diff options
author | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
commit | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch) | |
tree | f5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/src/mesa/main/api_loopback.c | |
parent | c73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff) | |
download | vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.gz vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.bz2 vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.zip |
Added MesaLib-7.6
Diffstat (limited to 'mesalib/src/mesa/main/api_loopback.c')
-rw-r--r-- | mesalib/src/mesa/main/api_loopback.c | 1657 |
1 files changed, 1657 insertions, 0 deletions
diff --git a/mesalib/src/mesa/main/api_loopback.c b/mesalib/src/mesa/main/api_loopback.c new file mode 100644 index 000000000..0e3f5ff95 --- /dev/null +++ b/mesalib/src/mesa/main/api_loopback.c @@ -0,0 +1,1657 @@ +/** + * \file api_loopback.c + * + * \author Keith Whitwell <keith@tungstengraphics.com> + */ + +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#include "glheader.h" +#include "macros.h" +#include "api_loopback.h" +#include "mtypes.h" +#include "glapi/glapi.h" +#include "glapi/glapitable.h" +#include "glapi/glthread.h" +#include "glapi/dispatch.h" + +/* KW: A set of functions to convert unusual Color/Normal/Vertex/etc + * calls to a smaller set of driver-provided formats. Currently just + * go back to dispatch to find these (eg. call glNormal3f directly), + * hence 'loopback'. + * + * The driver must supply all of the remaining entry points, which are + * listed in dd.h. The easiest way for a driver to do this is to + * install the supplied software t&l module. + */ +#define COLORF(r,g,b,a) CALL_Color4f(GET_DISPATCH(), (r,g,b,a)) +#define VERTEX2(x,y) CALL_Vertex2f(GET_DISPATCH(), (x,y)) +#define VERTEX3(x,y,z) CALL_Vertex3f(GET_DISPATCH(), (x,y,z)) +#define VERTEX4(x,y,z,w) CALL_Vertex4f(GET_DISPATCH(), (x,y,z,w)) +#define NORMAL(x,y,z) CALL_Normal3f(GET_DISPATCH(), (x,y,z)) +#define TEXCOORD1(s) CALL_TexCoord1f(GET_DISPATCH(), (s)) +#define TEXCOORD2(s,t) CALL_TexCoord2f(GET_DISPATCH(), (s,t)) +#define TEXCOORD3(s,t,u) CALL_TexCoord3f(GET_DISPATCH(), (s,t,u)) +#define TEXCOORD4(s,t,u,v) CALL_TexCoord4f(GET_DISPATCH(), (s,t,u,v)) +#define INDEX(c) CALL_Indexf(GET_DISPATCH(), (c)) +#define MULTI_TEXCOORD1(z,s) CALL_MultiTexCoord1fARB(GET_DISPATCH(), (z,s)) +#define MULTI_TEXCOORD2(z,s,t) CALL_MultiTexCoord2fARB(GET_DISPATCH(), (z,s,t)) +#define MULTI_TEXCOORD3(z,s,t,u) CALL_MultiTexCoord3fARB(GET_DISPATCH(), (z,s,t,u)) +#define MULTI_TEXCOORD4(z,s,t,u,v) CALL_MultiTexCoord4fARB(GET_DISPATCH(), (z,s,t,u,v)) +#define EVALCOORD1(x) CALL_EvalCoord1f(GET_DISPATCH(), (x)) +#define EVALCOORD2(x,y) CALL_EvalCoord2f(GET_DISPATCH(), (x,y)) +#define MATERIALFV(a,b,c) CALL_Materialfv(GET_DISPATCH(), (a,b,c)) +#define RECTF(a,b,c,d) CALL_Rectf(GET_DISPATCH(), (a,b,c,d)) + +#define ATTRIB1NV(index,x) CALL_VertexAttrib1fNV(GET_DISPATCH(), (index,x)) +#define ATTRIB2NV(index,x,y) CALL_VertexAttrib2fNV(GET_DISPATCH(), (index,x,y)) +#define ATTRIB3NV(index,x,y,z) CALL_VertexAttrib3fNV(GET_DISPATCH(), (index,x,y,z)) +#define ATTRIB4NV(index,x,y,z,w) CALL_VertexAttrib4fNV(GET_DISPATCH(), (index,x,y,z,w)) +#define ATTRIB1ARB(index,x) CALL_VertexAttrib1fARB(GET_DISPATCH(), (index,x)) +#define ATTRIB2ARB(index,x,y) CALL_VertexAttrib2fARB(GET_DISPATCH(), (index,x,y)) +#define ATTRIB3ARB(index,x,y,z) CALL_VertexAttrib3fARB(GET_DISPATCH(), (index,x,y,z)) +#define ATTRIB4ARB(index,x,y,z,w) CALL_VertexAttrib4fARB(GET_DISPATCH(), (index,x,y,z,w)) +#define FOGCOORDF(x) CALL_FogCoordfEXT(GET_DISPATCH(), (x)) +#define SECONDARYCOLORF(a,b,c) CALL_SecondaryColor3fEXT(GET_DISPATCH(), (a,b,c)) + +static void GLAPIENTRY +loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue ) +{ + COLORF( BYTE_TO_FLOAT(red), + BYTE_TO_FLOAT(green), + BYTE_TO_FLOAT(blue), + 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue ) +{ + COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3i_f( GLint red, GLint green, GLint blue ) +{ + COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green), + INT_TO_FLOAT(blue), 1.0); +} + +static void GLAPIENTRY +loopback_Color3s_f( GLshort red, GLshort green, GLshort blue ) +{ + COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), + SHORT_TO_FLOAT(blue), 1.0); +} + +static void GLAPIENTRY +loopback_Color3ui_f( GLuint red, GLuint green, GLuint blue ) +{ + COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), + UINT_TO_FLOAT(blue), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3us_f( GLushort red, GLushort green, GLushort blue ) +{ + COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), + USHORT_TO_FLOAT(blue), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3ub_f( GLubyte red, GLubyte green, GLubyte blue ) +{ + COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green), + UBYTE_TO_FLOAT(blue), 1.0 ); +} + + +static void GLAPIENTRY +loopback_Color3bv_f( const GLbyte *v ) +{ + COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2]), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3dv_f( const GLdouble *v ) +{ + COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3iv_f( const GLint *v ) +{ + COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2]), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3sv_f( const