From b014986fdb259eb60bd3e5a3fbcfcb218969f5f5 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Fri, 24 Nov 2000 10:30:04 +0000 Subject: New files... --- src/mesa/main/api_loopback.c | 1536 ++++++++++++++++++++++++++++++++++++++++++ src/mesa/main/api_loopback.h | 14 + src/mesa/main/api_noop.c | 551 +++++++++++++++ src/mesa/main/api_noop.h | 101 +++ src/mesa/main/vtxfmt.c | 89 +++ src/mesa/main/vtxfmt.h | 8 + 6 files changed, 2299 insertions(+) create mode 100644 src/mesa/main/api_loopback.c create mode 100644 src/mesa/main/api_loopback.h create mode 100644 src/mesa/main/api_noop.c create mode 100644 src/mesa/main/api_noop.h create mode 100644 src/mesa/main/vtxfmt.c create mode 100644 src/mesa/main/vtxfmt.h diff --git a/src/mesa/main/api_loopback.c b/src/mesa/main/api_loopback.c new file mode 100644 index 0000000000..fd6a83e82f --- /dev/null +++ b/src/mesa/main/api_loopback.c @@ -0,0 +1,1536 @@ +#include "glheader.h" +#include "glapitable.h" +#include "macros.h" +#include "colormac.h" +#include "api_loopback.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 vtxfmt.h. The easiest way for a driver to do this is to + * install the supplied software t&l module. + */ +#define DRIVER(x) gl##x +#define COLORUBV(v) DRIVER(Color4ubv)(v) +#define COLORF(r,g,b,a) DRIVER(Color4f)(r,g,b,a) +#define FOGCOORDF(x) DRIVER(FogCoordfEXT)(x) +#define VERTEX2(x,y) DRIVER(Vertex2f)(x,y) +#define VERTEX3(x,y,z) DRIVER(Vertex3f)(x,y,z) +#define VERTEX4(x,y,z,w) DRIVER(Vertex4f)(x,y,z,w) +#define NORMAL(x,y,z) DRIVER(Normal3f)(x,y,z) +#define TEXCOORD1(s) DRIVER(TexCoord1f)(s) +#define TEXCOORD2(s,t) DRIVER(TexCoord2f)(s,t) +#define TEXCOORD3(s,t,u) DRIVER(TexCoord3f)(s,t,u) +#define TEXCOORD4(s,t,u,v) DRIVER(TexCoord4f)(s,t,u,v) +#define INDEX(c) DRIVER(Indexub)(c) +#define MULTI_TEXCOORD1(z,s) DRIVER(MultiTexCoord1fARB)(z,s) +#define MULTI_TEXCOORD2(z,s,t) DRIVER(MultiTexCoord2fARB)(z,s,t) +#define MULTI_TEXCOORD3(z,s,t,u) DRIVER(MultiTexCoord3fARB)(z,s,t,u) +#define MULTI_TEXCOORD4(z,s,t,u,v) DRIVER(MultiTexCoord4fARB)(z,s,t,u,v) +#define EVALCOORD1(x) DRIVER(EvalCoord1f)(x) +#define EVALCOORD2(x,y) DRIVER(EvalCoord2f)(x,y) +#define MATERIALFV(a,b,c) DRIVER(Materialfv)(a,b,c) +#define RECTF(a,b,c,d) DRIVER(Rectf)(a,b,c,d) +#define SECONDARYCOLORUB(a,b,c) DRIVER(SecondaryColor3ubEXT)(a,b,c) +#define SECONDARYCOLORF(a,b,c) DRIVER(SecondaryColor3fEXT)(a,b,c) + + +static void +loopback_Color3b( GLbyte red, GLbyte green, GLbyte blue ) +{ + GLubyte col[4]; + col[0] = BYTE_TO_UBYTE(red); + col[1] = BYTE_TO_UBYTE(green); + col[2] = BYTE_TO_UBYTE(blue); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3d( GLdouble red, GLdouble green, GLdouble blue ) +{ + GLubyte col[4]; + GLfloat r = red; + GLfloat g = green; + GLfloat b = blue; + FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); + FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); + FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); + col[3] = 255; + COLORUBV( col ); +} + +static void +loopback_Color3i( GLint red, GLint green, GLint blue ) +{ + GLubyte col[4]; + col[0] = INT_TO_UBYTE(red); + col[1] = INT_TO_UBYTE(green); + col[2] = INT_TO_UBYTE(blue); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3s( GLshort red, GLshort green, GLshort blue ) +{ + GLubyte col[4]; + col[0] = SHORT_TO_UBYTE(red); + col[1] = SHORT_TO_UBYTE(green); + col[2] = SHORT_TO_UBYTE(blue); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3ui( GLuint red, GLuint green, GLuint blue ) +{ + GLubyte col[4]; + col[0] = UINT_TO_UBYTE(red); + col[1] = UINT_TO_UBYTE(green); + col[2] = UINT_TO_UBYTE(blue); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3us( GLushort red, GLushort green, GLushort blue ) +{ + GLubyte col[4]; + col[0] = USHORT_TO_UBYTE(red); + col[1] = USHORT_TO_UBYTE(green); + col[2] = USHORT_TO_UBYTE(blue); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) +{ + GLubyte col[4]; + col[0] = BYTE_TO_UBYTE(red); + col[1] = BYTE_TO_UBYTE(green); + col[2] = BYTE_TO_UBYTE(blue); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) +{ + GLubyte col[4]; + GLfloat r = red; + GLfloat g = green; + GLfloat b = blue; + GLfloat a = alpha; + FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); + FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); + FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); + FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a); + COLORUBV( col ); +} + +static void +loopback_Color4i( GLint red, GLint green, GLint blue, GLint alpha ) +{ + GLubyte col[4]; + col[0] = INT_TO_UBYTE(red); + col[1] = INT_TO_UBYTE(green); + col[2] = INT_TO_UBYTE(blue); + col[3] = INT_TO_UBYTE(alpha); + COLORUBV(col); +} + +static void +loopback_Color4s( GLshort red, GLshort green, GLshort blue, + GLshort alpha ) +{ + GLubyte col[4]; + col[0] = SHORT_TO_UBYTE(red); + col[1] = SHORT_TO_UBYTE(green); + col[2] = SHORT_TO_UBYTE(blue); + col[3] = SHORT_TO_UBYTE(alpha); + COLORUBV(col); +} + +static void +loopback_Color4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ) +{ + GLubyte col[4]; + col[0] = UINT_TO_UBYTE(red); + col[1] = UINT_TO_UBYTE(green); + col[2] = UINT_TO_UBYTE(blue); + col[3] = UINT_TO_UBYTE(alpha); + COLORUBV(col); +} + +static void +loopback_Color4us( GLushort red, GLushort green, GLushort blue, + GLushort alpha ) +{ + GLubyte col[4]; + col[0] = USHORT_TO_UBYTE(red); + col[1] = USHORT_TO_UBYTE(green); + col[2] = USHORT_TO_UBYTE(blue); + col[3] = USHORT_TO_UBYTE(alpha); + COLORUBV(col); +} + +static void +loopback_Color3bv( const GLbyte *v ) +{ + GLubyte col[4]; + col[0] = BYTE_TO_UBYTE(v[0]); + col[1] = BYTE_TO_UBYTE(v[1]); + col[2] = BYTE_TO_UBYTE(v[2]); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3dv( const GLdouble *v ) +{ + GLubyte col[4]; + GLfloat r = v[0]; + GLfloat g = v[1]; + GLfloat b = v[2]; + FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); + FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); + FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); + col[3] = 255; + COLORUBV( col ); +} + +static void +loopback_Color3iv( const GLint *v ) +{ + GLubyte col[4]; + col[0] = INT_TO_UBYTE(v[0]); + col[1] = INT_TO_UBYTE(v[1]); + col[2] = INT_TO_UBYTE(v[2]); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3sv( const GLshort *v ) +{ + GLubyte col[4]; + col[0] = SHORT_TO_UBYTE(v[0]); + col[1] = SHORT_TO_UBYTE(v[1]); + col[2] = SHORT_TO_UBYTE(v[2]); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3uiv( const GLuint *v ) +{ + GLubyte col[4]; + col[0] = UINT_TO_UBYTE(v[0]); + col[1] = UINT_TO_UBYTE(v[1]); + col[2] = UINT_TO_UBYTE(v[2]); + col[3] = 