diff options
Diffstat (limited to 'hw/dmx/glxProxy/renderpixswap.c')
-rw-r--r-- | hw/dmx/glxProxy/renderpixswap.c | 310 |
1 files changed, 155 insertions, 155 deletions
diff --git a/hw/dmx/glxProxy/renderpixswap.c b/hw/dmx/glxProxy/renderpixswap.c index 3458e611c..32df0d5a8 100644 --- a/hw/dmx/glxProxy/renderpixswap.c +++ b/hw/dmx/glxProxy/renderpixswap.c @@ -39,10 +39,10 @@ __glXDispSwap_PolygonStipple(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); hdr->swapBytes = !hdr->swapBytes; } @@ -54,17 +54,17 @@ __glXDispSwap_Bitmap(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_FLOAT((GLbyte *) & hdr->xorig); - __GLX_SWAP_FLOAT((GLbyte *) & hdr->yorig); - __GLX_SWAP_FLOAT((GLbyte *) & hdr->xmove); - __GLX_SWAP_FLOAT((GLbyte *) & hdr->ymove); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_FLOAT((GLbyte *) &hdr->xorig); + __GLX_SWAP_FLOAT((GLbyte *) &hdr->yorig); + __GLX_SWAP_FLOAT((GLbyte *) &hdr->xmove); + __GLX_SWAP_FLOAT((GLbyte *) &hdr->ymove); hdr->swapBytes = !hdr->swapBytes; @@ -77,19 +77,19 @@ __glXDispSwap_TexImage1D(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->level); - __GLX_SWAP_INT((GLbyte *) & hdr->components); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->border); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->level); + __GLX_SWAP_INT((GLbyte *) &hdr->components); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->border); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -105,19 +105,19 @@ __glXDispSwap_TexImage2D(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->level); - __GLX_SWAP_INT((GLbyte *) & hdr->components); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->border); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->level); + __GLX_SWAP_INT((GLbyte *) &hdr->components); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->border); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -133,25 +133,25 @@ __glXDispSwap_TexImage3D(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->imageHeight); - __GLX_SWAP_INT((GLbyte *) & hdr->imageDepth); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipImages); - __GLX_SWAP_INT((GLbyte *) & hdr->skipVolumes); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); - - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->level); - __GLX_SWAP_INT((GLbyte *) & hdr->internalformat); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->depth); - __GLX_SWAP_INT((GLbyte *) & hdr->size4d); - __GLX_SWAP_INT((GLbyte *) & hdr->border); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->imageHeight); + __GLX_SWAP_INT((GLbyte *) &hdr->imageDepth); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipImages); + __GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); + + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->level); + __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->depth); + __GLX_SWAP_INT((GLbyte *) &hdr->size4d); + __GLX_SWAP_INT((GLbyte *) &hdr->border); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -167,15 +167,15 @@ __glXDispSwap_DrawPixels(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -191,17 +191,17 @@ __glXDispSwap_TexSubImage1D(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->level); - __GLX_SWAP_INT((GLbyte *) & hdr->xoffset); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->level); + __GLX_SWAP_INT((GLbyte *) &hdr->xoffset); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -217,19 +217,19 @@ __glXDispSwap_TexSubImage2D(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->level); - __GLX_SWAP_INT((GLbyte *) & hdr->xoffset); - __GLX_SWAP_INT((GLbyte *) & hdr->yoffset); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->level); + __GLX_SWAP_INT((GLbyte *) &hdr->xoffset); + __GLX_SWAP_INT((GLbyte *) &hdr->yoffset); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -246,26 +246,26 @@ __glXDispSwap_TexSubImage3D(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->imageHeight); - __GLX_SWAP_INT((GLbyte *) & hdr->imageDepth); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipImages); - __GLX_SWAP_INT((GLbyte *) & hdr->skipVolumes); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); - - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->level); - __GLX_SWAP_INT((GLbyte *) & hdr->xoffset); - __GLX_SWAP_INT((GLbyte *) & hdr->yoffset); - __GLX_SWAP_INT((GLbyte *) & hdr->zoffset); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->depth); - __GLX_SWAP_INT((GLbyte *) & hdr->size4d); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->imageHeight); + __GLX_SWAP_INT((GLbyte *) &hdr->imageDepth); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipImages); + __GLX_SWAP_INT((GLbyte *) &hdr->skipVolumes); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); + + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->level); + __GLX_SWAP_INT((GLbyte *) &hdr->xoffset); + __GLX_SWAP_INT((GLbyte *) &hdr->yoffset); + __GLX_SWAP_INT((GLbyte *) &hdr->zoffset); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->depth); + __GLX_SWAP_INT((GLbyte *) &hdr->size4d); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -281,16 +281,16 @@ __glXDispSwap_ColorTable(GLbyte * pc) __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->internalformat); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -306,16 +306,16 @@ __glXDispSwap_ColorSubTable(GLbyte * pc) (__GLXdispatchColorSubTableHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->start); - __GLX_SWAP_INT((GLbyte *) & hdr->count); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->start); + __GLX_SWAP_INT((GLbyte *) &hdr->count); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -331,16 +331,16 @@ __glXDispSwap_ConvolutionFilter1D(GLbyte * pc) (__GLXdispatchConvolutionFilterHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->internalformat); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -356,17 +356,17 @@ __glXDispSwap_ConvolutionFilter2D(GLbyte * pc) (__GLXdispatchConvolutionFilterHeader *) pc; __GLX_DECLARE_SWAP_VARIABLES; - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->internalformat); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap @@ -386,17 +386,17 @@ __glXDispSwap_SeparableFilter2D(GLbyte * pc) hdrlen = __GLX_PAD(__GLX_CONV_FILT_CMD_HDR_SIZE); - __GLX_SWAP_INT((GLbyte *) & hdr->rowLength); - __GLX_SWAP_INT((GLbyte *) & hdr->skipRows); - __GLX_SWAP_INT((GLbyte *) & hdr->skipPixels); - __GLX_SWAP_INT((GLbyte *) & hdr->alignment); - - __GLX_SWAP_INT((GLbyte *) & hdr->target); - __GLX_SWAP_INT((GLbyte *) & hdr->internalformat); - __GLX_SWAP_INT((GLbyte *) & hdr->width); - __GLX_SWAP_INT((GLbyte *) & hdr->height); - __GLX_SWAP_INT((GLbyte *) & hdr->format); - __GLX_SWAP_INT((GLbyte *) & hdr->type); + __GLX_SWAP_INT((GLbyte *) &hdr->rowLength); + __GLX_SWAP_INT((GLbyte *) &hdr->skipRows); + __GLX_SWAP_INT((GLbyte *) &hdr->skipPixels); + __GLX_SWAP_INT((GLbyte *) &hdr->alignment); + + __GLX_SWAP_INT((GLbyte *) &hdr->target); + __GLX_SWAP_INT((GLbyte *) &hdr->internalformat); + __GLX_SWAP_INT((GLbyte *) &hdr->width); + __GLX_SWAP_INT((GLbyte *) &hdr->height); + __GLX_SWAP_INT((GLbyte *) &hdr->format); + __GLX_SWAP_INT((GLbyte *) &hdr->type); /* ** Just invert swapBytes flag; the GL will figure out if it needs to swap |