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Diffstat (limited to 'nx-X11/programs/Xserver/GL/glx/g_render.c')
-rw-r--r--nx-X11/programs/Xserver/GL/glx/g_render.c2282
1 files changed, 2282 insertions, 0 deletions
diff --git a/nx-X11/programs/Xserver/GL/glx/g_render.c b/nx-X11/programs/Xserver/GL/glx/g_render.c
new file mode 100644
index 000000000..24c64897e
--- /dev/null
+++ b/nx-X11/programs/Xserver/GL/glx/g_render.c
@@ -0,0 +1,2282 @@
+/* $XFree86: xc/programs/Xserver/GL/glx/g_render.c,v 1.8 2004/02/03 21:34:36 alanh Exp $ */
+/* DO NOT EDIT - THIS FILE IS AUTOMATICALLY GENERATED */
+/*
+** 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: 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 "glxext.h"
+#include "g_disptab.h"
+#include "g_disptab_EXT.h"
+#include "unpack.h"
+#include "impsize.h"
+#include "singlesize.h"
+
+void __glXDisp_CallList(GLbyte *pc)
+{
+ glCallList(
+ *(GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_ListBase(GLbyte *pc)
+{
+ glListBase(
+ *(GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Begin(GLbyte *pc)
+{
+ glBegin(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+#define __GLX_SWAP_GLbyte(ptr)
+#define __GLX_SWAP_GLshort(ptr) __GLX_SWAP_SHORT(ptr)
+#define __GLX_SWAP_GLint(ptr) __GLX_SWAP_INT(ptr)
+#define __GLX_SWAP_GLubyte(ptr)
+#define __GLX_SWAP_GLushort(ptr) __GLX_SWAP_SHORT(ptr)
+#define __GLX_SWAP_GLuint(ptr) __GLX_SWAP_INT(ptr)
+#define __GLX_SWAP_GLdouble(ptr) __GLX_SWAP_DOUBLE(ptr)
+#define __GLX_SWAP_GLfloat(ptr) __GLX_SWAP_FLOAT(ptr)
+
+#define __GLX_SWAP_GLbyte_ARRAY(ptr,count) (void) swapEnd; (void) swapPC; (void) sw;
+#define __GLX_SWAP_GLshort_ARRAY(ptr,count) __GLX_SWAP_SHORT_ARRAY(ptr,count)
+#define __GLX_SWAP_GLint_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
+#define __GLX_SWAP_GLenum_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
+#define __GLX_SWAP_GLubyte_ARRAY(ptr,count) (void) swapEnd; (void) swapPC; (void) sw;
+#define __GLX_SWAP_GLushort_ARRAY(ptr,count) __GLX_SWAP_SHORT_ARRAY(ptr,count)
+#define __GLX_SWAP_GLuint_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
+#define __GLX_SWAP_GLdouble_ARRAY(ptr,count) __GLX_SWAP_DOUBLE_ARRAY(ptr,count)
+#define __GLX_SWAP_GLfloat_ARRAY(ptr,count) __GLX_SWAP_FLOAT_ARRAY(ptr,count)
+
+#ifdef __GLX_ALIGN64
+/* If type is not GLdouble, the compiler should optimize this away.
+ */
+# define GLX_DO_ALIGN_MAGIC(count, type) \
+ do { \
+ if ( (sizeof(type) == 8) && ((unsigned long)(pc) & 7)) \
+ { \
+ __GLX_MEM_COPY(pc-4, pc, (count * sizeof( type ) )); \
+ pc -= 4; \
+ } \
+ } while( 0 )
+#else
+# define GLX_DO_ALIGN_MAGIC(count, type)
+#endif
+
+#define dispatch_template_1( name, type ) \
+ void __glXDisp_ ## name ( GLbyte * pc ) \
+ { \
+ GLX_DO_ALIGN_MAGIC( 1, type ); \
+ gl ## name ( (type *) pc ); \
+ } \
+ void __glXDispSwap_ ## name ( GLbyte * pc ) \
+ { \
+ __GLX_DECLARE_SWAP_VARIABLES; \
+ GLX_DO_ALIGN_MAGIC( 1, type ); \
+ __GLX_SWAP_ ## type ( pc ); \
+ gl ## name ( (type *) pc ); \
+ }
+
+#define dispatch_template_3( name, type ) \
+ void __glXDisp_ ## name ( GLbyte * pc ) \
+ { \
+ GLX_DO_ALIGN_MAGIC( 3, type ); \
+ gl ## name ( (type *) pc ); \
+ } \
+ void __glXDispSwap_ ## name ( GLbyte * pc ) \
+ { \
+ __GLX_DECLARE_SWAP_VARIABLES; \
+ __GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
+ GLX_DO_ALIGN_MAGIC( 3, type ); \
+ __GLX_SWAP_ ## type ## _ARRAY(pc, 3); \
+ gl ## name ( (type *) pc ); \
+ }
+
+#define dispatch_template_4( name, type ) \
+ void __glXDisp_ ## name ( GLbyte * pc ) \
+ { \
+ GLX_DO_ALIGN_MAGIC( 4, type ); \
+ gl ## name ( (type *) pc ); \
+ } \
+ void __glXDispSwap_ ## name ( GLbyte * pc ) \
+ { \
+ __GLX_DECLARE_SWAP_VARIABLES; \
+ __GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
+ GLX_DO_ALIGN_MAGIC( 4, type ); \
+ __GLX_SWAP_ ## type ## _ARRAY(pc, 4); \
+ gl ## name ( (type *) pc ); \
+ }
+
+#define dispatch_template_4s( name, type ) \
+ void __glXDisp_ ## name ( GLbyte * pc ) \
+ { \
+ GLX_DO_ALIGN_MAGIC( 4, type ); \
+ gl ## name ( ((type *) pc)[0], ((type *) pc)[1], \
+ ((type *) pc)[2], ((type *) pc)[3] ); \
+ } \
+ void __glXDispSwap_ ## name ( GLbyte * pc ) \
+ { \
+ __GLX_DECLARE_SWAP_VARIABLES; \
