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📄 api_loopback.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
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/**
 * \file api_loopback.c
 *
 * \author Keith Whitwell <keith@tungstengraphics.com>
 */

/*
 * Mesa 3-D graphics library
 * Version:  6.3
 *
 * Copyright (C) 1999-2004  Brian Paul   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 and this permission notice 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
 * BRIAN PAUL 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.
 */


#include "glheader.h"
#include "glapi.h"
#include "glapitable.h"
#include "macros.h"
#include "colormac.h"
#include "api_loopback.h"
#include "glthread.h"
#include "mtypes.h"
#include "dispatch.h"

/* KW: A set of functions to convert unusual Color/Normal/Vertex/etc
 * calls to a smaller set of driver-provided formats.  Currently just
 * go back to dispatch to find these (eg. call glNormal3f directly),
 * hence 'loopback'.
 *
 * The driver must supply all of the remaining entry points, which are
 * listed in dd.h.  The easiest way for a driver to do this is to
 * install the supplied software t&l module.
 */
#define COLORF(r,g,b,a)             CALL_Color4f(GET_DISPATCH(), (r,g,b,a))
#define VERTEX2(x,y)	            CALL_Vertex2f(GET_DISPATCH(), (x,y))
#define VERTEX3(x,y,z)	            CALL_Vertex3f(GET_DISPATCH(), (x,y,z))
#define VERTEX4(x,y,z,w)            CALL_Vertex4f(GET_DISPATCH(), (x,y,z,w))
#define NORMAL(x,y,z)               CALL_Normal3f(GET_DISPATCH(), (x,y,z))
#define TEXCOORD1(s)                CALL_TexCoord1f(GET_DISPATCH(), (s))
#define TEXCOORD2(s,t)              CALL_TexCoord2f(GET_DISPATCH(), (s,t))
#define TEXCOORD3(s,t,u)            CALL_TexCoord3f(GET_DISPATCH(), (s,t,u))
#define TEXCOORD4(s,t,u,v)          CALL_TexCoord4f(GET_DISPATCH(), (s,t,u,v))
#define INDEX(c)		    CALL_Indexf(GET_DISPATCH(), (c))
#define MULTI_TEXCOORD1(z,s)	    CALL_MultiTexCoord1fARB(GET_DISPATCH(), (z,s))
#define MULTI_TEXCOORD2(z,s,t)	    CALL_MultiTexCoord2fARB(GET_DISPATCH(), (z,s,t))
#define MULTI_TEXCOORD3(z,s,t,u)    CALL_MultiTexCoord3fARB(GET_DISPATCH(), (z,s,t,u))
#define MULTI_TEXCOORD4(z,s,t,u,v)  CALL_MultiTexCoord4fARB(GET_DISPATCH(), (z,s,t,u,v))
#define EVALCOORD1(x)               CALL_EvalCoord1f(GET_DISPATCH(), (x))
#define EVALCOORD2(x,y)             CALL_EvalCoord2f(GET_DISPATCH(), (x,y))
#define MATERIALFV(a,b,c)           CALL_Materialfv(GET_DISPATCH(), (a,b,c))
#define RECTF(a,b,c,d)              CALL_Rectf(GET_DISPATCH(), (a,b,c,d))

#define ATTRIB1NV(index,x)          CALL_VertexAttrib1fNV(GET_DISPATCH(), (index,x))
#define ATTRIB2NV(index,x,y)        CALL_VertexAttrib2fNV(GET_DISPATCH(), (index,x,y))
#define ATTRIB3NV(index,x,y,z)      CALL_VertexAttrib3fNV(GET_DISPATCH(), (index,x,y,z))
#define ATTRIB4NV(index,x,y,z,w)    CALL_VertexAttrib4fNV(GET_DISPATCH(), (index,x,y,z,w))
#define ATTRIB1ARB(index,x)         CALL_VertexAttrib1fARB(GET_DISPATCH(), (index,x))
#define ATTRIB2ARB(index,x,y)       CALL_VertexAttrib2fARB(GET_DISPATCH(), (index,x,y))
#define ATTRIB3ARB(index,x,y,z)     CALL_VertexAttrib3fARB(GET_DISPATCH(), (index,x,y,z))
#define ATTRIB4ARB(index,x,y,z,w)   CALL_VertexAttrib4fARB(GET_DISPATCH(), (index,x,y,z,w))
#define FOGCOORDF(x)                CALL_FogCoordfEXT(GET_DISPATCH(), (x))
#define SECONDARYCOLORF(a,b,c)      CALL_SecondaryColor3fEXT(GET_DISPATCH(), (a,b,c))