GLshort *v ) +{ + COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2]), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3uiv_f( const GLuint *v ) +{ + COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2]), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3usv_f( const GLushort *v ) +{ + COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2]), 1.0 ); +} + +static void GLAPIENTRY +loopback_Color3ubv_f( const GLubyte *v ) +{ + COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2]), 1.0 ); +} + + +static void GLAPIENTRY +loopback_Color4b_f( GLbyte red, GLbyte green, GLbyte blue, + GLbyte alpha ) +{ + COLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green), + BYTE_TO_FLOAT(blue), BYTE_TO_FLOAT(alpha) ); +} + +static void GLAPIENTRY +loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue, + GLdouble alpha ) +{ + COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha ); +} + +static void GLAPIENTRY +loopback_Color4i_f( GLint red, GLint green, GLint blue, GLint alpha ) +{ + COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green), + INT_TO_FLOAT(blue), INT_TO_FLOAT(alpha) ); +} + +static void GLAPIENTRY +loopback_Color4s_f( GLshort red, GLshort green, GLshort blue, + GLshort alpha ) +{ + COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green), + SHORT_TO_FLOAT(blue), SHORT_TO_FLOAT(alpha) ); +} + +static void GLAPIENTRY +loopback_Color4ui_f( GLuint red, GLuint green, GLuint blue, GLuint alpha ) +{ + COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green), + UINT_TO_FLOAT(blue), UINT_TO_FLOAT(alpha) ); +} + +static void GLAPIENTRY +loopback_Color4us_f( GLushort red, GLushort green, GLushort blue, GLushort alpha ) +{ + COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green), + USHORT_TO_FLOAT(blue), USHORT_TO_FLOAT(alpha) ); +} + +static void GLAPIENTRY +loopback_Color4ub_f( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) +{ + COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green), + UBYTE_TO_FLOAT(blue), UBYTE_TO_FLOAT(alpha) ); +} + + +static void GLAPIENTRY +loopback_Color4iv_f( const GLint *v ) +{ + COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) ); +} + + +static void GLAPIENTRY +loopback_Color4bv_f( const GLbyte *v ) +{ + COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]) ); +} + +static void GLAPIENTRY +loopback_Color4dv_f( const GLdouble *v ) +{ + COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); +} + + +static void GLAPIENTRY +loopback_Color4sv_f( const GLshort *v) +{ + COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]) ); +} + + +static void GLAPIENTRY +loopback_Color4uiv_f( const GLuint *v) +{ + COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]) ); +} + +static void GLAPIENTRY +loopback_Color4usv_f( const GLushort *v) +{ + COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]) ); +} + +static void GLAPIENTRY +loopback_Color4ubv_f( const GLubyte *v) +{ + COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]) ); +} + + +static void GLAPIENTRY +loopback_FogCoorddEXT( GLdouble d ) +{ + FOGCOORDF( (GLfloat) d ); +} + +static void GLAPIENTRY +loopback_FogCoorddvEXT( const GLdouble *v ) +{ + FOGCOORDF( (GLfloat) *v ); +} + + +static void GLAPIENTRY +loopback_Indexd( GLdouble c ) +{ + INDEX( (GLfloat) c ); +} + +static void GLAPIENTRY +loopback_Indexi( GLint c ) +{ + INDEX( (GLfloat) c ); +} + +static void GLAPIENTRY +loopback_Indexs( GLshort c ) +{ + INDEX( (GLfloat) c ); +} + +static void GLAPIENTRY +loopback_Indexub( GLubyte c ) +{ + INDEX( (GLfloat) c ); +} + +static void GLAPIENTRY +loopback_Indexdv( const GLdouble *c ) +{ + INDEX( (GLfloat) *c ); +} + +static void GLAPIENTRY +loopback_Indexiv( const GLint *c ) +{ + INDEX( (GLfloat) *c ); +} + +static void GLAPIENTRY +loopback_Indexsv( const GLshort *c ) +{ + INDEX( (GLfloat) *c ); +} + +static void GLAPIENTRY +loopback_Indexubv( const GLubyte *c ) +{ + INDEX( (GLfloat) *c ); +} + + +static void GLAPIENTRY +loopback_EdgeFlagv(const GLboolean *flag) +{ + CALL_EdgeFlag(GET_DISPATCH(), (*flag)); +} + + +static void GLAPIENTRY +loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz ) +{ + NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) ); +} + +static void GLAPIENTRY +loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz ) +{ + NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz); +} + +static void GLAPIENTRY +loopback_Normal3i( GLint nx, GLint ny, GLint nz ) +{ + NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) ); +} + +static void GLAPIENTRY +loopback_Normal3s( GLshort nx, GLshort ny, GLshort nz ) +{ + NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) ); +} + +static void GLAPIENTRY +loopback_Normal3bv( const GLbyte *v ) +{ + NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) ); +} + +static void GLAPIENTRY +loopback_Normal3dv( const GLdouble *v ) +{ + NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_Normal3iv( const GLint *v ) +{ + NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) ); +} + +static void GLAPIENTRY +loopback_Normal3sv( const GLshort *v ) +{ + NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) ); +} + +static void GLAPIENTRY +loopback_TexCoord1d( GLdouble s ) +{ + TEXCOORD1((GLfloat) s); +} + +static void GLAPIENTRY +loopback_TexCoord1i( GLint s ) +{ + TEXCOORD1((GLfloat) s); +} + +static void GLAPIENTRY +loopback_TexCoord1s( GLshort s ) +{ + TEXCOORD1((GLfloat) s); +} + +static void GLAPIENTRY +loopback_TexCoord2d( GLdouble s, GLdouble t ) +{ + TEXCOORD2((GLfloat) s,(GLfloat) t); +} + +static void GLAPIENTRY +loopback_TexCoord2s( GLshort s, GLshort t ) +{ + TEXCOORD2((GLfloat) s,(GLfloat) t); +} + +static void GLAPIENTRY +loopback_TexCoord2i( GLint s, GLint t ) +{ + TEXCOORD2((GLfloat) s,(GLfloat) t); +} + +static void GLAPIENTRY +loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r ) +{ + TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); +} + +static void GLAPIENTRY +loopback_TexCoord3i( GLint s, GLint t, GLint r ) +{ + TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); +} + +static void GLAPIENTRY +loopback_TexCoord3s( GLshort s, GLshort t, GLshort r ) +{ + TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); +} + +static void GLAPIENTRY +loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) +{ + TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); +} + +static void GLAPIENTRY +loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q ) +{ + TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); +} + +static void GLAPIENTRY +loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) +{ + TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); +} + +static void GLAPIENTRY +loopback_TexCoord1dv( const GLdouble *v ) +{ + TEXCOORD1((GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_TexCoord1iv( const GLint *v ) +{ + TEXCOORD1((GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_TexCoord1sv( const GLshort *v ) +{ + TEXCOORD1((GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_TexCoord2dv( const GLdouble *v ) +{ + TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_TexCoord2iv( const GLint *v ) +{ + TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_TexCoord2sv( const GLshort *v ) +{ + TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_TexCoord3dv( const GLdouble *v ) +{ + TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_TexCoord3iv( const GLint *v ) +{ + TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_TexCoord3sv( const GLshort *v ) +{ + TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_TexCoord4dv( const GLdouble *v ) +{ + TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_TexCoord4iv( const GLint *v ) +{ + TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_TexCoord4sv( const GLshort *v ) +{ + TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_Vertex2d( GLdouble x, GLdouble y ) +{ + VERTEX2( (GLfloat) x, (GLfloat) y ); +} + +static void GLAPIENTRY +loopback_Vertex2i( GLint x, GLint y ) +{ + VERTEX2( (GLfloat) x, (GLfloat) y ); +} + +static void GLAPIENTRY +loopback_Vertex2s( GLshort x, GLshort y ) +{ + VERTEX2( (GLfloat) x, (GLfloat) y ); +} + +static void GLAPIENTRY +loopback_Vertex3d( GLdouble x, GLdouble y, GLdouble z ) +{ + VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); +} + +static void GLAPIENTRY +loopback_Vertex3i( GLint x, GLint y, GLint z ) +{ + VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); +} + +static void GLAPIENTRY +loopback_Vertex3s( GLshort x, GLshort y, GLshort z ) +{ + VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); +} + +static void GLAPIENTRY +loopback_Vertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) +{ + VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); +} + +static void GLAPIENTRY +loopback_Vertex4i( GLint x, GLint y, GLint z, GLint w ) +{ + VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); +} + +static void GLAPIENTRY +loopback_Vertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) +{ + VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); +} + +static void GLAPIENTRY +loopback_Vertex2dv( const GLdouble *v ) +{ + VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void GLAPIENTRY +loopback_Vertex2iv( const GLint *v ) +{ + VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void GLAPIENTRY +loopback_Vertex2sv( const GLshort *v ) +{ + VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void GLAPIENTRY +loopback_Vertex3dv( const GLdouble *v ) +{ + VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_Vertex3iv( const GLint *v ) +{ + VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_Vertex3sv( const GLshort *v ) +{ + VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_Vertex4dv( const GLdouble *v ) +{ + VERTEX4( (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void GLAPIENTRY +loopback_Vertex4iv( const GLint *v ) +{ + VERTEX4( (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void GLAPIENTRY +loopback_Vertex4sv( const GLshort *v ) +{ + VERTEX4( (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord1dARB(GLenum target, GLdouble s) +{ + MULTI_TEXCOORD1( target, (GLfloat) s ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord1dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD1( target, (GLfloat) v[0] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord1iARB(GLenum target, GLint s) +{ + MULTI_TEXCOORD1( target, (GLfloat) s ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord1ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD1( target, (GLfloat) v[0] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord1sARB(GLenum target, GLshort s) +{ + MULTI_TEXCOORD1( target, (GLfloat) s ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord1svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD1( target, (GLfloat) v[0] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t) +{ + MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord2dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord2iARB(GLenum target, GLint s, GLint t) +{ + MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord2ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t) +{ + MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord2svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r) +{ + MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord3dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r) +{ + MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord3ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r) +{ + MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord3svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) +{ + MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, + (GLfloat) r, (GLfloat) q ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord4dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q) +{ + MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, + (GLfloat) r, (GLfloat) q ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord4ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) +{ + MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, + (GLfloat) r, (GLfloat) q ); +} + +static void GLAPIENTRY +loopback_MultiTexCoord4svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void GLAPIENTRY +loopback_EvalCoord2dv( const GLdouble *u ) +{ + EVALCOORD2( (GLfloat) u[0], (GLfloat) u[1] ); +} + +static void GLAPIENTRY +loopback_EvalCoord2fv( const GLfloat *u ) +{ + EVALCOORD2( u[0], u[1] ); +} + +static void GLAPIENTRY +loopback_EvalCoord2d( GLdouble u, GLdouble v ) +{ + EVALCOORD2( (GLfloat) u, (GLfloat) v ); +} + +static void GLAPIENTRY +loopback_EvalCoord1dv( const GLdouble *u ) +{ + EVALCOORD1( (GLfloat) *u ); +} + +static void GLAPIENTRY +loopback_EvalCoord1fv( const GLfloat *u ) +{ + EVALCOORD1( (GLfloat) *u ); +} + +static void GLAPIENTRY +loopback_EvalCoord1d( GLdouble u ) +{ + EVALCOORD1( (GLfloat) u ); +} + +static void GLAPIENTRY +loopback_Materialf( GLenum face, GLenum pname, GLfloat param ) +{ + GLfloat fparam[4]; + fparam[0] = param; + MATERIALFV( face, pname, fparam ); +} + +static void GLAPIENTRY +loopback_Materiali(GLenum face, GLenum pname, GLint param ) +{ + GLfloat p = (GLfloat) param; + MATERIALFV(face, pname, &p); +} + +static void GLAPIENTRY +loopback_Materialiv(GLenum face, GLenum pname, const GLint *params ) +{ + GLfloat fparam[4]; + switch (pname) { + case GL_AMBIENT: + case GL_DIFFUSE: + case GL_SPECULAR: + case GL_EMISSION: + case GL_AMBIENT_AND_DIFFUSE: + fparam[0] = INT_TO_FLOAT( params[0] ); + fparam[1] = INT_TO_FLOAT( params[1] ); + fparam[2] = INT_TO_FLOAT( params[2] ); + fparam[3] = INT_TO_FLOAT( params[3] ); + break; + case GL_SHININESS: + fparam[0] = (GLfloat) params[0]; + break; + case GL_COLOR_INDEXES: + fparam[0] = (GLfloat) params[0]; + fparam[1] = (GLfloat) params[1]; + fparam[2] = (GLfloat) params[2]; + break; + default: + ; + } + MATERIALFV(face, pname, fparam); +} + + +static void GLAPIENTRY +loopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) +{ + RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); +} + +static void GLAPIENTRY +loopback_Rectdv(const GLdouble *v1, const GLdouble *v2) +{ + RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); +} + +static void GLAPIENTRY +loopback_Rectfv(const GLfloat *v1, const GLfloat *v2) +{ + RECTF(v1[0], v1[1], v2[0], v2[1]); +} + +static void GLAPIENTRY +loopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2) +{ + RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); +} + +static void GLAPIENTRY +loopback_Rectiv(const GLint *v1, const GLint *v2) +{ + RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); +} + +static void GLAPIENTRY +loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) +{ + RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); +} + +static void GLAPIENTRY +loopback_Rectsv(const GLshort *v1, const GLshort *v2) +{ + RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); +} + +static void GLAPIENTRY +loopback_SecondaryColor3bEXT_f( GLbyte red, GLbyte green, GLbyte blue ) +{ + SECONDARYCOLORF( BYTE_TO_FLOAT(red), + BYTE_TO_FLOAT(green), + BYTE_TO_FLOAT(blue) ); +} + +static void GLAPIENTRY +loopback_SecondaryColor3dEXT_f( GLdouble red, GLdouble green, GLdouble blue ) +{ + SECONDARYCOLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue ); +} + +static void GLAPIENTRY +loopback_SecondaryColor3iEXT_f( GLint red, GLint green, GLint blue ) +{ + SECONDARYCOLORF( INT_TO_FLOAT(red), + INT_TO_FLOAT(green), + INT_TO_FLOAT(blue)); +} + +static void GLAPIENTRY +loopback_SecondaryColor3sEXT_f( GLshort red, GLshort green, GLshort blue ) +{ + SECONDARYCOLORF(SHORT_TO_FLOAT(red), + SHORT_TO_FLOAT(green), + SHORT_TO_FLOAT(blue)); +} + +static void GLAPIENTRY +loopback_SecondaryColor3uiEXT_f( GLuint red, GLuint green, GLuint blue ) +{ + SECONDARYCOLORF(UINT_TO_FLOAT(red), + UINT_TO_FLOAT(green), + UINT_TO_FLOAT(blue)); +} + +static void GLAPIENTRY +loopback_SecondaryColor3usEXT_f( GLushort red, GLushort