glx: mandate xf86vidmode only for "drm" dri platforms
[mesa.git] / src / glx / indirect_window_pos.c
1 /*
2 * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
3 * (C) Copyright IBM Corporation 2004
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sub license,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
20 * PRECISION INSIGHT, IBM,
21 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
23 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 * SOFTWARE.
25 */
26
27 #include <GL/gl.h>
28 #include "indirect.h"
29
30 void
31 __indirect_glWindowPos2d(GLdouble x, GLdouble y)
32 {
33 __indirect_glWindowPos3f(x, y, 0.0);
34 }
35
36 void
37 __indirect_glWindowPos2i(GLint x, GLint y)
38 {
39 __indirect_glWindowPos3f(x, y, 0.0);
40 }
41
42 void
43 __indirect_glWindowPos2f(GLfloat x, GLfloat y)
44 {
45 __indirect_glWindowPos3f(x, y, 0.0);
46 }
47
48 void
49 __indirect_glWindowPos2s(GLshort x, GLshort y)
50 {
51 __indirect_glWindowPos3f(x, y, 0.0);
52 }
53
54 void
55 __indirect_glWindowPos2dv(const GLdouble * p)
56 {
57 __indirect_glWindowPos3f(p[0], p[1], 0.0);
58 }
59
60 void
61 __indirect_glWindowPos2fv(const GLfloat * p)
62 {
63 __indirect_glWindowPos3f(p[0], p[1], 0.0);
64 }
65
66 void
67 __indirect_glWindowPos2iv(const GLint * p)
68 {
69 __indirect_glWindowPos3f(p[0], p[1], 0.0);
70 }
71
72 void
73 __indirect_glWindowPos2sv(const GLshort * p)
74 {
75 __indirect_glWindowPos3f(p[0], p[1], 0.0);
76 }
77
78 void
79 __indirect_glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
80 {
81 __indirect_glWindowPos3f(x, y, z);
82 }
83
84 void
85 __indirect_glWindowPos3i(GLint x, GLint y, GLint z)
86 {
87 __indirect_glWindowPos3f(x, y, z);
88 }
89
90 void
91 __indirect_glWindowPos3s(GLshort x, GLshort y, GLshort z)
92 {
93 __indirect_glWindowPos3f(x, y, z);
94 }
95
96 void
97 __indirect_glWindowPos3dv(const GLdouble * p)
98 {
99 __indirect_glWindowPos3f(p[0], p[1], p[2]);
100 }
101
102 void
103 __indirect_glWindowPos3iv(const GLint * p)
104 {
105 __indirect_glWindowPos3f(p[0], p[1], p[2]);
106 }
107
108 void
109 __indirect_glWindowPos3sv(const GLshort * p)
110 {
111 __indirect_glWindowPos3f(p[0], p[1], p[2]);
112 }