+ __GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
+ GLX_DO_ALIGN_MAGIC( 4, type ); \
+ __GLX_SWAP_ ## type ## _ARRAY(pc, 4); \
+ gl ## name ( ((type *) pc)[0], ((type *) pc)[1], \
+ ((type *) pc)[2], ((type *) pc)[3] ); \
+ }
+
+/**
+ * \bug All of the enum1 templates need to be updated to handle the case where
+ * \c type is \c GLdouble. When the type is a double, the data comes before
+ * the enum. This is also the reason the invocation of the
+ * \c GLX_DO_ALIGN_MAGIC macro was removed.
+ */
+#define dispatch_template_enum1_1s( name, type ) \
+ void __glXDisp_ ## name ( GLbyte * pc ) \
+ { \
+ gl ## name ( *(GLenum *) (pc + 0), \
+ *(type *) (pc + 4) ); \
+ } \
+ void __glXDispSwap_ ## name ( GLbyte * pc ) \
+ { \
+ __GLX_DECLARE_SWAP_VARIABLES; \
+ __GLX_SWAP_INT (pc + 0); \
+ __GLX_SWAP_ ## type (pc + 4); \
+ gl ## name ( *(GLenum *) (pc + 0), \
+ *(type *) (pc + 4) ); \
+ }
+
+#define dispatch_template_enum1_Vv( name, type ) \
+ void __glXDisp_ ## name ( GLbyte * pc ) \
+ { \
+ gl ## name ( *(GLenum *) (pc + 0), \
+ (type *) (pc + 4) ); \
+ } \
+ void __glXDispSwap_ ## name ( GLbyte * pc ) \
+ { \
+ GLenum pname; GLint compsize; \
+ __GLX_DECLARE_SWAP_VARIABLES; \
+ __GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
+ __GLX_SWAP_INT(pc + 0); \
+ pname = *(GLenum *)(pc + 0); \
+ compsize = __gl ## name ## _size(pname); \
+ if (compsize < 0) compsize = 0; \
+ __GLX_SWAP_ ## type ## _ARRAY(pc + 4, compsize); \
+ gl ## name ( *(GLenum *) (pc + 0), \
+ (type *) (pc + 4) ); \
+ }
+
+#ifndef MISSING_GL_EXTS
+dispatch_template_1( FogCoordfv, GLfloat )
+dispatch_template_1( FogCoorddv, GLdouble )
+dispatch_template_3( SecondaryColor3bv, GLbyte )
+dispatch_template_3( SecondaryColor3sv, GLshort )
+dispatch_template_3( SecondaryColor3iv, GLint )
+dispatch_template_3( SecondaryColor3ubv, GLubyte )
+dispatch_template_3( SecondaryColor3usv, GLushort )
+dispatch_template_3( SecondaryColor3uiv, GLuint )
+dispatch_template_3( SecondaryColor3fv, GLfloat )
+dispatch_template_3( SecondaryColor3dv, GLdouble )
+
+dispatch_template_4s( BlendFuncSeparate, GLenum )
+#endif /* !MISSING_GL_EXTS */
+
+void __glXDisp_Color3bv(GLbyte *pc)
+{
+ glColor3bv(
+ (GLbyte *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glColor3dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3fv(GLbyte *pc)
+{
+ glColor3fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3iv(GLbyte *pc)
+{
+ glColor3iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3sv(GLbyte *pc)
+{
+ glColor3sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3ubv(GLbyte *pc)
+{
+ glColor3ubv(
+ (GLubyte *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3uiv(GLbyte *pc)
+{
+ glColor3uiv(
+ (GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color3usv(GLbyte *pc)
+{
+ glColor3usv(
+ (GLushort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4bv(GLbyte *pc)
+{
+ glColor4bv(
+ (GLbyte *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 32);
+ pc -= 4;
+ }
+#endif
+ glColor4dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4fv(GLbyte *pc)
+{
+ glColor4fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4iv(GLbyte *pc)
+{
+ glColor4iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4sv(GLbyte *pc)
+{
+ glColor4sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4ubv(GLbyte *pc)
+{
+ glColor4ubv(
+ (GLubyte *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4uiv(GLbyte *pc)
+{
+ glColor4uiv(
+ (GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Color4usv(GLbyte *pc)
+{
+ glColor4usv(
+ (GLushort *)(pc + 0)
+ );
+}
+
+void __glXDisp_EdgeFlagv(GLbyte *pc)
+{
+ glEdgeFlagv(
+ (GLboolean *)(pc + 0)
+ );
+}
+
+void __glXDisp_End(GLbyte *pc)
+{
+ glEnd(
+ );
+}
+
+void __glXDisp_Indexdv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 8);
+ pc -= 4;
+ }
+#endif
+ glIndexdv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Indexfv(GLbyte *pc)
+{
+ glIndexfv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Indexiv(GLbyte *pc)
+{
+ glIndexiv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Indexsv(GLbyte *pc)
+{
+ glIndexsv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Normal3bv(GLbyte *pc)
+{
+ glNormal3bv(
+ (GLbyte *)(pc + 0)
+ );
+}
