xserver-multidpi/GL/glx/g_render.c
Kaleb Keithley 4ee0a53de8 Import most of XFree86 4.4RC3. This import excludes files which have the
new license. If we want to, later we can import 4.4RC3 again and pick
    up the files that have the new license, but for now the vendor branch
    is "pure."
2004-02-23 20:35:22 +00:00

2286 lines
36 KiB
C

/* $XFree86: xc/programs/Xserver/GL/glx/g_render.c,v 1.9 2004/02/12 02:25:01 torrey Exp $ */
/* DO NOT EDIT - THIS FILE IS AUTOMATICALLY GENERATED */
/*
** License Applicability. Except to the extent portions of this file are
** made subject to an alternative license as permitted in the SGI Free
** Software License B, Version 1.1 (the "License"), the contents of this
** file are subject only to the provisions of the License. You may not use
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
**
** http://oss.sgi.com/projects/FreeB
**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
**
** Original Code. The Original Code is: OpenGL Sample Implementation,
** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
**
** Additional Notice Provisions: This software was created using the
** OpenGL(R) version 1.2.1 Sample Implementation published by SGI, but has
** not been independently verified as being compliant with the OpenGL(R)
** version 1.2.1 Specification.
*/
#define NEED_REPLIES
#include "glxserver.h"
#include "glxext.h"
#include "g_disptab.h"
#include "g_disptab_EXT.h"
#include "unpack.h"
#include "impsize.h"
#include "singlesize.h"
void __glXDisp_CallList(GLbyte *pc)
{
glCallList(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_ListBase(GLbyte *pc)
{
glListBase(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_Begin(GLbyte *pc)
{
glBegin(
*(GLenum *)(pc + 0)
);
}
#define __GLX_SWAP_GLbyte(ptr)
#define __GLX_SWAP_GLshort(ptr) __GLX_SWAP_SHORT(ptr)
#define __GLX_SWAP_GLint(ptr) __GLX_SWAP_INT(ptr)
#define __GLX_SWAP_GLubyte(ptr)
#define __GLX_SWAP_GLushort(ptr) __GLX_SWAP_SHORT(ptr)
#define __GLX_SWAP_GLuint(ptr) __GLX_SWAP_INT(ptr)
#define __GLX_SWAP_GLdouble(ptr) __GLX_SWAP_DOUBLE(ptr)
#define __GLX_SWAP_GLfloat(ptr) __GLX_SWAP_FLOAT(ptr)
#define __GLX_SWAP_GLbyte_ARRAY(ptr,count) (void) swapEnd; (void) swapPC; (void) sw;
#define __GLX_SWAP_GLshort_ARRAY(ptr,count) __GLX_SWAP_SHORT_ARRAY(ptr,count)
#define __GLX_SWAP_GLint_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
#define __GLX_SWAP_GLenum_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
#define __GLX_SWAP_GLubyte_ARRAY(ptr,count) (void) swapEnd; (void) swapPC; (void) sw;
#define __GLX_SWAP_GLushort_ARRAY(ptr,count) __GLX_SWAP_SHORT_ARRAY(ptr,count)
#define __GLX_SWAP_GLuint_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
#define __GLX_SWAP_GLdouble_ARRAY(ptr,count) __GLX_SWAP_DOUBLE_ARRAY(ptr,count)
#define __GLX_SWAP_GLfloat_ARRAY(ptr,count) __GLX_SWAP_FLOAT_ARRAY(ptr,count)
#ifdef __GLX_ALIGN64
/* If type is not GLdouble, the compiler should optimize this away.