green, GLushort blue ) +{ + SECONDARYCOLORF(USHORT_TO_FLOAT(red), + USHORT_TO_FLOAT(green), + USHORT_TO_FLOAT(blue)); +} + +static void GLAPIENTRY +loopback_SecondaryColor3ubEXT_f( GLubyte red, GLubyte green, GLubyte blue ) +{ + SECONDARYCOLORF(UBYTE_TO_FLOAT(red), + UBYTE_TO_FLOAT(green), + UBYTE_TO_FLOAT(blue)); +} + +static void GLAPIENTRY +loopback_SecondaryColor3bvEXT_f( const GLbyte *v ) +{ + SECONDARYCOLORF(BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2])); +} + +static void GLAPIENTRY +loopback_SecondaryColor3dvEXT_f( const GLdouble *v ) +{ + SECONDARYCOLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} +static void GLAPIENTRY +loopback_SecondaryColor3ivEXT_f( const GLint *v ) +{ + SECONDARYCOLORF(INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2])); +} + +static void GLAPIENTRY +loopback_SecondaryColor3svEXT_f( const GLshort *v ) +{ + SECONDARYCOLORF(SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2])); +} + +static void GLAPIENTRY +loopback_SecondaryColor3uivEXT_f( const GLuint *v ) +{ + SECONDARYCOLORF(UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2])); +} + +static void GLAPIENTRY +loopback_SecondaryColor3usvEXT_f( const GLushort *v ) +{ + SECONDARYCOLORF(USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2])); +} + +static void GLAPIENTRY +loopback_SecondaryColor3ubvEXT_f( const GLubyte *v ) +{ + SECONDARYCOLORF(UBYTE_TO_FLOAT(v[0]), + UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2])); +} + + +/* + * GL_NV_vertex_program: + * Always loop-back to one of the VertexAttrib[1234]f[v]NV functions. + */ + +static void GLAPIENTRY +loopback_VertexAttrib1sNV(GLuint index, GLshort x) +{ + ATTRIB1NV(index, (GLfloat) x); +} + +static void GLAPIENTRY +loopback_VertexAttrib1dNV(GLuint index, GLdouble x) +{ + ATTRIB1NV(index, (GLfloat) x); +} + +static void GLAPIENTRY +loopback_VertexAttrib2sNV(GLuint index, GLshort x, GLshort y) +{ + ATTRIB2NV(index, (GLfloat) x, y); +} + +static void GLAPIENTRY +loopback_VertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y) +{ + ATTRIB2NV(index, (GLfloat) x, (GLfloat) y); +} + +static void GLAPIENTRY +loopback_VertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z) +{ + ATTRIB3NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); +} + +static void GLAPIENTRY +loopback_VertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z) +{ + ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +static void GLAPIENTRY +loopback_VertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) +{ + ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +static void GLAPIENTRY +loopback_VertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +static void GLAPIENTRY +loopback_VertexAttrib4ubNV(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) +{ + ATTRIB4NV(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y), + UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w)); +} + +static void GLAPIENTRY +loopback_VertexAttrib1svNV(GLuint index, const GLshort *v) +{ + ATTRIB1NV(index, (GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_VertexAttrib1dvNV(GLuint index, const GLdouble *v) +{ + ATTRIB1NV(index, (GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_VertexAttrib2svNV(GLuint index, const GLshort *v) +{ + ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_VertexAttrib2dvNV(GLuint index, const GLdouble *v) +{ + ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_VertexAttrib3svNV(GLuint index, const GLshort *v) +{ + ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_VertexAttrib3dvNV(GLuint index, const GLdouble *v) +{ + ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4svNV(GLuint index, const GLshort *v) +{ + ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], + (GLfloat)v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4dvNV(GLuint index, const GLdouble *v) +{ + ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4ubvNV(GLuint index, const GLubyte *v) +{ + ATTRIB4NV(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3])); +} + + +static void GLAPIENTRY +loopback_VertexAttribs1svNV(GLuint index, GLsizei n, const GLshort *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib1svNV(index + i, v + i); +} + +static void GLAPIENTRY +loopback_VertexAttribs1fvNV(GLuint index, GLsizei n, const GLfloat *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + ATTRIB1NV(index + i, v[i]); +} + +static void GLAPIENTRY +loopback_VertexAttribs1dvNV(GLuint index, GLsizei n, const GLdouble *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib1dvNV(index + i, v + i); +} + +static void GLAPIENTRY +loopback_VertexAttribs2svNV(GLuint index, GLsizei n, const GLshort *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib2svNV(index + i, v + 2 * i); +} + +static void GLAPIENTRY +loopback_VertexAttribs2fvNV(GLuint index, GLsizei n, const GLfloat *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + ATTRIB2NV(index + i, v[2 * i], v[2 * i + 1]); +} + +static void GLAPIENTRY +loopback_VertexAttribs2dvNV(GLuint index, GLsizei n, const GLdouble *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib2dvNV(index + i, v + 2 * i); +} + +static void GLAPIENTRY +loopback_VertexAttribs3svNV(GLuint index, GLsizei n, const GLshort *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib3svNV(index + i, v + 3 * i); +} + +static