/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.3
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
#include "macros.h"
#include "colormac.h"
#include "api_loopback.h"
+#include "glthread.h"
/* KW: A set of functions to convert unusual Color/Normal/Vertex/etc
* calls to a smaller set of driver-provided formats. Currently just
* listed in dd.h. The easiest way for a driver to do this is to
* install the supplied software t&l module.
*/
-#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) glIndexf(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)
-
-/* Extension functions must be dereferenced through _glapi_Dispatch as
- * not all libGL.so's will have all the uptodate entrypoints.
- */
-#define ATTRIB1(index,x) _glapi_Dispatch->VertexAttrib1fNV(index,x)
-#define ATTRIB2(index,x,y) _glapi_Dispatch->VertexAttrib2fNV(index,x,y)
-#define ATTRIB3(index,x,y,z) _glapi_Dispatch->VertexAttrib3fNV(index,x,y,z)
-#define ATTRIB4(index,x,y,z,w) _glapi_Dispatch->VertexAttrib4fNV(index,x,y,z,w)
-#define FOGCOORDF(x) _glapi_Dispatch->FogCoordfEXT(x)
-#define SECONDARYCOLORF(a,b,c) _glapi_Dispatch->SecondaryColor3fEXT(a,b,c)
+#define COLORF(r,g,b,a) GL_CALL(Color4f)(r,g,b,a)
+#define VERTEX2(x,y) GL_CALL(Vertex2f)(x,y)
+#define VERTEX3(x,y,z) GL_CALL(Vertex3f)(x,y,z)
+#define VERTEX4(x,y,z,w) GL_CALL(Vertex4f)(x,y,z,w)
+#define NORMAL(x,y,z) GL_CALL(Normal3f)(x,y,z)
+#define TEXCOORD1(s) GL_CALL(TexCoord1f)(s)
+#define TEXCOORD2(s,t) GL_CALL(TexCoord2f)(s,t)
+#define TEXCOORD3(s,t,u) GL_CALL(TexCoord3f)(s,t,u)
+#define TEXCOORD4(s,t,u,v) GL_CALL(TexCoord4f)(s,t,u,v)
+#define INDEX(c) GL_CALL(Indexf)(c)
+#define MULTI_TEXCOORD1(z,s) GL_CALL(MultiTexCoord1fARB)(z,s)
+#define MULTI_TEXCOORD2(z,s,t) GL_CALL(MultiTexCoord2fARB)(z,s,t)
+#define MULTI_TEXCOORD3(z,s,t,u) GL_CALL(MultiTexCoord3fARB)(z,s,t,u)
+#define MULTI_TEXCOORD4(z,s,t,u,v) GL_CALL(MultiTexCoord4fARB)(z,s,t,u,v)
+#define EVALCOORD1(x) GL_CALL(EvalCoord1f)(x)
+#define EVALCOORD2(x,y) GL_CALL(EvalCoord2f)(x,y)
+#define MATERIALFV(a,b,c) GL_CALL(Materialfv)(a,b,c)
+#define RECTF(a,b,c,d) GL_CALL(Rectf)(a,b,c,d)
+
+#define ATTRIB1NV(index,x) GL_CALL(VertexAttrib1fNV)(index,x)
+#define ATTRIB2NV(index,x,y) GL_CALL(VertexAttrib2fNV)(index,x,y)
+#define ATTRIB3NV(index,x,y,z) GL_CALL(VertexAttrib3fNV)(index,x,y,z)
+#define ATTRIB4NV(index,x,y,z,w) GL_CALL(VertexAttrib4fNV)(index,x,y,z,w)
+#define ATTRIB1ARB(index,x) GL_CALL(VertexAttrib1fARB)(index,x)
+#define ATTRIB2ARB(index,x,y) GL_CALL(VertexAttrib2fARB)(index,x,y)
+#define ATTRIB3ARB(index,x,y,z) GL_CALL(VertexAttrib3fARB)(index,x,y,z)
+#define ATTRIB4ARB(index,x,y,z,w) GL_CALL(VertexAttrib4fARB)(index,x,y,z,w)
+#define FOGCOORDF(x) GL_CALL(FogCoordfEXT)(x)
+#define SECONDARYCOLORF(a,b,c) GL_CALL(SecondaryColor3fEXT)(a,b,c)
static void GLAPIENTRY
loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue )
USHORT_TO_FLOAT(blue), USHORT_TO_FLOAT(alpha) );
}
-static void
+static void GLAPIENTRY
loopback_Color4ub_f( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
{
COLORF( UBYTE_TO_FLOAT(red), UBYTE_TO_FLOAT(green),
/*
- * GL_NV_vertex_program
+ * GL_NV_vertex_program:
+ * Always loop-back to one of the VertexAttrib[1234]f[v]NV functions.
