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📄 api_loopback.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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static void GLAPIENTRYloopback_EvalCoord1fv( const GLfloat *u ){   EVALCOORD1( (GLfloat) *u );}static void GLAPIENTRYloopback_EvalCoord1d( GLdouble u ){   EVALCOORD1( (GLfloat) u );}static void GLAPIENTRYloopback_Materialf( GLenum face, GLenum pname, GLfloat param ){   GLfloat fparam[4];   fparam[0] = param;   MATERIALFV( face, pname, fparam );}static void GLAPIENTRYloopback_Materiali(GLenum face, GLenum pname, GLint param ){   GLfloat p = (GLfloat) param;   MATERIALFV(face, pname, &p);}static void GLAPIENTRYloopback_Materialiv(GLenum face, GLenum pname, const GLint *params ){   GLfloat fparam[4];   switch (pname) {   case GL_AMBIENT:   case GL_DIFFUSE:   case GL_SPECULAR:   case GL_EMISSION:   case GL_AMBIENT_AND_DIFFUSE:      fparam[0] = INT_TO_FLOAT( params[0] );      fparam[1] = INT_TO_FLOAT( params[1] );      fparam[2] = INT_TO_FLOAT( params[2] );      fparam[3] = INT_TO_FLOAT( params[3] );      break;   case GL_SHININESS:      fparam[0] = (GLfloat) params[0];      break;   case GL_COLOR_INDEXES:      fparam[0] = (GLfloat) params[0];      fparam[1] = (GLfloat) params[1];      fparam[2] = (GLfloat) params[2];      break;   default:      ;   }   MATERIALFV(face, pname, fparam);}static void GLAPIENTRYloopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2){   RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);}static void GLAPIENTRYloopback_Rectdv(const GLdouble *v1, const GLdouble *v2){   RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);}static void GLAPIENTRYloopback_Rectfv(const GLfloat *v1, const GLfloat *v2){   RECTF(v1[0], v1[1], v2[0], v2[1]);}static void GLAPIENTRYloopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2){   RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);}static void GLAPIENTRYloopback_Rectiv(const GLint *v1, const GLint *v2){   RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);}static void GLAPIENTRYloopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2){   RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);}static void GLAPIENTRYloopback_Rectsv(const GLshort *v1, const GLshort *v2){   RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);}static void GLAPIENTRYloopback_SecondaryColor3bEXT_f( GLbyte red, GLbyte green, GLbyte blue ){   SECONDARYCOLORF( BYTE_TO_FLOAT(red),		    BYTE_TO_FLOAT(green),		    BYTE_TO_FLOAT(blue) );}static void GLAPIENTRYloopback_SecondaryColor3dEXT_f( GLdouble red, GLdouble green, GLdouble blue ){   SECONDARYCOLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue );}static void GLAPIENTRYloopback_SecondaryColor3iEXT_f( GLint red, GLint green, GLint blue ){   SECONDARYCOLORF( INT_TO_FLOAT(red),		    INT_TO_FLOAT(green),		    INT_TO_FLOAT(blue));}static void GLAPIENTRYloopback_SecondaryColor3sEXT_f( GLshort red, GLshort green, GLshort blue ){   SECONDARYCOLORF(SHORT_TO_FLOAT(red),                   SHORT_TO_FLOAT(green),                   SHORT_TO_FLOAT(blue));}static void GLAPIENTRYloopback_SecondaryColor3uiEXT_f( GLuint red, GLuint green, GLuint blue ){   SECONDARYCOLORF(UINT_TO_FLOAT(red),                   UINT_TO_FLOAT(green),                   UINT_TO_FLOAT(blue));}static void GLAPIENTRYloopback_SecondaryColor3usEXT_f( GLushort red, GLushort green, GLushort blue ){   SECONDARYCOLORF(USHORT_TO_FLOAT(red),                   USHORT_TO_FLOAT(green),                   USHORT_TO_FLOAT(blue));}static void GLAPIENTRYloopback_SecondaryColor3ubEXT_f( GLubyte red, GLubyte green, GLubyte blue ){   SECONDARYCOLORF(UBYTE_TO_FLOAT(red),                   UBYTE_TO_FLOAT(green),                   UBYTE_TO_FLOAT(blue));}static void GLAPIENTRYloopback_SecondaryColor3bvEXT_f( const GLbyte *v ){   SECONDARYCOLORF(BYTE_TO_FLOAT(v[0]),                   BYTE_TO_FLOAT(v[1]),                   BYTE_TO_FLOAT(v[2]));}static void GLAPIENTRYloopback_SecondaryColor3dvEXT_f( const GLdouble *v ){   SECONDARYCOLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );}static void GLAPIENTRYloopback_SecondaryColor3ivEXT_f( const GLint *v ){   SECONDARYCOLORF(INT_TO_FLOAT(v[0]),                   INT_TO_FLOAT(v[1]),                   INT_TO_FLOAT(v[2]));}static void GLAPIENTRYloopback_SecondaryColor3svEXT_f( const GLshort *v ){   SECONDARYCOLORF(SHORT_TO_FLOAT(v[0]),                   SHORT_TO_FLOAT(v[1]),                   SHORT_TO_FLOAT(v[2]));}static void GLAPIENTRYloopback_SecondaryColor3uivEXT_f( const GLuint *v ){   SECONDARYCOLORF(UINT_TO_FLOAT(v[0]),                   UINT_TO_FLOAT(v[1]),                   UINT_TO_FLOAT(v[2]));}static void GLAPIENTRYloopback_SecondaryColor3usvEXT_f( const GLushort *v ){   SECONDARYCOLORF(USHORT_TO_FLOAT(v[0]),                   USHORT_TO_FLOAT(v[1]),                   USHORT_TO_FLOAT(v[2]));}static void GLAPIENTRYloopback_SecondaryColor3ubvEXT_f( const GLubyte *v ){   SECONDARYCOLORF(UBYTE_TO_FLOAT(v[0]),                   