*/
# define GLX_DO_ALIGN_MAGIC(count, type) \
do { \
if ( (sizeof(type) == 8) && ((unsigned long)(pc) & 7)) \
{ \
__GLX_MEM_COPY(pc-4, pc, (count * sizeof( type ) )); \
pc -= 4; \
} \
} while( 0 )
#else
# define GLX_DO_ALIGN_MAGIC(count, type)
#endif
#define dispatch_template_1( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 1, type ); \
gl ## name ( (type *) pc ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 1, type ); \
__GLX_SWAP_ ## type ( pc ); \
gl ## name ( (type *) pc ); \
}
#define dispatch_template_3( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 3, type ); \
gl ## name ( (type *) pc ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 3, type ); \
__GLX_SWAP_ ## type ## _ARRAY(pc, 3); \
gl ## name ( (type *) pc ); \
}
#define dispatch_template_4( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 4, type ); \
gl ## name ( (type *) pc ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 4, type ); \
__GLX_SWAP_ ## type ## _ARRAY(pc, 4); \
gl ## name ( (type *) pc ); \
}
#define dispatch_template_4s( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 4, type ); \
gl ## name ( ((type *) pc)[0], ((type *) pc)[1], \
((type *) pc)[2], ((type *) pc)[3] ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 4, type ); \
__GLX_SWAP_ ## type ## _ARRAY(pc, 4); \
gl ## name ( ((type *) pc)[0], ((type *) pc)[1], \
((type *) pc)[2], ((type *) pc)[3] ); \
}
/**
* \bug All of the enum1 templates need to be updated to handle the case where
* \c type is \c GLdouble. When the type is a double, the data comes before
* the enum. This is also the reason the invocation of the
* \c GLX_DO_ALIGN_MAGIC macro was removed.
*/
#define dispatch_template_enum1_1s( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
gl ## name ( *(GLenum *) (pc + 0), \
*(type *) (pc + 4) ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_SWAP_INT (pc + 0); \
__GLX_SWAP_ ## type (pc + 4); \
gl ## name ( *(GLenum *) (pc + 0), \
*(type *) (pc + 4) ); \
}
#define dispatch_template_enum1_Vv( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
gl ## name ( *(GLenum *) (pc + 0), \
(type *) (pc + 4) ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
GLenum pname; GLint compsize; \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
__GLX_SWAP_INT(pc + 0); \
pname = *(GLenum *)(pc + 0); \
compsize = __gl ## name ## _size(pname); \
if (compsize < 0) compsize = 0; \
__GLX_SWAP_ ## type ## _ARRAY(pc + 4, compsize); \
gl ## name ( *(GLenum *) (pc + 0), \
(type *) (pc + 4) ); \
}
#ifndef MISSING_GL_EXTS
dispatch_template_1( FogCoordfv, GLfloat )
dispatch_template_1( FogCoorddv, GLdouble )
dispatch_template_3( SecondaryColor3bv, GLbyte )
dispatch_template_3( SecondaryColor3sv, GLshort )
dispatch_template_3( SecondaryColor3iv, GLint )
dispatch_template_3( SecondaryColor3ubv, GLubyte )
dispatch_template_3( SecondaryColor3usv, GLushort )
dispatch_template_3( SecondaryColor3uiv, GLuint )
dispatch_template_3( SecondaryColor3fv, GLfloat )
dispatch_template_3( SecondaryColor3dv, GLdouble )
dispatch_template_4s( BlendFuncSeparate, GLenum )
#endif /* !MISSING_GL_EXTS */
void __glXDisp_Color3bv(GLbyte *pc)
{
glColor3bv(
(GLbyte *)(pc + 0)
);
}
void __glXDisp_Color3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glColor3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Color3fv(GLbyte *pc)
{
glColor3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Color3iv(GLbyte *pc)
{
glColor3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Color3sv(GLbyte *pc)
{
glColor3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Color3ubv(GLbyte *pc)
{
glColor3ubv(
(GLubyte *)(pc + 0)
);
}
void __glXDisp_Color3uiv(GLbyte *pc)
{
glColor3uiv(
(GLuint *)(pc + 0)
);
}
void __glXDisp_Color3usv(GLbyte *pc)
{
glColor3usv(
(GLushort *)(pc + 0)
);
}
void __glXDisp_Color4bv(GLbyte *pc)
{
glColor4bv(
(GLbyte *)(pc + 0)
);
}
void __glXDisp_Color4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glColor4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Color4fv(GLbyte *pc)
{
glColor4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Color4iv(GLbyte *pc)
{
glColor4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Color4sv(GLbyte *pc)
{
glColor4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Color4ubv(GLbyte *pc)
{
glColor4ubv(
(GLubyte *)(pc + 0)
);
}
void __glXDisp_Color4uiv(GLbyte *pc)
{
glColor4uiv(
(GLuint *)(pc + 0)
);
}
void __glXDisp_Color4usv(GLbyte *pc)
{
glColor4usv(
(GLushort *)(pc + 0)
);
}
void __glXDisp_EdgeFlagv(GLbyte *pc)
{
glEdgeFlagv(
(GLboolean *)(pc + 0)
);
}
void __glXDisp_End(GLbyte *pc)
{
glEnd(
);
}
