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authorKeith Whitwell <[email protected]>2000-11-24 10:30:04 +0000
committerKeith Whitwell <[email protected]>2000-11-24 10:30:04 +0000
commitb014986fdb259eb60bd3e5a3fbcfcb218969f5f5 (patch)
tree09ba2402983c6ed1e5d940384818dbd3f2ab0526 /src/mesa/main
parentad2ac216fa0cbebc36530bf9e5256e902710b892 (diff)
New files...
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/api_loopback.c1536
-rw-r--r--src/mesa/main/api_loopback.h14
-rw-r--r--src/mesa/main/api_noop.c551
-rw-r--r--src/mesa/main/api_noop.h101
-rw-r--r--src/mesa/main/vtxfmt.c89
-rw-r--r--src/mesa/main/vtxfmt.h8
6 files changed, 2299 insertions, 0 deletions
diff --git a/src/mesa/main/api_loopback.c b/src/mesa/main/api_loopback.c
new file mode 100644
index 00000000000..fd6a83e82f5
--- /dev/null
+++ b/src/mesa/main/api_loopback.c
@@ -0,0 +1,1536 @@
+#include "glheader.h"
+#include "glapitable.h"
+#include "macros.h"
+#include "colormac.h"
+#include "api_loopback.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 vtxfmt.h. The easiest way for a driver to do this is to
+ * install the supplied software t&l module.
+ */
+#define DRIVER(x) gl##x
+#define COLORUBV(v) DRIVER(Color4ubv)(v)
+#define COLORF(r,g,b,a) DRIVER(Color4f)(r,g,b,a)
+#define FOGCOORDF(x) DRIVER(FogCoordfEXT)(x)
+#define VERTEX2(x,y) DRIVER(Vertex2f)(x,y)
+#define VERTEX3(x,y,z) DRIVER(Vertex3f)(x,y,z)
+#define VERTEX4(x,y,z,w) DRIVER(Vertex4f)(x,y,z,w)
+#define NORMAL(x,y,z) DRIVER(Normal3f)(x,y,z)
+#define TEXCOORD1(s) DRIVER(TexCoord1f)(s)
+#define TEXCOORD2(s,t) DRIVER(TexCoord2f)(s,t)
+#define TEXCOORD3(s,t,u) DRIVER(TexCoord3f)(s,t,u)
+#define TEXCOORD4(s,t,u,v) DRIVER(TexCoord4f)(s,t,u,v)
+#define INDEX(c) DRIVER(Indexub)(c)
+#define MULTI_TEXCOORD1(z,s) DRIVER(MultiTexCoord1fARB)(z,s)
+#define MULTI_TEXCOORD2(z,s,t) DRIVER(MultiTexCoord2fARB)(z,s,t)
+#define MULTI_TEXCOORD3(z,s,t,u) DRIVER(MultiTexCoord3fARB)(z,s,t,u)
+#define MULTI_TEXCOORD4(z,s,t,u,v) DRIVER(MultiTexCoord4fARB)(z,s,t,u,v)
+#define EVALCOORD1(x) DRIVER(EvalCoord1f)(x)
+#define EVALCOORD2(x,y) DRIVER(EvalCoord2f)(x,y)
+#define MATERIALFV(a,b,c) DRIVER(Materialfv)(a,b,c)
+#define RECTF(a,b,c,d) DRIVER(Rectf)(a,b,c,d)
+#define SECONDARYCOLORUB(a,b,c) DRIVER(SecondaryColor3ubEXT)(a,b,c)
+#define SECONDARYCOLORF(a,b,c) DRIVER(SecondaryColor3fEXT)(a,b,c)
+
+
+static void
+loopback_Color3b( GLbyte red, GLbyte green, GLbyte blue )
+{
+ GLubyte col[4];
+ col[0] = BYTE_TO_UBYTE(red);
+ col[1] = BYTE_TO_UBYTE(green);
+ col[2] = BYTE_TO_UBYTE(blue);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3d( GLdouble red, GLdouble green, GLdouble blue )
+{
+ GLubyte col[4];
+ GLfloat r = red;
+ GLfloat g = green;
+ GLfloat b = blue;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ col[3] = 255;
+ COLORUBV( col );
+}
+
+static void
+loopback_Color3i( GLint red, GLint green, GLint blue )
+{
+ GLubyte col[4];
+ col[0] = INT_TO_UBYTE(red);
+ col[1] = INT_TO_UBYTE(green);
+ col[2] = INT_TO_UBYTE(blue);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3s( GLshort red, GLshort green, GLshort blue )
+{
+ GLubyte col[4];
+ col[0] = SHORT_TO_UBYTE(red);
+ col[1] = SHORT_TO_UBYTE(green);
+ col[2] = SHORT_TO_UBYTE(blue);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3ui( GLuint red, GLuint green, GLuint blue )
+{
+ GLubyte col[4];
+ col[0] = UINT_TO_UBYTE(red);
+ col[1] = UINT_TO_UBYTE(green);
+ col[2] = UINT_TO_UBYTE(blue);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3us( GLushort red, GLushort green, GLushort blue )
+{
+ GLubyte col[4];
+ col[0] = USHORT_TO_UBYTE(red);
+ col[1] = USHORT_TO_UBYTE(green);
+ col[2] = USHORT_TO_UBYTE(blue);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha )
+{
+ GLubyte col[4];
+ col[0] = BYTE_TO_UBYTE(red);
+ col[1] = BYTE_TO_UBYTE(green);
+ col[2] = BYTE_TO_UBYTE(blue);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha )
+{
+ GLubyte col[4];
+ GLfloat r = red;
+ GLfloat g = green;
+ GLfloat b = blue;
+ GLfloat a = alpha;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a);
+ COLORUBV( col );
+}
+
+static void
+loopback_Color4i( GLint red, GLint green, GLint blue, GLint alpha )
+{
+ GLubyte col[4];
+ col[0] = INT_TO_UBYTE(red);
+ col[1] = INT_TO_UBYTE(green);
+ col[2] = INT_TO_UBYTE(blue);
+ col[3] = INT_TO_UBYTE(alpha);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4s( GLshort red, GLshort green, GLshort blue,
+ GLshort alpha )
+{
+ GLubyte col[4];
+ col[0] = SHORT_TO_UBYTE(red);
+ col[1] = SHORT_TO_UBYTE(green);
+ col[2] = SHORT_TO_UBYTE(blue);
+ col[3] = SHORT_TO_UBYTE(alpha);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha )
+{
+ GLubyte col[4];
+ col[0] = UINT_TO_UBYTE(red);
+ col[1] = UINT_TO_UBYTE(green);
+ col[2] = UINT_TO_UBYTE(blue);
+ col[3] = UINT_TO_UBYTE(alpha);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4us( GLushort red, GLushort green, GLushort blue,
+ GLushort alpha )
+{
+ GLubyte col[4];
+ col[0] = USHORT_TO_UBYTE(red);
+ col[1] = USHORT_TO_UBYTE(green);
+ col[2] = USHORT_TO_UBYTE(blue);
+ col[3] = USHORT_TO_UBYTE(alpha);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3bv( const GLbyte *v )
+{
+ GLubyte col[4];
+ col[0] = BYTE_TO_UBYTE(v[0]);
+ col[1] = BYTE_TO_UBYTE(v[1]);
+ col[2] = BYTE_TO_UBYTE(v[2]);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3dv( const GLdouble *v )
+{
+ GLubyte col[4];
+ GLfloat r = v[0];
+ GLfloat g = v[1];
+ GLfloat b = v[2];
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ col[3] = 255;
+ COLORUBV( col );
+}
+
+static void
+loopback_Color3iv( const GLint *v )
+{
+ GLubyte col[4];
+ col[0] = INT_TO_UBYTE(v[0]);
+ col[1] = INT_TO_UBYTE(v[1]);
+ col[2] = INT_TO_UBYTE(v[2]);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3sv( const GLshort *v )
+{
+ GLubyte col[4];
+ col[0] = SHORT_TO_UBYTE(v[0]);
+ col[1] = SHORT_TO_UBYTE(v[1]);
+ col[2] = SHORT_TO_UBYTE(v[2]);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3uiv( const GLuint *v )
+{
+ GLubyte col[4];
+ col[0] = UINT_TO_UBYTE(v[0]);
+ col[1] = UINT_TO_UBYTE(v[1]);
+ col[2] = UINT_TO_UBYTE(v[2]);
+ col[3] = 255;
+ COLORUBV(col);
+}
+
+static void
+loopback_Color3usv( const GLushort *v )
+{
+ GLubyte col[4];
+ col[0] = USHORT_TO_UBYTE(v[0]);
+ col[1] = USHORT_TO_UBYTE(v[1]);
+ col[2] = USHORT_TO_UBYTE(v[2]);
+ col[3] = 255;
+ COLORUBV(col);
+
+}
+
+static void
+loopback_Color4bv( const GLbyte *v )
+{
+ GLubyte col[4];
+ col[0] = BYTE_TO_UBYTE(v[0]);
+ col[1] = BYTE_TO_UBYTE(v[1]);
+ col[2] = BYTE_TO_UBYTE(v[2]);
+ col[3] = BYTE_TO_UBYTE(v[3]);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4dv( const GLdouble *v )
+{
+ GLubyte col[4];
+ GLfloat r = v[0];
+ GLfloat g = v[1];
+ GLfloat b = v[2];
+ GLfloat a = v[3];
