xserver-multidpi/GL/glx/g_render.c
Ian Romanick 370b111f48 Use '$(DRMSRCDIR)/shared-core' instead of '$(DRMSRCDIR)/shared' for DRM
includes. This matches the way drivers are built in the Mesa tree and
    fixes a build problem in the Savage driver.
Convert uses of __glPointParameterfvARB_size to
    __glPointParameterfvEXT_size and uses of __glPointParameteriv_size to
    __glPointParameterivNV_size. This eliminates the need to hand-edit
    indirect_size.c after it is generated.
2005-08-12 16:30:57 +00:00

2283 lines
36 KiB
C

/* $XFree86: xc/programs/Xserver/GL/glx/g_render.c,v 1.8 2004/02/03 21:34:36 alanh Exp $ */
/* DO NOT EDIT - THIS FILE IS AUTOMATICALLY GENERATED */
/*
** License Applicability. Except to the extent portions of this file are
** made subject to an alternative license as permitted in the SGI Free
** Software License B, Version 1.1 (the "License"), the contents of this
** file are subject only to the provisions of the License. You may not use
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
**
** http://oss.sgi.com/projects/FreeB
**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
**
** Original Code. The Original Code is: OpenGL Sample Implementation,
** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
**
** Additional Notice Provisions: This software was created using the
** OpenGL(R) version 1.2.1 Sample Implementation published by SGI, but has
** not been independently verified as being compliant with the OpenGL(R)
** version 1.2.1 Specification.
*/
#define NEED_REPLIES
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include "glxserver.h"
#include "glxext.h"
#include "g_disptab.h"
#include "g_disptab_EXT.h"
#include "unpack.h"
#include "impsize.h"
#include "singlesize.h"
void __glXDisp_CallList(GLbyte *pc)
{
glCallList(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_ListBase(GLbyte *pc)
{
glListBase(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_Begin(GLbyte *pc)
{
glBegin(
*(GLenum *)(pc + 0)
);
}
#define __GLX_SWAP_GLbyte(ptr)
#define __GLX_SWAP_GLshort(ptr) __GLX_SWAP_SHORT(ptr)
#define __GLX_SWAP_GLint(ptr) __GLX_SWAP_INT(ptr)
#define __GLX_SWAP_GLubyte(ptr)
#define __GLX_SWAP_GLushort(ptr) __GLX_SWAP_SHORT(ptr)
#define __GLX_SWAP_GLuint(ptr) __GLX_SWAP_INT(ptr)
#define __GLX_SWAP_GLdouble(ptr) __GLX_SWAP_DOUBLE(ptr)
#define __GLX_SWAP_GLfloat(ptr) __GLX_SWAP_FLOAT(ptr)
#define __GLX_SWAP_GLbyte_ARRAY(ptr,count) (void) swapEnd; (void) swapPC; (void) sw;
#define __GLX_SWAP_GLshort_ARRAY(ptr,count) __GLX_SWAP_SHORT_ARRAY(ptr,count)
#define __GLX_SWAP_GLint_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
#define __GLX_SWAP_GLenum_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
#define __GLX_SWAP_GLubyte_ARRAY(ptr,count) (void) swapEnd; (void) swapPC; (void) sw;
#define __GLX_SWAP_GLushort_ARRAY(ptr,count) __GLX_SWAP_SHORT_ARRAY(ptr,count)
#define __GLX_SWAP_GLuint_ARRAY(ptr,count) __GLX_SWAP_INT_ARRAY(ptr,count)
#define __GLX_SWAP_GLdouble_ARRAY(ptr,count) __GLX_SWAP_DOUBLE_ARRAY(ptr,count)
#define __GLX_SWAP_GLfloat_ARRAY(ptr,count) __GLX_SWAP_FLOAT_ARRAY(ptr,count)
#ifdef __GLX_ALIGN64
/* If type is not GLdouble, the compiler should optimize this away.
