#define ATTRIB3_D(index,x,y,z) CALL_VertexAttribL3d(GET_DISPATCH(), (index,x,y,z))
#define ATTRIB4_D(index,x,y,z,w) CALL_VertexAttribL4d(GET_DISPATCH(), (index,x,y,z,w))
+#define ATTRIB1_UI64(index, x) CALL_VertexAttribL1ui64ARB(GET_DISPATCH(), (index, x))
+
void GLAPIENTRY
_mesa_Color3b( GLbyte red, GLbyte green, GLbyte blue )
{
void GLAPIENTRY
_mesa_Vertex3dv( const GLdouble *v )
{
- VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
+ if (v[2] == 0.0)
+ VERTEX2( (GLfloat) v[0], (GLfloat) v[1] );
+ else
+ VERTEX3( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
void GLAPIENTRY
void GLAPIENTRY
_mesa_Materiali(GLenum face, GLenum pname, GLint param )
{
- GLfloat p = (GLfloat) param;
- MATERIALFV(face, pname, &p);
+ GLfloat p[4];
+ p[0] = (GLfloat) param;
+ MATERIALFV(face, pname, p);
}
void GLAPIENTRY
ATTRIB1_D(index, v[0]);
}
+void GLAPIENTRY
+_mesa_VertexAttribL1ui64ARB(GLuint index, GLuint64EXT x)
+{
+ ATTRIB1_UI64(index, x);
+}
+
+void GLAPIENTRY
+_mesa_VertexAttribL1ui64vARB(GLuint index, const GLuint64EXT *v)
+{
+ ATTRIB1_UI64(index, v[0]);
+}
+
void GLAPIENTRY
_mesa_VertexAttribL2dv(GLuint index, const GLdouble *v)
{
SET_VertexAttribL2dv(dest, _mesa_VertexAttribL2dv);
SET_VertexAttribL3dv(dest, _mesa_VertexAttribL3dv);
SET_VertexAttribL4dv(dest, _mesa_VertexAttribL4dv);
+
+ /* GL_ARB_bindless_texture */
+ SET_VertexAttribL1ui64ARB(dest, _mesa_VertexAttribL1ui64ARB);
+ SET_VertexAttribL1ui64vARB(dest, _mesa_VertexAttribL1ui64vARB);
}
}