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[3], a);
+ COLORUBV( col );
+}
+
+static void
+loopback_Color4iv( const GLint *v )
+{
+ GLubyte col[4];
+ col[0] = INT_TO_UBYTE(v[0]);
+ col[1] = INT_TO_UBYTE(v[1]);
+ col[2] = INT_TO_UBYTE(v[2]);
+ col[3] = INT_TO_UBYTE(v[3]);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4sv( const GLshort *v)
+{
+ GLubyte col[4];
+ col[0] = SHORT_TO_UBYTE(v[0]);
+ col[1] = SHORT_TO_UBYTE(v[1]);
+ col[2] = SHORT_TO_UBYTE(v[2]);
+ col[3] = SHORT_TO_UBYTE(v[3]);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4uiv( const GLuint *v)
+{
+ GLubyte col[4];
+ col[0] = UINT_TO_UBYTE(v[0]);
+ col[1] = UINT_TO_UBYTE(v[1]);
+ col[2] = UINT_TO_UBYTE(v[2]);
+ col[3] = UINT_TO_UBYTE(v[3]);
+ COLORUBV(col);
+}
+
+static void
+loopback_Color4usv( const GLushort *v)
+{
+ GLubyte col[4];
+ col[0] = USHORT_TO_UBYTE(v[0]);
+ col[1] = USHORT_TO_UBYTE(v[1]);
+ col[2] = USHORT_TO_UBYTE(v[2]);
+ col[3] = USHORT_TO_UBYTE(v[3]);
+ COLORUBV(col);
+}
+
+static void
+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
+loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue )
+{
+ COLORF( red, green, blue, 1.0 );
+}
+
+static void
+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
+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
+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
+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
+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
+loopback_Color3dv_f( const GLdouble *v )
+{
+ COLORF( v[0], v[1], v[2], 1.0 );
+}
+
+static void
+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
+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
+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
+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
+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
+loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue,
+ GLdouble alpha )
+{
+ COLORF( red, green, blue, alpha );
+}
+
+static void
+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
+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
+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
+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
+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
+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
+loopback_Color4dv_f( const GLdouble *v )
+{
+ COLORF( v[0], v[1], v[2], v[3] );
+}
+
+
+static void
+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
+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
+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
+loopback_FogCoorddEXT( GLdouble d )
+{
+ FOGCOORDF( d );
+}
+
+static void
+loopback_FogCoorddvEXT( const GLdouble *v )
+{
+ FOGCOORDF( *v );
+}
+
+
+static void
+loopback_Indexd( GLdouble c )
+{
+ INDEX( ( GLuint) (GLint) c );
+}
+
+static void
+loopback_Indexf( GLfloat c )
+{
+ INDEX( (GLuint) (GLint) c );
+}
+
+static void
+loopback_Indexi( GLint c )
+{
+ INDEX( (GLuint) c );
+}
+
+static void
+loopback_Indexs( GLshort c )
+{
+ INDEX( (GLuint) c );
+}
+
+static void
+loopback_Indexub( GLubyte c )
+{
+ INDEX( (GLuint) c );
+}
+
+static void
+loopback_Indexdv( const GLdouble *c )
+{
+ INDEX( (GLuint) (GLint) *c );
+}
+
+static void
+loopback_Indexfv( const GLfloat *c )
+{
+ INDEX( (GLuint) (GLint) *c );
+}
+
+static void
+loopback_Indexiv( const GLint *c )
+{
+ INDEX( *c );
+}
+
+static void
+loopback_Indexsv( const GLshort *c )
+{
+ INDEX( (GLuint) (GLint) *c );
+}
+
+static void
+loopback_Indexubv( const GLubyte *c )
+{
+ INDEX( (GLuint) *c );
+}
+
+static void
+loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz )
+{
+ NORMAL( BYTE_TO_FLOAT(nx), BYTE_TO_FLOAT(ny), BYTE_TO_FLOAT(nz) );
+}
+
+static void
+loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz )
+{
+ NORMAL(nx, ny, nz);
+}
+
+static void
+loopback_Normal3i( GLint nx, GLint ny, GLint nz )
+{
+ NORMAL( INT_TO_FLOAT(nx), INT_TO_FLOAT(ny), INT_TO_FLOAT(nz) );
+}
+
+static void
+loopback_Normal3s( GLshort nx, GLshort ny, GLshort nz )
+{
+ NORMAL( SHORT_TO_FLOAT(nx), SHORT_TO_FLOAT(ny), SHORT_TO_FLOAT(nz) );
+}
+
+static void
+loopback_Normal3bv( const GLbyte *v )
+{
+ NORMAL( BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]), BYTE_TO_FLOAT(v[2]) );
+}
+
+static void
+loopback_Normal3dv( const GLdouble *v )
+{
+ NORMAL( v[0], v[1], v[2] );
+}
+
+static void
+loopback_Normal3iv( const GLint *v )
+{
+ NORMAL( INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]), INT_TO_FLOAT(v[2]) );
+}
+
+static void
+loopback_Normal3sv( const GLshort *v )
+{
+ NORMAL( SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]), SHORT_TO_FLOAT(v[2]) );
+}
+
+static void
+loopback_TexCoord1d( GLdouble s )
+{
+ TEXCOORD1(s);
+}
+
+static void
+loopback_TexCoord1i( GLint s )
+{
+ TEXCOORD1(s);
+}
+
+static void
+loopback_TexCoord1s( GLshort s )
+{
+ TEXCOORD1(s);
+}
+
+static void
+loopback_TexCoord2d( GLdouble s, GLdouble t )
+{
+ TEXCOORD2(s,t);
+}
+
+static void
+loopback_TexCoord2s( GLshort s, GLshort t )
+{
+ TEXCOORD2(s,t);
+}
+
+static void
+loopback_TexCoord2i( GLint s, GLint t )
+{
+ TEXCOORD2(s,t);
+}
+
+static void
+loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+static void
+loopback_TexCoord3i( GLint s, GLint t, GLint r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+static void
+loopback_TexCoord3s( GLshort s, GLshort t, GLshort r )
+{
+ TEXCOORD3(s,t,r);
+}
+
+static void
+loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q )
+{
+ TEXCOORD4(s,t,r,q);
+}
+
+static void
+loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q )
+{
+ TEXCOORD4(s,t,r,q);
+}
+
+static void
+loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q )
+{
+ TEXCOORD4(s,t,r,q);
+}
+
+static void
+loopback_TexCoord1dv( const GLdouble *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+static void
+loopback_TexCoord1iv( const GLint *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+static void
+loopback_TexCoord1sv( const GLshort *v )
+{
+ TEXCOORD1(v[0]);
+}
+
+static void
+loopback_TexCoord2dv( const GLdouble *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+static void
+loopback_TexCoord2iv( const GLint *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+static void
+loopback_TexCoord2sv( const GLshort *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+static void
+loopback_TexCoord3dv( const GLdouble *v )
+{
+ TEXCOORD2(v[0],v[1]);
+}
+
+static void
+loopback_TexCoord3iv( const GLint *v )
+{
+ TEXCOORD3(v[0],v[1],v[2]);
+}
+
+static void
+loopback_TexCoord3sv( const GLshort *v )
+{
+ TEXCOORD3(v[0],v[1],v[2]);
+}
+
+static void
+loopback_TexCoord4dv( const GLdouble *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+static void