*/
# define GLX_DO_ALIGN_MAGIC(count, type) \
do { \
if ( (sizeof(type) == 8) && ((unsigned long)(pc) & 7)) \
{ \
__GLX_MEM_COPY(pc-4, pc, (count * sizeof( type ) )); \
pc -= 4; \
} \
} while( 0 )
#else
# define GLX_DO_ALIGN_MAGIC(count, type)
#endif
#define dispatch_template_1( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 1, type ); \
gl ## name ( (type *) pc ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 1, type ); \
__GLX_SWAP_ ## type ( pc ); \
gl ## name ( (type *) pc ); \
}
#define dispatch_template_3( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 3, type ); \
gl ## name ( (type *) pc ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 3, type ); \
__GLX_SWAP_ ## type ## _ARRAY(pc, 3); \
gl ## name ( (type *) pc ); \
}
#define dispatch_template_4( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 4, type ); \
gl ## name ( (type *) pc ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 4, type ); \
__GLX_SWAP_ ## type ## _ARRAY(pc, 4); \
gl ## name ( (type *) pc ); \
}
#define dispatch_template_4s( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
GLX_DO_ALIGN_MAGIC( 4, type ); \
gl ## name ( ((type *) pc)[0], ((type *) pc)[1], \
((type *) pc)[2], ((type *) pc)[3] ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
GLX_DO_ALIGN_MAGIC( 4, type ); \
__GLX_SWAP_ ## type ## _ARRAY(pc, 4); \
gl ## name ( ((type *) pc)[0], ((type *) pc)[1], \
((type *) pc)[2], ((type *) pc)[3] ); \
}
/**
* \bug All of the enum1 templates need to be updated to handle the case where
* \c type is \c GLdouble. When the type is a double, the data comes before
* the enum. This is also the reason the invocation of the
* \c GLX_DO_ALIGN_MAGIC macro was removed.
*/
#define dispatch_template_enum1_1s( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
gl ## name ( *(GLenum *) (pc + 0), \
*(type *) (pc + 4) ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_SWAP_INT (pc + 0); \
__GLX_SWAP_ ## type (pc + 4); \
gl ## name ( *(GLenum *) (pc + 0), \
*(type *) (pc + 4) ); \
}
#define dispatch_template_enum1_Vv( name, type ) \
void __glXDisp_ ## name ( GLbyte * pc ) \
{ \
gl ## name ( *(GLenum *) (pc + 0), \
(type *) (pc + 4) ); \
} \
void __glXDispSwap_ ## name ( GLbyte * pc ) \
{ \
GLenum pname; GLint compsize; \
__GLX_DECLARE_SWAP_VARIABLES; \
__GLX_DECLARE_SWAP_ARRAY_VARIABLES; \
__GLX_SWAP_INT(pc + 0); \
pname = *(GLenum *)(pc + 0); \
compsize = __gl ## name ## _size(pname); \
if (compsize < 0) compsize = 0; \
__GLX_SWAP_ ## type ## _ARRAY(pc + 4, compsize); \
gl ## name ( *(GLenum *) (pc + 0), \
(type *) (pc + 4) ); \
}
#ifndef MISSING_GL_EXTS
dispatch_template_1( FogCoordfv, GLfloat )
dispatch_template_1( FogCoorddv, GLdouble )
dispatch_template_3( SecondaryColor3bv, GLbyte )
dispatch_template_3( SecondaryColor3sv, GLshort )
dispatch_template_3( SecondaryColor3iv, GLint )
dispatch_template_3( SecondaryColor3ubv, GLubyte )
dispatch_template_3( SecondaryColor3usv, GLushort )
dispatch_template_3( SecondaryColor3uiv, GLuint )
dispatch_template_3( SecondaryColor3fv, GLfloat )
dispatch_template_3( SecondaryColor3dv, GLdouble )
dispatch_template_4s( BlendFuncSeparate, GLenum )
#endif /* !MISSING_GL_EXTS */
void __glXDisp_Color3bv(GLbyte *pc)
{
glColor3bv(
(GLbyte *)(pc + 0)
);
}
void __glXDisp_Color3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glColor3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Color3fv(GLbyte *pc)
{
glColor3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Color3iv(GLbyte *pc)
{
glColor3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Color3sv(GLbyte *pc)
{
glColor3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Color3ubv(GLbyte *pc)
{
glColor3ubv(
(GLubyte *)(pc + 0)
);
}
void __glXDisp_Color3uiv(GLbyte *pc)
{
glColor3uiv(
(GLuint *)(pc + 0)
);
}
void __glXDisp_Color3usv(GLbyte *pc)
{
glColor3usv(
(GLushort *)(pc + 0)
);
}
void __glXDisp_Color4bv(GLbyte *pc)
{
glColor4bv(
(GLbyte *)(pc + 0)
);
}