+
+void __glXDisp_Normal3dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glNormal3dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Normal3fv(GLbyte *pc)
+{
+ glNormal3fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Normal3iv(GLbyte *pc)
+{
+ glNormal3iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Normal3sv(GLbyte *pc)
+{
+ glNormal3sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos2dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 16);
+ pc -= 4;
+ }
+#endif
+ glRasterPos2dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos2fv(GLbyte *pc)
+{
+ glRasterPos2fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos2iv(GLbyte *pc)
+{
+ glRasterPos2iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos2sv(GLbyte *pc)
+{
+ glRasterPos2sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos3dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glRasterPos3dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos3fv(GLbyte *pc)
+{
+ glRasterPos3fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos3iv(GLbyte *pc)
+{
+ glRasterPos3iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos3sv(GLbyte *pc)
+{
+ glRasterPos3sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos4dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 32);
+ pc -= 4;
+ }
+#endif
+ glRasterPos4dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos4fv(GLbyte *pc)
+{
+ glRasterPos4fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos4iv(GLbyte *pc)
+{
+ glRasterPos4iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_RasterPos4sv(GLbyte *pc)
+{
+ glRasterPos4sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Rectdv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 32);
+ pc -= 4;
+ }
+#endif
+ glRectdv(
+ (GLdouble *)(pc + 0),
+ (GLdouble *)(pc + 16)
+ );
+}
+
+void __glXDisp_Rectfv(GLbyte *pc)
+{
+ glRectfv(
+ (GLfloat *)(pc + 0),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Rectiv(GLbyte *pc)
+{
+ glRectiv(
+ (GLint *)(pc + 0),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_Rectsv(GLbyte *pc)
+{
+ glRectsv(
+ (GLshort *)(pc + 0),
+ (GLshort *)(pc + 4)
+ );
+}
+
+void __glXDisp_TexCoord1dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 8);
+ pc -= 4;
+ }
+#endif
+ glTexCoord1dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord1fv(GLbyte *pc)
+{
+ glTexCoord1fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord1iv(GLbyte *pc)
+{
+ glTexCoord1iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord1sv(GLbyte *pc)
+{
+ glTexCoord1sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord2dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 16);
+ pc -= 4;
+ }
+#endif
+ glTexCoord2dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord2fv(GLbyte *pc)
+{
+ glTexCoord2fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord2iv(GLbyte *pc)
+{
+ glTexCoord2iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord2sv(GLbyte *pc)
+{
+ glTexCoord2sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord3dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glTexCoord3dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord3fv(GLbyte *pc)
+{
+ glTexCoord3fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord3iv(GLbyte *pc)
+{
+ glTexCoord3iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord3sv(GLbyte *pc)
+{
+ glTexCoord3sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord4dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 32);
+ pc -= 4;
+ }
+#endif
+ glTexCoord4dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord4fv(GLbyte *pc)
+{
+ glTexCoord4fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord4iv(GLbyte *pc)
+{
+ glTexCoord4iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexCoord4sv(GLbyte *pc)
+{
+ glTexCoord4sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex2dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 16);
+ pc -= 4;
+ }
+#endif
+ glVertex2dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex2fv(GLbyte *pc)
+{
+ glVertex2fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex2iv(GLbyte *pc)
+{
+ glVertex2iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex2sv(GLbyte *pc)
+{
