📄 api_loopback.c
字号:
/** * \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 "macros.h"#include "colormac.h"#include "api_loopback.h"#include "mtypes.h"#include "glapi/glapi.h"#include "glapi/glapitable.h"#include "glapi/glthread.h"#include "glapi/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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue ){ COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 );}static void GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_Color3dv_f( const GLdouble *v ){ COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 );}static void GLAPIENTRYloopback_Color3iv_f( const GLint *v ){ COLORF( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]), 1.0 );}static void GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ){ COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha );}static void GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_Color4dv_f( const GLdouble *v ){ COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] );}static void GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_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 GLAPIENTRYloopback_FogCoorddEXT( GLdouble d ){ FOGCOORDF( (GLfloat) d );}static void GLAPIENTRYloopback_FogCoorddvEXT( const GLdouble *v ){ FOGCOORDF( (GLfloat) *v );}static void GLAPIENTRYloopback_Indexd( GLdouble c ){ INDEX( (GLfloat) c );}static void GLAPIENTRYloopback_Indexi( GLint c ){ INDEX( (GLfloat) c );}static void GLAPIENTRYloopback_Indexs( GLshort c ){ INDEX( (GLfloat) c );}static void GLAPIENTRYloopback_Indexub( GLubyte c ){ INDEX( (GLfloat) c );}static void GLAPIENTRYloopback_Indexdv( const GLdouble *c ){ INDEX( (GLfloat) *c );}static void GLAPIENTRYloopback_Indexiv( const GLint *c ){ INDEX( (GLfloat) *c );}static void GLAPIENTRYloopback_Indexsv( const GLshort *c ){ INDEX( (GLfloat) *c );}static void GLAPIENTRYloopback_Indexubv( const GLubyte *c ){ INDEX( (GLfloat) *c );}static void GLAPIENTRYloopback_EdgeFlagv(const GLboolean *flag){ CALL_EdgeFlag(GET_DISPATCH(), (*flag));}static void GLAPIENTRYloopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz ){ NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) );}static void GLAPIENTRYloopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz ){ NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz);}static void GLAPIENTRYloopback_Normal3i( GLint nx, GLint ny, GLint nz ){ NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) );}static void GLAPIENTRYloopback_Normal3s( GLshort nx, GLshort ny, GLshort nz ){ NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) );}static void GLAPIENTRYloopback_Normal3bv( const GLbyte *v ){ NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) );}static void GLAPIENTRYloopback_Normal3dv( const GLdouble *v ){ NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );}static void GLAPIENTRYloopback_Normal3iv( const GLint *v ){ NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) );}static void GLAPIENTRYloopback_Normal3sv( const GLshort *v ){ NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) );}static void GLAPIENTRYloopback_TexCoord1d( GLdouble s ){ TEXCOORD1((GLfloat) s);}static void GLAPIENTRYloopback_TexCoord1i( GLint s ){ TEXCOORD1((GLfloat) s);}static void GLAPIENTRYloopback_TexCoord1s( GLshort s )
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -