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authormarha <marha@users.sourceforge.net>2013-01-07 11:56:06 +0100
committermarha <marha@users.sourceforge.net>2013-01-07 11:56:06 +0100
commit3f553aaceddc9b09363c73d9bea40eaea8164fc4 (patch)
treeb112d1ad761f8621106f8930daaf97fafed339fb /xorg-server/hw/dmx/glxProxy/renderpixswap.c
parent293fd0043af7e861c9c540bebc44630d0da0bf9b (diff)
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pixman xkbcomp libX11 libXau mesa fontconfig xserver xkeyboard-config git update 7 jan 2013
fontconfig: 17eda89ed2e24a3fc5f68538dd7fd9ada8efb087 xserver: bd91b05b631f13afd1f7a9d6cbc4f0c5408b523a xkeyboard-config: 4779e2745094ebe0c06364b4099d7067ae750d07 libX11: cd25cab4b5b957641183ce72dd1ae0424aff1663 libXau: e04364efccbb3bb4cfc5f4cb491ffa1faaaacbdb mesa: afec10df373f342f058aab66c622237964a4a147 pixman: 35cc965514ca6e665c18411fcf66db826d559c2a xkbcomp: e4f767913338052527538d429931e8abd8c3fb88
Diffstat (limited to 'xorg-server/hw/dmx/glxProxy/renderpixswap.c')
-rw-r--r--xorg-server/hw/dmx/glxProxy/renderpixswap.c310
1 files changed, 155 insertions, 155 deletions
diff --git a/xorg-server/hw/dmx/glxProxy/renderpixswap.c b/xorg-server/hw/dmx/glxProxy/renderpixswap.c
index 3458e611c..32df0d5a8 100644
--- a/xorg-server/hw/dmx/glxProxy/renderpixswap.c
+++ b/xorg-server/hw/dmx/glxProxy/renderpixswap.c
@@ -39,10 +39,10 @@ __glXDispSwap_PolygonStipple(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
hdr->swapBytes = !hdr->swapBytes;
}
@@ -54,17 +54,17 @@ __glXDispSwap_Bitmap(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_FLOAT((GLbyte *) & hdr->xorig);
- __GLX_SWAP_FLOAT((GLbyte *) & hdr->yorig);
- __GLX_SWAP_FLOAT((GLbyte *) & hdr->xmove);
- __GLX_SWAP_FLOAT((GLbyte *) & hdr->ymove);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_FLOAT((GLbyte *) &hdr->xorig);
+ __GLX_SWAP_FLOAT((GLbyte *) &hdr->yorig);
+ __GLX_SWAP_FLOAT((GLbyte *) &hdr->xmove);
+ __GLX_SWAP_FLOAT((GLbyte *) &hdr->ymove);
hdr->swapBytes = !hdr->swapBytes;
@@ -77,19 +77,19 @@ __glXDispSwap_TexImage1D(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->level);
- __GLX_SWAP_INT((GLbyte *) & hdr->components);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->border);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->level);
+ __GLX_SWAP_INT((GLbyte *) &hdr->components);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->border);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -105,19 +105,19 @@ __glXDispSwap_TexImage2D(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->level);
- __GLX_SWAP_INT((GLbyte *) & hdr->components);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->border);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->level);
+ __GLX_SWAP_INT((GLbyte *) &hdr->components);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->border);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -133,25 +133,25 @@ __glXDispSwap_TexImage3D(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->imageHeight);
- __GLX_SWAP_INT((GLbyte *) & hdr->imageDepth);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipImages);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipVolumes);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
-
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->level);
- __GLX_SWAP_INT((GLbyte *) & hdr->internalformat);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->depth);
- __GLX_SWAP_INT((GLbyte *) & hdr->size4d);
- __GLX_SWAP_INT((GLbyte *) & hdr->border);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->imageHeight);
+ __GLX_SWAP_INT((GLbyte *) &hdr->imageDepth);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipImages);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->level);
+ __GLX_SWAP_INT((GLbyte *) &hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->depth);
+ __GLX_SWAP_INT((GLbyte *) &hdr->size4d);
+ __GLX_SWAP_INT((GLbyte *) &hdr->border);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -167,15 +167,15 @@ __glXDispSwap_DrawPixels(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -191,17 +191,17 @@ __glXDispSwap_TexSubImage1D(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->level);
