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1023 lines
27 KiB
C
1023 lines
27 KiB
C
/**
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* \file api_loopback.c
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*
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* \author Keith Whitwell <keith@tungstengraphics.com>
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*/
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/*
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* Mesa 3-D graphics library
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* Version: 6.3
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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/* KW: A set of functions to convert unusual Color/Normal/Vertex/etc
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* calls to a smaller set of driver-provided formats. Currently just
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* go back to dispatch to find these (eg. call glNormal3f directly),
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* hence 'loopback'.
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*
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* The driver must supply all of the remaining entry points, which are
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* listed in dd.h. The easiest way for a driver to do this is to
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* install the supplied software t&l module.
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*/
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#define COLORF(r,g,b,a) CALL_Color4f(GET_DISPATCH(), (r,g,b,a))
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#define VERTEX2(x,y) CALL_Vertex2f(GET_DISPATCH(), (x,y))
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#define VERTEX3(x,y,z) CALL_Vertex3f(GET_DISPATCH(), (x,y,z))
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#define VERTEX4(x,y,z,w) CALL_Vertex4f(GET_DISPATCH(), (x,y,z,w))
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#define NORMAL(x,y,z) CALL_Normal3f(GET_DISPATCH(), (x,y,z))
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#define TEXCOORD1(s) CALL_TexCoord1f(GET_DISPATCH(), (s))
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#define TEXCOORD2(s,t) CALL_TexCoord2f(GET_DISPATCH(), (s,t))
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#define TEXCOORD3(s,t,u) CALL_TexCoord3f(GET_DISPATCH(), (s,t,u))
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#define TEXCOORD4(s,t,u,v) CALL_TexCoord4f(GET_DISPATCH(), (s,t,u,v))
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#define INDEX(c) CALL_Indexf(GET_DISPATCH(), (c))
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#define EVALCOORD1(x) CALL_EvalCoord1f(GET_DISPATCH(), (x))
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#define EVALCOORD2(x,y) CALL_EvalCoord2f(GET_DISPATCH(), (x,y))
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#define MATERIALFV(a,b,c) CALL_Materialfv(GET_DISPATCH(), (a,b,c))
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#define RECTF(a,b,c,d) CALL_Rectf(GET_DISPATCH(), (a,b,c,d))
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#define FOGCOORDF(x) CALL_FogCoordfEXT(GET_DISPATCH(), (x))
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#define ATTRIB1NV(index,x) CALL_VertexAttrib1fNV(GET_DISPATCH(), (index,x))
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#define ATTRIB2NV(index,x,y) CALL_VertexAttrib2fNV(GET_DISPATCH(), (index,x,y))
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#define ATTRIB3NV(index,x,y,z) CALL_VertexAttrib3fNV(GET_DISPATCH(), (index,x,y,z))
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#define ATTRIB4NV(index,x,y,z,w) CALL_VertexAttrib4fNV(GET_DISPATCH(), (index,x,y,z,w))
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#if FEATURE_beginend
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static void GLAPIENTRY
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loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue )
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{
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COLORF( BYTE_TO_FLOAT(red),
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BYTE_TO_FLOAT(green),
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BYTE_TO_FLOAT(blue),
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1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue )
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{
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COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3i_f( GLint red, GLint green, GLint blue )
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{
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COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green),
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INT_TO_FLOAT(blue), 1.0);
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}
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static void GLAPIENTRY
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loopback_Color3s_f( GLshort red, GLshort green, GLshort blue )
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{
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COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green),
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SHORT_TO_FLOAT(blue), 1.0);
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}
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static void GLAPIENTRY
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loopback_Color3ui_f( GLuint red, GLuint green, GLuint blue )
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{
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COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green),
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UINT_TO_FLOAT(blue), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3us_f( GLushort red, GLushort green, GLushort blue )
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{
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COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green),
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USHORT_TO_FLOAT(blue), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3ub_f( GLubyte red, GLubyte green, GLubyte blue )
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{
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COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green),
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UBYTE_TO_FLOAT(blue), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3bv_f( const GLbyte *v )
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{
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COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]),
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BYTE_TO_FLOAT(v[2]), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3dv_f( const GLdouble *v )
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{
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COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3iv_f( const GLint *v )
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{
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COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]),
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INT_TO_FLOAT(v[2]), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3sv_f( const GLshort *v )
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{
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COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]),
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SHORT_TO_FLOAT(v[2]), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3uiv_f( const GLuint *v )
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{
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COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]),
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UINT_TO_FLOAT(v[2]), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3usv_f( const GLushort *v )
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{
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COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]),
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USHORT_TO_FLOAT(v[2]), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color3ubv_f( const GLubyte *v )
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{
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COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
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UBYTE_TO_FLOAT(v[2]), 1.0 );
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}
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static void GLAPIENTRY
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loopback_Color4b_f( GLbyte red, GLbyte green, GLbyte blue,
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GLbyte alpha )
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{
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COLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green),
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BYTE_TO_FLOAT(blue), BYTE_TO_FLOAT(alpha) );
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}
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static void GLAPIENTRY
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loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue,
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GLdouble alpha )
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{
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COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha );
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}
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static void GLAPIENTRY
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loopback_Color4i_f( GLint red, GLint green, GLint blue, GLint alpha )
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{
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COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green),
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INT_TO_FLOAT(blue), INT_TO_FLOAT(alpha) );
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}
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static void GLAPIENTRY
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loopback_Color4s_f( GLshort red, GLshort green, GLshort blue,
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GLshort alpha )
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{
