551 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			551 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
| /* $XFree86$ */
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| /*
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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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| 
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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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| #include "g_disptab_EXT.h"
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| 
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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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| 
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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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| 
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glPolygonStipple((GLubyte *)(hdr+1));
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| }
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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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| 
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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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| 
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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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| 
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glBitmap((GLsizei) hdr->width,
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| 	     (GLsizei) hdr->height,
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| 	     (GLfloat) hdr->xorig,
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| 	     (GLfloat) hdr->yorig,
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| 	     (GLfloat) hdr->xmove,
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| 	     (GLfloat) hdr->ymove,
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| 	     (GLubyte *)(hdr+1));
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| }
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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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| 
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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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| 
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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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|     /*
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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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glTexImage1D(hdr->target,
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| 		 (GLint) hdr->level,
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| 		 (GLint) hdr->components,
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| 		 (GLsizei) hdr->width,
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| 		 (GLint) hdr->border,
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| 		 hdr->format,
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| 		 hdr->type,
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| 		 (GLvoid *)(hdr+1));
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| }
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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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| 
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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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| 
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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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|     /*
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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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glTexImage2D(hdr->target,
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| 		 (GLint) hdr->level,
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| 		 (GLint) hdr->components,
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| 		 (GLsizei) hdr->width,
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| 		 (GLsizei) hdr->height,
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| 		 (GLint) hdr->border,
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| 		 hdr->format,
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| 		 hdr->type,
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| 		 (GLvoid *)(hdr+1));
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| }
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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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| 
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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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| 
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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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|     /*
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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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, hdr->imageHeight);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_IMAGES, hdr->skipImages);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
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| 
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|     glTexImage3D(hdr->target, hdr->level, hdr->internalformat, hdr->width,
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| 		 hdr->height, hdr->depth, hdr->border, hdr->format, hdr->type,
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| 		 (GLvoid *)(hdr+1));
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| }
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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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| 
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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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| 
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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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|     /*
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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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glDrawPixels((GLsizei) hdr->width,
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| 		 (GLsizei) hdr->height,
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| 		 hdr->format,
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| 		 hdr->type,
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| 		 (GLvoid *)(hdr+1));
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| }
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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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| 
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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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| 
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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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|     /*
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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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glTexSubImage1D(hdr->target,
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| 		    (GLint) hdr->level,
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| 		    (GLint) hdr->xoffset,
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| 		    (GLsizei) hdr->width,
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| 		    hdr->format,
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| 		    hdr->type,
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| 		    (GLvoid *)(hdr+1));
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| }
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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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| 
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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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| 
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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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|     /*
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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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint) hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, (GLint) hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, (GLint) hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint) hdr->alignment);
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| 
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|     glTexSubImage2D(hdr->target,
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| 		    (GLint) hdr->level,
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| 		    (GLint) hdr->xoffset,
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| 		    (GLint) hdr->yoffset,
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| 		    (GLsizei) hdr->width,
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| 		    (GLsizei) hdr->height,
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| 		    hdr->format,
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| 		    hdr->type,
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| 		    (GLvoid *)(hdr+1));
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| }
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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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| 
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|     __GLX_DECLARE_SWAP_VARIABLES;
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| 
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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);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
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| 
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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);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->size4d);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->format);
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|     __GLX_SWAP_INT((GLbyte *)&hdr->type);
 | |
| 
 | |
|     /*
 | |
|     ** 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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|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
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|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
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|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
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|     glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, hdr->imageHeight);
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|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
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|     glPixelStorei(GL_UNPACK_SKIP_IMAGES, hdr->skipImages);
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|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
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|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
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| 
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|     glTexSubImage3D(hdr->target, hdr->level, hdr->xoffset, hdr->yoffset,
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| 		       hdr->zoffset, hdr->width, hdr->height, hdr->depth,
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| 		       hdr->format, hdr->type, (GLvoid *)(hdr+1));
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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);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
 | |
| 
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|     __GLX_SWAP_INT((GLbyte *)&hdr->target);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
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|     __GLX_SWAP_INT((GLbyte *)&hdr->width);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->format);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->type);
 | |
| 
 | |
|     /*
 | |
|     ** Just invert swapBytes flag; the GL will figure out if it needs to swap
 | |
|     ** the pixel data.