void GLAPIENTRY +loopback_VertexAttribs3fvNV(GLuint index, GLsizei n, const GLfloat *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + ATTRIB3NV(index + i, v[3 * i], v[3 * i + 1], v[3 * i + 2]); +} + +static void GLAPIENTRY +loopback_VertexAttribs3dvNV(GLuint index, GLsizei n, const GLdouble *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib3dvNV(index + i, v + 3 * i); +} + +static void GLAPIENTRY +loopback_VertexAttribs4svNV(GLuint index, GLsizei n, const GLshort *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib4svNV(index + i, v + 4 * i); +} + +static void GLAPIENTRY +loopback_VertexAttribs4fvNV(GLuint index, GLsizei n, const GLfloat *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + ATTRIB4NV(index + i, v[4 * i], v[4 * i + 1], v[4 * i + 2], v[4 * i + 3]); +} + +static void GLAPIENTRY +loopback_VertexAttribs4dvNV(GLuint index, GLsizei n, const GLdouble *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib4dvNV(index + i, v + 4 * i); +} + +static void GLAPIENTRY +loopback_VertexAttribs4ubvNV(GLuint index, GLsizei n, const GLubyte *v) +{ + GLint i; + for (i = n - 1; i >= 0; i--) + loopback_VertexAttrib4ubvNV(index + i, v + 4 * i); +} + + +/* + * GL_ARB_vertex_program + * Always loop-back to one of the VertexAttrib[1234]f[v]ARB functions. + */ + +static void GLAPIENTRY +loopback_VertexAttrib1sARB(GLuint index, GLshort x) +{ + ATTRIB1ARB(index, (GLfloat) x); +} + +static void GLAPIENTRY +loopback_VertexAttrib1dARB(GLuint index, GLdouble x) +{ + ATTRIB1ARB(index, (GLfloat) x); +} + +static void GLAPIENTRY +loopback_VertexAttrib2sARB(GLuint index, GLshort x, GLshort y) +{ + ATTRIB2ARB(index, (GLfloat) x, y); +} + +static void GLAPIENTRY +loopback_VertexAttrib2dARB(GLuint index, GLdouble x, GLdouble y) +{ + ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y); +} + +static void GLAPIENTRY +loopback_VertexAttrib3sARB(GLuint index, GLshort x, GLshort y, GLshort z) +{ + ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); +} + +static void GLAPIENTRY +loopback_VertexAttrib3dARB(GLuint index, GLdouble x, GLdouble y, GLdouble z) +{ + ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); +} + +static void GLAPIENTRY +loopback_VertexAttrib4sARB(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) +{ + ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +static void GLAPIENTRY +loopback_VertexAttrib4dARB(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); +} + +static void GLAPIENTRY +loopback_VertexAttrib1svARB(GLuint index, const GLshort *v) +{ + ATTRIB1ARB(index, (GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_VertexAttrib1dvARB(GLuint index, const GLdouble *v) +{ + ATTRIB1ARB(index, (GLfloat) v[0]); +} + +static void GLAPIENTRY +loopback_VertexAttrib2svARB(GLuint index, const GLshort *v) +{ + ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_VertexAttrib2dvARB(GLuint index, const GLdouble *v) +{ + ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]); +} + +static void GLAPIENTRY +loopback_VertexAttrib3svARB(GLuint index, const GLshort *v) +{ + ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_VertexAttrib3dvARB(GLuint index, const GLdouble *v) +{ + ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4svARB(GLuint index, const GLshort *v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], + (GLfloat)v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4dvARB(GLuint index, const GLdouble *v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4bvARB(GLuint index, const GLbyte * v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4ivARB(GLuint index, const GLint * v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4ubvARB(GLuint index, const GLubyte * v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4usvARB(GLuint index, const GLushort * v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4uivARB(GLuint index, const GLuint * v) +{ + ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NbvARB(GLuint index, const GLbyte * v) +{ + ATTRIB4ARB(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3])); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NsvARB(GLuint index, const GLshort * v) +{ + ATTRIB4ARB(index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3])); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NivARB(GLuint index, const GLint * v) +{ + ATTRIB4ARB(index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3])); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NubARB(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) +{ + ATTRIB4ARB(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y), + UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w)); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NubvARB(GLuint index, const GLubyte * v) +{ + ATTRIB4ARB(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]), + UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3])); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NusvARB(GLuint index, const GLushort * v) +{ + ATTRIB4ARB(index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3])); +} + +static void GLAPIENTRY +loopback_VertexAttrib4NuivARB(GLuint index, const GLuint * v) +{ + ATTRIB4ARB(index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3])); +} + + + + +/* + * This code never registers handlers for any of the entry points + * listed in