+loopback_TexCoord4iv( const GLint *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+static void
+loopback_TexCoord4sv( const GLshort *v )
+{
+ TEXCOORD4(v[0],v[1],v[2],v[3]);
+}
+
+static void
+loopback_Vertex2d( GLdouble x, GLdouble y )
+{
+ VERTEX2( (GLfloat) x, (GLfloat) y );
+}
+
+static void
+loopback_Vertex2i( GLint x, GLint y )
+{
+ VERTEX2( (GLfloat) x, (GLfloat) y );
+}
+
+static void
+loopback_Vertex2s( GLshort x, GLshort y )
+{
+ VERTEX2( (GLfloat) x, (GLfloat) y );
+}
+
+static void
+loopback_Vertex3d( GLdouble x, GLdouble y, GLdouble z )
+{
+ VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z );
+}
+
+static void
+loopback_Vertex3i( GLint x, GLint y, GLint z )
+{
+ VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z );
+}
+
+static void
+loopback_Vertex3s( GLshort x, GLshort y, GLshort z )
+{
+ VERTEX3( (GLfloat) x, (GLfloat) y, (GLfloat) z );
+}
+
+static void
+loopback_Vertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w )
+{
+ VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w );
+}
+
+static void
+loopback_Vertex4i( GLint x, GLint y, GLint z, GLint w )
+{
+ VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w );
+}
+
+static void
+loopback_Vertex4s( GLshort x, GLshort y, GLshort z, GLshort w )
+{
+ VERTEX4( (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w );
+}
+
+static void
+loopback_Vertex2dv( const GLdouble *v )
+{
+ VERTEX2( (GLfloat) v[0], (GLfloat) v[1] );
+}
+
+static void
+loopback_Vertex2iv( const GLint *v )
+{
+ VERTEX2( (GLfloat) v[0], (GLfloat) v[1] );
+}
+
+static void
+loopback_Vertex2sv( const GLshort *v )
+{
+ VERTEX2( (GLfloat) v[0], (GLfloat) v[1] );
+}
+
+static void
+loopback_Vertex3dv( const GLdouble *v )
+{
+ VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+}
+
+static void
+loopback_Vertex3iv( const GLint *v )
+{
+ VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+}
+
+static void
+loopback_Vertex3sv( const GLshort *v )
+{
+ VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+}
+
+static void
+loopback_Vertex4dv( const GLdouble *v )
+{
+ VERTEX4( (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
+}
+
+static void
+loopback_Vertex4iv( const GLint *v )
+{
+ VERTEX4( (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
+}
+
+static void
+loopback_Vertex4sv( const GLshort *v )
+{
+ VERTEX4( (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
+}
+
+static void
+loopback_MultiTexCoord1dARB(GLenum target, GLdouble s)
+{
+ MULTI_TEXCOORD1( target, s );
+}
+
+static void
+loopback_MultiTexCoord1dvARB(GLenum target, const GLdouble *v)
+{
+ MULTI_TEXCOORD1( target, v[0] );
+}
+
+static void
+loopback_MultiTexCoord1iARB(GLenum target, GLint s)
+{
+ MULTI_TEXCOORD1( target, s );
+}
+
+static void
+loopback_MultiTexCoord1ivARB(GLenum target, const GLint *v)
+{
+ MULTI_TEXCOORD1( target, v[0] );
+}
+
+static void
+loopback_MultiTexCoord1sARB(GLenum target, GLshort s)
+{
+ MULTI_TEXCOORD1( target, s );
+}
+
+static void
+loopback_MultiTexCoord1svARB(GLenum target, const GLshort *v)
+{
+ MULTI_TEXCOORD1( target, v[0] );
+}
+
+static void
+loopback_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t)
+{
+ MULTI_TEXCOORD2( target, s, t );
+}
+
+static void
+loopback_MultiTexCoord2dvARB(GLenum target, const GLdouble *v)
+{
+ MULTI_TEXCOORD2( target, v[0], v[1] );
+}
+
+static void
+loopback_MultiTexCoord2iARB(GLenum target, GLint s, GLint t)
+{
+ MULTI_TEXCOORD2( target, s, t );
+}
+
+static void
+loopback_MultiTexCoord2ivARB(GLenum target, const GLint *v)
+{
+ MULTI_TEXCOORD2( target, v[0], v[1] );
+}
+
+static void
+loopback_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t)
+{
+ MULTI_TEXCOORD2( target, s, t );
+}
+
+static void
+loopback_MultiTexCoord2svARB(GLenum target, const GLshort *v)
+{
+ MULTI_TEXCOORD2( target, v[0], v[1] );
+}
+
+static void
+loopback_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r)
+{
+ MULTI_TEXCOORD3( target, s, t, r );
+}
+
+static void
+loopback_MultiTexCoord3dvARB(GLenum target, const GLdouble *v)
+{
+ MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
+}
+
+static void
+loopback_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r)
+{
+ MULTI_TEXCOORD3( target, s, t, r );
+}
+
+static void
+loopback_MultiTexCoord3ivARB(GLenum target, const GLint *v)
+{
+ MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
+}
+
+static void
+loopback_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r)
+{
+ MULTI_TEXCOORD3( target, s, t, r );
+}
+
+static void
+loopback_MultiTexCoord3svARB(GLenum target, const GLshort *v)
+{
+ MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
+}
+
+static void
+loopback_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
+{
+ MULTI_TEXCOORD4( target, s, t, r, q );
+}
+
+static void
+loopback_MultiTexCoord4dvARB(GLenum target, const GLdouble *v)
+{
+ MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
+}
+
+static void
+loopback_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q)
+{
+ MULTI_TEXCOORD4( target, s, t, r, q );
+}
+
+static void
+loopback_MultiTexCoord4ivARB(GLenum target, const GLint *v)
+{
+ MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
+}
+
+static void
+loopback_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
+{
+ MULTI_TEXCOORD4( target, s, t, r, q );
+}
+
+static void
+loopback_MultiTexCoord4svARB(GLenum target, const GLshort *v)
+{
+ MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
+}
+
+static void
+loopback_EvalCoord2dv( const GLdouble *u )
+{
+ EVALCOORD2( (GLfloat) u[0], (GLfloat) u[1] );
+}
+
+static void
+loopback_EvalCoord2fv( const GLfloat *u )
+{
+ EVALCOORD2( u[0], u[1] );
+}
+
+static void
+loopback_EvalCoord2d( GLdouble u, GLdouble v )
+{
+ EVALCOORD2( (GLfloat) u, (GLfloat) v );
+}
+
+static void
+loopback_EvalCoord1dv( const GLdouble *u )
+{
+ EVALCOORD1( (GLfloat) *u );
+}
+
+static void
+loopback_EvalCoord1fv( const GLfloat *u )
+{
+ EVALCOORD1( (GLfloat) *u );
+}
+
+static void
+loopback_EvalCoord1d( GLdouble u )
+{
+ EVALCOORD1( (GLfloat) u );
+}
+
+static void
+loopback_Materialf( GLenum face, GLenum pname, GLfloat param )
+{
+ GLfloat fparam[4];
+ fparam[0] = param;
+ MATERIALFV( face, pname, fparam );
+}
+
+static void
+loopback_Materiali(GLenum face, GLenum pname, GLint param )
+{
+ GLfloat p = (GLfloat) param;
+ MATERIALFV(face, pname, &p);
+}
+
+static void
+loopback_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
+loopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
+{
+ RECTF(x1, y1, x2, y2);
+}
+
+static void
+loopback_Rectdv(const GLdouble *v1, const GLdouble *v2)
+{
+ RECTF(v1[0], v1[1], v2[0], v2[1]);
+}
+
+static void
+loopback_Rectfv(const GLfloat *v1, const GLfloat *v2)
+{
+ RECTF(v1[0], v1[1], v2[0], v2[1]);
+}
