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@@ -1443,6 +1443,135 @@ loopback_VertexAttrib4NuivARB(GLuint index, const GLuint * v) |
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/** GL 3.0 Integer-valued attributes **/ |
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static void GLAPIENTRY |
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loopback_VertexAttribI1i(GLuint index, GLint x) |
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{ |
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ATTRIB1ARB(index, (GLfloat) x); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI2i(GLuint index, GLint x, GLint y) |
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{ |
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ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI3i(GLuint index, GLint x, GLint y, GLint z) |
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{ |
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ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) |
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{ |
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ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI1ui(GLuint index, GLuint x) |
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{ |
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ATTRIB1ARB(index, (GLfloat) x); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI2ui(GLuint index, GLuint x, GLuint y) |
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{ |
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ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z) |
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{ |
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ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) |
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{ |
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ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI1iv(GLuint index, const GLint *v) |
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{ |
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ATTRIB1ARB(index, (GLfloat) v[0]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI2iv (GLuint index, const GLint *v) |
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{ |
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ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI3iv(GLuint index, const GLint *v) |
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{ |
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ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4iv(GLuint index, const GLint *v) |
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{ |
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ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], |
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(GLfloat) v[2], (GLfloat) v[3]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI1uiv(GLuint index, const GLuint *v) |
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{ |
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ATTRIB1ARB(index, (GLfloat) v[0]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI2uiv(GLuint index, const GLuint *v) |
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{ |
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ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI3uiv(GLuint index, const GLuint *v) |
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{ |
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ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4uiv(GLuint index, const GLuint *v) |
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{ |
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ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], |
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(GLfloat) v[2], (GLfloat) v[3]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4bv(GLuint index, const GLbyte *v) |
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{ |
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ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], |
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(GLfloat) v[2], (GLfloat) v[3]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4sv(GLuint index, const GLshort *v) |
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{ |
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ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], |
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(GLfloat) v[2], (GLfloat) v[3]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4ubv(GLuint index, const GLubyte *v) |
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{ |
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ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], |
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(GLfloat) v[2], (GLfloat) v[3]); |
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} |
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static void GLAPIENTRY |
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loopback_VertexAttribI4usv(GLuint index, const GLushort *v) |
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{ |
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ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], |
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(GLfloat) v[2], (GLfloat) v[3]); |
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} |
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/* |
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* This code never registers handlers for any of the entry points |
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@@ -1658,6 +1787,51 @@ _mesa_loopback_init_api_table( struct _glapi_table *dest ) |
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SET_VertexAttrib4NivARB(dest, loopback_VertexAttrib4NivARB); |
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SET_VertexAttrib4NusvARB(dest, loopback_VertexAttrib4NusvARB); |
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SET_VertexAttrib4NuivARB(dest, loopback_VertexAttrib4NuivARB); |
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/* GL 3.0 */ |
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#if 0 |
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SET_VertexAttribI1i(dest, loopback_VertexAttribI1i); |
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SET_VertexAttribI2i(dest, loopback_VertexAttribI2i); |
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SET_VertexAttribI3i(dest, loopback_VertexAttribI3i); |
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SET_VertexAttribI4i(dest, loopback_VertexAttribI4i); |
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SET_VertexAttribI1ui(dest, loopback_VertexAttribI1ui); |
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SET_VertexAttribI2ui(dest, loopback_VertexAttribI2ui); |
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SET_VertexAttribI3ui(dest, loopback_VertexAttribI3ui); |
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SET_VertexAttribI4ui(dest, loopback_VertexAttribI4ui); |
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SET_VertexAttribI1iv(dest, loopback_VertexAttribI1iv); |
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SET_VertexAttribI2iv(dest, loopback_VertexAttribI2iv); |
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SET_VertexAttribI3iv(dest, loopback_VertexAttribI3iv); |
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SET_VertexAttribI4iv(dest, loopback_VertexAttribI4iv); |
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SET_VertexAttribI1uiv(dest, loopback_VertexAttribI1uiv); |
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SET_VertexAttribI2uiv(dest, loopback_VertexAttribI2uiv); |
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SET_VertexAttribI3uiv(dest, loopback_VertexAttribI3uiv); |
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SET_VertexAttribI4uiv(dest, loopback_VertexAttribI4uiv); |
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SET_VertexAttribI4bv(dest, loopback_VertexAttribI4bv); |
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SET_VertexAttribI4sv(dest, loopback_VertexAttribI4sv); |
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SET_VertexAttribI4ubv(dest, loopback_VertexAttribI4ubv); |
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SET_VertexAttribI4usv(dest, loopback_VertexAttribI4usv); |
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#else |
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(void) loopback_VertexAttribI1i; |
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(void) loopback_VertexAttribI2i; |
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(void) loopback_VertexAttribI3i; |
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(void) loopback_VertexAttribI4i; |
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(void) loopback_VertexAttribI1ui; |
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(void) loopback_VertexAttribI2ui; |
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(void) loopback_VertexAttribI3ui; |
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(void) loopback_VertexAttribI4ui; |
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(void) loopback_VertexAttribI1iv; |
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(void) loopback_VertexAttribI2iv; |
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(void) loopback_VertexAttribI3iv; |
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(void) loopback_VertexAttribI4iv; |
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(void) loopback_VertexAttribI1uiv; |
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(void) loopback_VertexAttribI2uiv; |
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(void) loopback_VertexAttribI3uiv; |
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(void) loopback_VertexAttribI4uiv; |
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(void) loopback_VertexAttribI4bv; |
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(void) loopback_VertexAttribI4sv; |
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(void) loopback_VertexAttribI4ubv; |
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(void) loopback_VertexAttribI4usv; |
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#endif |
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} |
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