glx: indent -br -i3 -npcs --no-tabs indirect_window_pos.c
[mesa.git] / src / glx / x11 / indirect_window_pos.c
1 /* -*- mode: c; tab-width: 3; indent-tabs-mode: nil; c-basic-offset: 3; coding: utf-8-unix -*- */
2 /*
3 * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
4 * (C) Copyright IBM Corporation 2004
5 * All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sub license,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the next
15 * paragraph) shall be included in all copies or substantial portions of the
16 * Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 * PRECISION INSIGHT, IBM,
22 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
23 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
24 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
25 * SOFTWARE.
26 */
27
28 #include <GL/gl.h>
29 #include "indirect.h"
30
31 void
32 __indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
33 {
34 __indirect_glWindowPos3fMESA(x, y, 0.0);
35 }
36
37 void
38 __indirect_glWindowPos2iMESA(GLint x, GLint y)
39 {
40 __indirect_glWindowPos3fMESA(x, y, 0.0);
41 }
42
43 void
44 __indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
45 {
46 __indirect_glWindowPos3fMESA(x, y, 0.0);
47 }
48
49 void
50 __indirect_glWindowPos2sMESA(GLshort x, GLshort y)
51 {
52 __indirect_glWindowPos3fMESA(x, y, 0.0);
53 }
54
55 void
56 __indirect_glWindowPos2dvMESA(const GLdouble * p)
57 {
58 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
59 }
60
61 void
62 __indirect_glWindowPos2fvMESA(const GLfloat * p)
63 {
64 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
65 }
66
67 void
68 __indirect_glWindowPos2ivMESA(const GLint * p)
69 {
70 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
71 }
72
73 void
74 __indirect_glWindowPos2svMESA(const GLshort * p)
75 {
76 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
77 }
78
79 void
80 __indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
81 {
82 __indirect_glWindowPos3fMESA(x, y, z);
83 }
84
85 void
86 __indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
87 {
88 __indirect_glWindowPos3fMESA(x, y, z);
89 }
90
91 void
92 __indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
93 {
94 __indirect_glWindowPos3fMESA(x, y, z);
95 }
96
97 void
98 __indirect_glWindowPos3dvMESA(const GLdouble * p)
99 {
100 __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
101 }
102
103 void
104 __indirect_glWindowPos3ivMESA(const GLint * p)
105 {
106 __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
107 }
108
109 void
110 __indirect_glWindowPos3svMESA(const GLshort * p)
111 {
112 __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
113 }