+
+static void
+loopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
+{
+ RECTF(x1, y1, x2, y2);
+}
+
+static void
+loopback_Rectiv(const GLint *v1, const GLint *v2)
+{
+ RECTF(v1[0], v1[1], v2[0], v2[1]);
+}
+
+static void
+loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
+{
+ RECTF(x1, y1, x2, y2);
+}
+
+static void
+loopback_Rectsv(const GLshort *v1, const GLshort *v2)
+{
+ RECTF(v1[0], v1[1], v2[0], v2[1]);
+}
+
+static void
+loopback_SecondaryColor3bEXT( GLbyte red, GLbyte green, GLbyte blue )
+{
+ SECONDARYCOLORUB( BYTE_TO_UBYTE(red),
+ BYTE_TO_UBYTE(green),
+ BYTE_TO_UBYTE(blue) );
+}
+
+static void
+loopback_SecondaryColor3dEXT( GLdouble red, GLdouble green, GLdouble blue )
+{
+ GLubyte col[3];
+ GLfloat r = red;
+ GLfloat g = green;
+ GLfloat b = blue;
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ SECONDARYCOLORUB( col[0], col[1], col[2] );
+}
+
+static void
+loopback_SecondaryColor3iEXT( GLint red, GLint green, GLint blue )
+{
+ SECONDARYCOLORUB( INT_TO_UBYTE(red),
+ INT_TO_UBYTE(green),
+ INT_TO_UBYTE(blue));
+}
+
+static void
+loopback_SecondaryColor3sEXT( GLshort red, GLshort green, GLshort blue )
+{
+ SECONDARYCOLORUB(SHORT_TO_UBYTE(red),
+ SHORT_TO_UBYTE(green),
+ SHORT_TO_UBYTE(blue));
+}
+
+static void
+loopback_SecondaryColor3uiEXT( GLuint red, GLuint green, GLuint blue )
+{
+ SECONDARYCOLORUB(UINT_TO_UBYTE(red),
+ UINT_TO_UBYTE(green),
+ UINT_TO_UBYTE(blue));
+}
+
+static void
+loopback_SecondaryColor3usEXT( GLushort red, GLushort green, GLushort blue )
+{
+ SECONDARYCOLORUB(USHORT_TO_UBYTE(red),
+ USHORT_TO_UBYTE(green),
+ USHORT_TO_UBYTE(blue));
+}
+
+static void
+loopback_SecondaryColor3bvEXT( const GLbyte *v )
+{
+ SECONDARYCOLORUB(BYTE_TO_UBYTE(v[0]),
+ BYTE_TO_UBYTE(v[1]),
+ BYTE_TO_UBYTE(v[2]));
+}
+
+static void
+loopback_SecondaryColor3dvEXT( const GLdouble *v )
+{
+ GLubyte col[3];
+ GLfloat r = v[0];
+ GLfloat g = v[1];
+ GLfloat b = v[2];
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[0], r);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[1], g);
+ FLOAT_COLOR_TO_UBYTE_COLOR(col[2], b);
+ SECONDARYCOLORUB( col[0], col[1], col[2] );
+}
+
+static void
+loopback_SecondaryColor3ivEXT( const GLint *v )
+{
+ SECONDARYCOLORUB(INT_TO_UBYTE(v[0]),
+ INT_TO_UBYTE(v[1]),
+ INT_TO_UBYTE(v[2]));
+}
+
+static void
+loopback_SecondaryColor3svEXT( const GLshort *v )
+{
+ SECONDARYCOLORUB(SHORT_TO_UBYTE(v[0]),
+ SHORT_TO_UBYTE(v[1]),
+ SHORT_TO_UBYTE(v[2]));
+}
+
+static void
+loopback_SecondaryColor3uivEXT( const GLuint *v )
+{
+ SECONDARYCOLORUB(UINT_TO_UBYTE(v[0]),
+ UINT_TO_UBYTE(v[1]),
+ UINT_TO_UBYTE(v[2]));
+}
+
+static void
+loopback_SecondaryColor3usvEXT( const GLushort *v )
+{
+ SECONDARYCOLORUB(USHORT_TO_UBYTE(v[0]),
+ USHORT_TO_UBYTE(v[1]),
+ USHORT_TO_UBYTE(v[2]));
+}
+
+
+static void
+loopback_SecondaryColor3bEXT_f( GLbyte red, GLbyte green, GLbyte blue )
+{
+ SECONDARYCOLORF( BYTE_TO_FLOAT(red),
+ BYTE_TO_FLOAT(green),
+ BYTE_TO_FLOAT(blue) );
+}
+
+static void
+loopback_SecondaryColor3dEXT_f( GLdouble red, GLdouble green, GLdouble blue )
+{
+ SECONDARYCOLORF( red, green, blue );
+}
+
+static void
+loopback_SecondaryColor3iEXT_f( GLint red, GLint green, GLint blue )
+{
+ SECONDARYCOLORF( INT_TO_FLOAT(red),
+ INT_TO_FLOAT(green),
+ INT_TO_FLOAT(blue));
+}
+
+static void
+loopback_SecondaryColor3sEXT_f( GLshort red, GLshort green, GLshort blue )
+{
+ SECONDARYCOLORF(SHORT_TO_FLOAT(red),
+ SHORT_TO_FLOAT(green),
+ SHORT_TO_FLOAT(blue));
+}
+
+static void
+loopback_SecondaryColor3uiEXT_f( GLuint red, GLuint green, GLuint blue )
+{
+ SECONDARYCOLORF(UINT_TO_FLOAT(red),
+ UINT_TO_FLOAT(green),
+ UINT_TO_FLOAT(blue));
+}
+
+static void
+loopback_SecondaryColor3usEXT_f( GLushort red, GLushort green, GLushort blue )
+{
+ SECONDARYCOLORF(USHORT_TO_FLOAT(red),
+ USHORT_TO_FLOAT(green),
+ USHORT_TO_FLOAT(blue));
+}
+
+static void
+loopback_SecondaryColor3bvEXT_f( const GLbyte *v )
+{
+ SECONDARYCOLORF(BYTE_TO_FLOAT(v[0]),
+ BYTE_TO_FLOAT(v[1]),
+ BYTE_TO_FLOAT(v[2]));
+}
+
+static void
+loopback_SecondaryColor3dvEXT_f( const GLdouble *v )
+{
+ SECONDARYCOLORF( v[0], v[1], v[2] );
+}
+static void
+loopback_SecondaryColor3ivEXT_f( const GLint *v )
+{
+ SECONDARYCOLORF(INT_TO_FLOAT(v[0]),
+ INT_TO_FLOAT(v[1]),
+ INT_TO_FLOAT(v[2]));
+}
+
+static void
+loopback_SecondaryColor3svEXT_f( const GLshort *v )
+{
+ SECONDARYCOLORF(SHORT_TO_FLOAT(v[0]),
+ SHORT_TO_FLOAT(v[1]),
+ SHORT_TO_FLOAT(v[2]));
+}
+
+static void
+loopback_SecondaryColor3uivEXT_f( const GLuint *v )
+{
+ SECONDARYCOLORF(UINT_TO_FLOAT(v[0]),
+ UINT_TO_FLOAT(v[1]),
+ UINT_TO_FLOAT(v[2]));
+}
+
+static void
+loopback_SecondaryColor3usvEXT_f( const GLushort *v )
+{
+ SECONDARYCOLORF(USHORT_TO_FLOAT(v[0]),
+ USHORT_TO_FLOAT(v[1]),
+ USHORT_TO_FLOAT(v[2]));
+}
+
+
+void
+_mesa_loopback_prefer_float( struct _glapi_table *dest,
+ GLboolean prefer_float_colors )
+{
+ if (!prefer_float_colors) {
+ dest->Color3b = loopback_Color3b;
+ dest->Color3d = loopback_Color3d;
+ dest->Color3i = loopback_Color3i;
+ dest->Color3s = loopback_Color3s;
+ dest->Color3ui = loopback_Color3ui;
+ dest->Color3us = loopback_Color3us;
+ dest->Color4b = loopback_Color4b;
+ dest->Color4d = loopback_Color4d;
+ dest->Color4i = loopback_Color4i;
+ dest->Color4s = loopback_Color4s;
+ dest->Color4ui = loopback_Color4ui;
+ dest->Color4us = loopback_Color4us;
+ dest->Color3bv = loopback_Color3bv;
+ dest->Color3dv = loopback_Color3dv;
+ dest->Color3iv = loopback_Color3iv;
+ dest->Color3sv = loopback_Color3sv;
+ dest->Color3uiv = loopback_Color3uiv;
+ dest->Color3usv = loopback_Color3usv;
+ dest->Color4bv = loopback_Color4bv;
+ dest->Color4dv = loopback_Color4dv;
+ dest->Color4iv = loopback_Color4iv;
+ dest->Color4sv = loopback_Color4sv;
+ dest->Color4uiv = loopback_Color4uiv;
+ dest->Color4usv = loopback_Color4usv;
+ dest->SecondaryColor3bEXT = loopback_SecondaryColor3bEXT;
+ dest->SecondaryColor3dEXT = loopback_SecondaryColor3dEXT;
+ dest->SecondaryColor3iEXT = loopback_SecondaryColor3iEXT;
+ dest->SecondaryColor3sEXT = loopback_SecondaryColor3sEXT;
+ dest->SecondaryColor3uiEXT = loopback_SecondaryColor3uiEXT;
+ dest->SecondaryColor3usEXT = loopback_SecondaryColor3usEXT;
+ dest->SecondaryColor3bvEXT = loopback_SecondaryColor3bvEXT;
+ dest->SecondaryColor3dvEXT = loopback_SecondaryColor3dvEXT;
+ dest->SecondaryColor3ivEXT = loopback_SecondaryColor3ivEXT;
+ dest->SecondaryColor3svEXT = loopback_SecondaryColor3svEXT;
+ dest->SecondaryColor3uivEXT = loopback_SecondaryColor3uivEXT;
+ dest->SecondaryColor3usvEXT = loopback_SecondaryColor3usvEXT;
+ }
+ else {
+ dest->Color3b = loopback_Color3b_f;
+ dest->Color3d = loopback_Color3d_f;
+ dest->Color3i = loopback_Color3i_f;
