Beispiel #1
0
void SERVER_DISPATCH_APIENTRY crServerDispatchGetAttachedObjectsARB(VBoxGLhandleARB containerObj, GLsizei maxCount, GLsizei * count, VBoxGLhandleARB * obj)
{
    GLsizei *pLocal;

    pLocal = (GLsizei*) crAlloc(maxCount*sizeof(VBoxGLhandleARB)+sizeof(GLsizei));
    if (!pLocal)
    {
        GLsizei zero=0;
        crServerReturnValue(&zero, sizeof(zero));
    }
    /* initial (fallback )value */
    *pLocal = 0;
    cr_server.head_spu->dispatch_table.GetAttachedObjectsARB(crStateGetProgramHWID(containerObj), maxCount, pLocal, (VBoxGLhandleARB*)&pLocal[1]);

    {
        GLsizei i;
        GLuint *ids=(GLuint*)&pLocal[1];

        for (i=0; i<*pLocal; ++i)
          ids[i] = crStateGLSLShaderHWIDtoID(ids[i]);
    }

    crServerReturnValue(pLocal, (*pLocal)*sizeof(VBoxGLhandleARB)+sizeof(GLsizei));
    crFree(pLocal);
}
void SERVER_DISPATCH_APIENTRY crServerDispatchGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
{
    GLsizei *pLocal;

    pLocal = (GLsizei*) crAlloc(maxCount*sizeof(GLuint)+sizeof(GLsizei));
    if (!pLocal)
    {
        GLsizei zero=0;
        crServerReturnValue(&zero, sizeof(zero));
    }
    /* initial (fallback )value */
    *pLocal = 0;
    cr_server.head_spu->dispatch_table.GetAttachedShaders(crStateGetProgramHWID(program), maxCount, pLocal, (GLuint*)&pLocal[1]);

    {
        GLsizei i;
        GLuint *ids=(GLuint*)&pLocal[1];

        for (i=0; i<*pLocal; ++i);
          ids[i] = crStateGLSLShaderHWIDtoID(ids[i]);
    }

    crServerReturnValue(pLocal, (*pLocal)*sizeof(GLuint)+sizeof(GLsizei));
    crFree(pLocal);
}