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COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green),
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SHORT_TO_FLOAT(blue), SHORT_TO_FLOAT(alpha) );
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}
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static void GLAPIENTRY
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loopback_Color4ui_f( GLuint red, GLuint green, GLuint blue, GLuint alpha )
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{
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COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green),
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UINT_TO_FLOAT(blue), UINT_TO_FLOAT(alpha) );
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}
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static void GLAPIENTRY
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loopback_Color4us_f( GLushort red, GLushort green, GLushort blue, GLushort alpha )
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{
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COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green),
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USHORT_TO_FLOAT(blue), USHORT_TO_FLOAT(alpha) );
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}
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static void GLAPIENTRY
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loopback_Color4ub_f( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
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{
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COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green),
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UBYTE_TO_FLOAT(blue), UBYTE_TO_FLOAT(alpha) );
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}
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static void GLAPIENTRY
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loopback_Color4iv_f( const GLint *v )
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{
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COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]),
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INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) );
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}
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static void GLAPIENTRY
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loopback_Color4bv_f( const GLbyte *v )
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{
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COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]),
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BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]) );
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}
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static void GLAPIENTRY
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loopback_Color4dv_f( const GLdouble *v )
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{
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COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] );
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}
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static void GLAPIENTRY
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loopback_Color4sv_f( const GLshort *v)
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{
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COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]),
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SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]) );
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}
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static void GLAPIENTRY
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loopback_Color4uiv_f( const GLuint *v)
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{
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COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]),
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UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]) );
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}
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static void GLAPIENTRY
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loopback_Color4usv_f( const GLushort *v)
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{
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COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]),
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USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]) );
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}
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static void GLAPIENTRY
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loopback_Color4ubv_f( const GLubyte *v)
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{
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COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
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UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]) );
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}
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static void GLAPIENTRY
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loopback_FogCoorddEXT( GLdouble d )
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{
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FOGCOORDF( (GLfloat) d );
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}
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static void GLAPIENTRY
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loopback_FogCoorddvEXT( const GLdouble *v )
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{
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FOGCOORDF( (GLfloat) *v );
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}
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static void GLAPIENTRY
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loopback_Indexd( GLdouble c )
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{
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INDEX( (GLfloat) c );
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}
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static void GLAPIENTRY
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loopback_Indexi( GLint c )
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{
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INDEX( (GLfloat) c );
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}
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static void GLAPIENTRY
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loopback_Indexs( GLshort c )
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{
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INDEX( (GLfloat) c );
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}
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static void GLAPIENTRY
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loopback_Indexub( GLubyte c )
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{
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INDEX( (GLfloat) c );
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}
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static void GLAPIENTRY
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loopback_Indexdv( const GLdouble *c )
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{
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INDEX( (GLfloat) *c );
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}
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static void GLAPIENTRY
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loopback_Indexiv( const GLint *c )
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{
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INDEX( (GLfloat) *c );
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}
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static void GLAPIENTRY
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loopback_Indexsv( const GLshort *c )
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{
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INDEX( (GLfloat) *c );
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}
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static void GLAPIENTRY
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loopback_Indexubv( const GLubyte *c )
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{
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INDEX( (GLfloat) *c );
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}
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static void GLAPIENTRY
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loopback_EdgeFlagv(const GLboolean *flag)
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{
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CALL_EdgeFlag(GET_DISPATCH(), (*flag));
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}
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static void GLAPIENTRY
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loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz )
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{
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NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) );
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}
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static void GLAPIENTRY
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loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz )
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{
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NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz);
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}
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static void GLAPIENTRY
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loopback_Normal3i( GLint nx, GLint ny, GLint nz )
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{
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NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) );
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}
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static void GLAPIENTRY
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loopback_Normal3s( GLshort nx, GLshort ny, GLshort nz )
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{
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NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) );
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}
