__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 16;
emit_header(gc->pc, X_GLrop_VertexAttrib1dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(&x), 8);
- (void) memcpy((void *)(gc->pc + 12), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(&x), 8);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 16;
emit_header(gc->pc, X_GLrop_VertexAttrib1dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(v), 8);
- (void) memcpy((void *)(gc->pc + 12), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(v), 8);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 24;
emit_header(gc->pc, X_GLrop_VertexAttrib2dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(&x), 8);
- (void) memcpy((void *)(gc->pc + 12), (void *)(&y), 8);
- (void) memcpy((void *)(gc->pc + 20), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(&x), 8);
+ (void) memcpy((void *)(gc->pc + 16), (void *)(&y), 8);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 24;
emit_header(gc->pc, X_GLrop_VertexAttrib2dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(v), 16);
- (void) memcpy((void *)(gc->pc + 20), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(v), 16);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 32;
emit_header(gc->pc, X_GLrop_VertexAttrib3dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(&x), 8);
- (void) memcpy((void *)(gc->pc + 12), (void *)(&y), 8);
- (void) memcpy((void *)(gc->pc + 20), (void *)(&z), 8);
- (void) memcpy((void *)(gc->pc + 28), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(&x), 8);
+ (void) memcpy((void *)(gc->pc + 16), (void *)(&y), 8);
+ (void) memcpy((void *)(gc->pc + 24), (void *)(&z), 8);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 32;
emit_header(gc->pc, X_GLrop_VertexAttrib3dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(v), 24);
- (void) memcpy((void *)(gc->pc + 28), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(v), 24);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 40;
emit_header(gc->pc, X_GLrop_VertexAttrib4dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(&x), 8);
- (void) memcpy((void *)(gc->pc + 12), (void *)(&y), 8);
- (void) memcpy((void *)(gc->pc + 20), (void *)(&z), 8);
- (void) memcpy((void *)(gc->pc + 28), (void *)(&w), 8);
- (void) memcpy((void *)(gc->pc + 36), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(&x), 8);
+ (void) memcpy((void *)(gc->pc + 16), (void *)(&y), 8);
+ (void) memcpy((void *)(gc->pc + 24), (void *)(&z), 8);
+ (void) memcpy((void *)(gc->pc + 32), (void *)(&w), 8);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
__GLXcontext * const gc = __glXGetCurrentContext();
const GLuint cmdlen = 40;
emit_header(gc->pc, X_GLrop_VertexAttrib4dvARB, cmdlen);
- (void) memcpy((void *)(gc->pc + 4), (void *)(v), 32);
- (void) memcpy((void *)(gc->pc + 36), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 4), (void *)(&index), 4);
+ (void) memcpy((void *)(gc->pc + 8), (void *)(v), 32);
gc->pc += cmdlen;
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib1dvNV 4197
+#define X_GLrop_VertexAttrib1dvNV 4273
void
__indirect_glVertexAttrib1dNV(GLuint index, GLdouble x)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib1dvNV 4197
+#define X_GLrop_VertexAttrib1dvNV 4273
void
__indirect_glVertexAttrib1dvNV(GLuint index, const GLdouble * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib1fvNV 4193
+#define X_GLrop_VertexAttrib1fvNV 4269
void
__indirect_glVertexAttrib1fNV(GLuint index, GLfloat x)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib1fvNV 4193
+#define X_GLrop_VertexAttrib1fvNV 4269
void
__indirect_glVertexAttrib1fvNV(GLuint index, const GLfloat * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib1svNV 4189
+#define X_GLrop_VertexAttrib1svNV 4265
void
__indirect_glVertexAttrib1sNV(GLuint index, GLshort x)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib1svNV 4189
+#define X_GLrop_VertexAttrib1svNV 4265
void