void __glXDisp_Color4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glColor4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Color4fv(GLbyte *pc)
{
glColor4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Color4iv(GLbyte *pc)
{
glColor4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Color4sv(GLbyte *pc)
{
glColor4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Color4ubv(GLbyte *pc)
{
glColor4ubv(
(GLubyte *)(pc + 0)
);
}
void __glXDisp_Color4uiv(GLbyte *pc)
{
glColor4uiv(
(GLuint *)(pc + 0)
);
}
void __glXDisp_Color4usv(GLbyte *pc)
{
glColor4usv(
(GLushort *)(pc + 0)
);
}
void __glXDisp_EdgeFlagv(GLbyte *pc)
{
glEdgeFlagv(
(GLboolean *)(pc + 0)
);
}
void __glXDisp_End(GLbyte *pc)
{
glEnd(
);
}
void __glXDisp_Indexdv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glIndexdv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Indexfv(GLbyte *pc)
{
glIndexfv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Indexiv(GLbyte *pc)
{
glIndexiv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Indexsv(GLbyte *pc)
{
glIndexsv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Normal3bv(GLbyte *pc)
{
glNormal3bv(
(GLbyte *)(pc + 0)
);
}
void __glXDisp_Normal3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glNormal3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Normal3fv(GLbyte *pc)
{
glNormal3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Normal3iv(GLbyte *pc)
{
glNormal3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Normal3sv(GLbyte *pc)
{
glNormal3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_RasterPos2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glRasterPos2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_RasterPos2fv(GLbyte *pc)
{
glRasterPos2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_RasterPos2iv(GLbyte *pc)
{
glRasterPos2iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_RasterPos2sv(GLbyte *pc)
{
glRasterPos2sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_RasterPos3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glRasterPos3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_RasterPos3fv(GLbyte *pc)
{
glRasterPos3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_RasterPos3iv(GLbyte *pc)
{
glRasterPos3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_RasterPos3sv(GLbyte *pc)
{
glRasterPos3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_RasterPos4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glRasterPos4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_RasterPos4fv(GLbyte *pc)
{
glRasterPos4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_RasterPos4iv(GLbyte *pc)
{
glRasterPos4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_RasterPos4sv(GLbyte *pc)
{
glRasterPos4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Rectdv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glRectdv(
(GLdouble *)(pc + 0),
(GLdouble *)(pc + 16)
);
}
void __glXDisp_Rectfv(GLbyte *pc)
{
glRectfv(
(GLfloat *)(pc + 0),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_Rectiv(GLbyte *pc)
{
glRectiv(
(GLint *)(pc + 0),
(GLint *)(pc + 8)
);
}
void __glXDisp_Rectsv(GLbyte *pc)
{
glRectsv(
(GLshort *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_TexCoord1dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glTexCoord1dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord1fv(GLbyte *pc)
{
glTexCoord1fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord1iv(GLbyte *pc)
{
glTexCoord1iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord1sv(GLbyte *pc)
{
glTexCoord1sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_TexCoord2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glTexCoord2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord2fv(GLbyte *pc)
{
glTexCoord2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord2iv(GLbyte *pc)
{
glTexCoord2iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord2sv(GLbyte *pc)
{
glTexCoord2sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_TexCoord3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glTexCoord3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord3fv(GLbyte *pc)
