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/**************************************************************************
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* Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* TUNGSTEN GRAPHICS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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**************************************************************************/
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* Temporary stubs for "missing" mesa functions.
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#include "main/mtypes.h"
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#include "main/imports.h"
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#define NEED_IMPLEMENT() do { \
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GET_CURRENT_CONTEXT(ctx); \
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_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__); \
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/* This is a sanity check that to be sure we're using the correct mfeatures.h
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* header. We don't want to accidentally use the one from mainline Mesa.
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#error "The wrong mfeatures.h file is being included!"
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/* silence compiler warnings */
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extern void GLAPIENTRY _vbo_Materialf(GLenum face, GLenum pname, GLfloat param);
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extern void GLAPIENTRY _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
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extern void GLAPIENTRY _mesa_ReleaseShaderCompiler(void);
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extern void GLAPIENTRY _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length);
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extern void GLAPIENTRY _vbo_VertexAttrib1f(GLuint indx, GLfloat x);
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extern void GLAPIENTRY _vbo_VertexAttrib1fv(GLuint indx, const GLfloat* values);
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extern void GLAPIENTRY _vbo_VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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extern void GLAPIENTRY _vbo_VertexAttrib2fv(GLuint indx, const GLfloat* values);
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extern void GLAPIENTRY _vbo_VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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extern void GLAPIENTRY _vbo_VertexAttrib3fv(GLuint indx, const GLfloat* values);
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extern void GLAPIENTRY _vbo_VertexAttrib4fv(GLuint indx, const GLfloat* values);
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_vbo_Materialf(GLenum face, GLenum pname, GLfloat param)
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_vbo_Materialfv(face, pname, ¶m);
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_mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
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GLint* range, GLint* precision)
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_mesa_ReleaseShaderCompiler(void)
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_mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
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const void* binary, GLint length)
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_vbo_VertexAttrib1f(GLuint indx, GLfloat x)
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_vbo_VertexAttrib4f(indx, x, 0.0, 0.0, 1.0f);
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_vbo_VertexAttrib1fv(GLuint indx, const GLfloat* values)
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_vbo_VertexAttrib4f(indx, values[0], 0.0, 0.0, 1.0f);
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_vbo_VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)
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_vbo_VertexAttrib4f(indx, x, y, 0.0, 1.0f);
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_vbo_VertexAttrib2fv(GLuint indx, const GLfloat* values)
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_vbo_VertexAttrib4f(indx, values[0], values[1], 0.0, 1.0f);
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_vbo_VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)
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_vbo_VertexAttrib4f(indx, x, y, z, 1.0f);
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_vbo_VertexAttrib3fv(GLuint indx, const GLfloat* values)
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_vbo_VertexAttrib4f(indx, values[0], values[1], values[2], 1.0f);
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_vbo_VertexAttrib4fv(GLuint indx, const GLfloat* values)
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_vbo_VertexAttrib4f(indx, values[0], values[1], values[2], values[3]);