/* $Id: api_loopback.c,v 1.9.2.2 2002/01/15 20:17:59 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 4.0.2 * * Copyright (C) 1999-2002 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. * * Authors: * Keith Whitwell */ #include "glheader.h" #include "glapi.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 dd.h. The easiest way for a driver to do this is to * install the supplied software t&l module. */ #define COLORUBV(v) glColor4ubv(v) #define COLORF(r,g,b,a) glColor4f(r,g,b,a) #define VERTEX2(x,y) glVertex2f(x,y) #define VERTEX3(x,y,z) glVertex3f(x,y,z) #define VERTEX4(x,y,z,w) glVertex4f(x,y,z,w) #define NORMAL(x,y,z) glNormal3f(x,y,z) #define TEXCOORD1(s) glTexCoord1f(s) #define TEXCOORD2(s,t) glTexCoord2f(s,t) #define TEXCOORD3(s,t,u) glTexCoord3f(s,t,u) #define TEXCOORD4(s,t,u,v) glTexCoord4f(s,t,u,v) #define INDEX(c) glIndexi(c) #define MULTI_TEXCOORD1(z,s) glMultiTexCoord1fARB(z,s) #define MULTI_TEXCOORD2(z,s,t) glMultiTexCoord2fARB(z,s,t) #define MULTI_TEXCOORD3(z,s,t,u) glMultiTexCoord3fARB(z,s,t,u) #define MULTI_TEXCOORD4(z,s,t,u,v) glMultiTexCoord4fARB(z,s,t,u,v) #define EVALCOORD1(x) glEvalCoord1f(x) #define EVALCOORD2(x,y) glEvalCoord2f(x,y) #define MATERIALFV(a,b,c) glMaterialfv(a,b,c) #define RECTF(a,b,c,d) glRectf(a,b,c,d) #define FOGCOORDF(x) _glapi_Dispatch->FogCoordfEXT(x) #define SECONDARYCOLORUB(a,b,c) _glapi_Dispatch->SecondaryColor3ubEXT(a,b,c) #define SECONDARYCOLORF(a,b,c) _glapi_Dispatch->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 = (GLfloat) red; GLfloat g = (GLfloat) green; GLfloat b = (GLfloat) blue; UNCLAMPED_FLOAT_TO_UBYTE(col[0], r); UNCLAMPED_FLOAT_TO_UBYTE(col[1], g); UNCLAMPED_FLOAT_TO_UBYTE(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 = (GLfloat) red; GLfloat g = (GLfloat) green; GLfloat b = (GLfloat) blue; GLfloat a = (GLfloat) alpha; UNCLAMPED_FLOAT_TO_UBYTE(col[0], r); UNCLAMPED_FLOAT_TO_UBYTE(col[1], g); UNCLAMPED_FLOAT_TO_UBYTE(col[2], b); UNCLAMPED_FLOAT_TO_UBYTE(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 = (GLfloat) v[0]; GLfloat g = (GLfloat) v[1]; GLfloat b = (GLfloat) v[2]; UNCLAMPED_FLOAT_TO_UBYTE(col[0], r); UNCLAMPED_FLOAT_TO_UBYTE(col[1], g); UNCLAMPED_FLOAT_TO_UBYTE(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 = (GLfloat) v[0]; GLfloat g = (GLfloat) v[1]; GLfloat b = (GLfloat) v[2]; GLfloat a = (GLfloat) v[3]; UNCLAMPED_FLOAT_TO_UBYTE(col[0], r); UNCLAMPED_FLOAT_TO_UBYTE(col[1], g); UNCLAMPED_FLOAT_TO_UBYTE(col[2], b); UNCLAMPED_FLOAT_TO_UBYTE(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( (GLfloat) red, (GLfloat) green, (GLfloat) 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( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) 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( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) 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( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) 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( (GLfloat) d ); } static void loopback_FogCoorddvEXT( const GLdouble *v ) { FOGCOORDF( (GLfloat) *v ); } static void loopback_Indexd( GLdouble c ) { INDEX( (GLint) c ); } static void loopback_Indexf( GLfloat c ) { INDEX( (GLuint) (GLint) c ); } static void loopback_Indexs( GLshort c ) { INDEX( (GLint) c ); } static void loopback_Indexub( GLubyte c ) { INDEX( (GLint) c ); } static void loopback_Indexdv( const GLdouble *c ) { INDEX( (GLint) (GLint) *c ); } static void loopback_Indexfv( const GLfloat *c ) { INDEX( (GLint) (GLint) *c ); } static void loopback_Indexiv( const GLint *c ) { INDEX( *c ); } static void loopback_Indexsv( const GLshort *c ) { INDEX( (GLint) *c ); } static void loopback_Indexubv( const GLubyte *c ) { INDEX( (GLint) *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((GLfloat) nx, (GLfloat) ny, (GLfloat) 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( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) 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((GLfloat) s); } static void loopback_TexCoord1i( GLint s ) { TEXCOORD1((GLfloat) s); } static void loopback_TexCoord1s( GLshort s ) { TEXCOORD1((GLfloat) s); } static void loopback_TexCoord2d( GLdouble s, GLdouble t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } static void loopback_TexCoord2s( GLshort s, GLshort t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } static void loopback_TexCoord2i( GLint s, GLint t ) { TEXCOORD2((GLfloat) s,(GLfloat) t); } static void loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } static void loopback_TexCoord3i( GLint s, GLint t, GLint r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } static void loopback_TexCoord3s( GLshort s, GLshort t, GLshort r ) { TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r); } static void loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } static void loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } static void loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) { TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q); } static void loopback_TexCoord1dv( const GLdouble *v ) { TEXCOORD1((GLfloat) v[0]); } static void loopback_TexCoord1iv( const GLint *v ) { TEXCOORD1((GLfloat) v[0]); } static void loopback_TexCoord1sv( const GLshort *v ) { TEXCOORD1((GLfloat) v[0]); } static void loopback_TexCoord2dv( const GLdouble *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void loopback_TexCoord2iv( const GLint *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void loopback_TexCoord2sv( const GLshort *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void loopback_TexCoord3dv( const GLdouble *v ) { TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]); } static void loopback_TexCoord3iv( const GLint *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } static void loopback_TexCoord3sv( const GLshort *v ) { TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]); } static void loopback_TexCoord4dv( const GLdouble *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } static void loopback_TexCoord4iv( const GLint *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]); } static void loopback_TexCoord4sv( const GLshort *v ) { TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) 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, (GLfloat) s ); } static void loopback_MultiTexCoord1dvARB(GLenum target, const GLdouble *v) { MULTI_TEXCOORD1( target, (GLfloat) v[0] ); } static void loopback_MultiTexCoord1iARB(GLenum target, GLint s) { MULTI_TEXCOORD1( target, (GLfloat) s ); } static void loopback_MultiTexCoord1ivARB(GLenum target, const GLint *v) { MULTI_TEXCOORD1( target, (GLfloat) v[0] ); } static void loopback_MultiTexCoord1sARB(GLenum target, GLshort s) { MULTI_TEXCOORD1( target, (GLfloat) s ); } static void loopback_MultiTexCoord1svARB(GLenum target, const GLshort *v) { MULTI_TEXCOORD1( target, (GLfloat) v[0] ); } static void loopback_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t) { MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); } static void loopback_MultiTexCoord2dvARB(GLenum target, const GLdouble *v) { MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); } static void loopback_MultiTexCoord2iARB(GLenum target, GLint s, GLint t) { MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); } static void loopback_MultiTexCoord2ivARB(GLenum target, const GLint *v) { MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); } static void loopback_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t) { MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t ); } static void loopback_MultiTexCoord2svARB(GLenum target, const GLshort *v) { MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] ); } static void loopback_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r) { MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); } static void loopback_MultiTexCoord3dvARB(GLenum target, const GLdouble *v) { MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void loopback_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r) { MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); } static void loopback_MultiTexCoord3ivARB(GLenum target, const GLint *v) { MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void loopback_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r) { MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r ); } static void loopback_MultiTexCoord3svARB(GLenum target, const GLshort *v) { MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] ); } static void loopback_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } static void loopback_MultiTexCoord4dvARB(GLenum target, const GLdouble *v) { MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } static void loopback_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q) { MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } static void loopback_MultiTexCoord4ivARB(GLenum target, const GLint *v) { MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] ); } static void loopback_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) { MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t, (GLfloat) r, (GLfloat) q ); } static void loopback_MultiTexCoord4svARB(GLenum target, const GLshort *v) { MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) 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((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } static void loopback_Rectdv(const GLdouble *v1, const GLdouble *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) 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((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } static void loopback_Rectiv(const GLint *v1, const GLint *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]); } static void loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) { RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2); } static void loopback_Rectsv(const GLshort *v1, const GLshort *v2) { RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) 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 = (GLfloat) red; GLfloat g = (GLfloat) green; GLfloat b = (GLfloat) blue; UNCLAMPED_FLOAT_TO_UBYTE(col[0], r); UNCLAMPED_FLOAT_TO_UBYTE(col[1], g); UNCLAMPED_FLOAT_TO_UBYTE(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 ) { const GLfloat a = BYTE_TO_FLOAT(v[0]); const GLfloat b = BYTE_TO_FLOAT(v[1]); const GLfloat c = BYTE_TO_FLOAT(v[2]); SECONDARYCOLORF(a,b,c); } static void loopback_SecondaryColor3dvEXT( const GLdouble *v ) { GLubyte col[3]; GLfloat r = (GLfloat) v[0]; GLfloat g = (GLfloat) v[1]; GLfloat b = (GLfloat) v[2]; UNCLAMPED_FLOAT_TO_UBYTE(col[0], r); UNCLAMPED_FLOAT_TO_UBYTE(col[1], g); UNCLAMPED_FLOAT_TO_UBYTE(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( (GLfloat) red, (GLfloat) green, (GLfloat) 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( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) 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_float_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->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; }