/* $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. */ #ifdef HAVE_DIX_CONFIG_H #include #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) ); }