void __glXDisp_Indexdv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glIndexdv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Indexfv(GLbyte *pc)
{
glIndexfv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Indexiv(GLbyte *pc)
{
glIndexiv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Indexsv(GLbyte *pc)
{
glIndexsv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Normal3bv(GLbyte *pc)
{
glNormal3bv(
(GLbyte *)(pc + 0)
);
}
void __glXDisp_Normal3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glNormal3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Normal3fv(GLbyte *pc)
{
glNormal3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Normal3iv(GLbyte *pc)
{
glNormal3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Normal3sv(GLbyte *pc)
{
glNormal3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_RasterPos2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glRasterPos2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_RasterPos2fv(GLbyte *pc)
{
glRasterPos2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_RasterPos2iv(GLbyte *pc)
{
glRasterPos2iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_RasterPos2sv(GLbyte *pc)
{
glRasterPos2sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_RasterPos3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glRasterPos3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_RasterPos3fv(GLbyte *pc)
{
glRasterPos3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_RasterPos3iv(GLbyte *pc)
{
glRasterPos3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_RasterPos3sv(GLbyte *pc)
{
glRasterPos3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_RasterPos4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glRasterPos4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_RasterPos4fv(GLbyte *pc)
{
glRasterPos4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_RasterPos4iv(GLbyte *pc)
{
glRasterPos4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_RasterPos4sv(GLbyte *pc)
{
glRasterPos4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Rectdv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glRectdv(
(GLdouble *)(pc + 0),
(GLdouble *)(pc + 16)
);
}
void __glXDisp_Rectfv(GLbyte *pc)
{
glRectfv(
(GLfloat *)(pc + 0),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_Rectiv(GLbyte *pc)
{
glRectiv(
(GLint *)(pc + 0),
(GLint *)(pc + 8)
);
}
void __glXDisp_Rectsv(GLbyte *pc)
{
glRectsv(
(GLshort *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_TexCoord1dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glTexCoord1dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord1fv(GLbyte *pc)
{
glTexCoord1fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord1iv(GLbyte *pc)
{
glTexCoord1iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord1sv(GLbyte *pc)
{
glTexCoord1sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_TexCoord2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glTexCoord2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord2fv(GLbyte *pc)
{
glTexCoord2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord2iv(GLbyte *pc)
{
glTexCoord2iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord2sv(GLbyte *pc)
{
glTexCoord2sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_TexCoord3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glTexCoord3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord3fv(GLbyte *pc)
{
glTexCoord3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord3iv(GLbyte *pc)
{
glTexCoord3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord3sv(GLbyte *pc)
{
glTexCoord3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_TexCoord4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glTexCoord4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord4fv(GLbyte *pc)
{
glTexCoord4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord4iv(GLbyte *pc)
{
glTexCoord4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord4sv(GLbyte *pc)
{
glTexCoord4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Vertex2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glVertex2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Vertex2fv(GLbyte *pc)
{
glVertex2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Vertex2iv(GLbyte *pc)
{
glVertex2iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Vertex2sv(GLbyte *pc)
{
glVertex2sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Vertex3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glVertex3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Vertex3fv(GLbyte *pc)
{
glVertex3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Vertex3iv(GLbyte *pc)