__indirect_glVertexAttrib1svNV(GLuint index, const GLshort * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib2dvNV 4198
+#define X_GLrop_VertexAttrib2dvNV 4274
void
__indirect_glVertexAttrib2dNV(GLuint index, GLdouble x, GLdouble y)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib2dvNV 4198
+#define X_GLrop_VertexAttrib2dvNV 4274
void
__indirect_glVertexAttrib2dvNV(GLuint index, const GLdouble * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib2fvNV 4194
+#define X_GLrop_VertexAttrib2fvNV 4270
void
__indirect_glVertexAttrib2fNV(GLuint index, GLfloat x, GLfloat y)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib2fvNV 4194
+#define X_GLrop_VertexAttrib2fvNV 4270
void
__indirect_glVertexAttrib2fvNV(GLuint index, const GLfloat * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib2svNV 4190
+#define X_GLrop_VertexAttrib2svNV 4266
void
__indirect_glVertexAttrib2sNV(GLuint index, GLshort x, GLshort y)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib2svNV 4190
+#define X_GLrop_VertexAttrib2svNV 4266
void
__indirect_glVertexAttrib2svNV(GLuint index, const GLshort * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib3dvNV 4199
+#define X_GLrop_VertexAttrib3dvNV 4275
void
__indirect_glVertexAttrib3dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib3dvNV 4199
+#define X_GLrop_VertexAttrib3dvNV 4275
void
__indirect_glVertexAttrib3dvNV(GLuint index, const GLdouble * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib3fvNV 4195
+#define X_GLrop_VertexAttrib3fvNV 4271
void
__indirect_glVertexAttrib3fNV(GLuint index, GLfloat x, GLfloat y, GLfloat z)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib3fvNV 4195
+#define X_GLrop_VertexAttrib3fvNV 4271
void
__indirect_glVertexAttrib3fvNV(GLuint index, const GLfloat * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib3svNV 4191
+#define X_GLrop_VertexAttrib3svNV 4267
void
__indirect_glVertexAttrib3sNV(GLuint index, GLshort x, GLshort y, GLshort z)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib3svNV 4191
+#define X_GLrop_VertexAttrib3svNV 4267
void
__indirect_glVertexAttrib3svNV(GLuint index, const GLshort * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4dvNV 4200
+#define X_GLrop_VertexAttrib4dvNV 4276
void
__indirect_glVertexAttrib4dNV(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4dvNV 4200
+#define X_GLrop_VertexAttrib4dvNV 4276
void
__indirect_glVertexAttrib4dvNV(GLuint index, const GLdouble * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4fvNV 4196
+#define X_GLrop_VertexAttrib4fvNV 4272
void
__indirect_glVertexAttrib4fNV(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4fvNV 4196
+#define X_GLrop_VertexAttrib4fvNV 4272
void
__indirect_glVertexAttrib4fvNV(GLuint index, const GLfloat * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4svNV 4192
+#define X_GLrop_VertexAttrib4svNV 4268
void
__indirect_glVertexAttrib4sNV(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4svNV 4192
+#define X_GLrop_VertexAttrib4svNV 4268
void
__indirect_glVertexAttrib4svNV(GLuint index, const GLshort * v)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4ubvNV 4201
+#define X_GLrop_VertexAttrib4ubvNV 4277
void
__indirect_glVertexAttrib4ubNV(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
{
if (__builtin_expect(gc->pc > gc->limit, 0)) { (void) __glXFlushRenderBuffer(gc, gc->pc); }
}
-#define X_GLrop_VertexAttrib4ubvNV 4201
+#define X_GLrop_VertexAttrib4ubvNV 4277
void
__indirect_glVertexAttrib4ubvNV(GLuint index, const GLubyte * v)
{
<function name="VertexAttrib1dvARB" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="1"/>
- <glx rop="4197"/>
+ <glx rop="4197" doubles_in_order="true"/>
</function>
<function name="VertexAttrib1fARB" offset="assign" vectorequiv="VertexAttrib1fvARB">
<function name="VertexAttrib2dvARB" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="2"/>
- <glx rop="4198"/>
+ <glx rop="4198" doubles_in_order="true"/>