- __GLX_SWAP_INT((GLbyte *) & hdr->xoffset);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->level);
+ __GLX_SWAP_INT((GLbyte *) &hdr->xoffset);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -217,19 +217,19 @@ __glXDispSwap_TexSubImage2D(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->level);
- __GLX_SWAP_INT((GLbyte *) & hdr->xoffset);
- __GLX_SWAP_INT((GLbyte *) & hdr->yoffset);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->level);
+ __GLX_SWAP_INT((GLbyte *) &hdr->xoffset);
+ __GLX_SWAP_INT((GLbyte *) &hdr->yoffset);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -246,26 +246,26 @@ __glXDispSwap_TexSubImage3D(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->imageHeight);
- __GLX_SWAP_INT((GLbyte *) & hdr->imageDepth);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipImages);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipVolumes);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
-
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->level);
- __GLX_SWAP_INT((GLbyte *) & hdr->xoffset);
- __GLX_SWAP_INT((GLbyte *) & hdr->yoffset);
- __GLX_SWAP_INT((GLbyte *) & hdr->zoffset);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->depth);
- __GLX_SWAP_INT((GLbyte *) & hdr->size4d);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->imageHeight);
+ __GLX_SWAP_INT((GLbyte *) &hdr->imageDepth);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipImages);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->level);
+ __GLX_SWAP_INT((GLbyte *) &hdr->xoffset);
+ __GLX_SWAP_INT((GLbyte *) &hdr->yoffset);
+ __GLX_SWAP_INT((GLbyte *) &hdr->zoffset);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->depth);
+ __GLX_SWAP_INT((GLbyte *) &hdr->size4d);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -281,16 +281,16 @@ __glXDispSwap_ColorTable(GLbyte * pc)
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->internalformat);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -306,16 +306,16 @@ __glXDispSwap_ColorSubTable(GLbyte * pc)
(__GLXdispatchColorSubTableHeader *) pc;
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->start);
- __GLX_SWAP_INT((GLbyte *) & hdr->count);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->start);
+ __GLX_SWAP_INT((GLbyte *) &hdr->count);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -331,16 +331,16 @@ __glXDispSwap_ConvolutionFilter1D(GLbyte * pc)
(__GLXdispatchConvolutionFilterHeader *) pc;
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->internalformat);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -356,17 +356,17 @@ __glXDispSwap_ConvolutionFilter2D(GLbyte * pc)
(__GLXdispatchConvolutionFilterHeader *) pc;
__GLX_DECLARE_SWAP_VARIABLES;
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->internalformat);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap
@@ -386,17 +386,17 @@ __glXDispSwap_SeparableFilter2D(GLbyte * pc)
hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_HDR_SIZE);
- __GLX_SWAP_INT((GLbyte *) & hdr->rowLength);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipRows);
- __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels);
- __GLX_SWAP_INT((GLbyte *) & hdr->alignment);
-
- __GLX_SWAP_INT((GLbyte *) & hdr->target);
- __GLX_SWAP_INT((GLbyte *) & hdr->internalformat);
- __GLX_SWAP_INT((GLbyte *) & hdr->width);
- __GLX_SWAP_INT((GLbyte *) & hdr->height);
- __GLX_SWAP_INT((GLbyte *) & hdr->format);
- __GLX_SWAP_INT((GLbyte *) & hdr->type);
+ __GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
+ __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
+ __GLX_SWAP_INT((GLbyte *) &hdr->alignment);
+
+ __GLX_SWAP_INT((GLbyte *) &hdr->target);
+ __GLX_SWAP_INT((GLbyte *) &hdr->internalformat);
+ __GLX_SWAP_INT((GLbyte *) &hdr->width);
+ __GLX_SWAP_INT((GLbyte *) &hdr->height);
+ __GLX_SWAP_INT((GLbyte *) &hdr->format);
+ __GLX_SWAP_INT((GLbyte *) &hdr->type);
/*
** Just invert swapBytes flag; the GL will figure out if it needs to swap