diff options
Diffstat (limited to 'hw/dmx/glxProxy/renderpixswap.c')
-rw-r--r-- | hw/dmx/glxProxy/renderpixswap.c | 383 |
1 files changed, 383 insertions, 0 deletions
diff --git a/hw/dmx/glxProxy/renderpixswap.c b/hw/dmx/glxProxy/renderpixswap.c new file mode 100644 index 0000000..9deb30d --- /dev/null +++ b/hw/dmx/glxProxy/renderpixswap.c @@ -0,0 +1,383 @@ +/* + * 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; + GLint hdrlen; + __GLX_DECLARE_SWAP_VARIABLES; + + hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_HDR_SIZE); + + __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; +} |