*/
static void GLAPIENTRY
loopback_VertexAttrib1sNV(GLuint index, GLshort x)
{
- ATTRIB1(index, (GLfloat) x);
-}
-
-static void GLAPIENTRY
-loopback_VertexAttrib1fNV(GLuint index, GLfloat x)
-{
- ATTRIB1(index, x);
+ ATTRIB1NV(index, (GLfloat) x);
}
static void GLAPIENTRY
loopback_VertexAttrib1dNV(GLuint index, GLdouble x)
{
- ATTRIB1(index, (GLfloat) x);
+ ATTRIB1NV(index, (GLfloat) x);
}
static void GLAPIENTRY
loopback_VertexAttrib2sNV(GLuint index, GLshort x, GLshort y)
{
- ATTRIB2(index, (GLfloat) x, y);
-}
-
-static void GLAPIENTRY
-loopback_VertexAttrib2fNV(GLuint index, GLfloat x, GLfloat y)
-{
- ATTRIB2(index, (GLfloat) x, y);
+ ATTRIB2NV(index, (GLfloat) x, y);
}
static void GLAPIENTRY
loopback_VertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y)
{
- ATTRIB2(index, (GLfloat) x, (GLfloat) y);
+ ATTRIB2NV(index, (GLfloat) x, (GLfloat) y);
}
static void GLAPIENTRY
loopback_VertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z)
{
- ATTRIB3(index, (GLfloat) x, y, z);
-}
-
-static void GLAPIENTRY
-loopback_VertexAttrib3fNV(GLuint index, GLfloat x, GLfloat y, GLfloat z)
-{
- ATTRIB3(index, x, y, z);
+ ATTRIB3NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z);
}
static void GLAPIENTRY
loopback_VertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
- ATTRIB4(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
+ ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
}
static void GLAPIENTRY
loopback_VertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
{
- ATTRIB4(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
+ ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
static void GLAPIENTRY
loopback_VertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
- ATTRIB4(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
+ ATTRIB4NV(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
}
static void GLAPIENTRY
loopback_VertexAttrib4ubNV(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
{
- ATTRIB4(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y),
+ ATTRIB4NV(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y),
UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w));
}
static void GLAPIENTRY
loopback_VertexAttrib1svNV(GLuint index, const GLshort *v)
{
- ATTRIB1(index, (GLfloat) v[0]);
-}
-
-static void GLAPIENTRY
-loopback_VertexAttrib1fvNV(GLuint index, const GLfloat *v)
-{
- ATTRIB1(index, v[0]);
+ ATTRIB1NV(index, (GLfloat) v[0]);
}
static void GLAPIENTRY
loopback_VertexAttrib1dvNV(GLuint index, const GLdouble *v)
{
- ATTRIB1(index, (GLfloat) v[0]);
+ ATTRIB1NV(index, (GLfloat) v[0]);
}
static void GLAPIENTRY
loopback_VertexAttrib2svNV(GLuint index, const GLshort *v)
{
- ATTRIB2(index, (GLfloat) v[0], (GLfloat) v[1]);
-}
-
-static void GLAPIENTRY
-loopback_VertexAttrib2fvNV(GLuint index, const GLfloat *v)
-{
- ATTRIB2(index, v[0], v[1]);
+ ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]);
}
static void GLAPIENTRY
loopback_VertexAttrib2dvNV(GLuint index, const GLdouble *v)
{
- ATTRIB2(index, (GLfloat) v[0], (GLfloat) v[1]);
+ ATTRIB2NV(index, (GLfloat) v[0], (GLfloat) v[1]);
}
static void GLAPIENTRY