+ glVertex2sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex3dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glVertex3dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex3fv(GLbyte *pc)
+{
+ glVertex3fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex3iv(GLbyte *pc)
+{
+ glVertex3iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex3sv(GLbyte *pc)
+{
+ glVertex3sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex4dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 32);
+ pc -= 4;
+ }
+#endif
+ glVertex4dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex4fv(GLbyte *pc)
+{
+ glVertex4fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex4iv(GLbyte *pc)
+{
+ glVertex4iv(
+ (GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Vertex4sv(GLbyte *pc)
+{
+ glVertex4sv(
+ (GLshort *)(pc + 0)
+ );
+}
+
+void __glXDisp_ClipPlane(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 36);
+ pc -= 4;
+ }
+#endif
+ glClipPlane(
+ *(GLenum *)(pc + 32),
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_ColorMaterial(GLbyte *pc)
+{
+ glColorMaterial(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4)
+ );
+}
+
+void __glXDisp_CullFace(GLbyte *pc)
+{
+ glCullFace(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_Fogf(GLbyte *pc)
+{
+ glFogf(
+ *(GLenum *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_Fogfv(GLbyte *pc)
+{
+ glFogfv(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_Fogi(GLbyte *pc)
+{
+ glFogi(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_Fogiv(GLbyte *pc)
+{
+ glFogiv(
+ *(GLenum *)(pc + 0),
+ (GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_FrontFace(GLbyte *pc)
+{
+ glFrontFace(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_Hint(GLbyte *pc)
+{
+ glHint(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4)
+ );
+}
+
+void __glXDisp_Lightf(GLbyte *pc)
+{
+ glLightf(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Lightfv(GLbyte *pc)
+{
+ glLightfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Lighti(GLbyte *pc)
+{
+ glLighti(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_Lightiv(GLbyte *pc)
+{
+ glLightiv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_LightModelf(GLbyte *pc)
+{
+ glLightModelf(
+ *(GLenum *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_LightModelfv(GLbyte *pc)
+{
+ glLightModelfv(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_LightModeli(GLbyte *pc)
+{
+ glLightModeli(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_LightModeliv(GLbyte *pc)
+{
+ glLightModeliv(
+ *(GLenum *)(pc + 0),
+ (GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_LineStipple(GLbyte *pc)
+{
+ glLineStipple(
+ *(GLint *)(pc + 0),
+ *(GLushort *)(pc + 4)
+ );
+}
+
+void __glXDisp_LineWidth(GLbyte *pc)
+{
+ glLineWidth(
+ *(GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_Materialf(GLbyte *pc)
+{
+ glMaterialf(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Materialfv(GLbyte *pc)
+{
+ glMaterialfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Materiali(GLbyte *pc)
+{
+ glMateriali(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_Materialiv(GLbyte *pc)
+{
+ glMaterialiv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_PointSize(GLbyte *pc)
+{
+ glPointSize(
+ *(GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_PolygonMode(GLbyte *pc)
+{
+ glPolygonMode(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4)
+ );
+}
+
+void __glXDisp_Scissor(GLbyte *pc)
+{
+ glScissor(
+ *(GLint *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLsizei *)(pc + 8),
+ *(GLsizei *)(pc + 12)
+ );
+}
+
+void __glXDisp_ShadeModel(GLbyte *pc)
+{
+ glShadeModel(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexParameterf(GLbyte *pc)
+{
+ glTexParameterf(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexParameterfv(GLbyte *pc)
+{
+ glTexParameterfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexParameteri(GLbyte *pc)
+{
+ glTexParameteri(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexParameteriv(GLbyte *pc)
+{
+ glTexParameteriv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexEnvf(GLbyte *pc)
+{
+ glTexEnvf(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexEnvfv(GLbyte *pc)
+{
+ glTexEnvfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexEnvi(GLbyte *pc)
+{
+ glTexEnvi(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexEnviv(GLbyte *pc)
+{
+ glTexEnviv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexGend(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 16);
+ pc -= 4;
+ }
+#endif
+ glTexGend(
+ *(GLenum *)(pc + 8),
+ *(GLenum *)(pc + 12),
+ *(GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_TexGendv(GLbyte *pc)
+{
+#ifdef __GLX_ALIGN64
+ GLenum pname;
+ GLint cmdlen;
+ GLint compsize;
+
+ pname = *(GLenum *)(pc + 4);
+ compsize = __glTexGendv_size(pname);
+ if (compsize < 0) compsize = 0;
+ cmdlen = __GLX_PAD(8+compsize*8);
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, cmdlen);
+ pc -= 4;
+ }
+#endif
+
+ glTexGendv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLdouble *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexGenf(GLbyte *pc)
+{
+ glTexGenf(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexGenfv(GLbyte *pc)
+{
+ glTexGenfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexGeni(GLbyte *pc)
+{
+ glTexGeni(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_TexGeniv(GLbyte *pc)
+{
+ glTexGeniv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_InitNames(GLbyte *pc)
+{
+ glInitNames(
+ );
+}
+
+void __glXDisp_LoadName(GLbyte *pc)
+{
+ glLoadName(
+ *(GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_PassThrough(GLbyte *pc)
+{
+ glPassThrough(
+ *(GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_PopName(GLbyte *pc)
+{
+ glPopName(
+ );
+}
+
+void __glXDisp_PushName(GLbyte *pc)
+{
+ glPushName(
+ *(GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_DrawBuffer(GLbyte *pc)
+{
+ glDrawBuffer(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_Clear(GLbyte *pc)
+{
+ glClear(
+ *(GLbitfield *)(pc + 0)
+ );
+}
+
+void __glXDisp_ClearAccum(GLbyte *pc)
+{
+ glClearAccum(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8),
+ *(GLfloat *)(pc + 12)
+ );
+}
+
+void __glXDisp_ClearIndex(GLbyte *pc)
+{
+ glClearIndex(
+ *(GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_ClearColor(GLbyte *pc)
+{
+ glClearColor(
+ *(GLclampf *)(pc + 0),
+ *(GLclampf *)(pc + 4),
+ *(GLclampf *)(pc + 8),
+ *(GLclampf *)(pc + 12)
+ );
+}
+
+void __glXDisp_ClearStencil(GLbyte *pc)
+{
+ glClearStencil(
+ *(GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_ClearDepth(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 8);
+ pc -= 4;
+ }
+#endif
+ glClearDepth(
+ *(GLclampd *)(pc + 0)
+ );
+}
+
+void __glXDisp_StencilMask(GLbyte *pc)
+{
+ glStencilMask(
+ *(GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_ColorMask(GLbyte *pc)
+{
+ glColorMask(
+ *(GLboolean *)(pc + 0),
+ *(GLboolean *)(pc + 1),
+ *(GLboolean *)(pc + 2),
+ *(GLboolean *)(pc + 3)
+ );
+}
+
+void __glXDisp_DepthMask(GLbyte *pc)
+{
+ glDepthMask(
+ *(GLboolean *)(pc + 0)
+ );
+}
+
+void __glXDisp_IndexMask(GLbyte *pc)
+{
+ glIndexMask(
+ *(GLuint *)(pc + 0)
+ );
+}
+
+void __glXDisp_Accum(GLbyte *pc)
+{
+ glAccum(
+ *(GLenum *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_Disable(GLbyte *pc)
+{
+ glDisable(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_Enable(GLbyte *pc)
+{
+ glEnable(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_PopAttrib(GLbyte *pc)
+{
+ glPopAttrib(
+ );
+}
+
+void __glXDisp_PushAttrib(GLbyte *pc)
+{
+ glPushAttrib(
+ *(GLbitfield *)(pc + 0)
+ );
+}
+
+void __glXDisp_MapGrid1d(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 20);
+ pc -= 4;
+ }
+#endif
+ glMapGrid1d(
+ *(GLint *)(pc + 16),
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8)
+ );
+}
+
+void __glXDisp_MapGrid1f(GLbyte *pc)
+{
+ glMapGrid1f(
+ *(GLint *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_MapGrid2d(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 40);
+ pc -= 4;
+ }
+#endif
+ glMapGrid2d(
+ *(GLint *)(pc + 32),
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8),
+ *(GLint *)(pc + 36),
+ *(GLdouble *)(pc + 16),
+ *(GLdouble *)(pc + 24)
+ );
+}
+
+void __glXDisp_MapGrid2f(GLbyte *pc)
+{
+ glMapGrid2f(
+ *(GLint *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLfloat *)(pc + 16),
+ *(GLfloat *)(pc + 20)
+ );
+}
+