{
glVertex3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Vertex3sv(GLbyte *pc)
{
glVertex3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Vertex4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glVertex4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Vertex4fv(GLbyte *pc)
{
glVertex4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Vertex4iv(GLbyte *pc)
{
glVertex4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Vertex4sv(GLbyte *pc)
{
glVertex4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_ClipPlane(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 36);
pc -= 4;
}
#endif
glClipPlane(
*(GLenum *)(pc + 32),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_ColorMaterial(GLbyte *pc)
{
glColorMaterial(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_CullFace(GLbyte *pc)
{
glCullFace(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Fogf(GLbyte *pc)
{
glFogf(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_Fogfv(GLbyte *pc)
{
glFogfv(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_Fogi(GLbyte *pc)
{
glFogi(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_Fogiv(GLbyte *pc)
{
glFogiv(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_FrontFace(GLbyte *pc)
{
glFrontFace(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Hint(GLbyte *pc)
{
glHint(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_Lightf(GLbyte *pc)
{
glLightf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Lightfv(GLbyte *pc)
{
glLightfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_Lighti(GLbyte *pc)
{
glLighti(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_Lightiv(GLbyte *pc)
{
glLightiv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_LightModelf(GLbyte *pc)
{
glLightModelf(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_LightModelfv(GLbyte *pc)
{
glLightModelfv(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_LightModeli(GLbyte *pc)
{
glLightModeli(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_LightModeliv(GLbyte *pc)
{
glLightModeliv(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_LineStipple(GLbyte *pc)
{
glLineStipple(
*(GLint *)(pc + 0),
*(GLushort *)(pc + 4)
);
}
void __glXDisp_LineWidth(GLbyte *pc)
{
glLineWidth(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_Materialf(GLbyte *pc)
{
glMaterialf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Materialfv(GLbyte *pc)
{
glMaterialfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_Materiali(GLbyte *pc)
{
glMateriali(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_Materialiv(GLbyte *pc)
{
glMaterialiv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_PointSize(GLbyte *pc)
{
glPointSize(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_PolygonMode(GLbyte *pc)
{
glPolygonMode(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_Scissor(GLbyte *pc)
{
glScissor(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4),
*(GLsizei *)(pc + 8),
*(GLsizei *)(pc + 12)
);
}
void __glXDisp_ShadeModel(GLbyte *pc)
{
glShadeModel(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_TexParameterf(GLbyte *pc)
{
glTexParameterf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexParameterfv(GLbyte *pc)
{
glTexParameterfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexParameteri(GLbyte *pc)
{
glTexParameteri(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_TexParameteriv(GLbyte *pc)
{
glTexParameteriv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_TexEnvf(GLbyte *pc)
{
glTexEnvf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexEnvfv(GLbyte *pc)
{
glTexEnvfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexEnvi(GLbyte *pc)
{
glTexEnvi(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_TexEnviv(GLbyte *pc)
{
glTexEnviv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_TexGend(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glTexGend(
*(GLenum *)(pc + 8),
*(GLenum *)(pc + 12),
*(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexGendv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
GLenum pname;
GLint cmdlen;
GLint compsize;
pname = *(GLenum *)(pc + 4);
compsize = __glTexGendv_size(pname);
if (compsize < 0) compsize = 0;
cmdlen = __GLX_PAD(8+compsize*8);
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, cmdlen);
pc -= 4;
}
#endif
glTexGendv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLdouble *)(pc + 8)
);
}
void __glXDisp_TexGenf(GLbyte *pc)
{
glTexGenf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexGenfv(GLbyte *pc)
{
glTexGenfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexGeni(GLbyte *pc)