255; + COLORUBV(col); +} + +static void +loopback_Color3usv( const GLushort *v ) +{ + GLubyte col[4]; + col[0] = USHORT_TO_UBYTE(v[0]); + col[1] = USHORT_TO_UBYTE(v[1]); + col[2] = USHORT_TO_UBYTE(v[2]); + col[3] = 255; + COLORUBV(col); + +} + +static void +loopback_Color4bv( const GLbyte *v ) +{ + GLubyte col[4]; + col[0] = BYTE_TO_UBYTE(v[0]); + col[1] = BYTE_TO_UBYTE(v[1]); + col[2] = BYTE_TO_UBYTE(v[2]); + col[3] = BYTE_TO_UBYTE(v[3]); + COLORUBV(col); +} + +static void +loopback_Color4dv( const GLdouble *v ) +{ + GLubyte col[4]; + GLfloat r = v[0]; + GLfloat g = v[1]; + GLfloat b = v[2]; + GLfloat a = v[3]; + FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); + FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); + FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); + FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a); + COLORUBV( col ); +} + +static void +loopback_Color4iv( const GLint *v ) +{ + GLubyte col[4]; + col[0] = INT_TO_UBYTE(v[0]); + col[1] = INT_TO_UBYTE(v[1]); + col[2] = INT_TO_UBYTE(v[2]); + col[3] = INT_TO_UBYTE(v[3]); + COLORUBV(col); +} + +static void +loopback_Color4sv( const GLshort *v) +{ + GLubyte col[4]; + col[0] = SHORT_TO_UBYTE(v[0]); + col[1] = SHORT_TO_UBYTE(v[1]); + col[2] = SHORT_TO_UBYTE(v[2]); + col[3] = SHORT_TO_UBYTE(v[3]); + COLORUBV(col); +} + +static void +loopback_Color4uiv( const GLuint *v) +{ + GLubyte col[4]; + col[0] = UINT_TO_UBYTE(v[0]); + col[1] = UINT_TO_UBYTE(v[1]); + col[2] = UINT_TO_UBYTE(v[2]); + col[3] = UINT_TO_UBYTE(v[3]); + COLORUBV(col); +} + +static void +loopback_Color4usv( const GLushort *v) +{ + GLubyte col[4]; + col[0] = USHORT_TO_UBYTE(v[0]); + col[1] = USHORT_TO_UBYTE(v[1]); + col[2] = USHORT_TO_UBYTE(v[2]); + col[3] = USHORT_TO_UBYTE(v[3]); + COLORUBV(col); +} + +static void +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 +loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue ) +{ + COLORF( red, green, blue, 1.0 ); +} + +static void +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 +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 +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 +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 +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 +loopback_Color3dv_f( const GLdouble *v ) +{ + COLORF( v[0], v[1], v[2], 1.0 ); +} + +static void +loopback_Color3iv_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 +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 +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 +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 +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 +loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue, + GLdouble alpha ) +{ + COLORF( red, green, blue, alpha ); +} + +static void +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 +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 +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 +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 +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 +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 +loopback_Color4dv_f( const GLdouble *v ) +{ + COLORF( v[0], v[1], v[2], v[3] ); +} + + +static void +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 +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 +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 +loopback_FogCoorddEXT( GLdouble d ) +{ + FOGCOORDF( d ); +} + +static void +loopback_FogCoorddvEXT( const GLdouble *v ) +{ + FOGCOORDF( *v ); +} + + +static void +loopback_Indexd( GLdouble c ) +{ + INDEX( ( GLuint) (GLint) c ); +} + +static void +loopback_Indexf( GLfloat c ) +{ + INDEX( (GLuint) (GLint) c ); +} + +static void +loopback_Indexi( GLint c ) +{ + INDEX( (GLuint) c ); +} + +static void +loopback_Indexs( GLshort c ) +{ + INDEX( (GLuint) c ); +} + +static void +loopback_Indexub( GLubyte c ) +{ + INDEX( (GLuint) c ); +} + +static void +loopback_Indexdv( const GLdouble *c ) +{ + INDEX( (GLuint) (GLint) *c ); +} + +static void +loopback_Indexfv( const GLfloat *c ) +{ + INDEX( (GLuint) (GLint) *c ); +} + +static void +loopback_Indexiv( const GLint *c ) +{ + INDEX( *c ); +} + +static void +loopback_Indexsv( const GLshort *c ) +{ + INDEX( (GLuint) (GLint) *c ); +} + +static void +loopback_Indexubv( const GLubyte *c ) +{ + INDEX( (GLuint) *c ); +} + +static void +loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz ) +{ + NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) ); +} + +static void +loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz ) +{ + NORMAL(nx, ny, nz); +} + +static void +loopback_Normal3i( GLint nx, GLint ny, GLint nz ) +{ + NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) ); +} + +static void +loopback_Normal3s( GLshort nx, GLshort ny, GLshort nz ) +{ + NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) ); +} + +static void +loopback_Normal3bv( const GLbyte *v ) +{ + NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) ); +} + +static void +loopback_Normal3dv( const GLdouble *v ) +{ + NORMAL( v[0], v[1], v[2] ); +} + +static void +loopback_Normal3iv( const GLint *v ) +{ + NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) ); +} + +static void +loopback_Normal3sv( const GLshort *v ) +{ + NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) ); +} + +static void +loopback_TexCoord1d( GLdouble s ) +{ + TEXCOORD1(s); +} + +static void +loopback_TexCoord1i( GLint s ) +{ + TEXCOORD1(s); +} + +static void +loopback_TexCoord1s( GLshort s ) +{ + TEXCOORD1(s); +} + +static void +loopback_TexCoord2d( GLdouble s, GLdouble t ) +{ + TEXCOORD2(s,t); +} + +static void +loopback_TexCoord2s( GLshort s, GLshort t ) +{ + TEXCOORD2(s,t); +} + +static void +loopback_TexCoord2i( GLint s, GLint t ) +{ + TEXCOORD2(s,t); +} + +static void +loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r ) +{ + TEXCOORD3(s,t,r); +} + +static void +loopback_TexCoord3i( GLint s, GLint t, GLint r ) +{ + TEXCOORD3(s,t,r); +} + +static void +loopback_TexCoord3s( GLshort s, GLshort t, GLshort r ) +{ + TEXCOORD3(s,t,r); +} + +static void +loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) +{ + TEXCOORD4(s,t,r,q); +} + +static void +loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q ) +{ + TEXCOORD4(s,t,r,q); +} + +static void +loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) +{ + TEXCOORD4(s,t,r,q); +} + +static void +loopback_TexCoord1dv( const GLdouble *v ) +{ + TEXCOORD1(v[0]); +} + +static void +loopback_TexCoord1iv( const GLint *v ) +{ + TEXCOORD1(v[0]); +} + +static void +loopback_TexCoord1sv( const GLshort *v ) +{ + TEXCOORD1(v[0]); +} + +static void +loopback_TexCoord2dv( const GLdouble *v ) +{ + TEXCOORD2(v[0],v[1]); +} + +static void +loopback_TexCoord2iv( const GLint *v ) +{ + TEXCOORD2(v[0],v[1]); +} + +static void +loopback_TexCoord2sv( const GLshort *v ) +{ + TEXCOORD2(v[0],v[1]); +} + +static void +loopback_TexCoord3dv( const GLdouble *v ) +{ + TEXCOORD2(v[0],v[1]); +} + +static void +loopback_TexCoord3iv( const GLint *v ) +{ + TEXCOORD3(v[0],v[1],v[2]); +} + +static void +loopback_TexCoord3sv( const GLshort *v ) +{ + TEXCOORD3(v[0],v[1],v[2]); +} + +static void +loopback_TexCoord4dv( const GLdouble *v ) +{ + TEXCOORD4(v[0],v[1],v[2],v[3]); +} + +static void +loopback_TexCoord4iv( const GLint *v ) +{ + TEXCOORD4(v[0],v[1],v[2],v[3]); +} + +static void +loopback_TexCoord4sv( const GLshort *v ) +{ + TEXCOORD4(v[0],v[1],v[2],v[3]); +} + +static void +loopback_Vertex2d( GLdouble x, GLdouble y ) +{ + VERTEX2( (GLfloat) x, (GLfloat) y ); +} + +static void +loopback_Vertex2i( GLint x, GLint y ) +{ + VERTEX2( (GLfloat) x, (GLfloat) y ); +} + +static void +loopback_Vertex2s( GLshort x, GLshort y ) +{ + VERTEX2( (GLfloat) x, (GLfloat) y ); +} + +static void +loopback_Vertex3d( GLdouble x, GLdouble y, GLdouble z ) +{ + VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); +} + +static void +loopback_Vertex3i( GLint x, GLint y, GLint z ) +{ + VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); +} + +static void +loopback_Vertex3s( GLshort x, GLshort y, GLshort z ) +{ + VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z ); +} + +static void +loopback_Vertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) +{ + VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); +} + +static void +loopback_Vertex4i( GLint x, GLint y, GLint z, GLint w ) +{ + VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); +} + +static void +loopback_Vertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) +{ + VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w ); +} + +static void +loopback_Vertex2dv( const GLdouble *v ) +{ + VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void +loopback_Vertex2iv( const GLint *v ) +{ + VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void +loopback_Vertex2sv( const GLshort *v ) +{ + VERTEX2( (GLfloat) v[0], (GLfloat) v[1] ); +} + +static void +loopback_Vertex3dv( const GLdouble *v ) +{ + VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void +loopback_Vertex3iv( const GLint *v ) +{ + VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void +loopback_Vertex3sv( const GLshort *v ) +{ + VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); +} + +static void +loopback_Vertex4dv( const GLdouble *v ) +{ + VERTEX4( (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void +loopback_Vertex4iv( const GLint *v ) +{ + VERTEX4( (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void +loopback_Vertex4sv( const GLshort *v ) +{ + VERTEX4( (GLfloat) v[0], (GLfloat) v[1], + (GLfloat) v[2], (GLfloat) v[3] ); +} + +static void +loopback_MultiTexCoord1dARB(GLenum target, GLdouble s) +{ + MULTI_TEXCOORD1( target, s ); +} + +static void +loopback_MultiTexCoord1dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD1( target, v[0] ); +} + +static void +loopback_MultiTexCoord1iARB(GLenum target, GLint s) +{ + MULTI_TEXCOORD1( target, s ); +} + +static void +loopback_MultiTexCoord1ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD1( target, v[0] ); +} + +static void +loopback_MultiTexCoord1sARB(GLenum target, GLshort s) +{ + MULTI_TEXCOORD1( target, s ); +} + +static void +loopback_MultiTexCoord1svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD1( target, v[0] ); +} + +static void +loopback_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t) +{ + MULTI_TEXCOORD2( target, s, t ); +} + +static void +loopback_MultiTexCoord2dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD2( target, v[0], v[1] ); +} + +static void +loopback_MultiTexCoord2iARB(GLenum target, GLint s, GLint t) +{ + MULTI_TEXCOORD2( target, s, t ); +} + +static void +loopback_MultiTexCoord2ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD2( target, v[0], v[1] ); +} + +static void +loopback_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t) +{ + MULTI_TEXCOORD2( target, s, t ); +} + +static void +loopback_MultiTexCoord2svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD2( target, v[0], v[1] ); +} + +static void +loopback_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r) +{ + MULTI_TEXCOORD3( target, s, t, r ); +} + +static void +loopback_MultiTexCoord3dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD3( target, v[0], v[1], v[2] ); +} + +static void +loopback_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r) +{ + MULTI_TEXCOORD3( target, s, t, r ); +} + +static void +loopback_MultiTexCoord3ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD3( target, v[0], v[1], v[2] ); +} + +static void +loopback_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r) +{ + MULTI_TEXCOORD3( target, s, t, r ); +} + +static void +loopback_MultiTexCoord3svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD3( target, v[0], v[1], v[2] ); +} + +static void +loopback_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) +{ + MULTI_TEXCOORD4( target, s, t, r, q ); +} + +static void +loopback_MultiTexCoord4dvARB(GLenum target, const GLdouble *v) +{ + MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] ); +} + +static void +loopback_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q) +{ + MULTI_TEXCOORD4( target, s, t, r, q ); +} + +static void +loopback_MultiTexCoord4ivARB(GLenum target, const GLint *v) +{ + MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] ); +} + +static void +loopback_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) +{ + MULTI_TEXCOORD4( target, s, t, r, q ); +} + +static void +loopback_MultiTexCoord4svARB(GLenum target, const GLshort *v) +{ + MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] ); +} + +static void +loopback_EvalCoord2dv( const GLdouble *u ) +{ + EVALCOORD2( (GLfloat) u[0], (GLfloat) u[1] ); +} + +static void +loopback_EvalCoord2fv( const GLfloat *u ) +{ + EVALCOORD2( u[0], u[1] ); +} + +static void +loopback_EvalCoord2d( GLdouble u, GLdouble v ) +{ + EVALCOORD2( (GLfloat) u, (GLfloat) v ); +} + +static void +loopback_EvalCoord1dv( const GLdouble *u ) +{ + EVALCOORD1( (GLfloat) *u ); +} + +static void +loopback_EvalCoord1fv( const GLfloat *u ) +{ + EVALCOORD1( (GLfloat) *u ); +} + +static void +loopback_EvalCoord1d( GLdouble u ) +{ + EVALCOORD1( (GLfloat) u ); +} + +static void +loopback_Materialf( GLenum face, GLenum pname, GLfloat param ) +{ + GLfloat fparam[4]; + fparam[0] = param; + MATERIALFV( face, pname, fparam ); +} + +static void +loopback_Materiali(GLenum face, GLenum pname, GLint param ) +{ + GLfloat p = (GLfloat) param; + MATERIALFV(face, pname, &p); +} + +static void +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 +loopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) +{ + RECTF(x1, y1, x2, y2); +} + +static void +loopback_Rectdv(const GLdouble *v1, const GLdouble *v2) +{ + RECTF(v1[0], v1[1], v2[0], v2[1]); +} + +static void +loopback_Rectfv(const GLfloat *v1, const GLfloat *v2) +{ + RECTF(v1[0], v1[1], v2[0], v2[1]); +} + +static void +loopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2) +{ + RECTF(x1, y1, x2, y2); +} + +static void +loopback_Rectiv(const GLint *v1, const GLint *v2) +{ + RECTF(v1[0], v1[1], v2[0], v2[1]); +} + +static void +loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) +{ + RECTF(x1, y1, x2, y2); +} + +static void +loopback_Rectsv(const GLshort *v1, const GLshort *v2) +{ + RECTF(v1[0], v1[1], v2[0], v2[1]); +} + +static void +loopback_SecondaryColor3bEXT( GLbyte red, GLbyte green, GLbyte blue ) +{ + SECONDARYCOLORUB( BYTE_TO_UBYTE(red), + BYTE_TO_UBYTE(green), + BYTE_TO_UBYTE(blue) ); +} + +static void +loopback_SecondaryColor3dEXT( GLdouble red, GLdouble green, GLdouble blue ) +{ + GLubyte col[3]; + GLfloat r = red; + GLfloat g = green; + GLfloat b = blue; + FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); + FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); + FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); + SECONDARYCOLORUB( col[0], col[1], col[2] ); +} + +static void +loopback_SecondaryColor3iEXT( GLint red, GLint green, GLint blue ) +{ + SECONDARYCOLORUB( INT_TO_UBYTE(red), + INT_TO_UBYTE(green), + INT_TO_UBYTE(blue)); +} + +static void +loopback_SecondaryColor3sEXT( GLshort red, GLshort green, GLshort blue ) +{ + SECONDARYCOLORUB(SHORT_TO_UBYTE(red), + SHORT_TO_UBYTE(green), + SHORT_TO_UBYTE(blue)); +} + +static void +loopback_SecondaryColor3uiEXT( GLuint red, GLuint green, GLuint blue ) +{ + SECONDARYCOLORUB(UINT_TO_UBYTE(red), + UINT_TO_UBYTE(green), + UINT_TO_UBYTE(blue)); +} + +static void +loopback_SecondaryColor3usEXT( GLushort red, GLushort green, GLushort blue ) +{ + SECONDARYCOLORUB(USHORT_TO_UBYTE(red), + USHORT_TO_UBYTE(green), + USHORT_TO_UBYTE(blue)); +} + +static void +loopback_SecondaryColor3bvEXT( const GLbyte *v ) +{ + SECONDARYCOLORUB(BYTE_TO_UBYTE(v[0]), + BYTE_TO_UBYTE(v[1]), + BYTE_TO_UBYTE(v[2])); +} + +static void +loopback_SecondaryColor3dvEXT( const GLdouble *v ) +{ + GLubyte col[3]; + GLfloat r = v[0]; + GLfloat g = v[1]; + GLfloat b = v[2]; + FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r); + FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g); + FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b); + SECONDARYCOLORUB( col[0], col[1], col[2] ); +} + +static void +loopback_SecondaryColor3ivEXT( const GLint *v ) +{ + SECONDARYCOLORUB(INT_TO_UBYTE(v[0]), + INT_TO_UBYTE(v[1]), + INT_TO_UBYTE(v[2])); +} + +static void +loopback_SecondaryColor3svEXT( const GLshort *v ) +{ + SECONDARYCOLORUB(SHORT_TO_UBYTE(v[0]), + SHORT_TO_UBYTE(v[1]), + SHORT_TO_UBYTE(v[2])); +} + +static void +loopback_SecondaryColor3uivEXT( const GLuint *v ) +{ + SECONDARYCOLORUB(UINT_TO_UBYTE(v[0]), + UINT_TO_UBYTE(v[1]), + UINT_TO_UBYTE(v[2])); +} + +static void +loopback_SecondaryColor3usvEXT( const GLushort *v ) +{ + SECONDARYCOLORUB(USHORT_TO_UBYTE(v[0]), + USHORT_TO_UBYTE(v[1]), + USHORT_TO_UBYTE(v[2])); +} + + +static void +loopback_SecondaryColor3bEXT_f( GLbyte red, GLbyte green, GLbyte blue ) +{ + SECONDARYCOLORF( BYTE_TO_FLOAT(red), + BYTE_TO_FLOAT(green), + BYTE_TO_FLOAT(blue) ); +} + +static void +loopback_SecondaryColor3dEXT_f( GLdouble red, GLdouble green, GLdouble blue ) +{ + SECONDARYCOLORF( red, green, blue ); +} + +static void +loopback_SecondaryColor3iEXT_f( GLint red, GLint green, GLint blue ) +{ + SECONDARYCOLORF( INT_TO_FLOAT(red), + INT_TO_FLOAT(green), + INT_TO_FLOAT(blue)); +} + +static void +loopback_SecondaryColor3sEXT_f( GLshort red, GLshort green, GLshort blue ) +{ + SECONDARYCOLORF(SHORT_TO_FLOAT(red), + SHORT_TO_FLOAT(green), + SHORT_TO_FLOAT(blue)); +} + +static void +loopback_SecondaryColor3uiEXT_f( GLuint red, GLuint green, GLuint blue ) +{ + SECONDARYCOLORF(UINT_TO_FLOAT(red), + UINT_TO_FLOAT(green), + UINT_TO_FLOAT(blue)); +} + +static void +loopback_SecondaryColor3usEXT_f( GLushort red, GLushort green, GLushort blue ) +{ + SECONDARYCOLORF(USHORT_TO_FLOAT(red), + USHORT_TO_FLOAT(green), + USHORT_TO_FLOAT(blue)); +} + +static void +loopback_SecondaryColor3bvEXT_f( const GLbyte *v ) +{ + SECONDARYCOLORF(BYTE_TO_FLOAT(v[0]), + BYTE_TO_FLOAT(v[1]), + BYTE_TO_FLOAT(v[2])); +} + +static void +loopback_SecondaryColor3dvEXT_f( const GLdouble *v ) +{ + SECONDARYCOLORF( v[0], v[1], v[2] ); +} +static void +loopback_SecondaryColor3ivEXT_f( const GLint *v ) +{ + SECONDARYCOLORF(INT_TO_FLOAT(v[0]), + INT_TO_FLOAT(v[1]), + INT_TO_FLOAT(v[2])); +} + +static void +loopback_SecondaryColor3svEXT_f( const GLshort *v ) +{ + SECONDARYCOLORF(SHORT_TO_FLOAT(v[0]), + SHORT_TO_FLOAT(v[1]), + SHORT_TO_FLOAT(v[2])); +} + +static void +loopback_SecondaryColor3uivEXT_f( const GLuint *v ) +{ + SECONDARYCOLORF(UINT_TO_FLOAT(v[0]), + UINT_TO_FLOAT(v[1]), + UINT_TO_FLOAT(v[2])); +} + +static void +loopback_SecondaryColor3usvEXT_f( const GLushort *v ) +{ + SECONDARYCOLORF(USHORT_TO_FLOAT(v[0]), + USHORT_TO_FLOAT(v[1]), + USHORT_TO_FLOAT(v[2])); +} + + +void +_mesa_loopback_prefer_float( struct _glapi_table *dest, + GLboolean prefer_float_colors ) +{ + if (!prefer_float_colors) { + dest->Color3b = loopback_Color3b; + dest->Color3d = loopback_Color3d; + dest->Color3i = loopback_Color3i; + dest->Color3s = loopback_Color3s; + dest->Color3ui = loopback_Color3ui; + dest->Color3us = loopback_Color3us; + dest->Color4b = loopback_Color4b; + dest->Color4d = loopback_Color4d; + dest->Color4i = loopback_Color4i; + dest->Color4s = loopback_Color4s; + dest->Color4ui = loopback_Color4ui; + dest->Color4us = loopback_Color4us; + dest->Color3bv = loopback_Color3bv; + dest->Color3dv = loopback_Color3dv; + dest->Color3iv = loopback_Color3iv; + dest->Color3sv = loopback_Color3sv; + dest->Color3uiv = loopback_Color3uiv; + dest->Color3usv = loopback_Color3usv; + dest->Color4bv = loopback_Color4bv; + dest->Color4dv = loopback_Color4dv; + dest->Color4iv = loopback_Color4iv; + dest->Color4sv = loopback_Color4sv; + dest->Color4uiv = loopback_Color4uiv; + dest->Color4usv = loopback_Color4usv; + dest->SecondaryColor3bEXT = loopback_SecondaryColor3bEXT; + dest->SecondaryColor3dEXT = loopback_SecondaryColor3dEXT; + dest->SecondaryColor3iEXT = loopback_SecondaryColor3iEXT; + dest->SecondaryColor3sEXT = loopback_SecondaryColor3sEXT; + dest->SecondaryColor3uiEXT = loopback_SecondaryColor3uiEXT; + dest->SecondaryColor3usEXT = loopback_SecondaryColor3usEXT; + dest->SecondaryColor3bvEXT = loopback_SecondaryColor3bvEXT; + dest->SecondaryColor3dvEXT = loopback_SecondaryColor3dvEXT; + dest->SecondaryColor3ivEXT = loopback_SecondaryColor3ivEXT; + dest->SecondaryColor3svEXT = loopback_SecondaryColor3svEXT; + dest->SecondaryColor3uivEXT = loopback_SecondaryColor3uivEXT; + dest->SecondaryColor3usvEXT = loopback_SecondaryColor3usvEXT; + } + else { + dest->Color3b = loopback_Color3b_f; + dest->Color3d = loopback_Color3d_f; + dest->Color3i = loopback_Color3i_f; + dest->Color3s = loopback_Color3s_f; + dest->Color3ui = loopback_Color3ui_f; + dest->Color3us = loopback_Color3us_f; + dest->Color4b = loopback_Color4b_f; + dest->Color4d = loopback_Color4d_f; + dest->Color4i = loopback_Color4i_f; + dest->Color4s = loopback_Color4s_f; + dest->Color4ui = loopback_Color4ui_f; + dest->Color4us = loopback_Color4us_f; + dest->Color3bv = loopback_Color3bv_f; + dest->Color3dv = loopback_Color3dv_f; + dest->Color3iv = loopback_Color3iv_f; + dest->Color3sv = loopback_Color3sv_f; + dest->Color3uiv = loopback_Color3uiv_f; + dest->Color3usv = loopback_Color3usv_f; + dest->Color4bv = loopback_Color4bv_f; + dest->Color4dv = loopback_Color4dv_f; + dest->Color4iv = loopback_Color4iv_f; + dest->Color4sv = loopback_Color4sv_f; + dest->Color4uiv = loopback_Color4uiv_f; + dest->Color4usv = loopback_Color4usv_f; + dest->SecondaryColor3bEXT = loopback_SecondaryColor3bEXT_f; + dest->SecondaryColor3dEXT = loopback_SecondaryColor3dEXT_f; + dest->SecondaryColor3iEXT = loopback_SecondaryColor3iEXT_f; + dest->SecondaryColor3sEXT = loopback_SecondaryColor3sEXT_f; + dest->SecondaryColor3uiEXT = loopback_SecondaryColor3uiEXT_f; + dest->SecondaryColor3usEXT = loopback_SecondaryColor3usEXT_f; + dest->SecondaryColor3bvEXT = loopback_SecondaryColor3bvEXT_f; + dest->SecondaryColor3dvEXT = loopback_SecondaryColor3dvEXT_f; + dest->SecondaryColor3ivEXT = loopback_SecondaryColor3ivEXT_f; + dest->SecondaryColor3svEXT = loopback_SecondaryColor3svEXT_f; + dest->SecondaryColor3uivEXT = loopback_SecondaryColor3uivEXT_f; + dest->SecondaryColor3usvEXT = loopback_SecondaryColor3usvEXT_f; + } +} + +/* Passing prefer_f_colors as true will mean that all colors + * *except* Color{34}ub{v} are passed as floats. Setting it false will + * mean all colors *except* Color{34}f{v} are passed as ubytes. + * + * 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, + GLboolean prefer_float_colors ) +{ + _mesa_loopback_prefer_float( dest, prefer_float_colors ); + + dest->Indexd = loopback_Indexd; + dest->Indexf = loopback_Indexf; + dest->Indexi = loopback_Indexi; + dest->Indexs = loopback_Indexs; + dest->Indexub = loopback_Indexub; + dest->Indexdv = loopback_Indexdv; + dest->Indexfv = loopback_Indexfv; + dest->Indexiv = loopback_Indexiv; + dest->Indexsv = loopback_Indexsv; + dest->Indexubv = loopback_Indexubv; + dest->Normal3b = loopback_Normal3b; + dest->Normal3d = loopback_Normal3d; + dest->Normal3i = loopback_Normal3i; + dest->Normal3s = loopback_Normal3s; + dest->Normal3bv = loopback_Normal3bv; + dest->Normal3dv = loopback_Normal3dv; + dest->Normal3iv = loopback_Normal3iv; + dest->Normal3sv = loopback_Normal3sv; + dest->TexCoord1d = loopback_TexCoord1d; + dest->TexCoord1i = loopback_TexCoord1i; + dest->TexCoord1s = loopback_TexCoord1s; + dest->TexCoord2d = loopback_TexCoord2d; + dest->TexCoord2s = loopback_TexCoord2s; + dest->TexCoord2i = loopback_TexCoord2i; + dest->TexCoord3d = loopback_TexCoord3d; + dest->TexCoord3i = loopback_TexCoord3i; + dest->TexCoord3s = loopback_TexCoord3s; + dest->TexCoord4d = loopback_TexCoord4d; + dest->TexCoord4i = loopback_TexCoord4i; + dest->TexCoord4s = loopback_TexCoord4s; + dest->TexCoord1dv = loopback_TexCoord1dv; + dest->TexCoord1iv = loopback_TexCoord1iv; + dest->TexCoord1sv = loopback_TexCoord1sv; + dest->TexCoord2dv = loopback_TexCoord2dv; + dest->TexCoord2iv = loopback_TexCoord2iv; + dest->TexCoord2sv = loopback_TexCoord2sv; + dest->TexCoord3dv = loopback_TexCoord3dv; + dest->TexCoord3iv = loopback_TexCoord3iv; + dest->TexCoord3sv = loopback_TexCoord3sv; + dest->TexCoord4dv = loopback_TexCoord4dv; + dest->TexCoord4iv = loopback_TexCoord4iv; + dest->TexCoord4sv = loopback_TexCoord4sv; + dest->Vertex2d = loopback_Vertex2d; + dest->Vertex2i = loopback_Vertex2i; + dest->Vertex2s = loopback_Vertex2s; + dest->Vertex3d = loopback_Vertex3d; + dest->Vertex3i = loopback_Vertex3i; + dest->Vertex3s = loopback_Vertex3s; + dest->Vertex4d = loopback_Vertex4d; + dest->Vertex4i = loopback_Vertex4i; + dest->Vertex4s = loopback_Vertex4s; + dest->Vertex2dv = loopback_Vertex2dv; + dest->Vertex2iv = loopback_Vertex2iv; + dest->Vertex2sv = loopback_Vertex2sv; + dest->Vertex3dv = loopback_Vertex3dv; + dest->Vertex3iv = loopback_Vertex3iv; + dest->Vertex3sv = loopback_Vertex3sv; + dest->Vertex4dv = loopback_Vertex4dv; + dest->Vertex4iv = loopback_Vertex4iv; + dest->Vertex4sv = loopback_Vertex4sv; + dest->MultiTexCoord1dARB = loopback_MultiTexCoord1dARB; + dest->MultiTexCoord1dvARB = loopback_MultiTexCoord1dvARB; + dest->MultiTexCoord1iARB = loopback_MultiTexCoord1iARB; + dest->MultiTexCoord1ivARB = loopback_MultiTexCoord1ivARB; + dest->MultiTexCoord1sARB = loopback_MultiTexCoord1sARB; + dest->MultiTexCoord1svARB = loopback_MultiTexCoord1svARB; + dest->MultiTexCoord2dARB = loopback_MultiTexCoord2dARB; + dest->MultiTexCoord2dvARB = loopback_MultiTexCoord2dvARB; + dest->MultiTexCoord2iARB = loopback_MultiTexCoord2iARB; + dest->MultiTexCoord2ivARB = loopback_MultiTexCoord2ivARB; + dest->MultiTexCoord2sARB = loopback_MultiTexCoord2sARB; + dest->MultiTexCoord2svARB = loopback_MultiTexCoord2svARB; + dest->MultiTexCoord3dARB = loopback_MultiTexCoord3dARB; + dest->MultiTexCoord3dvARB = loopback_MultiTexCoord3dvARB; + dest->MultiTexCoord3iARB = loopback_MultiTexCoord3iARB; + dest->MultiTexCoord3ivARB = loopback_MultiTexCoord3ivARB; + dest->MultiTexCoord3sARB = loopback_MultiTexCoord3sARB; + dest->MultiTexCoord3svARB = loopback_MultiTexCoord3svARB; + dest->MultiTexCoord4dARB = loopback_MultiTexCoord4dARB; + dest->MultiTexCoord4dvARB = loopback_MultiTexCoord4dvARB; + dest->MultiTexCoord4iARB = loopback_MultiTexCoord4iARB; + dest->MultiTexCoord4ivARB = loopback_MultiTexCoord4ivARB; + dest->MultiTexCoord4sARB = loopback_MultiTexCoord4sARB; + dest->MultiTexCoord4svARB = loopback_MultiTexCoord4svARB; + dest->EvalCoord2dv = loopback_EvalCoord2dv; + dest->EvalCoord2fv = loopback_EvalCoord2fv; + dest->EvalCoord2d = loopback_EvalCoord2d; + dest->EvalCoord1dv = loopback_EvalCoord1dv; + dest->EvalCoord1fv = loopback_EvalCoord1fv; + dest->EvalCoord1d = loopback_EvalCoord1d; + dest->Materialf = loopback_Materialf; + dest->Materiali = loopback_Materiali; + dest->Materialiv = loopback_Materialiv; + dest->Rectd = loopback_Rectd; + dest->Rectdv = loopback_Rectdv; + dest->Rectfv = loopback_Rectfv; + dest->Recti = loopback_Recti; + dest->Rectiv = loopback_Rectiv; + dest->Rects = loopback_Rects; + dest->Rectsv = loopback_Rectsv; + dest->FogCoorddEXT = loopback_FogCoorddEXT; + dest->FogCoorddvEXT = loopback_FogCoorddvEXT; +} diff --git a/src/mesa/main/api_loopback.h b/src/mesa/main/api_loopback.h new file mode 100644 index 0000000000..1c8e81733f --- /dev/null +++ b/src/mesa/main/api_loopback.h @@ -0,0 +1,14 @@ +#ifndef API_LOOPBACK_H +#define API_LOOPBACK_H + +#include "glheader.h" + +struct _glapi_table; + +extern void _mesa_loopback_prefer_float( struct _glapi_table *dest, + GLboolean prefer_float_colors ); + +extern void _mesa_loopback_init_api_table( struct _glapi_table *dest, + GLboolean prefer_float_colors ); + +#endif diff --git a/src/mesa/main/api_noop.c b/src/mesa/main/api_noop.c new file mode 100644 index 0000000000..031dde83c6 --- /dev/null +++ b/src/mesa/main/api_noop.c @@ -0,0 +1,551 @@ +#include "glheader.h" +#include "api_noop.h" +#include "context.h" +#include "colormac.h" +#include "light.h" +#include "macros.h" +#include "mmath.h" +#include "mtypes.h" + +#ifdef __i386__ +#define COPY_FLOAT(a,b) *(int*)&(a) = *(int*)&(b) +#else +#define COPY_FLOAT(a,b) (a) = (b) +#endif + +/* In states where certain vertex components are required for t&l or + * rasterization, we still need to keep track of the current values. + * These functions provide this service by keeping uptodate the + * 'ctx->Current' struct for all data elements not included in the + * currently enabled hardware vertex. + * + */ +void _mesa_noop_EdgeFlag( GLboolean b ) +{ + GET_CURRENT_CONTEXT(ctx); + ctx->Current.EdgeFlag = b; +} + +void _mesa_noop_EdgeFlagv( const GLboolean *b ) +{ + GET_CURRENT_CONTEXT(ctx); + ctx->Current.EdgeFlag = *b; +} + +void _mesa_noop_FogCoordfEXT( GLfloat a ) +{ + GET_CURRENT_CONTEXT(ctx); + ctx->Current.FogCoord = a; +} + +void _mesa_noop_FogCoordfvEXT( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + ctx->Current.FogCoord = *v; +} + +void _mesa_noop_Indexi( GLint i ) +{ + GET_CURRENT_CONTEXT(ctx); + ctx->Current.Index = i; +} + +void _mesa_noop_Indexiv( const GLint *v ) +{ + GET_CURRENT_CONTEXT(ctx); + ctx->Current.Index = *v; +} + +void _mesa_noop_Normal3f( GLfloat a, GLfloat b, GLfloat c ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Normal; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + COPY_FLOAT(dest[2], c); +} + +void _mesa_noop_Normal3fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Normal; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + COPY_FLOAT(dest[2], v[2]); +} + +void _mesa_noop_Materialfv( GLenum face, GLenum pname, const GLfloat *params ) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_material mat[2]; + GLuint bitmask = gl_material_bitmask( ctx, face, pname, ~0, + "_mesa_noop_Materialfv" ); + if (bitmask == 0) + return; + + if (bitmask & FRONT_AMBIENT_BIT) { + COPY_4FV( mat[0].Ambient, params ); + } + if (bitmask & BACK_AMBIENT_BIT) { + COPY_4FV( mat[1].Ambient, params ); + } + if (bitmask & FRONT_DIFFUSE_BIT) { + COPY_4FV( mat[0].Diffuse, params ); + } + if (bitmask & BACK_DIFFUSE_BIT) { + COPY_4FV( mat[1].Diffuse, params ); + } + if (bitmask & FRONT_SPECULAR_BIT) { + COPY_4FV( mat[0].Specular, params ); + } + if (bitmask & BACK_SPECULAR_BIT) { + COPY_4FV( mat[1].Specular, params ); + } + if (bitmask & FRONT_EMISSION_BIT) { + COPY_4FV( mat[0].Emission, params ); + } + if (bitmask & BACK_EMISSION_BIT) { + COPY_4FV( mat[1].Emission, params ); + } + if (bitmask & FRONT_SHININESS_BIT) { + GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); + mat[0].Shininess = shininess; + } + if (bitmask & BACK_SHININESS_BIT) { + GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); + mat[1].Shininess = shininess; + } + if (bitmask & FRONT_INDEXES_BIT) { + mat[0].AmbientIndex = params[0]; + mat[0].DiffuseIndex = params[1]; + mat[0].SpecularIndex = params[2]; + } + if (bitmask & BACK_INDEXES_BIT) { + mat[1].AmbientIndex = params[0]; + mat[1].DiffuseIndex = params[1]; + mat[1].SpecularIndex = params[2]; + } + + gl_update_material( ctx, mat, bitmask ); +} + +void _mesa_noop_Color4ub( GLubyte a, GLubyte b, GLubyte c, GLubyte d ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + color[0] = a; + color[1] = b; + color[2] = c; + color[3] = d; +} + +void _mesa_noop_Color4ubv( const GLubyte *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + COPY_4UBV( color, v ); +} + +void _mesa_noop_Color4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + FLOAT_COLOR_TO_UBYTE_COLOR(color[0], a); + FLOAT_COLOR_TO_UBYTE_COLOR(color[1], b); + FLOAT_COLOR_TO_UBYTE_COLOR(color[2], c); + FLOAT_COLOR_TO_UBYTE_COLOR(color[3], d); +} + +void _mesa_noop_Color4fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + FLOAT_RGBA_TO_CHAN_RGBA( color, v ); +} + +void _mesa_noop_Color3ub( GLubyte a, GLubyte b, GLubyte c ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + color[0] = a; + color[1] = b; + color[2] = c; + color[3] = 255; +} + +void _mesa_noop_Color3ubv( const GLubyte *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + color[0] = v[0]; + color[1] = v[1]; + color[2] = v[2]; + color[3] = 255; +} + +void _mesa_noop_Color3f( GLfloat a, GLfloat b, GLfloat c ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + FLOAT_COLOR_TO_UBYTE_COLOR(color[0], a); + FLOAT_COLOR_TO_UBYTE_COLOR(color[1], b); + FLOAT_COLOR_TO_UBYTE_COLOR(color[2], c); + color[3] = 255; +} + +void _mesa_noop_Color3fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.Color; + FLOAT_RGB_TO_CHAN_RGB( color, v ); + color[3] = 255; +} + +void _mesa_noop_MultiTexCoord1fARB( GLenum target, GLfloat a ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], a); + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; + } +} + +void _mesa_noop_MultiTexCoord1fvARB( GLenum target, GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], v[0]); + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; + } +} + +void _mesa_noop_MultiTexCoord2fARB( GLenum target, GLfloat a, GLfloat b ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + dest[2] = 0; + dest[3] = 1; + } +} + +void _mesa_noop_MultiTexCoord2fvARB( GLenum target, GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + dest[2] = 0; + dest[3] = 1; + } +} + +void _mesa_noop_MultiTexCoord3fARB( GLenum target, GLfloat a, GLfloat b, GLfloat c) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + COPY_FLOAT(dest[2], c); + dest[3] = 1; + } +} + +void _mesa_noop_MultiTexCoord3fvARB( GLenum target, GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + COPY_FLOAT(dest[2], v[2]); + dest[3] = 1; + } +} + +void _mesa_noop_MultiTexCoord4fARB( GLenum target, GLfloat a, GLfloat b, + GLfloat c, GLfloat d ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + COPY_FLOAT(dest[2], c); + dest[3] = d; + } +} + +void _mesa_noop_MultiTexCoord4fvARB( GLenum target, GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint unit = target - GL_TEXTURE0_ARB; + + /* unit is unsigned -- cannot be less than zero. + */ + if (unit < MAX_TEXTURE_UNITS) + { + GLfloat *dest = ctx->Current.Texcoord[unit]; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + COPY_FLOAT(dest[2], v[2]); + COPY_FLOAT(dest[3], v[3]); + } +} + +void _mesa_noop_SecondaryColor3ubEXT( GLubyte a, GLubyte b, GLubyte c ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.SecondaryColor; + color[0] = a; + color[1] = b; + color[2] = c; + color[3] = 255; +} + +void _mesa_noop_SecondaryColor3ubvEXT( const GLubyte *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.SecondaryColor; + color[0] = v[0]; + color[1] = v[1]; + color[2] = v[2]; + color[3] = 255; +} + +void _mesa_noop_SecondaryColor3fEXT( GLfloat a, GLfloat b, GLfloat c ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.SecondaryColor; + FLOAT_COLOR_TO_UBYTE_COLOR(color[0], a); + FLOAT_COLOR_TO_UBYTE_COLOR(color[1], b); + FLOAT_COLOR_TO_UBYTE_COLOR(color[2], c); + color[3] = 255; +} + +void _mesa_noop_SecondaryColor3fvEXT( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLubyte *color = ctx->Current.SecondaryColor; + FLOAT_RGB_TO_CHAN_RGB( color, v ); + color[3] = 255; +} + +void _mesa_noop_TexCoord1f( GLfloat a ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], a); + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; +} + +void _mesa_noop_TexCoord1fv( GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], v[0]); + dest[1] = 0; + dest[2] = 0; + dest[3] = 1; +} + +void _mesa_noop_TexCoord2f( GLfloat a, GLfloat b ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + dest[2] = 0; + dest[3] = 1; +} + +void _mesa_noop_TexCoord2fv( GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + dest[2] = 0; + dest[3] = 1; +} + +void _mesa_noop_TexCoord3f( GLfloat a, GLfloat b, GLfloat c ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + COPY_FLOAT(dest[2], c); + dest[3] = 1; +} + +void _mesa_noop_TexCoord3fv( GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + COPY_FLOAT(dest[2], v[2]); + dest[3] = 1; +} + +void _mesa_noop_TexCoord4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], a); + COPY_FLOAT(dest[1], b); + COPY_FLOAT(dest[2], c); + COPY_FLOAT(dest[3], d); +} + +void _mesa_noop_TexCoord4fv( GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat *dest = ctx->Current.Texcoord[0]; + COPY_FLOAT(dest[0], v[0]); + COPY_FLOAT(dest[1], v[1]); + COPY_FLOAT(dest[2], v[2]); + COPY_FLOAT(dest[3], v[3]); +} + +/* Execute a glRectf() function. This is not suitable for GL_COMPILE + * modes (as the test for outside begin/end is not compiled), + * but may be useful for drivers in circumstances which exclude + * display list interactions. + * + * (None of the functions in this file are suitable for GL_COMPILE + * modes). + */ +void _mesa_noop_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) +{ + { + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx, "_mesa_noop_Rectf"); + } + + glBegin( GL_QUADS ); + glVertex2f( x1, y1 ); + glVertex2f( x2, y1 ); + glVertex2f( x2, y2 ); + glVertex2f( x1, y2 ); + glEnd(); +} + + +#if 0 + +/* Some very basic support for arrays. Drivers without explicit array + * support can hook these in, but it may be more efficient to fall + * back to swtnl. Particularly if the driver is implementing a + * software fastpath rather than driving a hardware t&l unit. + */ + +/* A codegen implementation of this which hardwires the multiplies and + * inlines the called functions would fly: + */ +void _mesa_noop_ArrayElement( GLint elt ) +{ + GET_CURRENT_CONTEXT(ctx); + int i; + for (i = 0 ; i < ctx->Array._nr_enabled ; i++) { + struct gl_client_array *a = ctx->Array._enabled[i]; + a->_EltFunc( a->Data + elt * a->StrideB ); + } +} + +void _mesa_noop_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GLint i; + for (i = start ; i <= count ; i++) + glArrayElement( i ); +} + + +void _mesa_noop_DrawElements(GLenum mode, GLsizei count, GLenum type, + const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + + if (count <= 0) { + if (count < 0) { + gl_error( ctx, GL_INVALID_VALUE, "glDrawElements(count)" ); + } + return; + } + + switch (type) { + case GL_UNSIGNED_BYTE: + for (i = 0 ; i < count ; i++) + glArrayElement( ((GLubyte *)indices)[i] ); + break; + case GL_UNSIGNED_SHORT: + for (i = 0 ; i < count ; i++) + glArrayElement( ((GLushort *)indices)[i] ); + break; + case GL_UNSIGNED_INT: + for (i = 0 ; i < count ; i++) + glArrayElement( ((GLuint *)indices)[i] ); + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" ); + break; + } +} + +void _mesa_noop_DrawRangeElements(GLenum mode, GLuint start, + GLuint end, GLsizei count, + GLenum type, const GLvoid *indices) +{ + glDrawElements( mode, count, type, indices ); +} + +#endif diff --git a/src/mesa/main/api_noop.h b/src/mesa/main/api_noop.h new file mode 100644 index 0000000000..9d6e67dbc5 --- /dev/null +++ b/src/mesa/main/api_noop.h @@ -0,0 +1,101 @@ + +#ifndef _API_NOOP_H +#define _API_NOOP_H + + +#include "glheader.h" +#include "mtypes.h" +#include "context.h" + +/* In states where certain vertex components are required for t&l or + * rasterization, we still need to keep track of the current values. + * These functions provide this service by keeping uptodate the + * 'ctx->Current' struct for all data elements not included in the + * currently enabled hardware vertex. + * + */ +extern void _mesa_noop_EdgeFlag( GLboolean