{
glTexCoord3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord3iv(GLbyte *pc)
{
glTexCoord3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord3sv(GLbyte *pc)
{
glTexCoord3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_TexCoord4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glTexCoord4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexCoord4fv(GLbyte *pc)
{
glTexCoord4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_TexCoord4iv(GLbyte *pc)
{
glTexCoord4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_TexCoord4sv(GLbyte *pc)
{
glTexCoord4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Vertex2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glVertex2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Vertex2fv(GLbyte *pc)
{
glVertex2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Vertex2iv(GLbyte *pc)
{
glVertex2iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Vertex2sv(GLbyte *pc)
{
glVertex2sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Vertex3dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glVertex3dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Vertex3fv(GLbyte *pc)
{
glVertex3fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Vertex3iv(GLbyte *pc)
{
glVertex3iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Vertex3sv(GLbyte *pc)
{
glVertex3sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_Vertex4dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glVertex4dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Vertex4fv(GLbyte *pc)
{
glVertex4fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_Vertex4iv(GLbyte *pc)
{
glVertex4iv(
(GLint *)(pc + 0)
);
}
void __glXDisp_Vertex4sv(GLbyte *pc)
{
glVertex4sv(
(GLshort *)(pc + 0)
);
}
void __glXDisp_ClipPlane(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 36);
pc -= 4;
}
#endif
glClipPlane(
*(GLenum *)(pc + 32),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_ColorMaterial(GLbyte *pc)
{
glColorMaterial(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_CullFace(GLbyte *pc)
{
glCullFace(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Fogf(GLbyte *pc)
{
glFogf(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_Fogfv(GLbyte *pc)
{
glFogfv(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_Fogi(GLbyte *pc)
{
glFogi(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_Fogiv(GLbyte *pc)
{
glFogiv(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_FrontFace(GLbyte *pc)
{
glFrontFace(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Hint(GLbyte *pc)
{
glHint(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_Lightf(GLbyte *pc)
{
glLightf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Lightfv(GLbyte *pc)
{
glLightfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_Lighti(GLbyte *pc)
{
glLighti(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_Lightiv(GLbyte *pc)
{
glLightiv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_LightModelf(GLbyte *pc)
{
glLightModelf(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_LightModelfv(GLbyte *pc)
{
glLightModelfv(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_LightModeli(GLbyte *pc)
{
glLightModeli(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_LightModeliv(GLbyte *pc)
{
glLightModeliv(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_LineStipple(GLbyte *pc)
{
glLineStipple(
*(GLint *)(pc + 0),
*(GLushort *)(pc + 4)
);
}
void __glXDisp_LineWidth(GLbyte *pc)
{
glLineWidth(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_Materialf(GLbyte *pc)
{
glMaterialf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Materialfv(GLbyte *pc)
{
glMaterialfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_Materiali(GLbyte *pc)
{
glMateriali(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_Materialiv(GLbyte *pc)
{
glMaterialiv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_PointSize(GLbyte *pc)