+void __glXDisp_EvalCoord1dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 8);
+ pc -= 4;
+ }
+#endif
+ glEvalCoord1dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_EvalCoord1fv(GLbyte *pc)
+{
+ glEvalCoord1fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_EvalCoord2dv(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 16);
+ pc -= 4;
+ }
+#endif
+ glEvalCoord2dv(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_EvalCoord2fv(GLbyte *pc)
+{
+ glEvalCoord2fv(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_EvalMesh1(GLbyte *pc)
+{
+ glEvalMesh1(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_EvalPoint1(GLbyte *pc)
+{
+ glEvalPoint1(
+ *(GLint *)(pc + 0)
+ );
+}
+
+void __glXDisp_EvalMesh2(GLbyte *pc)
+{
+ glEvalMesh2(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLint *)(pc + 16)
+ );
+}
+
+void __glXDisp_EvalPoint2(GLbyte *pc)
+{
+ glEvalPoint2(
+ *(GLint *)(pc + 0),
+ *(GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_AlphaFunc(GLbyte *pc)
+{
+ glAlphaFunc(
+ *(GLenum *)(pc + 0),
+ *(GLclampf *)(pc + 4)
+ );
+}
+
+void __glXDisp_BlendFunc(GLbyte *pc)
+{
+ glBlendFunc(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4)
+ );
+}
+
+void __glXDisp_LogicOp(GLbyte *pc)
+{
+ glLogicOp(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_StencilFunc(GLbyte *pc)
+{
+ glStencilFunc(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLuint *)(pc + 8)
+ );
+}
+
+void __glXDisp_StencilOp(GLbyte *pc)
+{
+ glStencilOp(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLenum *)(pc + 8)
+ );
+}
+
+void __glXDisp_DepthFunc(GLbyte *pc)
+{
+ glDepthFunc(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_PixelZoom(GLbyte *pc)
+{
+ glPixelZoom(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_PixelTransferf(GLbyte *pc)
+{
+ glPixelTransferf(
+ *(GLenum *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_PixelTransferi(GLbyte *pc)
+{
+ glPixelTransferi(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_PixelMapfv(GLbyte *pc)
+{
+ glPixelMapfv(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_PixelMapuiv(GLbyte *pc)
+{
+ glPixelMapuiv(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ (GLuint *)(pc + 8)
+ );
+}
+
+void __glXDisp_PixelMapusv(GLbyte *pc)
+{
+ glPixelMapusv(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ (GLushort *)(pc + 8)
+ );
+}
+
+void __glXDisp_ReadBuffer(GLbyte *pc)
+{
+ glReadBuffer(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_CopyPixels(GLbyte *pc)
+{
+ glCopyPixels(
+ *(GLint *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLsizei *)(pc + 8),
+ *(GLsizei *)(pc + 12),
+ *(GLenum *)(pc + 16)
+ );
+}
+
+void __glXDisp_DepthRange(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 16);
+ pc -= 4;
+ }
+#endif
+ glDepthRange(
+ *(GLclampd *)(pc + 0),
+ *(GLclampd *)(pc + 8)
+ );
+}
+
+void __glXDisp_Frustum(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 48);
+ pc -= 4;
+ }
+#endif
+ glFrustum(
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8),
+ *(GLdouble *)(pc + 16),
+ *(GLdouble *)(pc + 24),
+ *(GLdouble *)(pc + 32),
+ *(GLdouble *)(pc + 40)
+ );
+}
+
+void __glXDisp_LoadIdentity(GLbyte *pc)
+{
+ glLoadIdentity(
+ );
+}
+
+void __glXDisp_LoadMatrixf(GLbyte *pc)
+{
+ glLoadMatrixf(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_LoadMatrixd(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 128);
+ pc -= 4;
+ }
+#endif
+ glLoadMatrixd(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_MatrixMode(GLbyte *pc)
+{
+ glMatrixMode(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultMatrixf(GLbyte *pc)
+{
+ glMultMatrixf(
+ (GLfloat *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultMatrixd(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 128);
+ pc -= 4;
+ }
+#endif
+ glMultMatrixd(
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_Ortho(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 48);
+ pc -= 4;
+ }
+#endif
+ glOrtho(
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8),
+ *(GLdouble *)(pc + 16),
+ *(GLdouble *)(pc + 24),
+ *(GLdouble *)(pc + 32),
+ *(GLdouble *)(pc + 40)
+ );
+}
+
+void __glXDisp_PopMatrix(GLbyte *pc)
+{
+ glPopMatrix(
+ );
+}
+
+void __glXDisp_PushMatrix(GLbyte *pc)
+{
+ glPushMatrix(