 | |
|     */
 | |
|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
 | |
|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
 | |
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
 | |
| 
 | |
|     glColorTable(hdr->target, hdr->internalformat,
 | |
| 		 hdr->width, hdr->format, hdr->type,
 | |
| 		 (GLvoid *)(hdr+1));
 | |
| }
 | |
| 
 | |
| void __glXDispSwap_ColorSubTable(GLbyte *pc)
 | |
| {
 | |
|     __GLXdispatchColorSubTableHeader *hdr =
 | |
| 				(__GLXdispatchColorSubTableHeader *) pc;
 | |
|     __GLX_DECLARE_SWAP_VARIABLES;
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->target);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->start);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->count);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->format);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->type);
 | |
| 
 | |
|     /*
 | |
|     ** Just invert swapBytes flag; the GL will figure out if it needs to swap
 | |
|     ** the pixel data.
 | |
|     */
 | |
|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
 | |
|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
 | |
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
 | |
| 
 | |
|     glColorSubTable(hdr->target, hdr->start, hdr->count, hdr->format,
 | |
| 		    hdr->type, (GLvoid *)(hdr+1));
 | |
| }
 | |
| 
 | |
| void __glXDispSwap_ConvolutionFilter1D(GLbyte *pc)
 | |
| {
 | |
|     __GLXdispatchConvolutionFilterHeader *hdr =
 | |
| 				(__GLXdispatchConvolutionFilterHeader *) pc;
 | |
|     __GLX_DECLARE_SWAP_VARIABLES;
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->target);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->width);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->format);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->type);
 | |
| 
 | |
|     /*
 | |
|     ** Just invert swapBytes flag; the GL will figure out if it needs to swap
 | |
|     ** the pixel data.
 | |
|     */
 | |
|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
 | |
|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
 | |
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
 | |
| 
 | |
|     glConvolutionFilter2D(hdr->target, hdr->internalformat,
 | |
| 		 hdr->width, 1, hdr->format, hdr->type,
 | |
| 		 (GLvoid *)(hdr+1));
 | |
| }
 | |
| 
 | |
| void __glXDispSwap_ConvolutionFilter2D(GLbyte *pc)
 | |
| {
 | |
|     __GLXdispatchConvolutionFilterHeader *hdr =
 | |
| 				(__GLXdispatchConvolutionFilterHeader *) pc;
 | |
|     __GLX_DECLARE_SWAP_VARIABLES;
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->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.
 | |
|     */
 | |
|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
 | |
|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
 | |
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
 | |
| 
 | |
|     glConvolutionFilter2D(hdr->target, hdr->internalformat,
 | |
| 		 hdr->width, hdr->height, hdr->format, hdr->type,
 | |
| 		 (GLvoid *)(hdr+1));
 | |
| }
 | |
| 
 | |
| void __glXDispSwap_SeparableFilter2D(GLbyte *pc)
 | |
| {
 | |
|     __GLXdispatchConvolutionFilterHeader *hdr =
 | |
| 				(__GLXdispatchConvolutionFilterHeader *) pc;
 | |
|     GLint hdrlen, image1len;
 | |
|     __GLX_DECLARE_SWAP_VARIABLES;
 | |
| 
 | |
|     hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_HDR_SIZE);
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->rowLength);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipRows);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->skipPixels);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->alignment);
 | |
| 
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->target);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->internalformat);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->width);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->height);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->format);
 | |
|     __GLX_SWAP_INT((GLbyte *)&hdr->type);
 | |
| 
 | |
|     /*
 | |
|     ** Just invert swapBytes flag; the GL will figure out if it needs to swap
 | |
|     ** the pixel data.
 | |
|     */
 | |
|     glPixelStorei(GL_UNPACK_SWAP_BYTES, !hdr->swapBytes);
 | |
|     glPixelStorei(GL_UNPACK_LSB_FIRST, hdr->lsbFirst);
 | |
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, hdr->rowLength);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_ROWS, hdr->skipRows);
 | |
|     glPixelStorei(GL_UNPACK_SKIP_PIXELS, hdr->skipPixels);
 | |
|     glPixelStorei(GL_UNPACK_ALIGNMENT, hdr->alignment);
 | |
| 
 | |
|     /* XXX check this usage - internal code called
 | |
|     ** a version without the packing parameters
 | |
|     */
 | |
|     image1len = __glXImageSize(hdr->format, hdr->type, hdr->width, 1,
 | |
| 			       hdr->rowLength, hdr->skipRows, hdr->alignment);
 | |
|     image1len = __GLX_PAD(image1len);
 | |
| 
 | |
| 
 | |
|     glSeparableFilter2D(hdr->target, hdr->internalformat,
 | |
| 		 hdr->width, hdr->height, hdr->format, hdr->type,
 | |
| 		 ((GLubyte *)hdr+hdrlen), ((GLubyte *)hdr+hdrlen+image1len));
 | |
| }
 |