</function>
<function name="VertexAttrib2fARB" offset="assign" vectorequiv="VertexAttrib2fvARB">
<function name="VertexAttrib3dvARB" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="3"/>
- <glx rop="4199"/>
+ <glx rop="4199" doubles_in_order="true"/>
</function>
<function name="VertexAttrib3fARB" offset="assign" vectorequiv="VertexAttrib3fvARB">
<function name="VertexAttrib4dvARB" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="4"/>
- <glx rop="4200"/>
+ <glx rop="4200" doubles_in_order="true"/>
</function>
<function name="VertexAttrib4fARB" offset="assign" vectorequiv="VertexAttrib4fvARB">
<function name="VertexAttrib1svNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLshort *" count="1"/>
- <glx rop="4189"/>
+ <glx rop="4265"/>
</function>
<function name="VertexAttrib2sNV" offset="assign" vectorequiv="VertexAttrib2svNV">
<function name="VertexAttrib2svNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLshort *" count="2"/>
- <glx rop="4190"/>
+ <glx rop="4266"/>
</function>
<function name="VertexAttrib3sNV" offset="assign" vectorequiv="VertexAttrib3svNV">
<function name="VertexAttrib3svNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLshort *" count="3"/>
- <glx rop="4191"/>
+ <glx rop="4267"/>
</function>
<function name="VertexAttrib4sNV" offset="assign" vectorequiv="VertexAttrib4svNV">
<function name="VertexAttrib4svNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLshort *" count="4"/>
- <glx rop="4192"/>
+ <glx rop="4268"/>
</function>
<function name="VertexAttrib1fNV" offset="assign" vectorequiv="VertexAttrib1fvNV">
<function name="VertexAttrib1fvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLfloat *" count="1"/>
- <glx rop="4193"/>
+ <glx rop="4269"/>
</function>
<function name="VertexAttrib2fNV" offset="assign" vectorequiv="VertexAttrib2fvNV">
<function name="VertexAttrib2fvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLfloat *" count="2"/>
- <glx rop="4194"/>
+ <glx rop="4270"/>
</function>
<function name="VertexAttrib3fNV" offset="assign" vectorequiv="VertexAttrib3fvNV">
<function name="VertexAttrib3fvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLfloat *" count="3"/>
- <glx rop="4195"/>
+ <glx rop="4271"/>
</function>
<function name="VertexAttrib4fNV" offset="assign" vectorequiv="VertexAttrib4fvNV">
<function name="VertexAttrib4fvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLfloat *" count="4"/>
- <glx rop="4196"/>
+ <glx rop="4272"/>
</function>
<function name="VertexAttrib1dNV" offset="assign" vectorequiv="VertexAttrib1dvNV">
<function name="VertexAttrib1dvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="1"/>
- <glx rop="4197" doubles_in_order="true"/>
+ <glx rop="4273" doubles_in_order="true"/>
</function>
<function name="VertexAttrib2dNV" offset="assign" vectorequiv="VertexAttrib2dvNV">
<function name="VertexAttrib2dvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="2"/>
- <glx rop="4198" doubles_in_order="true"/>
+ <glx rop="4274" doubles_in_order="true"/>
</function>
<function name="VertexAttrib3dNV" offset="assign" vectorequiv="VertexAttrib3dvNV">
<function name="VertexAttrib3dvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="3"/>
- <glx rop="4199" doubles_in_order="true"/>
+ <glx rop="4275" doubles_in_order="true"/>
</function>
<function name="VertexAttrib4dNV" offset="assign" vectorequiv="VertexAttrib4dvNV">
<function name="VertexAttrib4dvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLdouble *" count="4"/>
- <glx rop="4200" doubles_in_order="true"/>
+ <glx rop="4276" doubles_in_order="true"/>
</function>
<function name="VertexAttrib4ubNV" offset="assign" vectorequiv="VertexAttrib4ubvNV">
<function name="VertexAttrib4ubvNV" offset="assign">
<param name="index" type="GLuint"/>
<param name="v" type="const GLubyte *" count="4"/>
- <glx rop="4201"/>
+ <glx rop="4277"/>
</function>
<function name="VertexAttribs1svNV" offset="assign">