+ );
+}
+
+void __glXDisp_Rotated(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 32);
+ pc -= 4;
+ }
+#endif
+ glRotated(
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8),
+ *(GLdouble *)(pc + 16),
+ *(GLdouble *)(pc + 24)
+ );
+}
+
+void __glXDisp_Rotatef(GLbyte *pc)
+{
+ glRotatef(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8),
+ *(GLfloat *)(pc + 12)
+ );
+}
+
+void __glXDisp_Scaled(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glScaled(
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8),
+ *(GLdouble *)(pc + 16)
+ );
+}
+
+void __glXDisp_Scalef(GLbyte *pc)
+{
+ glScalef(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Translated(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 24);
+ pc -= 4;
+ }
+#endif
+ glTranslated(
+ *(GLdouble *)(pc + 0),
+ *(GLdouble *)(pc + 8),
+ *(GLdouble *)(pc + 16)
+ );
+}
+
+void __glXDisp_Translatef(GLbyte *pc)
+{
+ glTranslatef(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_Viewport(GLbyte *pc)
+{
+ glViewport(
+ *(GLint *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLsizei *)(pc + 8),
+ *(GLsizei *)(pc + 12)
+ );
+}
+
+void __glXDisp_PolygonOffset(GLbyte *pc)
+{
+ glPolygonOffset(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_CopyTexImage1D(GLbyte *pc)
+{
+ glCopyTexImage1D(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLenum *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLint *)(pc + 16),
+ *(GLsizei *)(pc + 20),
+ *(GLint *)(pc + 24)
+ );
+}
+
+void __glXDisp_CopyTexImage2D(GLbyte *pc)
+{
+ glCopyTexImage2D(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLenum *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLint *)(pc + 16),
+ *(GLsizei *)(pc + 20),
+ *(GLsizei *)(pc + 24),
+ *(GLint *)(pc + 28)
+ );
+}
+
+void __glXDisp_CopyTexSubImage1D(GLbyte *pc)
+{
+ glCopyTexSubImage1D(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLint *)(pc + 16),
+ *(GLsizei *)(pc + 20)
+ );
+}
+
+void __glXDisp_CopyTexSubImage2D(GLbyte *pc)
+{
+ glCopyTexSubImage2D(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLint *)(pc + 16),
+ *(GLint *)(pc + 20),
+ *(GLsizei *)(pc + 24),
+ *(GLsizei *)(pc + 28)
+ );
+}
+
+void __glXDisp_BindTexture(GLbyte *pc)
+{
+ glBindTexture(
+ *(GLenum *)(pc + 0),
+ *(GLuint *)(pc + 4)
+ );
+}
+
+void __glXDisp_PrioritizeTextures(GLbyte *pc)
+{
+ GLsizei n;
+
+ n = *(GLsizei *)(pc + 0);
+
+ glPrioritizeTextures(
+ *(GLsizei *)(pc + 0),
+ (GLuint *)(pc + 4),
+ (GLclampf *)(pc + 4+n*4)
+ );
+}
+
+void __glXDisp_Indexubv(GLbyte *pc)
+{
+ glIndexubv(
+ (GLubyte *)(pc + 0)
+ );
+}
+
+void __glXDisp_BlendColor(GLbyte *pc)
+{
+ glBlendColor(
+ *(GLclampf *)(pc + 0),
+ *(GLclampf *)(pc + 4),
+ *(GLclampf *)(pc + 8),
+ *(GLclampf *)(pc + 12)
+ );
+}
+
+void __glXDisp_BlendEquation(GLbyte *pc)
+{
+ glBlendEquation(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_ColorTableParameterfv(GLbyte *pc)
+{
+ glColorTableParameterfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_ColorTableParameteriv(GLbyte *pc)
+{
+ glColorTableParameteriv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_CopyColorTable(GLbyte *pc)
+{
+ glCopyColorTable(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLsizei *)(pc + 16)
+ );
+}
+
+void __glXDisp_CopyColorSubTable(GLbyte *pc)
+{
+ glCopyColorSubTable(
+ *(GLenum *)(pc + 0),
+ *(GLsizei *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLsizei *)(pc + 16)
+ );
+}
+
+void __glXDisp_ConvolutionParameterf(GLbyte *pc)
+{
+ glConvolutionParameterf(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_ConvolutionParameterfv(GLbyte *pc)
+{
+ glConvolutionParameterfv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLfloat *)(pc + 8)
+ );
+}
+
+void __glXDisp_ConvolutionParameteri(GLbyte *pc)
+{
+ glConvolutionParameteri(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_ConvolutionParameteriv(GLbyte *pc)
+{
+ glConvolutionParameteriv(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ (GLint *)(pc + 8)
+ );
+}
+
+void __glXDisp_CopyConvolutionFilter1D(GLbyte *pc)
+{
+ glCopyConvolutionFilter1D(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLsizei *)(pc + 16)
+ );
+}
+
+void __glXDisp_CopyConvolutionFilter2D(GLbyte *pc)
+{
