390 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			390 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
/*
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** License Applicability. Except to the extent portions of this file are
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** made subject to an alternative license as permitted in the SGI Free
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** Software License B, Version 1.1 (the "License"), the contents of this
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** file are subject only to the provisions of the License. You may not use
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** this file except in compliance with the License. You may obtain a copy
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** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
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** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
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** 
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** http://oss.sgi.com/projects/FreeB
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** 
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** Note that, as provided in the License, the Software is distributed on an
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** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
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** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
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** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
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** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
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** 
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** Original Code. The Original Code is: OpenGL Sample Implementation,
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** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
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** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
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** Copyright in any portions created by third parties is as indicated
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** elsewhere herein. All Rights Reserved.
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** 
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** Additional Notice Provisions: The application programming interfaces
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** established by SGI in conjunction with the Original Code are The
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** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
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** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
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** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
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** Window System(R) (Version 1.3), released October 19, 1998. This software
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** was created using the OpenGL(R) version 1.2.1 Sample Implementation
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** published by SGI, but has not been independently verified as being
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** compliant with the OpenGL(R) version 1.2.1 Specification.
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**
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*/
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#define NEED_REPLIES
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#include "glxserver.h"
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#include "unpack.h"
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#include "g_disptab.h"
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void __glXDispSwap_PolygonStipple(GLbyte *pc)
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{
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    __GLXpixelHeader *hdr = (__GLXpixelHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_Bitmap(GLbyte *pc)
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{
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    __GLXdispatchBitmapHeader *hdr = (__GLXdispatchBitmapHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_FLOAT((GLbyte *)&hdr->xorig);
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    __GLX_SWAP_FLOAT((GLbyte *)&hdr->yorig);
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    __GLX_SWAP_FLOAT((GLbyte *)&hdr->xmove);
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    __GLX_SWAP_FLOAT((GLbyte *)&hdr->ymove);
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_TexImage1D(GLbyte *pc)
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{
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    __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->level);
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    __GLX_SWAP_INT((GLbyte *)&hdr->components);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->border);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_TexImage2D(GLbyte *pc)
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{
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    __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->level);
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    __GLX_SWAP_INT((GLbyte *)&hdr->components);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->border);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_TexImage3D(GLbyte *pc)
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{
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    __GLXdispatchTexImage3DHeader *hdr = (__GLXdispatchTexImage3DHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->imageHeight);
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    __GLX_SWAP_INT((GLbyte *)&hdr->imageDepth);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipImages);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipVolumes);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->level);
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    __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->depth);
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    __GLX_SWAP_INT((GLbyte *)&hdr->size4d);
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    __GLX_SWAP_INT((GLbyte *)&hdr->border);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_DrawPixels(GLbyte *pc)
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{
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    __GLXdispatchDrawPixelsHeader *hdr = (__GLXdispatchDrawPixelsHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_TexSubImage1D(GLbyte *pc)
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{
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    __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->level);
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    __GLX_SWAP_INT((GLbyte *)&hdr->xoffset);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_TexSubImage2D(GLbyte *pc)
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{
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    __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->level);
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    __GLX_SWAP_INT((GLbyte *)&hdr->xoffset);
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    __GLX_SWAP_INT((GLbyte *)&hdr->yoffset);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_TexSubImage3D(GLbyte *pc)
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{
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    __GLXdispatchTexSubImage3DHeader *hdr =
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				(__GLXdispatchTexSubImage3DHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->imageHeight);
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    __GLX_SWAP_INT((GLbyte *)&hdr->imageDepth);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipImages);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipVolumes);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->level);
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    __GLX_SWAP_INT((GLbyte *)&hdr->xoffset);
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    __GLX_SWAP_INT((GLbyte *)&hdr->yoffset);
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    __GLX_SWAP_INT((GLbyte *)&hdr->zoffset);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->depth);
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    __GLX_SWAP_INT((GLbyte *)&hdr->size4d);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_ColorTable(GLbyte *pc)
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{
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    __GLXdispatchColorTableHeader *hdr =
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				(__GLXdispatchColorTableHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_ColorSubTable(GLbyte *pc)
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{
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    __GLXdispatchColorSubTableHeader *hdr =
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				(__GLXdispatchColorSubTableHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->start);
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    __GLX_SWAP_INT((GLbyte *)&hdr->count);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_ConvolutionFilter1D(GLbyte *pc)
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{
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    __GLXdispatchConvolutionFilterHeader *hdr =
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				(__GLXdispatchConvolutionFilterHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_ConvolutionFilter2D(GLbyte *pc)
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{
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    __GLXdispatchConvolutionFilterHeader *hdr =
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				(__GLXdispatchConvolutionFilterHeader *) pc;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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    __GLX_SWAP_INT((GLbyte *)&hdr->target);
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    __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
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    __GLX_SWAP_INT((GLbyte *)&hdr->width);
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    __GLX_SWAP_INT((GLbyte *)&hdr->height);
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    __GLX_SWAP_INT((GLbyte *)&hdr->format);
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    __GLX_SWAP_INT((GLbyte *)&hdr->type);
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    /*
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    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
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    ** the pixel data.
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    */
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    hdr->swapBytes = !hdr->swapBytes;
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}
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void __glXDispSwap_SeparableFilter2D(GLbyte *pc)
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{
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    __GLXdispatchConvolutionFilterHeader *hdr =
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				(__GLXdispatchConvolutionFilterHeader *) pc;
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    GLint hdrlen, image1len;
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    __GLX_DECLARE_SWAP_VARIABLES;
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    hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_HDR_SIZE);
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    __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
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    __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
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						|
    __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
 | 
						|
 | 
						|
    __GLX_SWAP_INT((GLbyte *)&hdr->target);
 | 
						|
    __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
 | 
						|
    __GLX_SWAP_INT((GLbyte *)&hdr->width);
 | 
						|
    __GLX_SWAP_INT((GLbyte *)&hdr->height);
 | 
						|
    __GLX_SWAP_INT((GLbyte *)&hdr->format);
 | 
						|
    __GLX_SWAP_INT((GLbyte *)&hdr->type);
 | 
						|
 | 
						|
    /*
 | 
						|
    ** Just invert swapBytes flag; the GL will figure out if it needs to swap
 | 
						|
    ** the pixel data.
 | 
						|
    */
 | 
						|
    hdr->swapBytes = !hdr->swapBytes;
 | 
						|
}
 |