{
glPointSize(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_PolygonMode(GLbyte *pc)
{
glPolygonMode(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_Scissor(GLbyte *pc)
{
glScissor(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4),
*(GLsizei *)(pc + 8),
*(GLsizei *)(pc + 12)
);
}
void __glXDisp_ShadeModel(GLbyte *pc)
{
glShadeModel(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_TexParameterf(GLbyte *pc)
{
glTexParameterf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexParameterfv(GLbyte *pc)
{
glTexParameterfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexParameteri(GLbyte *pc)
{
glTexParameteri(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_TexParameteriv(GLbyte *pc)
{
glTexParameteriv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_TexEnvf(GLbyte *pc)
{
glTexEnvf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexEnvfv(GLbyte *pc)
{
glTexEnvfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexEnvi(GLbyte *pc)
{
glTexEnvi(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_TexEnviv(GLbyte *pc)
{
glTexEnviv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_TexGend(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glTexGend(
*(GLenum *)(pc + 8),
*(GLenum *)(pc + 12),
*(GLdouble *)(pc + 0)
);
}
void __glXDisp_TexGendv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
GLenum pname;
GLint cmdlen;
GLint compsize;
pname = *(GLenum *)(pc + 4);
compsize = __glTexGendv_size(pname);
if (compsize < 0) compsize = 0;
cmdlen = __GLX_PAD(8+compsize*8);
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, cmdlen);
pc -= 4;
}
#endif
glTexGendv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLdouble *)(pc + 8)
);
}
void __glXDisp_TexGenf(GLbyte *pc)
{
glTexGenf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexGenfv(GLbyte *pc)
{
glTexGenfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_TexGeni(GLbyte *pc)
{
glTexGeni(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_TexGeniv(GLbyte *pc)
{
glTexGeniv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_InitNames(GLbyte *pc)
{
glInitNames(
);
}
void __glXDisp_LoadName(GLbyte *pc)
{
glLoadName(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_PassThrough(GLbyte *pc)
{
glPassThrough(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_PopName(GLbyte *pc)
{
glPopName(
);
}
void __glXDisp_PushName(GLbyte *pc)
{
glPushName(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_DrawBuffer(GLbyte *pc)
{
glDrawBuffer(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Clear(GLbyte *pc)
{
glClear(
*(GLbitfield *)(pc + 0)
);
}
void __glXDisp_ClearAccum(GLbyte *pc)
{
glClearAccum(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8),
*(GLfloat *)(pc + 12)
);
}
void __glXDisp_ClearIndex(GLbyte *pc)
{
glClearIndex(
*(GLfloat *)(pc + 0)
);
}
void __glXDisp_ClearColor(GLbyte *pc)
{
glClearColor(
*(GLclampf *)(pc + 0),
*(GLclampf *)(pc + 4),
*(GLclampf *)(pc + 8),
*(GLclampf *)(pc + 12)
);
}
void __glXDisp_ClearStencil(GLbyte *pc)
{
glClearStencil(
*(GLint *)(pc + 0)
);
}
void __glXDisp_ClearDepth(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glClearDepth(
*(GLclampd *)(pc + 0)
);
}
void __glXDisp_StencilMask(GLbyte *pc)
{
glStencilMask(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_ColorMask(GLbyte *pc)
{
glColorMask(
*(GLboolean *)(pc + 0),
*(GLboolean *)(pc + 1),
*(GLboolean *)(pc + 2),
*(GLboolean *)(pc + 3)
);
}
void __glXDisp_DepthMask(GLbyte *pc)
{
glDepthMask(
*(GLboolean *)(pc + 0)
);
}
void __glXDisp_IndexMask(GLbyte *pc)
{
glIndexMask(
*(GLuint *)(pc + 0)
);
}
void __glXDisp_Accum(GLbyte *pc)
{
glAccum(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_Disable(GLbyte *pc)
{
glDisable(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_Enable(GLbyte *pc)
{
glEnable(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_PopAttrib(GLbyte *pc)
{
glPopAttrib(
);
}
void __glXDisp_PushAttrib(GLbyte *pc)
{
glPushAttrib(
*(GLbitfield *)(pc + 0)