+ dest->Color3s = loopback_Color3s_f;
+ dest->Color3ui = loopback_Color3ui_f;
+ dest->Color3us = loopback_Color3us_f;
+ dest->Color4b = loopback_Color4b_f;
+ dest->Color4d = loopback_Color4d_f;
+ dest->Color4i = loopback_Color4i_f;
+ dest->Color4s = loopback_Color4s_f;
+ dest->Color4ui = loopback_Color4ui_f;
+ dest->Color4us = loopback_Color4us_f;
+ dest->Color3bv = loopback_Color3bv_f;
+ dest->Color3dv = loopback_Color3dv_f;
+ dest->Color3iv = loopback_Color3iv_f;
+ dest->Color3sv = loopback_Color3sv_f;
+ dest->Color3uiv = loopback_Color3uiv_f;
+ dest->Color3usv = loopback_Color3usv_f;
+ dest->Color4bv = loopback_Color4bv_f;
+ dest->Color4dv = loopback_Color4dv_f;
+ dest->Color4iv = loopback_Color4iv_f;
+ dest->Color4sv = loopback_Color4sv_f;
+ dest->Color4uiv = loopback_Color4uiv_f;
+ dest->Color4usv = loopback_Color4usv_f;
+ dest->SecondaryColor3bEXT = loopback_SecondaryColor3bEXT_f;
+ dest->SecondaryColor3dEXT = loopback_SecondaryColor3dEXT_f;
+ dest->SecondaryColor3iEXT = loopback_SecondaryColor3iEXT_f;
+ dest->SecondaryColor3sEXT = loopback_SecondaryColor3sEXT_f;
+ dest->SecondaryColor3uiEXT = loopback_SecondaryColor3uiEXT_f;
+ dest->SecondaryColor3usEXT = loopback_SecondaryColor3usEXT_f;
+ dest->SecondaryColor3bvEXT = loopback_SecondaryColor3bvEXT_f;
+ dest->SecondaryColor3dvEXT = loopback_SecondaryColor3dvEXT_f;
+ dest->SecondaryColor3ivEXT = loopback_SecondaryColor3ivEXT_f;
+ dest->SecondaryColor3svEXT = loopback_SecondaryColor3svEXT_f;
+ dest->SecondaryColor3uivEXT = loopback_SecondaryColor3uivEXT_f;
+ dest->SecondaryColor3usvEXT = loopback_SecondaryColor3usvEXT_f;
+ }
+}
+
+/* Passing prefer_f_colors as true will mean that all colors
+ * *except* Color{34}ub{v} are passed as floats. Setting it false will
+ * mean all colors *except* Color{34}f{v} are passed as ubytes.
+ *
+ * This code never registers handlers for any of the entry points
+ * listed in vtxfmt.h.
+ */
+void
+_mesa_loopback_init_api_table( struct _glapi_table *dest,
+ GLboolean prefer_float_colors )
+{
+ _mesa_loopback_prefer_float( dest, prefer_float_colors );
+
+ dest->Indexd = loopback_Indexd;
+ dest->Indexf = loopback_Indexf;
+ dest->Indexi = loopback_Indexi;
+ dest->Indexs = loopback_Indexs;
+ dest->Indexub = loopback_Indexub;
+ dest->Indexdv = loopback_Indexdv;
+ dest->Indexfv = loopback_Indexfv;
+ dest->Indexiv = loopback_Indexiv;
+ dest->Indexsv = loopback_Indexsv;
+ dest->Indexubv = loopback_Indexubv;
+ dest->Normal3b = loopback_Normal3b;
+ dest->Normal3d = loopback_Normal3d;
+ dest->Normal3i = loopback_Normal3i;
+ dest->Normal3s = loopback_Normal3s;
+ dest->Normal3bv = loopback_Normal3bv;
+ dest->Normal3dv = loopback_Normal3dv;
+ dest->Normal3iv = loopback_Normal3iv;
+ dest->Normal3sv = loopback_Normal3sv;
+ dest->TexCoord1d = loopback_TexCoord1d;
+ dest->TexCoord1i = loopback_TexCoord1i;
+ dest->TexCoord1s = loopback_TexCoord1s;
+ dest->TexCoord2d = loopback_TexCoord2d;
+ dest->TexCoord2s = loopback_TexCoord2s;
+ dest->TexCoord2i = loopback_TexCoord2i;
+ dest->TexCoord3d = loopback_TexCoord3d;
+ dest->TexCoord3i = loopback_TexCoord3i;
+ dest->TexCoord3s = loopback_TexCoord3s;
+ dest->TexCoord4d = loopback_TexCoord4d;
+ dest->TexCoord4i = loopback_TexCoord4i;
+ dest->TexCoord4s = loopback_TexCoord4s;
+ dest->TexCoord1dv = loopback_TexCoord1dv;
+ dest->TexCoord1iv = loopback_TexCoord1iv;
+ dest->TexCoord1sv = loopback_TexCoord1sv;
+ dest->TexCoord2dv = loopback_TexCoord2dv;
+ dest->TexCoord2iv = loopback_TexCoord2iv;
+ dest->TexCoord2sv = loopback_TexCoord2sv;
+ dest->TexCoord3dv = loopback_TexCoord3dv;
+ dest->TexCoord3iv = loopback_TexCoord3iv;
+ dest->TexCoord3sv = loopback_TexCoord3sv;
+ dest->TexCoord4dv = loopback_TexCoord4dv;
+ dest->TexCoord4iv = loopback_TexCoord4iv;
+ dest->TexCoord4sv = loopback_TexCoord4sv;
+ dest->Vertex2d = loopback_Vertex2d;
+ dest->Vertex2i = loopback_Vertex2i;
+ dest->Vertex2s = loopback_Vertex2s;
+ dest->Vertex3d = loopback_Vertex3d;
+ dest->Vertex3i = loopback_Vertex3i;
+ dest->Vertex3s = loopback_Vertex3s;
+ dest->Vertex4d = loopback_Vertex4d;
+ dest->Vertex4i = loopback_Vertex4i;
+ dest->Vertex4s = loopback_Vertex4s;
+ dest->Vertex2dv = loopback_Vertex2dv;
+ dest->Vertex2iv = loopback_Vertex2iv;
+ dest->Vertex2sv = loopback_Vertex2sv;
+ dest->Vertex3dv = loopback_Vertex3dv;
+ dest->Vertex3iv = loopback_Vertex3iv;
+ dest->Vertex3sv = loopback_Vertex3sv;
+ dest->Vertex4dv = loopback_Vertex4dv;
+ dest->Vertex4iv = loopback_Vertex4iv;
+ dest->Vertex4sv = loopback_Vertex4sv;
+ dest->MultiTexCoord1dARB = loopback_MultiTexCoord1dARB;
+ dest->MultiTexCoord1dvARB = loopback_MultiTexCoord1dvARB;
+ dest->MultiTexCoord1iARB = loopback_MultiTexCoord1iARB;
+ dest->MultiTexCoord1ivARB = loopback_MultiTexCoord1ivARB;
+ dest->MultiTexCoord1sARB = loopback_MultiTexCoord1sARB;
+ dest->MultiTexCoord1svARB = loopback_MultiTexCoord1svARB;
+ dest->MultiTexCoord2dARB = loopback_MultiTexCoord2dARB;
+ dest->MultiTexCoord2dvARB = loopback_MultiTexCoord2dvARB;
+ dest->MultiTexCoord2iARB = loopback_MultiTexCoord2iARB;
+ dest->MultiTexCoord2ivARB = loopback_MultiTexCoord2ivARB;
+ dest->MultiTexCoord2sARB = loopback_MultiTexCoord2sARB;
+ dest->MultiTexCoord2svARB = loopback_MultiTexCoord2svARB;
+ dest->MultiTexCoord3dARB = loopback_MultiTexCoord3dARB;
+ dest->MultiTexCoord3dvARB = loopback_MultiTexCoord3dvARB;
+ dest->MultiTexCoord3iARB = loopback_MultiTexCoord3iARB;
+ dest->MultiTexCoord3ivARB = loopback_MultiTexCoord3ivARB;
+ dest->MultiTexCoord3sARB = loopback_MultiTexCoord3sARB;
+ dest->MultiTexCoord3svARB = loopback_MultiTexCoord3svARB;
+ dest->MultiTexCoord4dARB = loopback_MultiTexCoord4dARB;
+ dest->MultiTexCoord4dvARB = loopback_MultiTexCoord4dvARB;
+ dest->MultiTexCoord4iARB = loopback_MultiTexCoord4iARB;
+ dest->MultiTexCoord4ivARB = loopback_MultiTexCoord4ivARB;
+ dest->MultiTexCoord4sARB = loopback_MultiTexCoord4sARB;
+ dest->MultiTexCoord4svARB = loopback_MultiTexCoord4svARB;
+ dest->EvalCoord2dv = loopback_EvalCoord2dv;
+ dest->EvalCoord2fv = loopback_EvalCoord2fv;
+ dest->EvalCoord2d = loopback_EvalCoord2d;
+ dest->EvalCoord1dv = loopback_EvalCoord1dv;
+ dest->EvalCoord1fv = loopback_EvalCoord1fv;
+ dest->EvalCoord1d = loopback_EvalCoord1d;
+ dest->Materialf = loopback_Materialf;
+ dest->Materiali = loopback_Materiali;
+ dest->Materialiv = loopback_Materialiv;
+ dest->Rectd = loopback_Rectd;
+ dest->Rectdv = loopback_Rectdv;
+ dest->Rectfv = loopback_Rectfv;
+ dest->Recti = loopback_Recti;
+ dest->Rectiv = loopback_Rectiv;
+ dest->Rects = loopback_Rects;
+ dest->Rectsv = loopback_Rectsv;
+ dest->FogCoorddEXT = loopback_FogCoorddEXT;
+ dest->FogCoorddvEXT = loopback_FogCoorddvEXT;
+}
diff --git a/src/mesa/main/api_loopback.h b/src/mesa/main/api_loopback.h