loopback_VertexAttrib3svNV(GLuint index, const GLshort *v)
{
- ATTRIB2(index, (GLfloat) v[0], (GLfloat) v[1]);
-}
-
-static void GLAPIENTRY
-loopback_VertexAttrib3fvNV(GLuint index, const GLfloat *v)
-{
- ATTRIB3(index, v[0], v[1], v[2]);
+ ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
}
static void GLAPIENTRY
loopback_VertexAttrib3dvNV(GLuint index, const GLdouble *v)
{
- ATTRIB3(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
+ ATTRIB3NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
}
static void GLAPIENTRY
loopback_VertexAttrib4svNV(GLuint index, const GLshort *v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2],
+ ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2],
(GLfloat)v[3]);
}
-static void GLAPIENTRY
-loopback_VertexAttrib4fvNV(GLuint index, const GLfloat *v)
-{
- ATTRIB4(index, v[0], v[1], v[2], v[3]);
-}
-
static void GLAPIENTRY
loopback_VertexAttrib4dvNV(GLuint index, const GLdouble *v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+ ATTRIB4NV(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttrib4ubvNV(GLuint index, const GLubyte *v)
{
- ATTRIB4(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
+ ATTRIB4NV(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]));
}
{
GLint i;
for (i = n - 1; i >= 0; i--)
- loopback_VertexAttrib1fvNV(index + i, v + i);
+ ATTRIB1NV(index + i, v[i]);
}
static void GLAPIENTRY
{
GLint i;
for (i = n - 1; i >= 0; i--)
- loopback_VertexAttrib2fvNV(index + i, v + 2 * i);
+ ATTRIB2NV(index + i, v[2 * i], v[2 * i + 1]);
}
static void GLAPIENTRY
{
GLint i;
for (i = n - 1; i >= 0; i--)
- loopback_VertexAttrib3fvNV(index + i, v + 3 * i);
+ ATTRIB3NV(index + i, v[3 * i], v[3 * i + 1], v[3 * i + 2]);
}
static void GLAPIENTRY
{
GLint i;
for (i = n - 1; i >= 0; i--)
- loopback_VertexAttrib4fvNV(index + i, v + 4 * i);
+ ATTRIB4NV(index + i, v[4 * i], v[4 * i + 1], v[4 * i + 2], v[4 * i + 3]);
}
static void GLAPIENTRY
/*
* GL_ARB_vertex_program
+ * Always loop-back to one of the VertexAttrib[1234]f[v]ARB functions.
*/
+static void GLAPIENTRY
+loopback_VertexAttrib1sARB(GLuint index, GLshort x)
+{
+ ATTRIB1ARB(index, (GLfloat) x);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib1dARB(GLuint index, GLdouble x)
+{
+ ATTRIB1ARB(index, (GLfloat) x);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib2sARB(GLuint index, GLshort x, GLshort y)
+{
+ ATTRIB2ARB(index, (GLfloat) x, y);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib2dARB(GLuint index, GLdouble x, GLdouble y)
+{
+ ATTRIB2ARB(index, (GLfloat) x, (GLfloat) y);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib3sARB(GLuint index, GLshort x, GLshort y, GLshort z)
+{
+ ATTRIB3ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib3dARB(GLuint index, GLdouble x, GLdouble y, GLdouble z)
+{
+ ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib4sARB(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
+{
+ ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib4dARB(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ ATTRIB4ARB(index, (GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib1svARB(GLuint index, const GLshort *v)