b ); + +extern void _mesa_noop_EdgeFlagv( const GLboolean *b ); + +extern void _mesa_noop_FogCoordfEXT( GLfloat a ); + +extern void _mesa_noop_FogCoordfvEXT( const GLfloat *v ); + +extern void _mesa_noop_Indexi( GLint i ); + +extern void _mesa_noop_Indexiv( const GLint *v ); + +extern void _mesa_noop_Normal3f( GLfloat a, GLfloat b, GLfloat c ); + +extern void _mesa_noop_Normal3fv( const GLfloat *v ); + +extern void _mesa_noop_Materialfv( GLenum face, GLenum pname, const GLfloat *param ); + +extern void _mesa_noop_Color4ub( GLubyte a, GLubyte b, GLubyte c, GLubyte d ); + +extern void _mesa_noop_Color4ubv( const GLubyte *v ); + +extern void _mesa_noop_Color4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d ); + +extern void _mesa_noop_Color4fv( const GLfloat *v ); + +extern void _mesa_noop_Color3ub( GLubyte a, GLubyte b, GLubyte c ); + +extern void _mesa_noop_Color3ubv( const GLubyte *v ); + +extern void _mesa_noop_Color3f( GLfloat a, GLfloat b, GLfloat c ); + +extern void _mesa_noop_Color3fv( const GLfloat *v ); + +extern void _mesa_noop_MultiTexCoord1fARB( GLenum target, GLfloat a ); + +extern void _mesa_noop_MultiTexCoord1fvARB( GLenum target, GLfloat *v ); + +extern void _mesa_noop_MultiTexCoord2fARB( GLenum target, GLfloat a, + GLfloat b ); + +extern void _mesa_noop_MultiTexCoord2fvARB( GLenum target, GLfloat *v ); + +extern void _mesa_noop_MultiTexCoord3fARB( GLenum target, GLfloat a, + GLfloat b, GLfloat c); + +extern void _mesa_noop_MultiTexCoord3fvARB( GLenum target, GLfloat *v ); + +extern void _mesa_noop_MultiTexCoord4fARB( GLenum target, GLfloat a, + GLfloat b, GLfloat c, GLfloat d ); + +extern void _mesa_noop_MultiTexCoord4fvARB( GLenum target, GLfloat *v ); + +extern void _mesa_noop_SecondaryColor3ubEXT( GLubyte a, GLubyte b, GLubyte c ); + +extern void _mesa_noop_SecondaryColor3ubvEXT( const GLubyte *v ); + +extern void _mesa_noop_SecondaryColor3fEXT( GLfloat a, GLfloat b, GLfloat c ); + +extern void _mesa_noop_SecondaryColor3fvEXT( const GLfloat *v ); + +extern void _mesa_noop_TexCoord1f( GLfloat a ); + +extern void _mesa_noop_TexCoord1fv( GLfloat *v ); + +extern void _mesa_noop_TexCoord2f( GLfloat a, GLfloat b ); + +extern void _mesa_noop_TexCoord2fv( GLfloat *v ); + +extern void _mesa_noop_TexCoord3f( GLfloat a, GLfloat b, GLfloat c ); + +extern void _mesa_noop_TexCoord3fv( GLfloat *v ); + +extern void _mesa_noop_TexCoord4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d ); + +extern void _mesa_noop_TexCoord4fv( GLfloat *v ); + + +/* Not strictly a noop -- translate Rectf down to Begin/End and + * vertices. Closer to the loopback operations, but doesn't meet the + * criteria for inclusion there (cannot be used in the Save table). + */ +extern void _mesa_noop_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); + +#endif diff --git a/src/mesa/main/vtxfmt.c b/src/mesa/main/vtxfmt.c new file mode 100644 index 0000000000..860a9011fe --- /dev/null +++ b/src/mesa/main/vtxfmt.c @@ -0,0 +1,89 @@ +#include "glheader.h" +#include "api_loopback.h" +#include "mtypes.h" +#include "vtxfmt.h" + + + +static void install_vtxfmt( struct _glapi_table *tab, GLvertexformat *vfmt ) +{ + tab->ArrayElement = vfmt->ArrayElement; + tab->Color3f = vfmt->Color3f; + tab->Color3fv = vfmt->Color3fv; + tab->Color3ub = vfmt->Color3ub; + tab->Color3ubv = vfmt->Color3ubv; + tab->Color4f = vfmt->Color4f; + tab->Color4fv = vfmt->Color4fv; + tab->Color4ub = vfmt->Color4ub; + tab->Color4ubv = vfmt->Color4ubv; + tab->EdgeFlag = vfmt->EdgeFlag; + tab->EdgeFlagv = vfmt->EdgeFlagv; + tab->EvalCoord1f = vfmt->EvalCoord1f; + tab->EvalCoord1fv = vfmt->EvalCoord1fv; + tab->EvalCoord2f = vfmt->EvalCoord2f; + tab->EvalCoord2fv = vfmt->EvalCoord2fv; + tab->EvalPoint1 = vfmt->EvalPoint1; + tab->EvalPoint2 = vfmt->EvalPoint2; + tab->FogCoordfEXT = vfmt->FogCoordfEXT; + tab->FogCoordfvEXT = vfmt->FogCoordfvEXT; + tab->Indexi = vfmt->Indexi; + tab->Indexiv = vfmt->Indexiv; + tab->Materialfv = vfmt->Materialfv; + tab->MultiTexCoord1fARB = vfmt->MultiTexCoord1fARB; + tab->MultiTexCoord1fvARB = vfmt->MultiTexCoord1fvARB; + tab->MultiTexCoord2fARB = vfmt->MultiTexCoord2fARB; + tab->MultiTexCoord2fvARB = vfmt->MultiTexCoord2fvARB; + tab->MultiTexCoord3fARB = vfmt->MultiTexCoord3fARB; + tab->MultiTexCoord3fvARB = vfmt->MultiTexCoord3fvARB; + tab->MultiTexCoord4fARB = vfmt->MultiTexCoord4fARB; + tab->MultiTexCoord4fvARB = vfmt->MultiTexCoord4fvARB; + tab->Normal3f = vfmt->Normal3f; + tab->Normal3fv = vfmt->Normal3fv; + tab->SecondaryColor3fEXT = vfmt->SecondaryColor3fEXT; + tab->SecondaryColor3fvEXT = vfmt->SecondaryColor3fvEXT; + tab->SecondaryColor3ubEXT = vfmt->SecondaryColor3ubEXT; + tab->SecondaryColor3ubvEXT = vfmt->SecondaryColor3ubvEXT; + tab->TexCoord1f = vfmt->TexCoord1f; + tab->TexCoord1fv = vfmt->TexCoord1fv; + tab->TexCoord2f = vfmt->TexCoord2f; + tab->TexCoord2fv = vfmt->TexCoord2fv; + tab->TexCoord3f = vfmt->TexCoord3f; + tab->TexCoord3fv = vfmt->TexCoord3fv; + tab->TexCoord4f = vfmt->TexCoord4f; + tab->TexCoord4fv = vfmt->TexCoord4fv; + tab->Vertex2f = vfmt->Vertex2f; + tab->Vertex2fv = vfmt->Vertex2fv; + tab->Vertex3f = vfmt->Vertex3f; + tab->Vertex3fv = vfmt->Vertex3fv; + tab->Vertex4f = vfmt->Vertex4f; + tab->Vertex4fv = vfmt->Vertex4fv; + tab->Begin = vfmt->Begin; + tab->End = vfmt->End; + +/* tab->NewList = vfmt->NewList; */ + tab->CallList = vfmt->CallList; + + tab->Rectf = vfmt->Rectf; + tab->DrawArrays = vfmt->DrawArrays; + tab->DrawElements = vfmt->DrawElements; + tab->DrawRangeElements = vfmt->DrawRangeElements; + tab->EvalMesh1 = vfmt->EvalMesh1; + tab->EvalMesh2 = vfmt->EvalMesh2; +} + + +void _mesa_install_exec_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt ) +{ + install_vtxfmt( ctx->Exec, vfmt ); + if (ctx->ExecPrefersFloat != vfmt->prefer_float_colors) + _mesa_loopback_prefer_float( ctx->Exec, vfmt->prefer_float_colors ); +} + + +void _mesa_install_save_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt ) +{ + install_vtxfmt( ctx->Save, vfmt ); + if (ctx->SavePrefersFloat != vfmt->prefer_float_colors) + _mesa_loopback_prefer_float( ctx->Save, vfmt->prefer_float_colors ); +} + diff --git a/src/mesa/main/vtxfmt.h b/src/mesa/main/vtxfmt.h new file mode 100644 index 0000000000..6abeadfcde --- /dev/null +++ b/src/mesa/main/vtxfmt.h @@ -0,0 +1,8 @@ +#ifndef _VTXFMT_H_ +#define _VTXFMT_H_ + +extern void _mesa_install_exec_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt ); +extern void _mesa_install_save_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt ); + + +#endif -- cgit v1.2.3