/* $XFree86: xc/programs/Xserver/GL/glx/renderpix.c,v 1.5 2001/03/21 16:29:37 dawes Exp $ */ /* ** License Applicability. Except to the extent portions of this file are ** made subject to an alternative license as permitted in the SGI Free ** Software License B, Version 1.1 (the "License"), the contents of this ** file are subject only to the provisions of the License. You may not use ** this file except in compliance with the License. You may obtain a copy ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: ** ** http://oss.sgi.com/projects/FreeB ** ** Note that, as provided in the License, the Software is distributed on an ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. ** ** Original Code. The Original Code is: OpenGL Sample Implementation, ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. ** Copyright in any portions created by third parties is as indicated ** elsewhere herein. All Rights Reserved. ** ** Additional Notice Provisions: The application programming interfaces ** established by SGI in conjunction with the Original Code are The ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X ** Window System(R) (Version 1.3), released October 19, 1998. This software ** was created using the OpenGL(R) version 1.2.1 Sample Implementation ** published by SGI, but has not been independently verified as being ** compliant with the OpenGL(R) version 1.2.1 Specification. ** */ #define NEED_REPLIES #include "glxserver.h" #include "unpack.h" #include "g_disptab.h" #include "g_disptab_EXT.h" void __glXDisp_PolygonStipple(GLbyte *pc) { __GLXpixelHeader *hdr = (__GLXpixelHeader *) pc; glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glPolygonStipple((GLubyte *)(hdr+1)); } void __glXDisp_Bitmap(GLbyte *pc) { __GLXdispatchBitmapHeader *hdr = (__GLXdispatchBitmapHeader *) pc; glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glBitmap((GLsizei) hdr->width, (GLsizei) hdr->height, (GLfloat) hdr->xorig, (GLfloat) hdr->yorig, (GLfloat) hdr->xmove, (GLfloat) hdr->ymove, (GLubyte *)(hdr+1)); } void __glXDisp_TexImage1D(GLbyte *pc) { __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glTexImage1D(hdr->target, (GLint) hdr->level, (GLint) hdr->components, (GLsizei) hdr->width, (GLint) hdr->border, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_TexImage2D(GLbyte *pc) { __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glTexImage2D(hdr->target, (GLint) hdr->level, (GLint) hdr->components, (GLsizei) hdr->width, (GLsizei) hdr->height, (GLint) hdr->border, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_TexImage3D(GLbyte *pc) { __GLXdispatchTexImage3DHeader *hdr = (__GLXdispatchTexImage3DHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, hdr->imageHeight); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_IMAGES, hdr->skipImages); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); glTexImage3D(hdr->target, hdr->level, hdr->internalformat, hdr->width, hdr->height, hdr->depth, hdr->border, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_DrawPixels(GLbyte *pc) { __GLXdispatchDrawPixelsHeader *hdr = (__GLXdispatchDrawPixelsHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glDrawPixels((GLsizei) hdr->width, (GLsizei) hdr->height, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_TexSubImage1D(GLbyte *pc) { __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glTexSubImage1D(hdr->target, (GLint) hdr->level, (GLint) hdr->xoffset, (GLsizei) hdr->width, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_TexSubImage2D(GLbyte *pc) { __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment); glTexSubImage2D(hdr->target, (GLint) hdr->level, (GLint) hdr->xoffset, (GLint) hdr->yoffset, (GLsizei) hdr->width, (GLsizei) hdr->height, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_TexSubImage3D(GLbyte *pc) { __GLXdispatchTexSubImage3DHeader *hdr = (__GLXdispatchTexSubImage3DHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, hdr->imageHeight); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_IMAGES, hdr->skipImages); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); glTexSubImage3D(hdr->target, hdr->level, hdr->xoffset, hdr->yoffset, hdr->zoffset, hdr->width, hdr->height, hdr->depth, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_ColorTable(GLbyte *pc) { __GLXdispatchColorTableHeader *hdr = (__GLXdispatchColorTableHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); glColorTable(hdr->target, hdr->internalformat, hdr->width, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_ColorSubTable(GLbyte *pc) { __GLXdispatchColorSubTableHeader *hdr = (__GLXdispatchColorSubTableHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); glColorSubTable(hdr->target, hdr->start, hdr->count, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_ConvolutionFilter1D(GLbyte *pc) { __GLXdispatchConvolutionFilterHeader *hdr = (__GLXdispatchConvolutionFilterHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); glConvolutionFilter1D(hdr->target, hdr->internalformat, hdr->width, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_ConvolutionFilter2D(GLbyte *pc) { __GLXdispatchConvolutionFilterHeader *hdr = (__GLXdispatchConvolutionFilterHeader *) pc; glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); glConvolutionFilter2D(hdr->target, hdr->internalformat, hdr->width, hdr->height, hdr->format, hdr->type, (GLvoid *)(hdr+1)); } void __glXDisp_SeparableFilter2D(GLbyte *pc) { __GLXdispatchConvolutionFilterHeader *hdr = (__GLXdispatchConvolutionFilterHeader *) pc; GLint hdrlen, image1len; hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_DISPATCH_HDR_SIZE); glPixelStorei(GL_UNPACK_SWAP_BYTES, hdr->swapBytes); glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst); glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength); glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows); glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels); glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment); /* XXX check this usage - internal code called ** a version without the packing parameters */ image1len = __glXImageSize(hdr->format, hdr->type, hdr->width, 1, hdr->rowLength, hdr->skipRows, hdr->alignment); image1len = __GLX_PAD(image1len); glSeparableFilter2D(hdr->target, hdr->internalformat, hdr->width, hdr->height, hdr->format, hdr->type, ((GLubyte *)hdr+hdrlen), ((GLubyte *)hdr+hdrlen+image1len)); }