vtxfmt.h. + */ +void +_mesa_loopback_init_api_table( struct _glapi_table *dest ) +{ + SET_Color3b(dest, loopback_Color3b_f); + SET_Color3d(dest, loopback_Color3d_f); + SET_Color3i(dest, loopback_Color3i_f); + SET_Color3s(dest, loopback_Color3s_f); + SET_Color3ui(dest, loopback_Color3ui_f); + SET_Color3us(dest, loopback_Color3us_f); + SET_Color3ub(dest, loopback_Color3ub_f); + SET_Color4b(dest, loopback_Color4b_f); + SET_Color4d(dest, loopback_Color4d_f); + SET_Color4i(dest, loopback_Color4i_f); + SET_Color4s(dest, loopback_Color4s_f); + SET_Color4ui(dest, loopback_Color4ui_f); + SET_Color4us(dest, loopback_Color4us_f); + SET_Color4ub(dest, loopback_Color4ub_f); + SET_Color3bv(dest, loopback_Color3bv_f); + SET_Color3dv(dest, loopback_Color3dv_f); + SET_Color3iv(dest, loopback_Color3iv_f); + SET_Color3sv(dest, loopback_Color3sv_f); + SET_Color3uiv(dest, loopback_Color3uiv_f); + SET_Color3usv(dest, loopback_Color3usv_f); + SET_Color3ubv(dest, loopback_Color3ubv_f); + SET_Color4bv(dest, loopback_Color4bv_f); + SET_Color4dv(dest, loopback_Color4dv_f); + SET_Color4iv(dest, loopback_Color4iv_f); + SET_Color4sv(dest, loopback_Color4sv_f); + SET_Color4uiv(dest, loopback_Color4uiv_f); + SET_Color4usv(dest, loopback_Color4usv_f); + SET_Color4ubv(dest, loopback_Color4ubv_f); + + SET_SecondaryColor3bEXT(dest, loopback_SecondaryColor3bEXT_f); + SET_SecondaryColor3dEXT(dest, loopback_SecondaryColor3dEXT_f); + SET_SecondaryColor3iEXT(dest, loopback_SecondaryColor3iEXT_f); + SET_SecondaryColor3sEXT(dest, loopback_SecondaryColor3sEXT_f); + SET_SecondaryColor3uiEXT(dest, loopback_SecondaryColor3uiEXT_f); + SET_SecondaryColor3usEXT(dest, loopback_SecondaryColor3usEXT_f); + SET_SecondaryColor3ubEXT(dest, loopback_SecondaryColor3ubEXT_f); + SET_SecondaryColor3bvEXT(dest, loopback_SecondaryColor3bvEXT_f); + SET_SecondaryColor3dvEXT(dest, loopback_SecondaryColor3dvEXT_f); + SET_SecondaryColor3ivEXT(dest, loopback_SecondaryColor3ivEXT_f); + SET_SecondaryColor3svEXT(dest, loopback_SecondaryColor3svEXT_f); + SET_SecondaryColor3uivEXT(dest, loopback_SecondaryColor3uivEXT_f); + SET_SecondaryColor3usvEXT(dest, loopback_SecondaryColor3usvEXT_f); + SET_SecondaryColor3ubvEXT(dest, loopback_SecondaryColor3ubvEXT_f); + + SET_EdgeFlagv(dest, loopback_EdgeFlagv); + + SET_Indexd(dest, loopback_Indexd); + SET_Indexi(dest, loopback_Indexi); + SET_Indexs(dest, loopback_Indexs); + SET_Indexub(dest, loopback_Indexub); + SET_Indexdv(dest, loopback_Indexdv); + SET_Indexiv(dest, loopback_Indexiv); + SET_Indexsv(dest, loopback_Indexsv); + SET_Indexubv(dest, loopback_Indexubv); + SET_Normal3b(dest, loopback_Normal3b); + SET_Normal3d(dest, loopback_Normal3d); + SET_Normal3i(dest, loopback_Normal3i); + SET_Normal3s(dest, loopback_Normal3s); + SET_Normal3bv(dest, loopback_Normal3bv); + SET_Normal3dv(dest, loopback_Normal3dv); + SET_Normal3iv(dest, loopback_Normal3iv); + SET_Normal3sv(dest, loopback_Normal3sv); + SET_TexCoord1d(dest, loopback_TexCoord1d); + SET_TexCoord1i(dest, loopback_TexCoord1i); + SET_TexCoord1s(dest, loopback_TexCoord1s); + SET_TexCoord2d(dest, loopback_TexCoord2d); + SET_TexCoord2s(dest, loopback_TexCoord2s); + SET_TexCoord2i(dest, loopback_TexCoord2i); + SET_TexCoord3d(dest, loopback_TexCoord3d); + SET_TexCoord3i(dest, loopback_TexCoord3i); + SET_TexCoord3s(dest, loopback_TexCoord3s); + SET_TexCoord4d(dest, loopback_TexCoord4d); + SET_TexCoord4i(dest, loopback_TexCoord4i); + SET_TexCoord4s(dest, loopback_TexCoord4s); + SET_TexCoord1dv(dest, loopback_TexCoord1dv); + SET_TexCoord1iv(dest, loopback_TexCoord1iv); + SET_TexCoord1sv(dest, loopback_TexCoord1sv); + SET_TexCoord2dv(dest, loopback_TexCoord2dv); + SET_TexCoord2iv(dest, loopback_TexCoord2iv); + SET_TexCoord2sv(dest, loopback_TexCoord2sv); + SET_TexCoord3dv(dest, loopback_TexCoord3dv); + SET_TexCoord3iv(dest, loopback_TexCoord3iv); + SET_TexCoord3sv(dest, loopback_TexCoord3sv); + SET_TexCoord4dv(dest, loopback_TexCoord4dv); + SET_TexCoord4iv(dest, loopback_TexCoord4iv); + SET_TexCoord4sv(dest, loopback_TexCoord4sv); + SET_Vertex2d(dest, loopback_Vertex2d); + SET_Vertex2i(dest, loopback_Vertex2i); + SET_Vertex2s(dest, loopback_Vertex2s); + SET_Vertex3d(dest, loopback_Vertex3d); + SET_Vertex3i(dest, loopback_Vertex3i); + SET_Vertex3s(dest, loopback_Vertex3s); + SET_Vertex4d(dest, loopback_Vertex4d); + SET_Vertex4i(dest, loopback_Vertex4i); + SET_Vertex4s(dest, loopback_Vertex4s); + SET_Vertex2dv(dest, loopback_Vertex2dv); + SET_Vertex2iv(dest, loopback_Vertex2iv); + SET_Vertex2sv(dest, loopback_Vertex2sv); + SET_Vertex3dv(dest, loopback_Vertex3dv); + SET_Vertex3iv(dest, loopback_Vertex3iv); + SET_Vertex3sv(dest, loopback_Vertex3sv); + SET_Vertex4dv(dest, loopback_Vertex4dv); + SET_Vertex4iv(dest, loopback_Vertex4iv); + SET_Vertex4sv(dest, loopback_Vertex4sv); + SET_MultiTexCoord1dARB(dest, loopback_MultiTexCoord1dARB); + SET_MultiTexCoord1dvARB(dest, loopback_MultiTexCoord1dvARB); + SET_MultiTexCoord1iARB(dest, loopback_MultiTexCoord1iARB); + SET_MultiTexCoord1ivARB(dest, loopback_MultiTexCoord1ivARB); + SET_MultiTexCoord1sARB(dest, loopback_MultiTexCoord1sARB); + SET_MultiTexCoord1svARB(dest, loopback_MultiTexCoord1svARB); + SET_MultiTexCoord2dARB(dest, loopback_MultiTexCoord2dARB); + SET_MultiTexCoord2dvARB(dest, loopback_MultiTexCoord2dvARB); + SET_MultiTexCoord2iARB(dest, loopback_MultiTexCoord2iARB); + SET_MultiTexCoord2ivARB(dest, loopback_MultiTexCoord2ivARB); + SET_MultiTexCoord2sARB(dest, loopback_MultiTexCoord2sARB); + SET_MultiTexCoord2svARB(dest, loopback_MultiTexCoord2svARB); + SET_MultiTexCoord3dARB(dest, loopback_MultiTexCoord3dARB); + SET_MultiTexCoord3dvARB(dest, loopback_MultiTexCoord3dvARB); + SET_MultiTexCoord3iARB(dest, loopback_MultiTexCoord3iARB); + SET_MultiTexCoord3ivARB(dest, loopback_MultiTexCoord3ivARB); + SET_MultiTexCoord3sARB(dest, loopback_MultiTexCoord3sARB); + SET_MultiTexCoord3svARB(dest, loopback_MultiTexCoord3svARB); + SET_MultiTexCoord4dARB(dest, loopback_MultiTexCoord4dARB); + SET_MultiTexCoord4dvARB(dest, loopback_MultiTexCoord4dvARB); + SET_MultiTexCoord4iARB(dest, loopback_MultiTexCoord4iARB); + SET_MultiTexCoord4ivARB(dest, loopback_MultiTexCoord4ivARB); + SET_MultiTexCoord4sARB(dest, loopback_MultiTexCoord4sARB); + SET_MultiTexCoord4svARB(dest, loopback_MultiTexCoord4svARB); + SET_EvalCoord2dv(dest, loopback_EvalCoord2dv); + SET_EvalCoord2fv(dest, loopback_EvalCoord2fv); + SET_EvalCoord2d(dest, loopback_EvalCoord2d); + SET_EvalCoord1dv(dest, loopback_EvalCoord1dv); + SET_EvalCoord1fv(dest, loopback_EvalCoord1fv); + SET_EvalCoord1d(dest, loopback_EvalCoord1d); + SET_Materialf(dest, loopback_Materialf); + SET_Materiali(dest, loopback_Materiali); + SET_Materialiv(dest, loopback_Materialiv); + SET_Rectd(dest, loopback_Rectd); + SET_Rectdv(dest, loopback_Rectdv); + SET_Rectfv(dest, loopback_Rectfv); + SET_Recti(dest, loopback_Recti); + SET_Rectiv(dest, loopback_Rectiv); + SET_Rects(dest, loopback_Rects); + SET_Rectsv(dest, loopback_Rectsv); + SET_FogCoorddEXT(dest, loopback_FogCoorddEXT); + SET_FogCoorddvEXT(dest, loopback_FogCoorddvEXT); + + SET_VertexAttrib1sNV(dest, loopback_VertexAttrib1sNV); + SET_VertexAttrib1dNV(dest, loopback_VertexAttrib1dNV); + SET_VertexAttrib2sNV(dest, loopback_VertexAttrib2sNV); + SET_VertexAttrib2dNV(dest, loopback_VertexAttrib2dNV); + SET_VertexAttrib3sNV(dest, loopback_VertexAttrib3sNV); + SET_VertexAttrib3dNV(dest, loopback_VertexAttrib3dNV); + SET_VertexAttrib4sNV(dest, loopback_VertexAttrib4sNV); + SET_VertexAttrib4dNV(dest, loopback_VertexAttrib4dNV); + SET_VertexAttrib4ubNV(dest, loopback_VertexAttrib4ubNV); + SET_VertexAttrib1svNV(dest, loopback_VertexAttrib1svNV); + SET_VertexAttrib1dvNV(dest, loopback_VertexAttrib1dvNV); + SET_VertexAttrib2svNV(dest, loopback_VertexAttrib2svNV); + SET_VertexAttrib2dvNV(dest, loopback_VertexAttrib2dvNV); + SET_VertexAttrib3svNV(dest, loopback_VertexAttrib3svNV); + SET_VertexAttrib3dvNV(dest, loopback_VertexAttrib3dvNV); + SET_VertexAttrib4svNV(dest, loopback_VertexAttrib4svNV); + SET_VertexAttrib4dvNV(dest, loopback_VertexAttrib4dvNV); + SET_VertexAttrib4ubvNV(dest, loopback_VertexAttrib4ubvNV); + SET_VertexAttribs1svNV(dest, loopback_VertexAttribs1svNV); + SET_VertexAttribs1fvNV(dest, loopback_VertexAttribs1fvNV); + SET_VertexAttribs1dvNV(dest, loopback_VertexAttribs1dvNV); + SET_VertexAttribs2svNV(dest, loopback_VertexAttribs2svNV); + SET_VertexAttribs2fvNV(dest, loopback_VertexAttribs2fvNV); + SET_VertexAttribs2dvNV(dest, loopback_VertexAttribs2dvNV); + SET_VertexAttribs3svNV(dest, loopback_VertexAttribs3svNV); + SET_VertexAttribs3fvNV(dest, loopback_VertexAttribs3fvNV); + SET_VertexAttribs3dvNV(dest, loopback_VertexAttribs3dvNV); + SET_VertexAttribs4svNV(dest, loopback_VertexAttribs4svNV); + SET_VertexAttribs4fvNV(dest, loopback_VertexAttribs4fvNV); + SET_VertexAttribs4dvNV(dest, loopback_VertexAttribs4dvNV); + SET_VertexAttribs4ubvNV(dest, loopback_VertexAttribs4ubvNV); + + SET_VertexAttrib1sARB(dest, loopback_VertexAttrib1sARB); + SET_VertexAttrib1dARB(dest, loopback_VertexAttrib1dARB); + SET_VertexAttrib2sARB(dest, loopback_VertexAttrib2sARB); + SET_VertexAttrib2dARB(dest, loopback_VertexAttrib2dARB); + SET_VertexAttrib3sARB(dest, loopback_VertexAttrib3sARB); + SET_VertexAttrib3dARB(dest, loopback_VertexAttrib3dARB); + SET_VertexAttrib4sARB(dest, loopback_VertexAttrib4sARB); + SET_VertexAttrib4dARB(dest, loopback_VertexAttrib4dARB); + SET_VertexAttrib1svARB(dest, loopback_VertexAttrib1svARB); + SET_VertexAttrib1dvARB(dest, loopback_VertexAttrib1dvARB); + SET_VertexAttrib2svARB(dest, loopback_VertexAttrib2svARB); + SET_VertexAttrib2dvARB(dest, loopback_VertexAttrib2dvARB); + SET_VertexAttrib3svARB(dest, loopback_VertexAttrib3svARB); + SET_VertexAttrib3dvARB(dest, loopback_VertexAttrib3dvARB); + SET_VertexAttrib4svARB(dest, loopback_VertexAttrib4svARB); + SET_VertexAttrib4dvARB(dest, loopback_VertexAttrib4dvARB); + SET_VertexAttrib4NubARB(dest, loopback_VertexAttrib4NubARB); + SET_VertexAttrib4NubvARB(dest, loopback_VertexAttrib4NubvARB); + SET_VertexAttrib4bvARB(dest, loopback_VertexAttrib4bvARB); + SET_VertexAttrib4ivARB(dest, loopback_VertexAttrib4ivARB); + SET_VertexAttrib4ubvARB(dest, loopback_VertexAttrib4ubvARB); + SET_VertexAttrib4usvARB(dest, loopback_VertexAttrib4usvARB); + SET_VertexAttrib4uivARB(dest, loopback_VertexAttrib4uivARB); + SET_VertexAttrib4NbvARB(dest, loopback_VertexAttrib4NbvARB); + SET_VertexAttrib4NsvARB(dest, loopback_VertexAttrib4NsvARB); + SET_VertexAttrib4NivARB(dest, loopback_VertexAttrib4NivARB); + SET_VertexAttrib4NusvARB(dest, loopback_VertexAttrib4NusvARB); + SET_VertexAttrib4NuivARB(dest, loopback_VertexAttrib4NuivARB); +} |