reactos/dll/opengl/mesa/main/api_loopback.c

1023 lines
27 KiB
C

/**
* \file api_loopback.c
*
* \author Keith Whitwell <keith@tungstengraphics.com>
*/
/*
* 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 <precomp.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 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 */