+ glCopyConvolutionFilter2D(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLsizei *)(pc + 16),
+ *(GLsizei *)(pc + 20)
+ );
+}
+
+void __glXDisp_Histogram(GLbyte *pc)
+{
+ glHistogram(
+ *(GLenum *)(pc + 0),
+ *(GLsizei *)(pc + 4),
+ *(GLenum *)(pc + 8),
+ *(GLboolean *)(pc + 12)
+ );
+}
+
+void __glXDisp_Minmax(GLbyte *pc)
+{
+ glMinmax(
+ *(GLenum *)(pc + 0),
+ *(GLenum *)(pc + 4),
+ *(GLboolean *)(pc + 8)
+ );
+}
+
+void __glXDisp_ResetHistogram(GLbyte *pc)
+{
+ glResetHistogram(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_ResetMinmax(GLbyte *pc)
+{
+ glResetMinmax(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_CopyTexSubImage3D(GLbyte *pc)
+{
+ glCopyTexSubImage3D(
+ *(GLenum *)(pc + 0),
+ *(GLint *)(pc + 4),
+ *(GLint *)(pc + 8),
+ *(GLint *)(pc + 12),
+ *(GLint *)(pc + 16),
+ *(GLint *)(pc + 20),
+ *(GLint *)(pc + 24),
+ *(GLsizei *)(pc + 28),
+ *(GLsizei *)(pc + 32)
+ );
+}
+
+void __glXDisp_ActiveTextureARB(GLbyte *pc)
+{
+ glActiveTextureARB(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultiTexCoord1dvARB(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 12);
+ pc -= 4;
+ }
+#endif
+ glMultiTexCoord1dvARB(
+ *(GLenum *)(pc + 8),
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultiTexCoord1fvARB(GLbyte *pc)
+{
+ glMultiTexCoord1fvARB(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord1ivARB(GLbyte *pc)
+{
+ glMultiTexCoord1ivARB(
+ *(GLenum *)(pc + 0),
+ (GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord1svARB(GLbyte *pc)
+{
+ glMultiTexCoord1svARB(
+ *(GLenum *)(pc + 0),
+ (GLshort *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord2dvARB(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 20);
+ pc -= 4;
+ }
+#endif
+ glMultiTexCoord2dvARB(
+ *(GLenum *)(pc + 16),
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultiTexCoord2fvARB(GLbyte *pc)
+{
+ glMultiTexCoord2fvARB(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord2ivARB(GLbyte *pc)
+{
+ glMultiTexCoord2ivARB(
+ *(GLenum *)(pc + 0),
+ (GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord2svARB(GLbyte *pc)
+{
+ glMultiTexCoord2svARB(
+ *(GLenum *)(pc + 0),
+ (GLshort *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord3dvARB(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 28);
+ pc -= 4;
+ }
+#endif
+ glMultiTexCoord3dvARB(
+ *(GLenum *)(pc + 24),
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultiTexCoord3fvARB(GLbyte *pc)
+{
+ glMultiTexCoord3fvARB(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord3ivARB(GLbyte *pc)
+{
+ glMultiTexCoord3ivARB(
+ *(GLenum *)(pc + 0),
+ (GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord3svARB(GLbyte *pc)
+{
+ glMultiTexCoord3svARB(
+ *(GLenum *)(pc + 0),
+ (GLshort *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord4dvARB(GLbyte *pc)
+{
+
+#ifdef __GLX_ALIGN64
+ if ((unsigned long)(pc) & 7) {
+ __GLX_MEM_COPY(pc-4, pc, 36);
+ pc -= 4;
+ }
+#endif
+ glMultiTexCoord4dvARB(
+ *(GLenum *)(pc + 32),
+ (GLdouble *)(pc + 0)
+ );
+}
+
+void __glXDisp_MultiTexCoord4fvARB(GLbyte *pc)
+{
+ glMultiTexCoord4fvARB(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord4ivARB(GLbyte *pc)
+{
+ glMultiTexCoord4ivARB(
+ *(GLenum *)(pc + 0),
+ (GLint *)(pc + 4)
+ );
+}
+
+void __glXDisp_MultiTexCoord4svARB(GLbyte *pc)
+{
+ glMultiTexCoord4svARB(
+ *(GLenum *)(pc + 0),
+ (GLshort *)(pc + 4)
+ );
+}
+
+
+/*
+ * Extensions
+ */
+
+#ifndef MISSING_GL_EXTS
+
+void __glXDisp_PointParameterfARB(GLbyte *pc)
+{
+ glPointParameterfARB(
+ *(GLenum *)(pc + 0),
+ *(GLfloat *)(pc + 4)
+ );
+}
+
+
+void __glXDisp_PointParameterfvARB(GLbyte *pc)
+{
+ glPointParameterfvARB(
+ *(GLenum *)(pc + 0),
+ (GLfloat *)(pc + 4)
+ );
+}
+
+dispatch_template_enum1_1s(PointParameteriNV, GLint)
+dispatch_template_enum1_Vv(PointParameterivNV, GLint)
+
+void __glXDisp_ActiveStencilFaceEXT(GLbyte *pc)
+{
+ glActiveStencilFaceEXT(
+ *(GLenum *)(pc + 0)
+ );
+}
+
+void __glXDisp_WindowPos3fARB(GLbyte *pc)
+{
+ glWindowPos3fARB(
+ *(GLfloat *)(pc + 0),
+ *(GLfloat *)(pc + 4),
+ *(GLfloat *)(pc + 8)
+ );
+}
+#endif /* !MISSING_GL_EXTS */
+
+void __glXDisp_SampleCoverageARB(GLbyte *pc)
+{
+ glSampleCoverageARB(
+ *(GLfloat *)(pc + 0),
+ *(GLboolean *)(pc + 4)
+ );
+}