UBYTE_TO_FLOAT(v[1]),                   UBYTE_TO_FLOAT(v[2]));}/* * GL_NV_vertex_program: * Always loop-back to one of the VertexAttrib[1234]f[v]NV functions. */static void GLAPIENTRYloopback_VertexAttrib1sNV(GLuint index, GLshort x){   ATTRIB1NV(index, (GLfloat) x);}static void GLAPIENTRYloopback_VertexAttrib1dNV(GLuint index, GLdouble x){   ATTRIB1NV(index, (GLfloat) x);}static void GLAPIENTRYloopback_VertexAttrib2sNV(GLuint index, GLshort x, GLshort y){   ATTRIB2NV(index, (GLfloat) x, y);}static void GLAPIENTRYloopback_VertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y){   ATTRIB2NV(index, (GLfloat) x, (GLfloat) y);}static void GLAPIENTRYloopback_VertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z){   ATTRIB3NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z);}static void GLAPIENTRYloopback_VertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z){   ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);}static void GLAPIENTRYloopback_VertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w){   ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);}static void GLAPIENTRYloopback_VertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w){   ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);}static void GLAPIENTRYloopback_VertexAttrib4ubNV(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w){   ATTRIB4NV(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y),	UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w));}static void GLAPIENTRYloopback_VertexAttrib1svNV(GLuint index, const GLshort *v){   ATTRIB1NV(index, (GLfloat) v[0]);}static void GLAPIENTRYloopback_VertexAttrib1dvNV(GLuint index, const GLdouble *v){   ATTRIB1NV(index, (GLfloat) v[0]);}static void GLAPIENTRYloopback_VertexAttrib2svNV(GLuint index, const GLshort *v){   ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]);}static void GLAPIENTRYloopback_VertexAttrib2dvNV(GLuint index, const GLdouble *v){   ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]);}static void GLAPIENTRYloopback_VertexAttrib3svNV(GLuint index, const GLshort *v){   ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);}static void GLAPIENTRYloopback_VertexAttrib3dvNV(GLuint index, const GLdouble *v){   ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);}static void GLAPIENTRYloopback_VertexAttrib4svNV(GLuint index, const GLshort *v){   ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 	  (GLfloat)v[3]);}static void GLAPIENTRYloopback_VertexAttrib4dvNV(GLuint index, const GLdouble *v){   ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);}static void GLAPIENTRYloopback_VertexAttrib4ubvNV(GLuint index, const GLubyte *v){   ATTRIB4NV(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),          UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]));}static void GLAPIENTRYloopback_VertexAttribs1svNV(GLuint index, GLsizei n, const GLshort *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib1svNV(index + i, v + i);}static void GLAPIENTRYloopback_VertexAttribs1fvNV(GLuint index, GLsizei n, const GLfloat *v){   GLint i;   for (i = n - 1; i >= 0; i--)      ATTRIB1NV(index + i, v[i]);}static void GLAPIENTRYloopback_VertexAttribs1dvNV(GLuint index, GLsizei n, const GLdouble *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib1dvNV(index + i, v + i);}static void GLAPIENTRYloopback_VertexAttribs2svNV(GLuint index, GLsizei n, const GLshort *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib2svNV(index + i, v + 2 * i);}static void GLAPIENTRYloopback_VertexAttribs2fvNV(GLuint index, GLsizei n, const GLfloat *v){   GLint i;   for (i = n - 1; i >= 0; i--)      ATTRIB2NV(index + i, v[2 * i], v[2 * i + 1]);}static void GLAPIENTRYloopback_VertexAttribs2dvNV(GLuint index, GLsizei n, const GLdouble *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib2dvNV(index + i, v + 2 * i);}static void GLAPIENTRYloopback_VertexAttribs3svNV(GLuint index, GLsizei n, const GLshort *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib3svNV(index + i, v + 3 * i);}static void GLAPIENTRYloopback_VertexAttribs3fvNV(GLuint index, GLsizei n, const GLfloat *v){   GLint i;   for (i = n - 1; i >= 0; i--)      ATTRIB3NV(index + i, v[3 * i], v[3 * i + 1], v[3 * i + 2]);}static void GLAPIENTRYloopback_VertexAttribs3dvNV(GLuint index, GLsizei n, const GLdouble *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib3dvNV(index + i, v + 3 * i);}static void GLAPIENTRYloopback_VertexAttribs4svNV(GLuint index, GLsizei n, const GLshort *v){   GLint i;   for (i = n - 1; i >= 0; i--)      loopback_VertexAttrib4svNV(index + i, v + 4 * i);}static void GLAPIENTRYloopback_VertexAttribs4fvNV(GLuint index, GLsizei n, const GLfloat *v){   GLint i;   for (i = n - 1; i >= 0; i--)      ATTRIB4NV(index + i, v[4 * i], v[4 * i + 1], v[4 * i + 2], v[4 * i + 3]);}static void GLAPIENTRYloopback_VertexAttribs4dvNV(GLuint index, GLsizei n, const GLdouble *v){

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