);
}
void __glXDisp_MapGrid1d(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 20);
pc -= 4;
}
#endif
glMapGrid1d(
*(GLint *)(pc + 16),
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8)
);
}
void __glXDisp_MapGrid1f(GLbyte *pc)
{
glMapGrid1f(
*(GLint *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_MapGrid2d(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 40);
pc -= 4;
}
#endif
glMapGrid2d(
*(GLint *)(pc + 32),
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLint *)(pc + 36),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24)
);
}
void __glXDisp_MapGrid2f(GLbyte *pc)
{
glMapGrid2f(
*(GLint *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8),
*(GLint *)(pc + 12),
*(GLfloat *)(pc + 16),
*(GLfloat *)(pc + 20)
);
}
void __glXDisp_EvalCoord1dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 8);
pc -= 4;
}
#endif
glEvalCoord1dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_EvalCoord1fv(GLbyte *pc)
{
glEvalCoord1fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_EvalCoord2dv(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glEvalCoord2dv(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_EvalCoord2fv(GLbyte *pc)
{
glEvalCoord2fv(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_EvalMesh1(GLbyte *pc)
{
glEvalMesh1(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_EvalPoint1(GLbyte *pc)
{
glEvalPoint1(
*(GLint *)(pc + 0)
);
}
void __glXDisp_EvalMesh2(GLbyte *pc)
{
glEvalMesh2(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16)
);
}
void __glXDisp_EvalPoint2(GLbyte *pc)
{
glEvalPoint2(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_AlphaFunc(GLbyte *pc)
{
glAlphaFunc(
*(GLenum *)(pc + 0),
*(GLclampf *)(pc + 4)
);
}
void __glXDisp_BlendFunc(GLbyte *pc)
{
glBlendFunc(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4)
);
}
void __glXDisp_LogicOp(GLbyte *pc)
{
glLogicOp(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_StencilFunc(GLbyte *pc)
{
glStencilFunc(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLuint *)(pc + 8)
);
}
void __glXDisp_StencilOp(GLbyte *pc)
{
glStencilOp(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLenum *)(pc + 8)
);
}
void __glXDisp_DepthFunc(GLbyte *pc)
{
glDepthFunc(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_PixelZoom(GLbyte *pc)
{
glPixelZoom(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_PixelTransferf(GLbyte *pc)
{
glPixelTransferf(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_PixelTransferi(GLbyte *pc)
{
glPixelTransferi(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4)
);
}
void __glXDisp_PixelMapfv(GLbyte *pc)
{
glPixelMapfv(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_PixelMapuiv(GLbyte *pc)
{
glPixelMapuiv(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
(GLuint *)(pc + 8)
);
}
void __glXDisp_PixelMapusv(GLbyte *pc)
{
glPixelMapusv(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
(GLushort *)(pc + 8)
);
}
void __glXDisp_ReadBuffer(GLbyte *pc)
{
glReadBuffer(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_CopyPixels(GLbyte *pc)
{
glCopyPixels(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4),
*(GLsizei *)(pc + 8),
*(GLsizei *)(pc + 12),
*(GLenum *)(pc + 16)
);
}
void __glXDisp_DepthRange(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 16);
pc -= 4;
}
#endif
glDepthRange(
*(GLclampd *)(pc + 0),
*(GLclampd *)(pc + 8)
);
}
void __glXDisp_Frustum(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 48);
pc -= 4;
}
#endif
glFrustum(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24),
*(GLdouble *)(pc + 32),
*(GLdouble *)(pc + 40)
);
}
void __glXDisp_LoadIdentity(GLbyte *pc)
{
glLoadIdentity(
);
}
void __glXDisp_LoadMatrixf(GLbyte *pc)
{
glLoadMatrixf(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_LoadMatrixd(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 128);
pc -= 4;
}
#endif
glLoadMatrixd(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MatrixMode(GLbyte *pc)
{
