/** * \file api_loopback.c * * \author Keith Whitwell */ /* * Mesa 3-D graphics library * Version: 6.3 * * 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 * BRIAN PAUL 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 /* 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 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 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)) #if FEATURE_beginend static void GLAPIENTRY loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue ) { COLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), BYTE_TO_FLOAT(blue), 1.0 ); } static void GLAPIENTRY loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue ) { COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 ); } static void GLAPIENTRY loopback_Color3i_f( GLint red, GLint green, GLint blue ) { COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green), INT_TO_FLOAT(blue), 1.0); } static void GLAPIENTRY loopback_Color3s_f( GLshort red, GLshort green, GLshort blue ) { COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), SHORT_TO_FLOAT(blue), 1.0); } static void GLAPIENTRY loopback_Color3ui_f( GLuint red, GLuint green, GLuint blue ) { COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), UINT_TO_FLOAT(blue), 1.0 ); } static void GLAPIENTRY loopback_Color3us_f( GLushort red, GLushort green, GLushort blue ) { COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), USHORT_TO_FLOAT(blue), 1.0 ); } static void GLAPIENTRY loopback_Color3ub_f( GLubyte red, GLubyte green, GLubyte blue ) { COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green), UBYTE_TO_FLOAT(blue), 1.0 ); } static void GLAPIENTRY loopback_Color3bv_f( const GLbyte *v ) { COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), 1.0 ); } static void GLAPIENTRY loopback_Color3dv_f( const GLdouble *v ) { COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 ); } static void GLAPIENTRY loopback_Color3iv_f( const GLint *v ) { COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), 1.0 ); } static void GLAPIENTRY loopback_Color3sv_f( const GLshort *v ) { COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), 1.0 ); } static void GLAPIENTRY loopback_Color3uiv_f( const GLuint *v ) { COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), 1.0 ); } static void GLAPIENTRY loopback_Color3usv_f( const GLushort *v ) { COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), 1.0 ); } static void GLAPIENTRY loopback_Color3ubv_f( const GLubyte *v ) { COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), 1.0 ); } static void GLAPIENTRY loopback_Color4b_f( 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) ); } static void GLAPIENTRY loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) { COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha ); } static void GLAPIENTRY loopback_Color4i_f( 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) ); } static void GLAPIENTRY loopback_Color4s_f( 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) ); } static void GLAPIENTRY loopback_Color4ui_f( 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) ); } static void GLAPIENTRY loopback_Color4us_f( 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) ); } static void GLAPIENTRY loopback_Color4ub_f( 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) ); } static void GLAPIENTRY loopback_Color4iv_f( const GLint *v ) { COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) ); } static void GLAPIENTRY loopback_Color4bv_f( const GLbyte *v ) { COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]) ); } static void GLAPIENTRY loopback_Color4dv_f( const GLdouble *v ) { COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } static void GLAPIENTRY loopback_Color4sv_f( const GLshort *v) { COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]) ); } static void GLAPIENTRY loopback_Color4uiv_f( const GLuint *v) { COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]) ); } static void GLAPIENTRY loopback_Color4usv_f( const GLushort *v) { COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]) ); } static void GLAPIENTRY