new file mode 100644
index 00000000000..1c8e81733f5
--- /dev/null
+++ b/src/mesa/main/api_loopback.h
@@ -0,0 +1,14 @@
+#ifndef API_LOOPBACK_H
+#define API_LOOPBACK_H
+
+#include "glheader.h"
+
+struct _glapi_table;
+
+extern void _mesa_loopback_prefer_float( struct _glapi_table *dest,
+ GLboolean prefer_float_colors );
+
+extern void _mesa_loopback_init_api_table( struct _glapi_table *dest,
+ GLboolean prefer_float_colors );
+
+#endif
diff --git a/src/mesa/main/api_noop.c b/src/mesa/main/api_noop.c
new file mode 100644
index 00000000000..031dde83c68
--- /dev/null
+++ b/src/mesa/main/api_noop.c
@@ -0,0 +1,551 @@
+#include "glheader.h"
+#include "api_noop.h"
+#include "context.h"
+#include "colormac.h"
+#include "light.h"
+#include "macros.h"
+#include "mmath.h"
+#include "mtypes.h"
+
+#ifdef __i386__
+#define COPY_FLOAT(a,b) *(int*)&(a) = *(int*)&(b)
+#else
+#define COPY_FLOAT(a,b) (a) = (b)
+#endif
+
+/* In states where certain vertex components are required for t&l or
+ * rasterization, we still need to keep track of the current values.
+ * These functions provide this service by keeping uptodate the
+ * 'ctx->Current' struct for all data elements not included in the
+ * currently enabled hardware vertex.
+ *
+ */
+void _mesa_noop_EdgeFlag( GLboolean b )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Current.EdgeFlag = b;
+}
+
+void _mesa_noop_EdgeFlagv( const GLboolean *b )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Current.EdgeFlag = *b;
+}
+
+void _mesa_noop_FogCoordfEXT( GLfloat a )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Current.FogCoord = a;
+}
+
+void _mesa_noop_FogCoordfvEXT( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Current.FogCoord = *v;
+}
+
+void _mesa_noop_Indexi( GLint i )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Current.Index = i;
+}
+
+void _mesa_noop_Indexiv( const GLint *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Current.Index = *v;
+}
+
+void _mesa_noop_Normal3f( GLfloat a, GLfloat b, GLfloat c )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Normal;
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ COPY_FLOAT(dest[2], c);
+}
+
+void _mesa_noop_Normal3fv( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Normal;
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ COPY_FLOAT(dest[2], v[2]);
+}
+
+void _mesa_noop_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_material mat[2];
+ GLuint bitmask = gl_material_bitmask( ctx, face, pname, ~0,
+ "_mesa_noop_Materialfv" );
+ if (bitmask == 0)
+ return;
+
+ if (bitmask & FRONT_AMBIENT_BIT) {
+ COPY_4FV( mat[0].Ambient, params );
+ }
+ if (bitmask & BACK_AMBIENT_BIT) {
+ COPY_4FV( mat[1].Ambient, params );
+ }
+ if (bitmask & FRONT_DIFFUSE_BIT) {
+ COPY_4FV( mat[0].Diffuse, params );
+ }
+ if (bitmask & BACK_DIFFUSE_BIT) {
+ COPY_4FV( mat[1].Diffuse, params );
+ }
+ if (bitmask & FRONT_SPECULAR_BIT) {
+ COPY_4FV( mat[0].Specular, params );
+ }
+ if (bitmask & BACK_SPECULAR_BIT) {
+ COPY_4FV( mat[1].Specular, params );
+ }
+ if (bitmask & FRONT_EMISSION_BIT) {
+ COPY_4FV( mat[0].Emission, params );
+ }
+ if (bitmask & BACK_EMISSION_BIT) {
+ COPY_4FV( mat[1].Emission, params );
+ }
+ if (bitmask & FRONT_SHININESS_BIT) {
+ GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
+ mat[0].Shininess = shininess;
+ }
+ if (bitmask & BACK_SHININESS_BIT) {
+ GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
+ mat[1].Shininess = shininess;
+ }
+ if (bitmask & FRONT_INDEXES_BIT) {
+ mat[0].AmbientIndex = params[0];
+ mat[0].DiffuseIndex = params[1];
+ mat[0].SpecularIndex = params[2];
+ }
+ if (bitmask & BACK_INDEXES_BIT) {
+ mat[1].AmbientIndex = params[0];
+ mat[1].DiffuseIndex = params[1];
+ mat[1].SpecularIndex = params[2];
+ }
+
+ gl_update_material( ctx, mat, bitmask );
+}
+
+void _mesa_noop_Color4ub( GLubyte a, GLubyte b, GLubyte c, GLubyte d )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ color[0] = a;
+ color[1] = b;
+ color[2] = c;
+ color[3] = d;
+}
+
+void _mesa_noop_Color4ubv( const GLubyte *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ COPY_4UBV( color, v );
+}
+
+void _mesa_noop_Color4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[0], a);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[1], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[2], c);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[3], d);
+}
+
+void _mesa_noop_Color4fv( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ FLOAT_RGBA_TO_CHAN_RGBA( color, v );
+}
+
+void _mesa_noop_Color3ub( GLubyte a, GLubyte b, GLubyte c )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ color[0] = a;
+ color[1] = b;
+ color[2] = c;
+ color[3] = 255;
+}
+
+void _mesa_noop_Color3ubv( const GLubyte *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ color[0] = v[0];
+ color[1] = v[1];
+ color[2] = v[2];
+ color[3] = 255;
+}
+
+void _mesa_noop_Color3f( GLfloat a, GLfloat b, GLfloat c )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[0], a);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[1], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[2], c);
+ color[3] = 255;
+}
+
+void _mesa_noop_Color3fv( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.Color;
+ FLOAT_RGB_TO_CHAN_RGB( color, v );
+ color[3] = 255;
+}
+
+void _mesa_noop_MultiTexCoord1fARB( GLenum target, GLfloat a )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], a);
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+ }
+}
+
+void _mesa_noop_MultiTexCoord1fvARB( GLenum target, GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], v[0]);
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+ }
+}
+
+void _mesa_noop_MultiTexCoord2fARB( GLenum target, GLfloat a, GLfloat b )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ dest[2] = 0;
+ dest[3] = 1;
+ }
+}
+
+void _mesa_noop_MultiTexCoord2fvARB( GLenum target, GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ dest[2] = 0;
+ dest[3] = 1;
+ }
+}
+
+void _mesa_noop_MultiTexCoord3fARB( GLenum target, GLfloat a, GLfloat b, GLfloat c)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ COPY_FLOAT(dest[2], c);
+ dest[3] = 1;
+ }
+}
+
+void _mesa_noop_MultiTexCoord3fvARB( GLenum target, GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ COPY_FLOAT(dest[2], v[2]);
+ dest[3] = 1;
+ }
+}
+
+void _mesa_noop_MultiTexCoord4fARB( GLenum target, GLfloat a, GLfloat b,
+ GLfloat c, GLfloat d )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ COPY_FLOAT(dest[2], c);
+ dest[3] = d;
+ }
+}
+
+void _mesa_noop_MultiTexCoord4fvARB( GLenum target, GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint unit = target - GL_TEXTURE0_ARB;
+
+ /* unit is unsigned -- cannot be less than zero.