{
glTexGeni(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_TexGeniv(GLbyte *pc)
{
glTexGeniv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_InitNames(GLbyte *pc)
{
glInitNames(
);
}
void __glXDisp_LoadName(GLbyte *pc)
{
glLoadName(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_PassThrough(GLbyte *pc)
{
glPassThrough(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_PopName(GLbyte *pc)
{
glPopName(
);
}
void __glXDisp_PushName(GLbyte *pc)
{
glPushName(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_DrawBuffer(GLbyte *pc)
{
glDrawBuffer(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Clear(GLbyte *pc)
{
glClear(
*(GLbitfield *)(pc + 0)
);
}
void __glXDisp_ClearAccum(GLbyte *pc)
{
glClearAccum(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8),
*(GLfloat *)(pc + 12)
);
}
void __glXDisp_ClearIndex(GLbyte *pc)
{
glClearIndex(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_ClearColor(GLbyte *pc)
{
glClearColor(
*(GLclampf *)(pc + 0),
*(GLclampf *)(pc + 4),
*(GLclampf *)(pc + 8),
*(GLclampf *)(pc + 12)
);
}
void __glXDisp_ClearStencil(GLbyte *pc)
{
glClearStencil(
*(GLint *)(pc + 0)
);
}
void __glXDisp_ClearDepth(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glClearDepth(
*(GLclampd *)(pc + 0)
);
}
void __glXDisp_StencilMask(GLbyte *pc)
{
glStencilMask(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_ColorMask(GLbyte *pc)
{
glColorMask(
*(GLboolean *)(pc + 0),
*(GLboolean *)(pc + 1),
*(GLboolean *)(pc + 2),
*(GLboolean *)(pc + 3)
);
}
void __glXDisp_DepthMask(GLbyte *pc)
{
glDepthMask(
*(GLboolean *)(pc + 0)
);
}
void __glXDisp_IndexMask(GLbyte *pc)
{
glIndexMask(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_Accum(GLbyte *pc)
{
glAccum(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_Disable(GLbyte *pc)
{
glDisable(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Enable(GLbyte *pc)
{
glEnable(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_PopAttrib(GLbyte *pc)
{
glPopAttrib(
);
}
void __glXDisp_PushAttrib(GLbyte *pc)
{
glPushAttrib(
*(GLbitfield *)(pc + 0)
);
}
void __glXDisp_MapGrid1d(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 20);
pc -= 4;
}
#endif
glMapGrid1d(
*(GLint *)(pc + 16),
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8)
);
}
void __glXDisp_MapGrid1f(GLbyte *pc)
{
glMapGrid1f(
*(GLint *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_MapGrid2d(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 40);
pc -= 4;
}
#endif
glMapGrid2d(
*(GLint *)(pc + 32),
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLint *)(pc + 36),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24)
);
}
void __glXDisp_MapGrid2f(GLbyte *pc)
{
glMapGrid2f(
*(GLint *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8),
*(GLint *)(pc + 12),
*(GLfloat *)(pc + 16),
*(GLfloat *)(pc + 20)
);
}
void __glXDisp_EvalCoord1dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glEvalCoord1dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_EvalCoord1fv(GLbyte *pc)
{
glEvalCoord1fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_EvalCoord2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glEvalCoord2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_EvalCoord2fv(GLbyte *pc)
{
glEvalCoord2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_EvalMesh1(GLbyte *pc)
{
glEvalMesh1(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_EvalPoint1(GLbyte *pc)
{
glEvalPoint1(
*(GLint *)(pc + 0)
);
}
void __glXDisp_EvalMesh2(GLbyte *pc)
{
glEvalMesh2(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16)
);
}
void __glXDisp_EvalPoint2(GLbyte *pc)
{
glEvalPoint2(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_AlphaFunc(GLbyte *pc)
{
glAlphaFunc(
*(GLenum *)(pc + 0),
*(GLclampf *)(pc + 4)
);
}
void __glXDisp_BlendFunc(GLbyte *pc)
{
glBlendFunc(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_LogicOp(GLbyte *pc)
{
glLogicOp(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_StencilFunc(GLbyte *pc)
{
glStencilFunc(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLuint *)(pc + 8)
);
}
void __glXDisp_StencilOp(GLbyte *pc)
{
glStencilOp(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLenum *)(pc + 8)
);
}
void __glXDisp_DepthFunc(GLbyte *pc)
{
glDepthFunc(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_PixelZoom(GLbyte *pc)
{
glPixelZoom(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_PixelTransferf(GLbyte *pc)
{
glPixelTransferf(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_PixelTransferi(GLbyte *pc)
{
glPixelTransferi(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_PixelMapfv(GLbyte *pc)