+{
+ ATTRIB1ARB(index, (GLfloat) v[0]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib1dvARB(GLuint index, const GLdouble *v)
+{
+ ATTRIB1ARB(index, (GLfloat) v[0]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib2svARB(GLuint index, const GLshort *v)
+{
+ ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib2dvARB(GLuint index, const GLdouble *v)
+{
+ ATTRIB2ARB(index, (GLfloat) v[0], (GLfloat) v[1]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib3svARB(GLuint index, const GLshort *v)
+{
+ ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib3dvARB(GLuint index, const GLdouble *v)
+{
+ ATTRIB3ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib4svARB(GLuint index, const GLshort *v)
+{
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2],
+ (GLfloat)v[3]);
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib4dvARB(GLuint index, const GLdouble *v)
+{
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+}
+
static void GLAPIENTRY
loopback_VertexAttrib4bvARB(GLuint index, const GLbyte * v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttrib4ivARB(GLuint index, const GLint * v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttrib4ubvARB(GLuint index, const GLubyte * v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttrib4usvARB(GLuint index, const GLushort * v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttrib4uivARB(GLuint index, const GLuint * v)
{
- ATTRIB4(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
+ ATTRIB4ARB(index, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3]);
}
static void GLAPIENTRY
loopback_VertexAttrib4NbvARB(GLuint index, const GLbyte * v)
{
- ATTRIB4(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]),
+ ATTRIB4ARB(index, BYTE_TO_FLOAT(v[0]), BYTE_TO_FLOAT(v[1]),
BYTE_TO_FLOAT(v[2]), BYTE_TO_FLOAT(v[3]));
}
static void GLAPIENTRY
loopback_VertexAttrib4NsvARB(GLuint index, const GLshort * v)
{
- ATTRIB4(index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]),
+ ATTRIB4ARB(index, SHORT_TO_FLOAT(v[0]), SHORT_TO_FLOAT(v[1]),
SHORT_TO_FLOAT(v[2]), SHORT_TO_FLOAT(v[3]));
}
static void GLAPIENTRY
loopback_VertexAttrib4NivARB(GLuint index, const GLint * v)
{
- ATTRIB4(index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]),
+ ATTRIB4ARB(index, INT_TO_FLOAT(v[0]), INT_TO_FLOAT(v[1]),
INT_TO_FLOAT(v[2]), INT_TO_FLOAT(v[3]));
}
+static void GLAPIENTRY
+loopback_VertexAttrib4NubARB(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
+{
+ ATTRIB4ARB(index, UBYTE_TO_FLOAT(x), UBYTE_TO_FLOAT(y),
+ UBYTE_TO_FLOAT(z), UBYTE_TO_FLOAT(w));
+}
+
+static void GLAPIENTRY
+loopback_VertexAttrib4NubvARB(GLuint index, const GLubyte * v)
+{
+ ATTRIB4ARB(index, UBYTE_TO_FLOAT(v[0]), UBYTE_TO_FLOAT(v[1]),
+ UBYTE_TO_FLOAT(v[2]), UBYTE_TO_FLOAT(v[3]));
+}
+
static void GLAPIENTRY
loopback_VertexAttrib4NusvARB(GLuint index, const GLushort * v)
{
- ATTRIB4(index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]),
+ ATTRIB4ARB(index, USHORT_TO_FLOAT(v[0]), USHORT_TO_FLOAT(v[1]),
USHORT_TO_FLOAT(v[2]), USHORT_TO_FLOAT(v[3]));
}
static void GLAPIENTRY
