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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/programs/Xserver/GL/glx/renderpixswap.c
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
downloadnx-libs-f4092abdf94af6a99aff944d6264bc1284e8bdd4.tar.gz
nx-libs-f4092abdf94af6a99aff944d6264bc1284e8bdd4.tar.bz2
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/programs/Xserver/GL/glx/renderpixswap.c')
-rw-r--r--nx-X11/programs/Xserver/GL/glx/renderpixswap.c555
1 files changed, 555 insertions, 0 deletions
diff --git a/nx-X11/programs/Xserver/GL/glx/renderpixswap.c b/nx-X11/programs/Xserver/GL/glx/renderpixswap.c
new file mode 100644
index 000000000..9c3100fb3
--- /dev/null
+++ b/nx-X11/programs/Xserver/GL/glx/renderpixswap.c
@@ -0,0 +1,555 @@
+/* $XFree86$ */
+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+*/
+
+#define NEED_REPLIES
+#ifdef HAVE_DIX_CONFIG_H
+#include <dix-config.h>
+#endif
+
+#include "glxserver.h"
+#include "unpack.h"
+#include "g_disptab.h"
+#include "g_disptab_EXT.h"
+
+void __glXDispSwap_PolygonStipple(GLbyte *pc)
+{
+ __GLXpixelHeader *hdr = (__GLXpixelHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glPolygonStipple((GLubyte *)(hdr+1));
+}
+
+void __glXDispSwap_Bitmap(GLbyte *pc)
+{
+ __GLXdispatchBitmapHeader *hdr = (__GLXdispatchBitmapHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_FLOAT((GLbyte *)&hdr->xorig);
+ __GLX_SWAP_FLOAT((GLbyte *)&hdr->yorig);
+ __GLX_SWAP_FLOAT((GLbyte *)&hdr->xmove);
+ __GLX_SWAP_FLOAT((GLbyte *)&hdr->ymove);
+
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glBitmap((GLsizei) hdr->width,
+ (GLsizei) hdr->height,
+ (GLfloat) hdr->xorig,
+ (GLfloat) hdr->yorig,
+ (GLfloat) hdr->xmove,
+ (GLfloat) hdr->ymove,
+ (GLubyte *)(hdr+1));
+}
+
+void __glXDispSwap_TexImage1D(GLbyte *pc)
+{
+ __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->level);
+ __GLX_SWAP_INT((GLbyte *)&hdr->components);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->border);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glTexImage1D(hdr->target,
+ (GLint) hdr->level,
+ (GLint) hdr->components,
+ (GLsizei) hdr->width,
+ (GLint) hdr->border,
+ hdr->format,
+ hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_TexImage2D(GLbyte *pc)
+{
+ __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->level);
+ __GLX_SWAP_INT((GLbyte *)&hdr->components);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->border);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glTexImage2D(hdr->target,
+ (GLint) hdr->level,
+ (GLint) hdr->components,
+ (GLsizei) hdr->width,
+ (GLsizei) hdr->height,
+ (GLint) hdr->border,
+ hdr->format,
+ hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_TexImage3D(GLbyte *pc)
+{
+ __GLXdispatchTexImage3DHeader *hdr = (__GLXdispatchTexImage3DHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->imageHeight);
+ __GLX_SWAP_INT((GLbyte *)&hdr->imageDepth);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipImages);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipVolumes);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->level);
+ __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->depth);
+ __GLX_SWAP_INT((GLbyte *)&hdr->size4d);
+ __GLX_SWAP_INT((GLbyte *)&hdr->border);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, hdr->imageHeight);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_IMAGES, hdr->skipImages);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ glTexImage3D(hdr->target, hdr->level, hdr->internalformat, hdr->width,
+ hdr->height, hdr->depth, hdr->border, hdr->format, hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_DrawPixels(GLbyte *pc)
+{
+ __GLXdispatchDrawPixelsHeader *hdr = (__GLXdispatchDrawPixelsHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glDrawPixels((GLsizei) hdr->width,
+ (GLsizei) hdr->height,
+ hdr->format,
+ hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_TexSubImage1D(GLbyte *pc)
+{
+ __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->level);
+ __GLX_SWAP_INT((GLbyte *)&hdr->xoffset);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glTexSubImage1D(hdr->target,
+ (GLint) hdr->level,