static void GLAPIENTRY
loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue )
{
   COLORF( BYTE_TO_FLOAT(red),
	   BYTE_TO_FLOAT(green),
	   BYTE_TO_FLOAT(blue),
	   1.0 );
}

static void GLAPIENTRY
loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue )
{
   COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 );
}

static void GLAPIENTRY
loopback_Color3i_f( GLint red, GLint green, GLint blue )
{
   COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green),
	   INT_TO_FLOAT(blue), 1.0);
}

static void GLAPIENTRY
loopback_Color3s_f( GLshort red, GLshort green, GLshort blue )
{
   COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green),
	   SHORT_TO_FLOAT(blue), 1.0);
}

static void GLAPIENTRY
loopback_Color3ui_f( GLuint red, GLuint green, GLuint blue )
{
   COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green),
	   UINT_TO_FLOAT(blue), 1.0 );
}

static void GLAPIENTRY
loopback_Color3us_f( GLushort red, GLushort green, GLushort blue )
{
   COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green),
	   USHORT_TO_FLOAT(blue), 1.0 );
}

static void GLAPIENTRY
loopback_Color3ub_f( GLubyte red, GLubyte green, GLubyte blue )
{
   COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green),
	   UBYTE_TO_FLOAT(blue), 1.0 );
}


static void GLAPIENTRY
loopback_Color3bv_f( const GLbyte *v )
{
   COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]),
	   BYTE_TO_FLOAT(v[2]), 1.0 );
}

static void GLAPIENTRY
loopback_Color3dv_f( const GLdouble *v )
{
   COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 );
}

static void GLAPIENTRY
loopback_Color3iv_f( const GLint *v )
{
   COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]),
	   INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) );
}

static void GLAPIENTRY
loopback_Color3sv_f( const GLshort *v )
{
   COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]),
	   SHORT_TO_FLOAT(v[2]), 1.0 );
}

static void GLAPIENTRY
loopback_Color3uiv_f( const GLuint *v )
{
   COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]),
	   UINT_TO_FLOAT(v[2]), 1.0 );
}

static void GLAPIENTRY
loopback_Color3usv_f( const GLushort *v )
{
   COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]),
	   USHORT_TO_FLOAT(v[2]), 1.0 );
}

static void GLAPIENTRY
loopback_Color3ubv_f( const GLubyte *v )
{
   COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
	   UBYTE_TO_FLOAT(v[2]), 1.0 );
}


static void GLAPIENTRY
loopback_Color4b_f( GLbyte red, GLbyte green, GLbyte blue,
			      GLbyte alpha )
{
   COLORF( BYTE_TO_FLOAT(red), BYTE_TO_FLOAT(green),
	   BYTE_TO_FLOAT(blue), BYTE_TO_FLOAT(alpha) );
}

static void GLAPIENTRY
loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue,
			      GLdouble alpha )
{
   COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha );
}

static void GLAPIENTRY
loopback_Color4i_f( GLint red, GLint green, GLint blue, GLint alpha )
{
   COLORF( INT_TO_FLOAT(red), INT_TO_FLOAT(green),
	   INT_TO_FLOAT(blue), INT_TO_FLOAT(alpha) );
}

static void GLAPIENTRY
loopback_Color4s_f( GLshort red, GLshort green, GLshort blue,
			      GLshort alpha )
{
   COLORF( SHORT_TO_FLOAT(red), SHORT_TO_FLOAT(green),
	   SHORT_TO_FLOAT(blue), SHORT_TO_FLOAT(alpha) );
}

static void GLAPIENTRY
loopback_Color4ui_f( GLuint red, GLuint green, GLuint blue, GLuint alpha )
{
   COLORF( UINT_TO_FLOAT(red), UINT_TO_FLOAT(green),
	   UINT_TO_FLOAT(blue), UINT_TO_FLOAT(alpha) );
}