loopback_VertexAttrib4NuivARB(GLuint index, const GLuint * v)
{
- ATTRIB4(index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]),
+ ATTRIB4ARB(index, UINT_TO_FLOAT(v[0]), UINT_TO_FLOAT(v[1]),
UINT_TO_FLOAT(v[2]), UINT_TO_FLOAT(v[3]));
}
dest->FogCoorddvEXT = loopback_FogCoorddvEXT;
dest->VertexAttrib1sNV = loopback_VertexAttrib1sNV;
- dest->VertexAttrib1fNV = loopback_VertexAttrib1fNV;
dest->VertexAttrib1dNV = loopback_VertexAttrib1dNV;
dest->VertexAttrib2sNV = loopback_VertexAttrib2sNV;
- dest->VertexAttrib2fNV = loopback_VertexAttrib2fNV;
dest->VertexAttrib2dNV = loopback_VertexAttrib2dNV;
dest->VertexAttrib3sNV = loopback_VertexAttrib3sNV;
- dest->VertexAttrib3fNV = loopback_VertexAttrib3fNV;
dest->VertexAttrib3dNV = loopback_VertexAttrib3dNV;
dest->VertexAttrib4sNV = loopback_VertexAttrib4sNV;
dest->VertexAttrib4dNV = loopback_VertexAttrib4dNV;
dest->VertexAttrib4ubNV = loopback_VertexAttrib4ubNV;
-
dest->VertexAttrib1svNV = loopback_VertexAttrib1svNV;
- dest->VertexAttrib1fvNV = loopback_VertexAttrib1fvNV;
dest->VertexAttrib1dvNV = loopback_VertexAttrib1dvNV;
dest->VertexAttrib2svNV = loopback_VertexAttrib2svNV;
- dest->VertexAttrib2fvNV = loopback_VertexAttrib2fvNV;
dest->VertexAttrib2dvNV = loopback_VertexAttrib2dvNV;
dest->VertexAttrib3svNV = loopback_VertexAttrib3svNV;
- dest->VertexAttrib3fvNV = loopback_VertexAttrib3fvNV;
dest->VertexAttrib3dvNV = loopback_VertexAttrib3dvNV;
dest->VertexAttrib4svNV = loopback_VertexAttrib4svNV;
- dest->VertexAttrib4fvNV = loopback_VertexAttrib4fvNV;
dest->VertexAttrib4dvNV = loopback_VertexAttrib4dvNV;
dest->VertexAttrib4ubvNV = loopback_VertexAttrib4ubvNV;
-
dest->VertexAttribs1svNV = loopback_VertexAttribs1svNV;
dest->VertexAttribs1fvNV = loopback_VertexAttribs1fvNV;
dest->VertexAttribs1dvNV = loopback_VertexAttribs1dvNV;
dest->VertexAttribs4dvNV = loopback_VertexAttribs4dvNV;
dest->VertexAttribs4ubvNV = loopback_VertexAttribs4ubvNV;
+ dest->VertexAttrib1sARB = loopback_VertexAttrib1sARB;
+ dest->VertexAttrib1dARB = loopback_VertexAttrib1dARB;
+ dest->VertexAttrib2sARB = loopback_VertexAttrib2sARB;
+ dest->VertexAttrib2dARB = loopback_VertexAttrib2dARB;
+ dest->VertexAttrib3sARB = loopback_VertexAttrib3sARB;
+ dest->VertexAttrib3dARB = loopback_VertexAttrib3dARB;
+ dest->VertexAttrib4sARB = loopback_VertexAttrib4sARB;
+ dest->VertexAttrib4dARB = loopback_VertexAttrib4dARB;
+ dest->VertexAttrib1svARB = loopback_VertexAttrib1svARB;
+ dest->VertexAttrib1dvARB = loopback_VertexAttrib1dvARB;
+ dest->VertexAttrib2svARB = loopback_VertexAttrib2svARB;
+ dest->VertexAttrib2dvARB = loopback_VertexAttrib2dvARB;
+ dest->VertexAttrib3svARB = loopback_VertexAttrib3svARB;
+ dest->VertexAttrib3dvARB = loopback_VertexAttrib3dvARB;
+ dest->VertexAttrib4svARB = loopback_VertexAttrib4svARB;
+ dest->VertexAttrib4dvARB = loopback_VertexAttrib4dvARB;
+ dest->VertexAttrib4NubARB = loopback_VertexAttrib4NubARB;
+ dest->VertexAttrib4NubvARB = loopback_VertexAttrib4NubvARB;
dest->VertexAttrib4bvARB = loopback_VertexAttrib4bvARB;
dest->VertexAttrib4ivARB = loopback_VertexAttrib4ivARB;
dest->VertexAttrib4ubvARB = loopback_VertexAttrib4ubvARB;