e927c03e30
Note that indirect GLX is now disbled by default.
404 lines
13 KiB
C
404 lines
13 KiB
C
/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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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
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__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
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__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
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__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
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__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
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__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
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__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
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__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
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__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
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__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
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__glXDispSwap_ColorTable(GLbyte * pc)
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{
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__GLXdispatchColorTableHeader *hdr = (__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
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__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
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__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
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__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
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__glXDispSwap_SeparableFilter2D(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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