xenocara/xserver/hw/dmx/glxProxy/renderpixswap.c
matthieu e927c03e30 Update to xserver 1.18.3. Tested by shadchin@ and naddy@.
Note that indirect GLX is now disbled by default.
2016-05-29 12:02:34 +00:00

404 lines
13 KiB
C

/*
* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice including the dates of first publication and
* either this permission notice or a reference to
* http://oss.sgi.com/projects/FreeB/
* shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Except as contained in this notice, the name of Silicon Graphics, Inc.
* shall not be used in advertising or otherwise to promote the sale, use or
* other dealings in this Software without prior written authorization from
* Silicon Graphics, Inc.
*/
#include "glxserver.h"
#include "unpack.h"
#include "g_disptab.h"
void
__glXDispSwap_PolygonStipple(GLbyte * pc)
{
__GLXpixelHeader *hdr = (__GLXpixelHeader *) 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);
hdr->swapBytes = !hdr->swapBytes;
}
void
__glXDispSwap_Bitmap(GLbyte * pc)
{
__GLXdispatchBitmapHeader *hdr = (__GLXdispatchBitmapHeader *) 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->width);
__GLX_SWAP_INT((GLbyte *) &hdr->height);
__GLX_SWAP_FLOAT((GLbyte *) &hdr->xorig);
__GLX_SWAP_FLOAT((GLbyte *) &hdr->yorig);
__GLX_SWAP_FLOAT((GLbyte *) &hdr->xmove);
__GLX_SWAP_FLOAT((GLbyte *) &hdr->ymove);
hdr->swapBytes = !hdr->swapBytes;
}
void
__glXDispSwap_TexImage1D(GLbyte * pc)
{
__GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) 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->level);
__GLX_SWAP_INT((GLbyte *) &hdr->components);
__GLX_SWAP_INT((GLbyte *) &hdr->width);
__GLX_SWAP_INT((GLbyte *) &hdr->height);
__GLX_SWAP_INT((GLbyte *) &hdr->border);
__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;
}
void
__glXDispSwap_TexImage2D(GLbyte * pc)
{
__GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) 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->level);
__GLX_SWAP_INT((GLbyte *) &hdr->components);
__GLX_SWAP_INT((GLbyte *) &hdr->width);
__GLX_SWAP_INT((GLbyte *) &hdr->height);
__GLX_SWAP_INT((GLbyte *) &hdr->border);
__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;
}
void
__glXDispSwap_TexImage3D(GLbyte * pc)
{
__GLXdispatchTexImage3DHeader *hdr = (__GLXdispatchTexImage3DHeader *) pc;
__GLX_DECLARE_SWAP_VARIABLES;
__GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
__GLX_SWAP_INT((GLbyte *) &hdr->imageHeight);
__GLX_SWAP_INT((GLbyte *) &hdr->imageDepth);
__GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
__GLX_SWAP_INT((GLbyte *) &hdr->skipImages);
__GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes);
__GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
__GLX_SWAP_INT((GLbyte *) &hdr->alignment);
__GLX_SWAP_INT((GLbyte *) &hdr->target);
__GLX_SWAP_INT((GLbyte *) &hdr->level);
__GLX_SWAP_INT((GLbyte *) &hdr->internalformat);
__GLX_SWAP_INT((GLbyte *) &hdr->width);
__GLX_SWAP_INT((GLbyte *) &hdr->height);
__GLX_SWAP_INT((GLbyte *) &hdr->depth);
__GLX_SWAP_INT((GLbyte *) &hdr->size4d);
__GLX_SWAP_INT((GLbyte *) &hdr->border);
__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;
}
void
__glXDispSwap_DrawPixels(GLbyte * pc)
{
__GLXdispatchDrawPixelsHeader *hdr = (__GLXdispatchDrawPixelsHeader *) 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->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;
}
void
__glXDispSwap_TexSubImage1D(GLbyte * pc)
{
__GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) 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->level);
__GLX_SWAP_INT((GLbyte *) &hdr->xoffset);
__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.
*/
hdr->swapBytes = !hdr->swapBytes;
}
void
__glXDispSwap_TexSubImage2D(GLbyte * pc)
{
__GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) 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->level);
__GLX_SWAP_INT((GLbyte *) &hdr->xoffset);
__GLX_SWAP_INT((GLbyte *) &hdr->yoffset);
__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;
}
void
__glXDispSwap_TexSubImage3D(GLbyte * pc)
{
__GLXdispatchTexSubImage3DHeader *hdr =
(__GLXdispatchTexSubImage3DHeader *) pc;
__GLX_DECLARE_SWAP_VARIABLES;
__GLX_SWAP_INT((GLbyte *) &hdr->rowLength);
__GLX_SWAP_INT((GLbyte *) &hdr->imageHeight);
__GLX_SWAP_INT((GLbyte *) &hdr->imageDepth);
__GLX_SWAP_INT((GLbyte *) &hdr->skipRows);
__GLX_SWAP_INT((GLbyte *) &hdr->skipImages);
__GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes);
__GLX_SWAP_INT((GLbyte *) &hdr->skipPixels);
__GLX_SWAP_INT((GLbyte *) &hdr->alignment);
__GLX_SWAP_INT((GLbyte *) &hdr->target);
__GLX_SWAP_INT((GLbyte *) &hdr->level);
__GLX_SWAP_INT((GLbyte *) &hdr->xoffset);
__GLX_SWAP_INT((GLbyte *) &hdr->yoffset);
__GLX_SWAP_INT((GLbyte *) &hdr->zoffset);
__GLX_SWAP_INT((GLbyte *) &hdr->width);
__GLX_SWAP_INT((GLbyte *) &hdr->height);
__GLX_SWAP_INT((GLbyte *) &hdr->depth);
__GLX_SWAP_INT((GLbyte *) &hdr->size4d);
__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;
}
void
__glXDispSwap_ColorTable(GLbyte * pc)
{
__GLXdispatchColorTableHeader *hdr = (__GLXdispatchColorTableHeader *) 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.
*/
hdr->swapBytes = !hdr->swapBytes;
}
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.
*/
hdr->swapBytes = !hdr->swapBytes;
}
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.
*/
hdr->swapBytes = !hdr->swapBytes;
}
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.
*/
hdr->swapBytes = !hdr->swapBytes;
}
void
__glXDispSwap_SeparableFilter2D(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.
*/
hdr->swapBytes = !hdr->swapBytes;
}