loopback_Color4ubv_f( const GLubyte *v) { COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]) ); } static void GLAPIENTRY loopback_FogCoorddEXT( GLdouble d ) { FOGCOORDF( (GLfloat) d ); } static void GLAPIENTRY loopback_FogCoorddvEXT( const GLdouble *v ) { FOGCOORDF( (GLfloat) *v ); } static void GLAPIENTRY loopback_Indexd( GLdouble c ) { INDEX( (GLfloat) c ); } static void GLAPIENTRY loopback_Indexi( GLint c ) { INDEX( (GLfloat) c ); } static void GLAPIENTRY loopback_Indexs( GLshort c ) { INDEX( (GLfloat) c ); } static void GLAPIENTRY loopback_Indexub( GLubyte c ) { INDEX( (GLfloat) c ); } static void GLAPIENTRY loopback_Indexdv( const GLdouble *c ) { INDEX( (GLfloat) *c ); } static void GLAPIENTRY loopback_Indexiv( const GLint *c ) { INDEX( (GLfloat) *c ); } static void GLAPIENTRY loopback_Indexsv( const GLshort *c ) { INDEX( (GLfloat) *c ); } static void GLAPIENTRY loopback_Indexubv( const GLubyte *c ) { INDEX( (GLfloat) *c ); } static void GLAPIENTRY loopback_EdgeFlagv(const GLboolean *flag) { CALL_EdgeFlag(GET_DISPATCH(), (*flag)); } static void GLAPIENTRY loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz ) { NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) ); } static void GLAPIENTRY loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz ) { NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz); } static void GLAPIENTRY loopback_Normal3i( GLint nx, GLint ny, GLint nz ) { NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) ); } static void GLAPIENTRY loopback_Normal3s( GLshort nx, GLshort ny, GLshort nz ) { NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) ); } static void GLAPIENTRY loopback_Normal3bv( const GLbyte *v ) { NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) ); } static void GLAPIENTRY loopback_Normal3dv( const GLdouble *v ) { NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void GLAPIENTRY loopback_Normal3iv( const GLint *v ) { NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) ); } static void GLAPIENTRY loopback_Normal3sv( const GLshort *v ) { NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) ); } static void GLAPIENTRY loopback_TexCoord1d( GLdouble s ) { TEXCOORD1((GLfloat) s); } static void GLAPIENTRY loopback_TexCoord1i( GLint s ) { TEXCOORD1((GLfloat) s); } static void GLAPIENTRY loopback_TexCoord1s( GLshort s ) { TEXCOORD1((GLfloat) s); } static void GLAPIENTRY loopback_TexCoord2d( GLdouble s, GLdouble t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } static void GLAPIENTRY loopback_TexCoord2s( GLshort s, GLshort t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } static void GLAPIENTRY loopback_TexCoord2i( GLint s, GLint t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } static void GLAPIENTRY loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } static void GLAPIENTRY loopback_TexCoord3i( GLint s, GLint t, GLint r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } static void GLAPIENTRY loopback_TexCoord3s( GLshort s, GLshort t, GLshort r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } static void GLAPIENTRY loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } static void GLAPIENTRY loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } static void GLAPIENTRY loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } static void GLAPIENTRY loopback_TexCoord1dv( const GLdouble *v ) { TEXCOORD1((GLfloat) v[0]); } static void GLAPIENTRY loopback_TexCoord1iv( const GLint *v ) { TEXCOORD1((GLfloat) v[0]); } static void GLAPIENTRY loopback_TexCoord1sv( const GLshort *v ) { TEXCOORD1((GLfloat) v[0]); } static void GLAPIENTRY loopback_TexCoord2dv( const GLdouble *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void GLAPIENTRY loopback_TexCoord2iv( const GLint *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void GLAPIENTRY loopback_TexCoord2sv( const GLshort *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void GLAPIENTRY loopback_TexCoord3dv( const GLdouble *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } static void GLAPIENTRY loopback_TexCoord3iv( const GLint *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } static void GLAPIENTRY loopback_TexCoord3sv( const GLshort *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } static void GLAPIENTRY loopback_TexCoord4dv( const GLdouble *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } static void GLAPIENTRY loopback_TexCoord4iv( const GLint *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } static void GLAPIENTRY loopback_TexCoord4sv( const GLshort *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } static void GLAPIENTRY loopback_Vertex2d( GLdouble x, GLdouble y ) { VERTEX2( (GLfloat) x, (GLfloat) y ); } static void GLAPIENTRY loopback_Vertex2i( GLint x, GLint y ) { VERTEX2( (GLfloat) x, (GLfloat) y ); } static void GLAPIENTRY loopback_Vertex2s( GLshort x, GLshort y ) { VERTEX2( (GLfloat) x, (GLfloat) y ); } static void GLAPIENTRY loopback_Vertex3d( GLdouble x, GLdouble y, GLdouble z ) { VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); } static void GLAPIENTRY loopback_Vertex3i( GLint x, GLint y, GLint z ) { VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); } static void GLAPIENTRY loopback_Vertex3s( GLshort x, GLshort y, GLshort z ) { VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); } static void GLAPIENTRY loopback_Vertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) { VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } static void GLAPIENTRY loopback_Vertex4i( GLint x, GLint y, GLint z, GLint w ) { VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } static void GLAPIENTRY loopback_Vertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) { VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); } static void GLAPIENTRY loopback_Vertex2dv( const GLdouble *v ) { VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); } static void GLAPIENTRY loopback_Vertex2iv( const GLint *v ) { VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); } static void GLAPIENTRY loopback_Vertex2sv( const GLshort *v ) { VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); } static void GLAPIENTRY loopback_Vertex3dv( const GLdouble *v ) { VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void GLAPIENTRY loopback_Vertex3iv( const GLint *v ) { VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void GLAPIENTRY loopback_Vertex3sv( const GLshort *v ) { VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void GLAPIENTRY loopback_Vertex4dv( const GLdouble *v ) { VERTEX4( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } static void GLAPIENTRY loopback_Vertex4iv( const GLint *v ) { VERTEX4( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } static void GLAPIENTRY loopback_Vertex4sv( const GLshort *v ) { VERTEX4( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } static void GLAPIENTRY loopback_EvalCoord2dv( const GLdouble *u ) { EVALCOORD2( (GLfloat) u[0], (GLfloat) u[1] ); } static void GLAPIENTRY loopback_EvalCoord2fv( const GLfloat *u ) { EVALCOORD2( u[0], u[1] ); } static void GLAPIENTRY loopback_EvalCoord2d( GLdouble u, GLdouble v ) { EVALCOORD2( (GLfloat) u, (GLfloat) v ); } static void GLAPIENTRY loopback_EvalCoord1dv( const GLdouble *u ) { EVALCOORD1( (GLfloat) *u ); } static void GLAPIENTRY loopback_EvalCoord1fv( const GLfloat *u ) { EVALCOORD1( (GLfloat) *u ); } static void GLAPIENTRY loopback_EvalCoord1d( GLdouble u ) { EVALCOORD1( (GLfloat) u ); } static void GLAPIENTRY loopback_Materialf( GLenum face, GLenum pname, GLfloat param ) { GLfloat fparam[4]; fparam[0] = param; MATERIALFV( face, pname, fparam ); } static void GLAPIENTRY loopback_Materiali(GLenum face, GLenum pname, GLint param ) { GLfloat p = (GLfloat) param; MATERIALFV(face, pname, &p); } static void GLAPIENTRY loopback_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); } static void GLAPIENTRY loopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } static void GLAPIENTRY loopback_Rectdv(const GLdouble *v1, const GLdouble *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } static void GLAPIENTRY loopback_Rectfv(const GLfloat *v1, const GLfloat *v2) { RECTF(v1[0], v1[1], v2[0], v2[1]); } static void GLAPIENTRY loopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } static void GLAPIENTRY loopback_Rectiv(const GLint *v1, const GLint *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } static void GLAPIENTRY loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } static void GLAPIENTRY loopback_Rectsv(const GLshort *v1, const GLshort *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } /* * 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. */ static void GLAPIENTRY loopback_VertexAttrib1sNV(GLuint index, GLshort x) { ATTRIB1NV(index, (GLfloat) x); } static void GLAPIENTRY loopback_VertexAttrib1dNV(GLuint index, GLdouble x) { ATTRIB1NV(index, (GLfloat) x); } static void GLAPIENTRY loopback_VertexAttrib2sNV(GLuint index, GLshort x, GLshort y) { ATTRIB2NV(index, (GLfloat) x, y); } static void GLAPIENTRY loopback_VertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y) { ATTRIB2NV(index, (GLfloat) x, (GLfloat) y); } static void GLAPIENTRY loopback_VertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z) { ATTRIB3NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); } static void GLAPIENTRY loopback_VertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z) { ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); } static void GLAPIENTRY loopback_VertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } static void GLAPIENTRY loopback_VertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); } static void GLAPIENTRY loopback_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)); } static void GLAPIENTRY loopback_VertexAttrib1svNV(GLuint index, const GLshort *v) { ATTRIB1NV(index, (GLfloat) v[0]); } static void GLAPIENTRY loopback_VertexAttrib1dvNV(GLuint index, const GLdouble *v) { ATTRIB1NV(index, (GLfloat) v[0]); } static void GLAPIENTRY loopback_VertexAttrib2svNV(GLuint index, const GLshort *v) { ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]); } static void GLAPIENTRY loopback_VertexAttrib2dvNV(GLuint index, const GLdouble *v) { ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]); } static void GLAPIENTRY loopback_VertexAttrib3svNV(GLuint index, const GLshort *v) { ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); } static void GLAPIENTRY loopback_VertexAttrib3dvNV(GLuint index, const GLdouble *v) { ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); } static void GLAPIENTRY loopback_VertexAttrib4svNV(GLuint index, const GLshort *v) { ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat)v[3]); } static void GLAPIENTRY loopback_VertexAttrib4dvNV(GLuint index, const GLdouble *v) { ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); } static void GLAPIENTRY loopback_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])); } /* * This code never registers handlers for any of the entry points * listed in vtxfmt.h. */ void _mesa_loopback_init_api_table( struct _glapi_table *dest ) { SET_Color3b(dest, loopback_Color3b_f); SET_Color3d(dest, loopback_Color3d_f); SET_Color3i(dest, loopback_Color3i_f); SET_Color3s(dest, loopback_Color3s_f); SET_Color3ui(dest, loopback_Color3ui_f); SET_Color3us(dest, loopback_Color3us_f); SET_Color3ub(dest, loopback_Color3ub_f); SET_Color4b(dest, loopback_Color4b_f); SET_Color4d(dest, loopback_Color4d_f); SET_Color4i(dest, loopback_Color4i_f); SET_Color4s(dest, loopback_Color4s_f); SET_Color4ui(dest, loopback_Color4ui_f); SET_Color4us(dest, loopback_Color4us_f); SET_Color4ub(dest, loopback_Color4ub_f); SET_Color3bv(dest, loopback_Color3bv_f); SET_Color3dv(dest, loopback_Color3dv_f); SET_Color3iv(dest, loopback_Color3iv_f); SET_Color3sv(dest, loopback_Color3sv_f); SET_Color3uiv(dest, loopback_Color3uiv_f); SET_Color3usv(dest, loopback_Color3usv_f); SET_Color3ubv(dest, loopback_Color3ubv_f); SET_Color4bv(dest, loopback_Color4bv_f); SET_Color4dv(dest, loopback_Color4dv_f); SET_Color4iv(dest, loopback_Color4iv_f); SET_Color4sv(dest, loopback_Color4sv_f); SET_Color4uiv(dest, loopback_Color4uiv_f); SET_Color4usv(dest, loopback_Color4usv_f); SET_Color4ubv(dest, loopback_Color4ubv_f); SET_EdgeFlagv(dest, loopback_EdgeFlagv); SET_Indexd(dest, loopback_Indexd); SET_Indexi(dest, loopback_Indexi); SET_Indexs(dest, loopback_Indexs); SET_Indexub(dest, loopback_Indexub); SET_Indexdv(dest, loopback_Indexdv); SET_Indexiv(dest, loopback_Indexiv); SET_Indexsv(dest, loopback_Indexsv); SET_Indexubv(dest, loopback_Indexubv); SET_Normal3b(dest, loopback_Normal3b); SET_Normal3d(dest, loopback_Normal3d); SET_Normal3i(dest, loopback_Normal3i); SET_Normal3s(dest, loopback_Normal3s); SET_Normal3bv(dest, loopback_Normal3bv); SET_Normal3dv(dest, loopback_Normal3dv); SET_Normal3iv(dest, loopback_Normal3iv); SET_Normal3sv(dest, loopback_Normal3sv); SET_TexCoord1d(dest, loopback_TexCoord1d); SET_TexCoord1i(dest, loopback_TexCoord1i); SET_TexCoord1s(dest, loopback_TexCoord1s); SET_TexCoord2d(dest, loopback_TexCoord2d); SET_TexCoord2s(dest, loopback_TexCoord2s); SET_TexCoord2i(dest, loopback_TexCoord2i); SET_TexCoord3d(dest, loopback_TexCoord3d); SET_TexCoord3i(dest, loopback_TexCoord3i); SET_TexCoord3s(dest, loopback_TexCoord3s); SET_TexCoord4d(dest, loopback_TexCoord4d); SET_TexCoord4i(dest, loopback_TexCoord4i); SET_TexCoord4s(dest, loopback_TexCoord4s); SET_TexCoord1dv(dest, loopback_TexCoord1dv); SET_TexCoord1iv(dest, loopback_TexCoord1iv); SET_TexCoord1sv(dest, loopback_TexCoord1sv); SET_TexCoord2dv(dest, loopback_TexCoord2dv); SET_TexCoord2iv(dest, loopback_TexCoord2iv); SET_TexCoord2sv(dest, loopback_TexCoord2sv); SET_TexCoord3dv(dest, loopback_TexCoord3dv); SET_TexCoord3iv(dest, loopback_TexCoord3iv); SET_TexCoord3sv(dest, loopback_TexCoord3sv); SET_TexCoord4dv(dest, loopback_TexCoord4dv); SET_TexCoord4iv(dest, loopback_TexCoord4iv); SET_TexCoord4sv(dest, loopback_TexCoord4sv); SET_Vertex2d(dest, loopback_Vertex2d); SET_Vertex2i(dest, loopback_Vertex2i); SET_Vertex2s(dest, loopback_Vertex2s); SET_Vertex3d(dest, loopback_Vertex3d); SET_Vertex3i(dest, loopback_Vertex3i); SET_Vertex3s(dest, loopback_Vertex3s); SET_Vertex4d(dest, loopback_Vertex4d); SET_Vertex4i(dest, loopback_Vertex4i); SET_Vertex4s(dest, loopback_Vertex4s); SET_Vertex2dv(dest, loopback_Vertex2dv); SET_Vertex2iv(dest, loopback_Vertex2iv); SET_Vertex2sv(dest, loopback_Vertex2sv); SET_Vertex3dv(dest, loopback_Vertex3dv); SET_Vertex3iv(dest, loopback_Vertex3iv); SET_Vertex3sv(dest, loopback_Vertex3sv); SET_Vertex4dv(dest, loopback_Vertex4dv); SET_Vertex4iv(dest, loopback_Vertex4iv); SET_Vertex4sv(dest, loopback_Vertex4sv); SET_EvalCoord2dv(dest, loopback_EvalCoord2dv); SET_EvalCoord2fv(dest, loopback_EvalCoord2fv); SET_EvalCoord2d(dest, loopback_EvalCoord2d); SET_EvalCoord1dv(dest, loopback_EvalCoord1dv); SET_EvalCoord1fv(dest, loopback_EvalCoord1fv); SET_EvalCoord1d(dest, loopback_EvalCoord1d); SET_Materialf(dest, loopback_Materialf); SET_Materiali(dest, loopback_Materiali); SET_Materialiv(dest, loopback_Materialiv); SET_Rectd(dest, loopback_Rectd); SET_Rectdv(dest, loopback_Rectdv); SET_Rectfv(dest, loopback_Rectfv); SET_Recti(dest, loopback_Recti); SET_Rectiv(dest, loopback_Rectiv); SET_Rects(dest, loopback_Rects); SET_Rectsv(dest, loopback_Rectsv); SET_FogCoorddEXT(dest, loopback_FogCoorddEXT); SET_FogCoorddvEXT(dest, loopback_FogCoorddvEXT); SET_VertexAttrib1sNV(dest, loopback_VertexAttrib1sNV); SET_VertexAttrib1dNV(dest, loopback_VertexAttrib1dNV); SET_VertexAttrib2sNV(dest, loopback_VertexAttrib2sNV); SET_VertexAttrib2dNV(dest, loopback_VertexAttrib2dNV); SET_VertexAttrib3sNV(dest, loopback_VertexAttrib3sNV); SET_VertexAttrib3dNV(dest, loopback_VertexAttrib3dNV); SET_VertexAttrib4sNV(dest, loopback_VertexAttrib4sNV); SET_VertexAttrib4dNV(dest, loopback_VertexAttrib4dNV); SET_VertexAttrib4ubNV(dest, loopback_VertexAttrib4ubNV); SET_VertexAttrib1svNV(dest, loopback_VertexAttrib1svNV); SET_VertexAttrib1dvNV(dest, loopback_VertexAttrib1dvNV); SET_VertexAttrib2svNV(dest, loopback_VertexAttrib2svNV); SET_VertexAttrib2dvNV(dest, loopback_VertexAttrib2dvNV); SET_VertexAttrib3svNV(dest, loopback_VertexAttrib3svNV); SET_VertexAttrib3dvNV(dest, loopback_VertexAttrib3dvNV); SET_VertexAttrib4svNV(dest, loopback_VertexAttrib4svNV); SET_VertexAttrib4dvNV(dest, loopback_VertexAttrib4dvNV); SET_VertexAttrib4ubvNV(dest, loopback_VertexAttrib4ubvNV); } #endif /* FEATURE_beginend */