{
glPixelMapfv(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_PixelMapuiv(GLbyte *pc)
{
glPixelMapuiv(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
(GLuint *)(pc + 8)
);
}
void __glXDisp_PixelMapusv(GLbyte *pc)
{
glPixelMapusv(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
(GLushort *)(pc + 8)
);
}
void __glXDisp_ReadBuffer(GLbyte *pc)
{
glReadBuffer(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_CopyPixels(GLbyte *pc)
{
glCopyPixels(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4),
*(GLsizei *)(pc + 8),
*(GLsizei *)(pc + 12),
*(GLenum *)(pc + 16)
);
}
void __glXDisp_DepthRange(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glDepthRange(
*(GLclampd *)(pc + 0),
*(GLclampd *)(pc + 8)
);
}
void __glXDisp_Frustum(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 48);
pc -= 4;
}
#endif
glFrustum(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24),
*(GLdouble *)(pc + 32),
*(GLdouble *)(pc + 40)
);
}
void __glXDisp_LoadIdentity(GLbyte *pc)
{
glLoadIdentity(
);
}
void __glXDisp_LoadMatrixf(GLbyte *pc)
{
glLoadMatrixf(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_LoadMatrixd(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 128);
pc -= 4;
}
#endif
glLoadMatrixd(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MatrixMode(GLbyte *pc)
{
glMatrixMode(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_MultMatrixf(GLbyte *pc)
{
glMultMatrixf(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_MultMatrixd(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 128);
pc -= 4;
}
#endif
glMultMatrixd(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Ortho(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 48);
pc -= 4;
}
#endif
glOrtho(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24),
*(GLdouble *)(pc + 32),
*(GLdouble *)(pc + 40)
);
}
void __glXDisp_PopMatrix(GLbyte *pc)
{
glPopMatrix(
);
}
void __glXDisp_PushMatrix(GLbyte *pc)
{
glPushMatrix(
);
}
void __glXDisp_Rotated(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glRotated(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24)
);
}
void __glXDisp_Rotatef(GLbyte *pc)
{
glRotatef(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8),
*(GLfloat *)(pc + 12)
);
}
void __glXDisp_Scaled(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glScaled(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16)
);
}
void __glXDisp_Scalef(GLbyte *pc)
{
glScalef(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Translated(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glTranslated(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16)
);
}
void __glXDisp_Translatef(GLbyte *pc)
{
glTranslatef(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Viewport(GLbyte *pc)
{
glViewport(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4),
*(GLsizei *)(pc + 8),
*(GLsizei *)(pc + 12)
);
}
void __glXDisp_PolygonOffset(GLbyte *pc)
{
glPolygonOffset(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_CopyTexImage1D(GLbyte *pc)
{
glCopyTexImage1D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLenum *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLsizei *)(pc + 20),
*(GLint *)(pc + 24)
);
}
void __glXDisp_CopyTexImage2D(GLbyte *pc)
{
glCopyTexImage2D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLenum *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLsizei *)(pc + 20),
*(GLsizei *)(pc + 24),
*(GLint *)(pc + 28)
);
}
void __glXDisp_CopyTexSubImage1D(GLbyte *pc)
{
glCopyTexSubImage1D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLsizei *)(pc + 20)
);
}
void __glXDisp_CopyTexSubImage2D(GLbyte *pc)
{
glCopyTexSubImage2D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLint *)(pc + 20),
*(GLsizei *)(pc + 24),
*(GLsizei *)(pc + 28)
);
}
void __glXDisp_BindTexture(GLbyte *pc)
{
glBindTexture(
*(GLenum *)(pc + 0),
*(GLuint *)(pc + 4)
);
}
void __glXDisp_PrioritizeTextures(GLbyte *pc)
{
GLsizei n;
n = *(GLsizei *)(pc + 0);
glPrioritizeTextures(
*(GLsizei *)(pc + 0),
(GLuint *)(pc + 4),
(GLclampf *)(pc + 4+n*4)
);
}
void __glXDisp_Indexubv(GLbyte *pc)
{
glIndexubv(
(GLubyte *)(pc + 0)
);
}
void __glXDisp_BlendColor(GLbyte *pc)
{
glBlendColor(
*(GLclampf *)(pc + 0),
*(GLclampf *)(pc + 4),
*(GLclampf *)(pc + 8),
*(GLclampf *)(pc + 12)
);
}
void __glXDisp_BlendEquation(GLbyte *pc)
{
glBlendEquation(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_ColorTableParameterfv(GLbyte *pc)
{
glColorTableParameterfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_ColorTableParameteriv(GLbyte *pc)
{
glColorTableParameteriv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_CopyColorTable(GLbyte *pc)
