replaced gl_ prefix with _mesa_ prefix on depth funcs
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@@ -1,4 +1,4 @@
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/* $Id: depth.c,v 1.11 1999/12/10 19:09:22 brianp Exp $ */
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/* $Id: depth.c,v 1.12 2000/02/02 22:16:04 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -370,8 +370,8 @@ depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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* Apply depth test to span of fragments. Hardware or software z buffer.
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*/
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GLuint
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gl_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] )
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_mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] )
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{
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GLdepth zbuffer[MAX_WIDTH];
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GLdepth *zptr;
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@@ -881,9 +881,10 @@ hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
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void gl_depth_test_pixels( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] )
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void
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_mesa_depth_test_pixels( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] )
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{
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if (ctx->Driver.ReadDepthPixels) {
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/* read depth values from hardware Z buffer */
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@@ -918,8 +919,9 @@ void gl_depth_test_pixels( GLcontext *ctx,
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* x,y - location of first pixel
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* Output: depth - the array of depth values
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*/
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void gl_read_depth_span_float( GLcontext* ctx,
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GLuint n, GLint x, GLint y, GLfloat depth[] )
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void
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_mesa_read_depth_span_float( GLcontext* ctx,
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GLuint n, GLint x, GLint y, GLfloat depth[] )
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{
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const GLfloat scale = 1.0F / DEPTH_SCALE;
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@@ -960,7 +962,8 @@ void gl_read_depth_span_float( GLcontext* ctx,
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* it will be free()'d. The new depth buffer will be uniniitalized.
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* This function is only called through Driver.alloc_depth_buffer.
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*/
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void gl_alloc_depth_buffer( GLcontext* ctx )
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void
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_mesa_alloc_depth_buffer( GLcontext* ctx )
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{
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/* deallocate current depth buffer if present */
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if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
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@@ -990,7 +993,8 @@ void gl_alloc_depth_buffer( GLcontext* ctx )
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* allocate it now.
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* This function is only called through Driver.clear_depth_buffer.
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*/
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void gl_clear_depth_buffer( GLcontext* ctx )
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void
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_mesa_clear_depth_buffer( GLcontext* ctx )
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{
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GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
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