replaced gl_ prefix with _mesa_ prefix on depth funcs

This commit is contained in:
Brian Paul
2000-02-02 22:16:04 +00:00
parent b34024bc62
commit 4bad6744d2
4 changed files with 32 additions and 28 deletions

View File

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