glMatrixMode(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_MultMatrixf(GLbyte *pc)
{
glMultMatrixf(
(GLfloat *)(pc + 0)
);
}
void __glXDisp_MultMatrixd(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 128);
pc -= 4;
}
#endif
glMultMatrixd(
(GLdouble *)(pc + 0)
);
}
void __glXDisp_Ortho(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 48);
pc -= 4;
}
#endif
glOrtho(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24),
*(GLdouble *)(pc + 32),
*(GLdouble *)(pc + 40)
);
}
void __glXDisp_PopMatrix(GLbyte *pc)
{
glPopMatrix(
);
}
void __glXDisp_PushMatrix(GLbyte *pc)
{
glPushMatrix(
);
}
void __glXDisp_Rotated(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 32);
pc -= 4;
}
#endif
glRotated(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16),
*(GLdouble *)(pc + 24)
);
}
void __glXDisp_Rotatef(GLbyte *pc)
{
glRotatef(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8),
*(GLfloat *)(pc + 12)
);
}
void __glXDisp_Scaled(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glScaled(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16)
);
}
void __glXDisp_Scalef(GLbyte *pc)
{
glScalef(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Translated(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 24);
pc -= 4;
}
#endif
glTranslated(
*(GLdouble *)(pc + 0),
*(GLdouble *)(pc + 8),
*(GLdouble *)(pc + 16)
);
}
void __glXDisp_Translatef(GLbyte *pc)
{
glTranslatef(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_Viewport(GLbyte *pc)
{
glViewport(
*(GLint *)(pc + 0),
*(GLint *)(pc + 4),
*(GLsizei *)(pc + 8),
*(GLsizei *)(pc + 12)
);
}
void __glXDisp_PolygonOffset(GLbyte *pc)
{
glPolygonOffset(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_CopyTexImage1D(GLbyte *pc)
{
glCopyTexImage1D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLenum *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLsizei *)(pc + 20),
*(GLint *)(pc + 24)
);
}
void __glXDisp_CopyTexImage2D(GLbyte *pc)
{
glCopyTexImage2D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLenum *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLsizei *)(pc + 20),
*(GLsizei *)(pc + 24),
*(GLint *)(pc + 28)
);
}
void __glXDisp_CopyTexSubImage1D(GLbyte *pc)
{
glCopyTexSubImage1D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLsizei *)(pc + 20)
);
}
void __glXDisp_CopyTexSubImage2D(GLbyte *pc)
{
glCopyTexSubImage2D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLint *)(pc + 20),
*(GLsizei *)(pc + 24),
*(GLsizei *)(pc + 28)
);
}
void __glXDisp_BindTexture(GLbyte *pc)
{
glBindTexture(
*(GLenum *)(pc + 0),
*(GLuint *)(pc + 4)
);
}
void __glXDisp_PrioritizeTextures(GLbyte *pc)
{
GLsizei n;
n = *(GLsizei *)(pc + 0);
glPrioritizeTextures(
*(GLsizei *)(pc + 0),
(GLuint *)(pc + 4),
(GLclampf *)(pc + 4+n*4)
);
}
void __glXDisp_Indexubv(GLbyte *pc)
{
glIndexubv(
(GLubyte *)(pc + 0)
);
}
void __glXDisp_BlendColor(GLbyte *pc)
{
glBlendColor(
*(GLclampf *)(pc + 0),
*(GLclampf *)(pc + 4),
*(GLclampf *)(pc + 8),
*(GLclampf *)(pc + 12)
);
}
void __glXDisp_BlendEquation(GLbyte *pc)
{
glBlendEquation(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_ColorTableParameterfv(GLbyte *pc)
{
glColorTableParameterfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_ColorTableParameteriv(GLbyte *pc)
{
glColorTableParameteriv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_CopyColorTable(GLbyte *pc)
{
glCopyColorTable(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16)
);
}
void __glXDisp_CopyColorSubTable(GLbyte *pc)
{
glCopyColorSubTable(
*(GLenum *)(pc + 0),
*(GLsizei *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16)
);
}
void __glXDisp_ConvolutionParameterf(GLbyte *pc)
{
glConvolutionParameterf(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
void __glXDisp_ConvolutionParameterfv(GLbyte *pc)
{
glConvolutionParameterfv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLfloat *)(pc + 8)
);
}
void __glXDisp_ConvolutionParameteri(GLbyte *pc)
{
glConvolutionParameteri(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8)
);
}