static void GLAPIENTRY
loopback_Color4us_f( GLushort red, GLushort green, GLushort blue, GLushort alpha )
{
   COLORF( USHORT_TO_FLOAT(red), USHORT_TO_FLOAT(green),
	   USHORT_TO_FLOAT(blue), USHORT_TO_FLOAT(alpha) );
}

static void GLAPIENTRY
loopback_Color4ub_f( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
   COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green),
	   UBYTE_TO_FLOAT(blue), UBYTE_TO_FLOAT(alpha) );
}


static void GLAPIENTRY
loopback_Color4iv_f( const GLint *v )
{
   COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]),
	   INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]) );
}


static void GLAPIENTRY
loopback_Color4bv_f( const GLbyte *v )
{
   COLORF( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]),
	   BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]) );
}

static void GLAPIENTRY
loopback_Color4dv_f( const GLdouble *v )
{
   COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] );
}


static void GLAPIENTRY
loopback_Color4sv_f( const GLshort *v)
{
   COLORF( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]),
	   SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]) );
}


static void GLAPIENTRY
loopback_Color4uiv_f( const GLuint *v)
{
   COLORF( UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]),
	   UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]) );
}

static void GLAPIENTRY
loopback_Color4usv_f( const GLushort *v)
{
   COLORF( USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]),
	   USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]) );
}

static void GLAPIENTRY
loopback_Color4ubv_f( const GLubyte *v)
{
   COLORF( UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
	   UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]) );
}

static void GLAPIENTRY
loopback_FogCoorddEXT( GLdouble d )
{
   FOGCOORDF( (GLfloat) d );
}

static void GLAPIENTRY
loopback_FogCoorddvEXT( const GLdouble *v )
{
   FOGCOORDF( (GLfloat) *v );
}


static void GLAPIENTRY
loopback_Indexd( GLdouble c )
{
   INDEX( (GLfloat) c );
}

static void GLAPIENTRY
loopback_Indexi( GLint c )
{
   INDEX( (GLfloat) c );
}

static void GLAPIENTRY
loopback_Indexs( GLshort c )
{
   INDEX( (GLfloat) c );
}

static void GLAPIENTRY
loopback_Indexub( GLubyte c )
{
   INDEX( (GLfloat) c );
}

static void GLAPIENTRY
loopback_Indexdv( const GLdouble *c )
{
   INDEX( (GLfloat) *c );
}

static void GLAPIENTRY
loopback_Indexiv( const GLint *c )
{
   INDEX( (GLfloat) *c );
}

static void GLAPIENTRY
loopback_Indexsv( const GLshort *c )
{
   INDEX( (GLfloat) *c );
}

static void GLAPIENTRY
loopback_Indexubv( const GLubyte *c )
{
   INDEX( (GLfloat) *c );
}

static void GLAPIENTRY
loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz )
{
   NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) );
}

static void GLAPIENTRY
loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz )
{
   NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz);
}

static void GLAPIENTRY
loopback_Normal3i( GLint nx, GLint ny, GLint nz )
{
   NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) );
}

static void GLAPIENTRY
loopback_Normal3s( GLshort nx, GLshort ny, GLshort nz )
{
   NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) );
}

static void GLAPIENTRY
loopback_Normal3bv( const GLbyte *v )
{
   NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) );
}

static void GLAPIENTRY
loopback_Normal3dv( const GLdouble *v )
{
   NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}

static void GLAPIENTRY
loopback_Normal3iv( const GLint *v )
{
   NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) );
}

static void GLAPIENTRY
loopback_Normal3sv( const GLshort *v )
{
   NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) );
}

static void GLAPIENTRY
loopback_TexCoord1d( GLdouble s )
{
   TEXCOORD1((GLfloat) s);
}

static void GLAPIENTRY
loopback_TexCoord1i( GLint s )
{
   TEXCOORD1((GLfloat) s);
}

static void GLAPIENTRY
loopback_TexCoord1s( GLshort s )
{
   TEXCOORD1((GLfloat) s);
}

static void GLAPIENTRY
loopback_TexCoord2d( GLdouble s, GLdouble t )

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