TexCoord4d(dest, _mesa_TexCoord4d); SET_TexCoord4i(dest, _mesa_TexCoord4i); SET_TexCoord4s(dest, _mesa_TexCoord4s); SET_TexCoord1dv(dest, _mesa_TexCoord1dv); SET_TexCoord1iv(dest, _mesa_TexCoord1iv); SET_TexCoord1sv(dest, _mesa_TexCoord1sv); SET_TexCoord2dv(dest, _mesa_TexCoord2dv); SET_TexCoord2iv(dest, _mesa_TexCoord2iv); SET_TexCoord2sv(dest, _mesa_TexCoord2sv); SET_TexCoord3dv(dest, _mesa_TexCoord3dv); SET_TexCoord3iv(dest, _mesa_TexCoord3iv); SET_TexCoord3sv(dest, _mesa_TexCoord3sv); SET_TexCoord4dv(dest, _mesa_TexCoord4dv); SET_TexCoord4iv(dest, _mesa_TexCoord4iv); SET_TexCoord4sv(dest, _mesa_TexCoord4sv); SET_Vertex2d(dest, _mesa_Vertex2d); SET_Vertex2i(dest, _mesa_Vertex2i); SET_Vertex2s(dest, _mesa_Vertex2s); SET_Vertex3d(dest, _mesa_Vertex3d); SET_Vertex3i(dest, _mesa_Vertex3i); SET_Vertex3s(dest, _mesa_Vertex3s); SET_Vertex4d(dest, _mesa_Vertex4d); SET_Vertex4i(dest, _mesa_Vertex4i); SET_Vertex4s(dest, _mesa_Vertex4s); SET_Vertex2dv(dest, _mesa_Vertex2dv); SET_Vertex2iv(dest, _mesa_Vertex2iv); SET_Vertex2sv(dest, _mesa_Vertex2sv); SET_Vertex3dv(dest, _mesa_Vertex3dv); SET_Vertex3iv(dest, _mesa_Vertex3iv); SET_Vertex3sv(dest, _mesa_Vertex3sv); SET_Vertex4dv(dest, _mesa_Vertex4dv); SET_Vertex4iv(dest, _mesa_Vertex4iv); SET_Vertex4sv(dest, _mesa_Vertex4sv); SET_MultiTexCoord1d(dest, _mesa_MultiTexCoord1d); SET_MultiTexCoord1dv(dest, _mesa_MultiTexCoord1dv); SET_MultiTexCoord1i(dest, _mesa_MultiTexCoord1i); SET_MultiTexCoord1iv(dest, _mesa_MultiTexCoord1iv); SET_MultiTexCoord1s(dest, _mesa_MultiTexCoord1s); SET_MultiTexCoord1sv(dest, _mesa_MultiTexCoord1sv); SET_MultiTexCoord2d(dest, _mesa_MultiTexCoord2d); SET_MultiTexCoord2dv(dest, _mesa_MultiTexCoord2dv); SET_MultiTexCoord2i(dest, _mesa_MultiTexCoord2i); SET_MultiTexCoord2iv(dest, _mesa_MultiTexCoord2iv); SET_MultiTexCoord2s(dest, _mesa_MultiTexCoord2s); SET_MultiTexCoord2sv(dest, _mesa_MultiTexCoord2sv); SET_MultiTexCoord3d(dest, _mesa_MultiTexCoord3d); SET_MultiTexCoord3dv(dest, _mesa_MultiTexCoord3dv); SET_MultiTexCoord3i(dest, _mesa_MultiTexCoord3i); SET_MultiTexCoord3iv(dest, _mesa_MultiTexCoord3iv); SET_MultiTexCoord3s(dest, _mesa_MultiTexCoord3s); SET_MultiTexCoord3sv(dest, _mesa_MultiTexCoord3sv); SET_MultiTexCoord4d(dest, _mesa_MultiTexCoord4d); SET_MultiTexCoord4dv(dest, _mesa_MultiTexCoord4dv); SET_MultiTexCoord4i(dest, _mesa_MultiTexCoord4i); SET_MultiTexCoord4iv(dest, _mesa_MultiTexCoord4iv); SET_MultiTexCoord4s(dest, _mesa_MultiTexCoord4s); SET_MultiTexCoord4sv(dest, _mesa_MultiTexCoord4sv); SET_EvalCoord2dv(dest, _mesa_EvalCoord2dv); SET_EvalCoord2fv(dest, _mesa_EvalCoord2fv); SET_EvalCoord2d(dest, _mesa_EvalCoord2d); SET_EvalCoord1dv(dest, _mesa_EvalCoord1dv); SET_EvalCoord1fv(dest, _mesa_EvalCoord1fv); SET_EvalCoord1d(dest, _mesa_EvalCoord1d); SET_Materiali(dest, _mesa_Materiali); SET_Materialiv(dest, _mesa_Materialiv); SET_Rectd(dest, _mesa_Rectd); SET_Rectdv(dest, _mesa_Rectdv); SET_Rectfv(dest, _mesa_Rectfv); SET_Recti(dest, _mesa_Recti); SET_Rectiv(dest, _mesa_Rectiv); SET_Rects(dest, _mesa_Rects); SET_Rectsv(dest, _mesa_Rectsv); SET_FogCoordd(dest, _mesa_FogCoordd); SET_FogCoorddv(dest, _mesa_FogCoorddv); } if (ctx->API == API_OPENGL_COMPAT) { SET_VertexAttrib1sNV(dest, _mesa_VertexAttrib1sNV); SET_VertexAttrib1dNV(dest, _mesa_VertexAttrib1dNV); SET_VertexAttrib2sNV(dest, _mesa_VertexAttrib2sNV); SET_VertexAttrib2dNV(dest, _mesa_VertexAttrib2dNV); SET_VertexAttrib3sNV(dest, _mesa_VertexAttrib3sNV); SET_VertexAttrib3dNV(dest, _mesa_VertexAttrib3dNV); SET_VertexAttrib4sNV(dest, _mesa_VertexAttrib4sNV); SET_VertexAttrib4dNV(dest, _mesa_VertexAttrib4dNV); SET_VertexAttrib4ubNV(dest, _mesa_VertexAttrib4ubNV); SET_VertexAttrib1svNV(dest, _mesa_VertexAttrib1svNV); SET_VertexAttrib1dvNV(dest, _mesa_VertexAttrib1dvNV); SET_VertexAttrib2svNV(dest, _mesa_VertexAttrib2svNV); SET_VertexAttrib2dvNV(dest, _mesa_VertexAttrib2dvNV); SET_VertexAttrib3svNV(dest, _mesa_VertexAttrib3svNV); SET_VertexAttrib3dvNV(dest, _mesa_VertexAttrib3dvNV); SET_VertexAttrib4svNV(dest, _mesa_VertexAttrib4svNV); SET_VertexAttrib4dvNV(dest, _mesa_VertexAttrib4dvNV); SET_VertexAttrib4ubvNV(dest, _mesa_VertexAttrib4ubvNV); SET_VertexAttribs1svNV(dest, _mesa_VertexAttribs1svNV); SET_VertexAttribs1fvNV(dest, _mesa_VertexAttribs1fvNV); SET_VertexAttribs1dvNV(dest, _mesa_VertexAttribs1dvNV); SET_VertexAttribs2svNV(dest, _mesa_VertexAttribs2svNV); SET_VertexAttribs2fvNV(dest, _mesa_VertexAttribs2fvNV); SET_VertexAttribs2dvNV(dest, _mesa_VertexAttribs2dvNV); SET_VertexAttribs3svNV(dest, _mesa_VertexAttribs3svNV); SET_VertexAttribs3fvNV(dest, _mesa_VertexAttribs3fvNV); SET_VertexAttribs3dvNV(dest, _mesa_VertexAttribs3dvNV); SET_VertexAttribs4svNV(dest, _mesa_VertexAttribs4svNV); SET_VertexAttribs4fvNV(dest, _mesa_VertexAttribs4fvNV); SET_VertexAttribs4dvNV(dest, _mesa_VertexAttribs4dvNV); SET_VertexAttribs4ubvNV(dest, _mesa_VertexAttribs4ubvNV); } if (_mesa_is_desktop_gl(ctx)) { SET_VertexAttrib1s(dest, _mesa_VertexAttrib1s); SET_VertexAttrib1d(dest, _mesa_VertexAttrib1d); SET_VertexAttrib2s(dest, _mesa_VertexAttrib2s); SET_VertexAttrib2d(dest, _mesa_VertexAttrib2d); SET_VertexAttrib3s(dest, _mesa_VertexAttrib3s); SET_VertexAttrib3d(dest, _mesa_VertexAttrib3d); SET_VertexAttrib4s(dest, _mesa_VertexAttrib4s); SET_VertexAttrib4d(dest, _mesa_VertexAttrib4d); SET_VertexAttrib1sv(dest, _mesa_VertexAttrib1sv); SET_VertexAttrib1dv(dest, _mesa_VertexAttrib1dv); SET_VertexAttrib2sv(dest, _mesa_VertexAttrib2sv); SET_VertexAttrib2dv(dest, _mesa_VertexAttrib2dv); SET_VertexAttrib3sv(dest, _mesa_VertexAttrib3sv); SET_VertexAttrib3dv(dest, _mesa_VertexAttrib3dv); SET_VertexAttrib4sv(dest, _mesa_VertexAttrib4sv); SET_VertexAttrib4dv(dest, _mesa_VertexAttrib4dv); SET_VertexAttrib4Nub(dest, _mesa_VertexAttrib4Nub); SET_VertexAttrib4Nubv(dest, _mesa_VertexAttrib4Nubv); SET_VertexAttrib4bv(dest, _mesa_VertexAttrib4bv); SET_VertexAttrib4iv(dest, _mesa_VertexAttrib4iv); SET_VertexAttrib4ubv(dest, _mesa_VertexAttrib4ubv); SET_VertexAttrib4usv(dest, _mesa_VertexAttrib4usv); SET_VertexAttrib4uiv(dest, _mesa_VertexAttrib4uiv); SET_VertexAttrib4Nbv(dest, _mesa_VertexAttrib4Nbv); SET_VertexAttrib4Nsv(dest, _mesa_VertexAttrib4Nsv); SET_VertexAttrib4Nusv(dest, _mesa_VertexAttrib4Nusv); SET_VertexAttrib4Niv(dest, _mesa_VertexAttrib4Niv); SET_VertexAttrib4Nuiv(dest, _mesa_VertexAttrib4Nuiv); /* GL_EXT_gpu_shader4, GL 3.0 */ SET_VertexAttribI1iv(dest, _mesa_VertexAttribI1iv); SET_VertexAttribI1uiv(dest, _mesa_VertexAttribI1uiv); SET_VertexAttribI4bv(dest, _mesa_VertexAttribI4bv); SET_VertexAttribI4sv(dest, _mesa_VertexAttribI4sv); SET_VertexAttribI4ubv(dest, _mesa_VertexAttribI4ubv); SET_VertexAttribI4usv(dest, _mesa_VertexAttribI4usv); } }