void __glXDisp_ConvolutionParameteriv(GLbyte *pc)
{
glConvolutionParameteriv(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
(GLint *)(pc + 8)
);
}
void __glXDisp_CopyConvolutionFilter1D(GLbyte *pc)
{
glCopyConvolutionFilter1D(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16)
);
}
void __glXDisp_CopyConvolutionFilter2D(GLbyte *pc)
{
glCopyConvolutionFilter2D(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLsizei *)(pc + 16),
*(GLsizei *)(pc + 20)
);
}
void __glXDisp_Histogram(GLbyte *pc)
{
glHistogram(
*(GLenum *)(pc + 0),
*(GLsizei *)(pc + 4),
*(GLenum *)(pc + 8),
*(GLboolean *)(pc + 12)
);
}
void __glXDisp_Minmax(GLbyte *pc)
{
glMinmax(
*(GLenum *)(pc + 0),
*(GLenum *)(pc + 4),
*(GLboolean *)(pc + 8)
);
}
void __glXDisp_ResetHistogram(GLbyte *pc)
{
glResetHistogram(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_ResetMinmax(GLbyte *pc)
{
glResetMinmax(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_CopyTexSubImage3D(GLbyte *pc)
{
glCopyTexSubImage3D(
*(GLenum *)(pc + 0),
*(GLint *)(pc + 4),
*(GLint *)(pc + 8),
*(GLint *)(pc + 12),
*(GLint *)(pc + 16),
*(GLint *)(pc + 20),
*(GLint *)(pc + 24),
*(GLsizei *)(pc + 28),
*(GLsizei *)(pc + 32)
);
}
void __glXDisp_ActiveTextureARB(GLbyte *pc)
{
glActiveTextureARB(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord1dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 12);
pc -= 4;
}
#endif
glMultiTexCoord1dvARB(
*(GLenum *)(pc + 8),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord1fvARB(GLbyte *pc)
{
glMultiTexCoord1fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord1ivARB(GLbyte *pc)
{
glMultiTexCoord1ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord1svARB(GLbyte *pc)
{
glMultiTexCoord1svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord2dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 20);
pc -= 4;
}
#endif
glMultiTexCoord2dvARB(
*(GLenum *)(pc + 16),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord2fvARB(GLbyte *pc)
{
glMultiTexCoord2fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord2ivARB(GLbyte *pc)
{
glMultiTexCoord2ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord2svARB(GLbyte *pc)
{
glMultiTexCoord2svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord3dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 28);
pc -= 4;
}
#endif
glMultiTexCoord3dvARB(
*(GLenum *)(pc + 24),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord3fvARB(GLbyte *pc)
{
glMultiTexCoord3fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord3ivARB(GLbyte *pc)
{
glMultiTexCoord3ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord3svARB(GLbyte *pc)
{
glMultiTexCoord3svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord4dvARB(GLbyte *pc)
{
#ifdef __GLX_ALIGN64
if ((unsigned long)(pc) & 7) {
__GLX_MEM_COPY(pc-4, pc, 36);
pc -= 4;
}
#endif
glMultiTexCoord4dvARB(
*(GLenum *)(pc + 32),
(GLdouble *)(pc + 0)
);
}
void __glXDisp_MultiTexCoord4fvARB(GLbyte *pc)
{
glMultiTexCoord4fvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord4ivARB(GLbyte *pc)
{
glMultiTexCoord4ivARB(
*(GLenum *)(pc + 0),
(GLint *)(pc + 4)
);
}
void __glXDisp_MultiTexCoord4svARB(GLbyte *pc)
{
glMultiTexCoord4svARB(
*(GLenum *)(pc + 0),
(GLshort *)(pc + 4)
);
}
/*
* Extensions
*/
#ifndef MISSING_GL_EXTS
void __glXDisp_PointParameterfARB(GLbyte *pc)
{
glPointParameterfARB(
*(GLenum *)(pc + 0),
*(GLfloat *)(pc + 4)
);
}
void __glXDisp_PointParameterfvARB(GLbyte *pc)
{
glPointParameterfvARB(
*(GLenum *)(pc + 0),
(GLfloat *)(pc + 4)
);
}
dispatch_template_enum1_1s(PointParameteriNV, GLint)
dispatch_template_enum1_Vv(PointParameterivNV, GLint)
void __glXDisp_ActiveStencilFaceEXT(GLbyte *pc)
{
glActiveStencilFaceEXT(
*(GLenum *)(pc + 0)
);
}
void __glXDisp_WindowPos3fARB(GLbyte *pc)
{
glWindowPos3fARB(
*(GLfloat *)(pc + 0),
*(GLfloat *)(pc + 4),
*(GLfloat *)(pc + 8)
);
}
#endif /* !MISSING_GL_EXTS */
void __glXDisp_SampleCoverageARB(GLbyte *pc)
{
glSampleCoverageARB(
*(GLfloat *)(pc + 0),
*(GLboolean *)(pc + 4)
);
}