/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. 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 including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * 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 * SILICON GRAPHICS, INC. 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. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. */ #include "glxserver.h" #include "unpack.h" #include "g_disptab.h" void __glXDispSwap_PolygonStipple(GLbyte * pc) { __GLXpixelHeader *hdr = (__GLXpixelHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_Bitmap(GLbyte * pc) { __GLXdispatchBitmapHeader *hdr = (__GLXdispatchBitmapHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_FLOAT((GLbyte *) &hdr->xorig); __GLX_SWAP_FLOAT((GLbyte *) &hdr->yorig); __GLX_SWAP_FLOAT((GLbyte *) &hdr->xmove); __GLX_SWAP_FLOAT((GLbyte *) &hdr->ymove); hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_TexImage1D(GLbyte * pc) { __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->level); __GLX_SWAP_INT((GLbyte *) &hdr->components); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->border); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_TexImage2D(GLbyte * pc) { __GLXdispatchTexImageHeader *hdr = (__GLXdispatchTexImageHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->level); __GLX_SWAP_INT((GLbyte *) &hdr->components); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->border); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_TexImage3D(GLbyte * pc) { __GLXdispatchTexImage3DHeader *hdr = (__GLXdispatchTexImage3DHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->imageHeight); __GLX_SWAP_INT((GLbyte *) &hdr->imageDepth); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipImages); __GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->level); __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->depth); __GLX_SWAP_INT((GLbyte *) &hdr->size4d); __GLX_SWAP_INT((GLbyte *) &hdr->border); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_DrawPixels(GLbyte * pc) { __GLXdispatchDrawPixelsHeader *hdr = (__GLXdispatchDrawPixelsHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_TexSubImage1D(GLbyte * pc) { __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->level); __GLX_SWAP_INT((GLbyte *) &hdr->xoffset); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_TexSubImage2D(GLbyte * pc) { __GLXdispatchTexSubImageHeader *hdr = (__GLXdispatchTexSubImageHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->level); __GLX_SWAP_INT((GLbyte *) &hdr->xoffset); __GLX_SWAP_INT((GLbyte *) &hdr->yoffset); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_TexSubImage3D(GLbyte * pc) { __GLXdispatchTexSubImage3DHeader *hdr = (__GLXdispatchTexSubImage3DHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->imageHeight); __GLX_SWAP_INT((GLbyte *) &hdr->imageDepth); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipImages); __GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->level); __GLX_SWAP_INT((GLbyte *) &hdr->xoffset); __GLX_SWAP_INT((GLbyte *) &hdr->yoffset); __GLX_SWAP_INT((GLbyte *) &hdr->zoffset); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->depth); __GLX_SWAP_INT((GLbyte *) &hdr->size4d); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_ColorTable(GLbyte * pc) { __GLXdispatchColorTableHeader *hdr = (__GLXdispatchColorTableHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_ColorSubTable(GLbyte * pc) { __GLXdispatchColorSubTableHeader *hdr = (__GLXdispatchColorSubTableHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->start); __GLX_SWAP_INT((GLbyte *) &hdr->count); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_ConvolutionFilter1D(GLbyte * pc) { __GLXdispatchConvolutionFilterHeader *hdr = (__GLXdispatchConvolutionFilterHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_ConvolutionFilter2D(GLbyte * pc) { __GLXdispatchConvolutionFilterHeader *hdr = (__GLXdispatchConvolutionFilterHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; } void __glXDispSwap_SeparableFilter2D(GLbyte * pc) { __GLXdispatchConvolutionFilterHeader *hdr = (__GLXdispatchConvolutionFilterHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); __GLX_SWAP_INT((GLbyte *) &hdr->alignment); __GLX_SWAP_INT((GLbyte *) &hdr->target); __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); __GLX_SWAP_INT((GLbyte *) &hdr->width); __GLX_SWAP_INT((GLbyte *) &hdr->height); __GLX_SWAP_INT((GLbyte *) &hdr->format); __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap ** the pixel data. */ hdr->swapBytes = !hdr->swapBytes; }