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static void GLAPIENTRY
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loopback_Normal3bv( const GLbyte *v )
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{
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NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) );
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}
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static void GLAPIENTRY
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loopback_Normal3dv( const GLdouble *v )
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{
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NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
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}
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static void GLAPIENTRY
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loopback_Normal3iv( const GLint *v )
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{
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NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) );
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}
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static void GLAPIENTRY
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loopback_Normal3sv( const GLshort *v )
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{
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NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) );
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}
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static void GLAPIENTRY
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loopback_TexCoord1d( GLdouble s )
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{
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TEXCOORD1((GLfloat) s);
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}
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static void GLAPIENTRY
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loopback_TexCoord1i( GLint s )
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{
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TEXCOORD1((GLfloat) s);
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}
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static void GLAPIENTRY
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loopback_TexCoord1s( GLshort s )
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{
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TEXCOORD1((GLfloat) s);
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}
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static void GLAPIENTRY
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loopback_TexCoord2d( GLdouble s, GLdouble t )
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{
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TEXCOORD2((GLfloat) s,(GLfloat) t);
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}
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static void GLAPIENTRY
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loopback_TexCoord2s( GLshort s, GLshort t )
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{
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TEXCOORD2((GLfloat) s,(GLfloat) t);
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}
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static void GLAPIENTRY
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loopback_TexCoord2i( GLint s, GLint t )
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{
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TEXCOORD2((GLfloat) s,(GLfloat) t);
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}
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static void GLAPIENTRY
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loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r )
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{
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TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
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}
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static void GLAPIENTRY
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loopback_TexCoord3i( GLint s, GLint t, GLint r )
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{
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TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
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}
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static void GLAPIENTRY
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loopback_TexCoord3s( GLshort s, GLshort t, GLshort r )
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{
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TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
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}
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static void GLAPIENTRY
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loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q )
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{
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TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
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}
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static void GLAPIENTRY
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loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q )
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{
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TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
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}
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static void GLAPIENTRY
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loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q )
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{
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TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
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}
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static void GLAPIENTRY
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loopback_TexCoord1dv( const GLdouble *v )
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{
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TEXCOORD1((GLfloat) v[0]);
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}
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static void GLAPIENTRY
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loopback_TexCoord1iv( const GLint *v )
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{
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TEXCOORD1((GLfloat) v[0]);
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}
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static void GLAPIENTRY
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loopback_TexCoord1sv( const GLshort *v )
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{
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TEXCOORD1((GLfloat) v[0]);
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}
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static void GLAPIENTRY
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loopback_TexCoord2dv( const GLdouble *v )
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{
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
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static void GLAPIENTRY
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loopback_TexCoord2iv( const GLint *v )
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{
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
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static void GLAPIENTRY
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loopback_TexCoord2sv( const GLshort *v )
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{
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
|
|
|
|
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);
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SET_Vertex4d(dest, loopback_Vertex4d);
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SET_Vertex4i(dest, loopback_Vertex4i);
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SET_Vertex4s(dest, loopback_Vertex4s);
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SET_Vertex2dv(dest, loopback_Vertex2dv);
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SET_Vertex2iv(dest, loopback_Vertex2iv);
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SET_Vertex2sv(dest, loopback_Vertex2sv);
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SET_Vertex3dv(dest, loopback_Vertex3dv);
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SET_Vertex3iv(dest, loopback_Vertex3iv);
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SET_Vertex3sv(dest, loopback_Vertex3sv);
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SET_Vertex4dv(dest, loopback_Vertex4dv);
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SET_Vertex4iv(dest, loopback_Vertex4iv);
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SET_Vertex4sv(dest, loopback_Vertex4sv);
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SET_EvalCoord2dv(dest, loopback_EvalCoord2dv);
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SET_EvalCoord2fv(dest, loopback_EvalCoord2fv);
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SET_EvalCoord2d(dest, loopback_EvalCoord2d);
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SET_EvalCoord1dv(dest, loopback_EvalCoord1dv);
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SET_EvalCoord1fv(dest, loopback_EvalCoord1fv);
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SET_EvalCoord1d(dest, loopback_EvalCoord1d);
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SET_Materialf(dest, loopback_Materialf);
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SET_Materiali(dest, loopback_Materiali);
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SET_Materialiv(dest, loopback_Materialiv);
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SET_Rectd(dest, loopback_Rectd);
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SET_Rectdv(dest, loopback_Rectdv);
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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);
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|
|
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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);
|
|
}
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|
|
|
|
|
#endif /* FEATURE_beginend */
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