{
glCopyColorTable(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16)
);
}
void __glXDisp_CopyColorSubTable(GLbyte *pc)
{
glCopyColorSubTable(
*(GLenum *)(pc + 0),
*(GLsizei *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16)
);
}
void __glXDisp_ConvolutionParameterf(GLbyte *pc)
{
glConvolutionParameterf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_ConvolutionParameterfv(GLbyte *pc)
{
glConvolutionParameterfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_ConvolutionParameteri(GLbyte *pc)
{
glConvolutionParameteri(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_ConvolutionParameteriv(GLbyte *pc)
{
glConvolutionParameteriv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_CopyConvolutionFilter1D(GLbyte *pc)
{
glCopyConvolutionFilter1D(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16)
);
}
void __glXDisp_CopyConvolutionFilter2D(GLbyte *pc)
{
glCopyConvolutionFilter2D(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16),
*(GLsizei *)(pc + 20)
);
}
void __glXDisp_Histogram(GLbyte *pc)
{
glHistogram(
*(GLenum *)(pc + 0),
*(GLsizei *)(pc + 4),
*(GLenum *)(pc + 8),
*(GLboolean *)(pc + 12)
);
}
void __glXDisp_Minmax(GLbyte *pc)
{
glMinmax(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLboolean *)(pc + 8)
);
}
void __glXDisp_ResetHistogram(GLbyte *pc)
{
glResetHistogram(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_ResetMinmax(GLbyte *pc)
{
glResetMinmax(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_CopyTexSubImage3D(GLbyte *pc)
{
glCopyTexSubImage3D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLint *)(pc + 20),
*(GLint *)(pc + 24),
*(GLsizei *)(pc + 28),
*(GLsizei *)(pc + 32)
);
}
void __glXDisp_ActiveTextureARB(GLbyte *pc)
{
glActiveTextureARB(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord1dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 12);
pc -= 4;
}
#endif
glMultiTexCoord1dvARB(
*(GLenum *)(pc + 8),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord1fvARB(GLbyte *pc)
{
glMultiTexCoord1fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord1ivARB(GLbyte *pc)
{
glMultiTexCoord1ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord1svARB(GLbyte *pc)
{
glMultiTexCoord1svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord2dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 20);
pc -= 4;
}
#endif
glMultiTexCoord2dvARB(
*(GLenum *)(pc + 16),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord2fvARB(GLbyte *pc)
{
glMultiTexCoord2fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord2ivARB(GLbyte *pc)
{
glMultiTexCoord2ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord2svARB(GLbyte *pc)
{
glMultiTexCoord2svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord3dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 28);
pc -= 4;
}
#endif
glMultiTexCoord3dvARB(
*(GLenum *)(pc + 24),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord3fvARB(GLbyte *pc)
{
glMultiTexCoord3fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord3ivARB(GLbyte *pc)
{
glMultiTexCoord3ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord3svARB(GLbyte *pc)
{
glMultiTexCoord3svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord4dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 36);
pc -= 4;
}
#endif
glMultiTexCoord4dvARB(
*(GLenum *)(pc + 32),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord4fvARB(GLbyte *pc)
{
glMultiTexCoord4fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord4ivARB(GLbyte *pc)
{
glMultiTexCoord4ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord4svARB(GLbyte *pc)
{
glMultiTexCoord4svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
/*
* Extensions
*/
#ifndef MISSING_GL_EXTS
void __glXDisp_PointParameterfARB(GLbyte *pc)
{
glPointParameterfARB(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_PointParameterfvARB(GLbyte *pc)
{
glPointParameterfvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
#ifdef __DARWIN__
#define __glPointParameterivNV_size __glPointParameteriv_size
dispatch_template_enum1_1s(PointParameteriNV, GLint)
dispatch_template_enum1_Vv(PointParameterivNV, GLint)
#else
dispatch_template_enum1_1s(PointParameteri, GLint)
dispatch_template_enum1_Vv(PointParameteriv, GLint)
#endif
void __glXDisp_ActiveStencilFaceEXT(GLbyte *pc)
{
glActiveStencilFaceEXT(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_WindowPos3fARB(GLbyte *pc)
{
glWindowPos3fARB(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
#endif /* !MISSING_GL_EXTS */
void __glXDisp_SampleCoverageARB(GLbyte *pc)
{
glSampleCoverageARB(
*(GLfloat *)(pc + 0),
*(GLboolean *)(pc + 4)
);
}