+ */
+ if (unit < MAX_TEXTURE_UNITS)
+ {
+ GLfloat *dest = ctx->Current.Texcoord[unit];
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ COPY_FLOAT(dest[2], v[2]);
+ COPY_FLOAT(dest[3], v[3]);
+ }
+}
+
+void _mesa_noop_SecondaryColor3ubEXT( GLubyte a, GLubyte b, GLubyte c )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.SecondaryColor;
+ color[0] = a;
+ color[1] = b;
+ color[2] = c;
+ color[3] = 255;
+}
+
+void _mesa_noop_SecondaryColor3ubvEXT( const GLubyte *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.SecondaryColor;
+ color[0] = v[0];
+ color[1] = v[1];
+ color[2] = v[2];
+ color[3] = 255;
+}
+
+void _mesa_noop_SecondaryColor3fEXT( GLfloat a, GLfloat b, GLfloat c )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.SecondaryColor;
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[0], a);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[1], b);
+ FLOAT_COLOR_TO_UBYTE_COLOR(color[2], c);
+ color[3] = 255;
+}
+
+void _mesa_noop_SecondaryColor3fvEXT( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLubyte *color = ctx->Current.SecondaryColor;
+ FLOAT_RGB_TO_CHAN_RGB( color, v );
+ color[3] = 255;
+}
+
+void _mesa_noop_TexCoord1f( GLfloat a )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], a);
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+}
+
+void _mesa_noop_TexCoord1fv( GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], v[0]);
+ dest[1] = 0;
+ dest[2] = 0;
+ dest[3] = 1;
+}
+
+void _mesa_noop_TexCoord2f( GLfloat a, GLfloat b )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ dest[2] = 0;
+ dest[3] = 1;
+}
+
+void _mesa_noop_TexCoord2fv( GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ dest[2] = 0;
+ dest[3] = 1;
+}
+
+void _mesa_noop_TexCoord3f( GLfloat a, GLfloat b, GLfloat c )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ COPY_FLOAT(dest[2], c);
+ dest[3] = 1;
+}
+
+void _mesa_noop_TexCoord3fv( GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ COPY_FLOAT(dest[2], v[2]);
+ dest[3] = 1;
+}
+
+void _mesa_noop_TexCoord4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], a);
+ COPY_FLOAT(dest[1], b);
+ COPY_FLOAT(dest[2], c);
+ COPY_FLOAT(dest[3], d);
+}
+
+void _mesa_noop_TexCoord4fv( GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat *dest = ctx->Current.Texcoord[0];
+ COPY_FLOAT(dest[0], v[0]);
+ COPY_FLOAT(dest[1], v[1]);
+ COPY_FLOAT(dest[2], v[2]);
+ COPY_FLOAT(dest[3], v[3]);
+}
+
+/* Execute a glRectf() function. This is not suitable for GL_COMPILE
+ * modes (as the test for outside begin/end is not compiled),
+ * but may be useful for drivers in circumstances which exclude
+ * display list interactions.
+ *
+ * (None of the functions in this file are suitable for GL_COMPILE
+ * modes).
+ */
+void _mesa_noop_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
+{
+ {
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx, "_mesa_noop_Rectf");
+ }
+
+ glBegin( GL_QUADS );
+ glVertex2f( x1, y1 );
+ glVertex2f( x2, y1 );
+ glVertex2f( x2, y2 );
+ glVertex2f( x1, y2 );
+ glEnd();
+}
+
+
+#if 0
+
+/* Some very basic support for arrays. Drivers without explicit array
+ * support can hook these in, but it may be more efficient to fall
+ * back to swtnl. Particularly if the driver is implementing a
+ * software fastpath rather than driving a hardware t&l unit.
+ */
+
+/* A codegen implementation of this which hardwires the multiplies and
+ * inlines the called functions would fly:
+ */
+void _mesa_noop_ArrayElement( GLint elt )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ int i;
+ for (i = 0 ; i < ctx->Array._nr_enabled ; i++) {
+ struct gl_client_array *a = ctx->Array._enabled[i];
+ a->_EltFunc( a->Data + elt * a->StrideB );
+ }
+}
+
+void _mesa_noop_DrawArrays(GLenum mode, GLint start, GLsizei count)
+{
+ GLint i;
+ for (i = start ; i <= count ; i++)
+ glArrayElement( i );
+}
+
+
+void _mesa_noop_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ if (count <= 0) {
+ if (count < 0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glDrawElements(count)" );
+ }
+ return;
+ }
+
+ switch (type) {
+ case GL_UNSIGNED_BYTE:
+ for (i = 0 ; i < count ; i++)
+ glArrayElement( ((GLubyte *)indices)[i] );
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (i = 0 ; i < count ; i++)
+ glArrayElement( ((GLushort *)indices)[i] );
+ break;
+ case GL_UNSIGNED_INT:
+ for (i = 0 ; i < count ; i++)
+ glArrayElement( ((GLuint *)indices)[i] );
+ break;
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" );
+ break;
+ }
+}
+
+void _mesa_noop_DrawRangeElements(GLenum mode, GLuint start,
+ GLuint end, GLsizei count,
+ GLenum type, const GLvoid *indices)
+{
+ glDrawElements( mode, count, type, indices );
+}
+
+#endif
diff --git a/src/mesa/main/api_noop.h b/src/mesa/main/api_noop.h
new file mode 100644
index 00000000000..9d6e67dbc53
--- /dev/null
+++ b/src/mesa/main/api_noop.h
@@ -0,0 +1,101 @@
+
+#ifndef _API_NOOP_H
+#define _API_NOOP_H
+
+
+#include "glheader.h"
+#include "mtypes.h"
+#include "context.h"
+
+/* In states where certain vertex components are required for t&l or
+ * rasterization, we still need to keep track of the current values.
+ * These functions provide this service by keeping uptodate the
+ * 'ctx->Current' struct for all data elements not included in the
+ * currently enabled hardware vertex.
+ *
+ */
+extern void _mesa_noop_EdgeFlag( GLboolean b );
+
+extern void _mesa_noop_EdgeFlagv( const GLboolean *b );
+
+extern void _mesa_noop_FogCoordfEXT( GLfloat a );
+
+extern void _mesa_noop_FogCoordfvEXT( const GLfloat *v );
+
+extern void _mesa_noop_Indexi( GLint i );
+
+extern void _mesa_noop_Indexiv( const GLint *v );
+
+extern void _mesa_noop_Normal3f( GLfloat a, GLfloat b, GLfloat c );
+
+extern void _mesa_noop_Normal3fv( const GLfloat *v );
+
+extern void _mesa_noop_Materialfv( GLenum face, GLenum pname, const GLfloat *param );
+
+extern void _mesa_noop_Color4ub( GLubyte a, GLubyte b, GLubyte c, GLubyte d );
+
+extern void _mesa_noop_Color4ubv( const GLubyte *v );
+
+extern void _mesa_noop_Color4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d );
+
+extern void _mesa_noop_Color4fv( const GLfloat *v );
+
+extern void _mesa_noop_Color3ub( GLubyte a, GLubyte b, GLubyte c );
+
+extern void _mesa_noop_Color3ubv( const GLubyte *v );
+
+extern void _mesa_noop_Color3f( GLfloat a, GLfloat b, GLfloat c );
+
+extern void _mesa_noop_Color3fv( const GLfloat *v );
+
+extern void _mesa_noop_MultiTexCoord1fARB( GLenum target, GLfloat a );
+
+extern void _mesa_noop_MultiTexCoord1fvARB( GLenum target, GLfloat *v );
+
+extern void _mesa_noop_MultiTexCoord2fARB( GLenum target, GLfloat a,
+ GLfloat b );
+
+extern void _mesa_noop_MultiTexCoord2fvARB( GLenum target, GLfloat *v );
+
+extern void _mesa_noop_MultiTexCoord3fARB( GLenum target, GLfloat a,
+ GLfloat b, GLfloat c);
+
+extern void _mesa_noop_MultiTexCoord3fvARB( GLenum target, GLfloat *v );
+
+extern void _mesa_noop_MultiTexCoord4fARB( GLenum target, GLfloat a,
+ GLfloat b, GLfloat c, GLfloat d );
+
+extern void _mesa_noop_MultiTexCoord4fvARB( GLenum target, GLfloat *v );
+
+extern void _mesa_noop_SecondaryColor3ubEXT( GLubyte a, GLubyte b, GLubyte c );
+
+extern void _mesa_noop_SecondaryColor3ubvEXT( const GLubyte *v );
+
+extern void _mesa_noop_SecondaryColor3fEXT( GLfloat a, GLfloat b, GLfloat c );
+
+extern void _mesa_noop_SecondaryColor3fvEXT( const GLfloat *v );
+
+extern void _mesa_noop_TexCoord1f( GLfloat a );
+
+extern void _mesa_noop_TexCoord1fv( GLfloat *v );
+
+extern void _mesa_noop_TexCoord2f( GLfloat a, GLfloat b );
+
+extern void _mesa_noop_TexCoord2fv( GLfloat *v );
+
+extern void _mesa_noop_TexCoord3f( GLfloat a, GLfloat b, GLfloat c );
+
+extern void _mesa_noop_TexCoord3fv( GLfloat *v );
+
+extern void _mesa_noop_TexCoord4f( GLfloat a, GLfloat b, GLfloat c, GLfloat d );
+
+extern void _mesa_noop_TexCoord4fv( GLfloat *v );
+
+
+/* Not strictly a noop -- translate Rectf down to Begin/End and
+ * vertices. Closer to the loopback operations, but doesn't meet the
+ * criteria for inclusion there (cannot be used in the Save table).
+ */
+extern void _mesa_noop_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
+
+#endif
diff --git a/src/mesa/main/vtxfmt.c b/src/mesa/main/vtxfmt.c
new file mode 100644
index 00000000000..860a9011fe8
--- /dev/null
+++ b/src/mesa/main/vtxfmt.c
@@ -0,0 +1,89 @@
+#include "glheader.h"
+#include "api_loopback.h"
+#include "mtypes.h"
+#include "vtxfmt.h"
+
+
+
+static void install_vtxfmt( struct _glapi_table *tab, GLvertexformat *vfmt )
+{
+ tab->ArrayElement = vfmt->ArrayElement;
+ tab->Color3f = vfmt->Color3f;
+ tab->Color3fv = vfmt->Color3fv;
+ tab->Color3ub = vfmt->Color3ub;
+ tab->Color3ubv = vfmt->Color3ubv;
+ tab->Color4f = vfmt->Color4f;
+ tab->Color4fv = vfmt->Color4fv;
+ tab->Color4ub = vfmt->Color4ub;
+ tab->Color4ubv = vfmt->Color4ubv;
+ tab->EdgeFlag = vfmt->EdgeFlag;
+ tab->EdgeFlagv = vfmt->EdgeFlagv;
+ tab->EvalCoord1f = vfmt->EvalCoord1f;
+ tab->EvalCoord1fv = vfmt->EvalCoord1fv;
+ tab->EvalCoord2f = vfmt->EvalCoord2f;
+ tab->EvalCoord2fv = vfmt->EvalCoord2fv;
+ tab->EvalPoint1 = vfmt->EvalPoint1;
+ tab->EvalPoint2 = vfmt->EvalPoint2;
+ tab->FogCoordfEXT = vfmt->FogCoordfEXT;
+ tab->FogCoordfvEXT = vfmt->FogCoordfvEXT;
+ tab->Indexi = vfmt->Indexi;
+ tab->Indexiv = vfmt->Indexiv;
+ tab->Materialfv = vfmt->Materialfv;
+ tab->MultiTexCoord1fARB = vfmt->MultiTexCoord1fARB;
+ tab->MultiTexCoord1fvARB = vfmt->MultiTexCoord1fvARB;
+ tab->MultiTexCoord2fARB = vfmt->MultiTexCoord2fARB;
+ tab->MultiTexCoord2fvARB = vfmt->MultiTexCoord2fvARB;
+ tab->MultiTexCoord3fARB = vfmt->MultiTexCoord3fARB;
+ tab->MultiTexCoord3fvARB = vfmt->MultiTexCoord3fvARB;
+ tab->MultiTexCoord4fARB = vfmt->MultiTexCoord4fARB;
+ tab->MultiTexCoord4fvARB = vfmt->MultiTexCoord4fvARB;
+ tab->Normal3f = vfmt->Normal3f;
+ tab->Normal3fv = vfmt->Normal3fv;
+ tab->SecondaryColor3fEXT = vfmt->SecondaryColor3fEXT;
+ tab->SecondaryColor3fvEXT = vfmt->SecondaryColor3fvEXT;
+ tab->SecondaryColor3ubEXT = vfmt->SecondaryColor3ubEXT;
+ tab->SecondaryColor3ubvEXT = vfmt->SecondaryColor3ubvEXT;
+ tab->TexCoord1f = vfmt->TexCoord1f;
+ tab->TexCoord1fv = vfmt->TexCoord1fv;
+ tab->TexCoord2f = vfmt->TexCoord2f;
+ tab->TexCoord2fv = vfmt->TexCoord2fv;
+ tab->TexCoord3f = vfmt->TexCoord3f;
+ tab->TexCoord3fv = vfmt->TexCoord3fv;
+ tab->TexCoord4f = vfmt->TexCoord4f;
+ tab->TexCoord4fv = vfmt->TexCoord4fv;
+ tab->Vertex2f = vfmt->Vertex2f;
+ tab->Vertex2fv = vfmt->Vertex2fv;
+ tab->Vertex3f = vfmt->Vertex3f;
+ tab->Vertex3fv = vfmt->Vertex3fv;
+ tab->Vertex4f = vfmt->Vertex4f;
+ tab->Vertex4fv = vfmt->Vertex4fv;
+ tab->Begin = vfmt->Begin;
+ tab->End = vfmt->End;
+
+/* tab->NewList = vfmt->NewList; */
+ tab->CallList = vfmt->CallList;
+
+ tab->Rectf = vfmt->Rectf;
+ tab->DrawArrays = vfmt->DrawArrays;
+ tab->DrawElements = vfmt->DrawElements;
+ tab->DrawRangeElements = vfmt->DrawRangeElements;
+ tab->EvalMesh1 = vfmt->EvalMesh1;
+ tab->EvalMesh2 = vfmt->EvalMesh2;
+}
+
+
+void _mesa_install_exec_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt )
+{
+ install_vtxfmt( ctx->Exec, vfmt );
+ if (ctx->ExecPrefersFloat != vfmt->prefer_float_colors)
+ _mesa_loopback_prefer_float( ctx->Exec, vfmt->prefer_float_colors );
+}
+
+
+void _mesa_install_save_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt )
+{
+ install_vtxfmt( ctx->Save, vfmt );
+ if (ctx->SavePrefersFloat != vfmt->prefer_float_colors)
+ _mesa_loopback_prefer_float( ctx->Save, vfmt->prefer_float_colors );
+}
+
diff --git a/src/mesa/main/vtxfmt.h b/src/mesa/main/vtxfmt.h
new file mode 100644
index 00000000000..6abeadfcdee
--- /dev/null
+++ b/src/mesa/main/vtxfmt.h
@@ -0,0 +1,8 @@
+#ifndef _VTXFMT_H_
+#define _VTXFMT_H_
+
+extern void _mesa_install_exec_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt );
+extern void _mesa_install_save_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt );
+
+
+#endif