+ (GLint) hdr->xoffset,
+ (GLsizei) hdr->width,
+ hdr->format,
+ hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_TexSubImage2D(GLbyte *pc)
+{
+ __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->level);
+ __GLX_SWAP_INT((GLbyte *)&hdr->xoffset);
+ __GLX_SWAP_INT((GLbyte *)&hdr->yoffset);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
+
+ glTexSubImage2D(hdr->target,
+ (GLint) hdr->level,
+ (GLint) hdr->xoffset,
+ (GLint) hdr->yoffset,
+ (GLsizei) hdr->width,
+ (GLsizei) hdr->height,
+ hdr->format,
+ hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_TexSubImage3D(GLbyte *pc)
+{
+ __GLXdispatchTexSubImage3DHeader *hdr =
+ (__GLXdispatchTexSubImage3DHeader *) pc;
+
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->imageHeight);
+ __GLX_SWAP_INT((GLbyte *)&hdr->imageDepth);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipImages);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipVolumes);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->level);
+ __GLX_SWAP_INT((GLbyte *)&hdr->xoffset);
+ __GLX_SWAP_INT((GLbyte *)&hdr->yoffset);
+ __GLX_SWAP_INT((GLbyte *)&hdr->zoffset);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->depth);
+ __GLX_SWAP_INT((GLbyte *)&hdr->size4d);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, hdr->imageHeight);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_IMAGES, hdr->skipImages);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ glTexSubImage3D(hdr->target, hdr->level, hdr->xoffset, hdr->yoffset,
+ hdr->zoffset, hdr->width, hdr->height, hdr->depth,
+ hdr->format, hdr->type, (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_ColorTable(GLbyte *pc)
+{
+ __GLXdispatchColorTableHeader *hdr =
+ (__GLXdispatchColorTableHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ glColorTable(hdr->target, hdr->internalformat,
+ hdr->width, hdr->format, hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_ColorSubTable(GLbyte *pc)
+{
+ __GLXdispatchColorSubTableHeader *hdr =
+ (__GLXdispatchColorSubTableHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->start);
+ __GLX_SWAP_INT((GLbyte *)&hdr->count);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ glColorSubTable(hdr->target, hdr->start, hdr->count, hdr->format,
+ hdr->type, (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_ConvolutionFilter1D(GLbyte *pc)
+{
+ __GLXdispatchConvolutionFilterHeader *hdr =
+ (__GLXdispatchConvolutionFilterHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ glConvolutionFilter2D(hdr->target, hdr->internalformat,
+ hdr->width, 1, hdr->format, hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_ConvolutionFilter2D(GLbyte *pc)
+{
+ __GLXdispatchConvolutionFilterHeader *hdr =
+ (__GLXdispatchConvolutionFilterHeader *) pc;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ glConvolutionFilter2D(hdr->target, hdr->internalformat,
+ hdr->width, hdr->height, hdr->format, hdr->type,
+ (GLvoid *)(hdr+1));
+}
+
+void __glXDispSwap_SeparableFilter2D(GLbyte *pc)
+{
+ __GLXdispatchConvolutionFilterHeader *hdr =
+ (__GLXdispatchConvolutionFilterHeader *) pc;
+ GLint hdrlen, image1len;
+ __GLX_DECLARE_SWAP_VARIABLES;
+
+ hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_HDR_SIZE);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *)&hdr->target);
+ __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *)&hdr->width);
+ __GLX_SWAP_INT((GLbyte *)&hdr->height);
+ __GLX_SWAP_INT((GLbyte *)&hdr->format);
+ __GLX_SWAP_INT((GLbyte *)&hdr->type);
+
+ /*
+ ** Just invert swapBytes flag; the GL will figure out if it needs to swap
+ ** the pixel data.
+ */
+ glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
+ glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
+
+ /* XXX check this usage - internal code called
+ ** a version without the packing parameters
+ */
+ image1len = __glXImageSize(hdr->format, hdr->type, 0, hdr->width, 1, 1,
+ 0, hdr->rowLength, 0, hdr->skipRows,
+ hdr->alignment);
+ image1len = __GLX_PAD(image1len);
+
+
+ glSeparableFilter2D(hdr->target, hdr->internalformat,
+ hdr->width, hdr->height, hdr->format, hdr->type,
+ ((GLubyte *)hdr+hdrlen), ((GLubyte *)hdr+hdrlen+image1len));
+}