replaced gl_ prefix with _mesa_ prefix on depth funcs
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@@ -1,4 +1,4 @@
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/* $Id: buffers.c,v 1.2 2000/02/02 21:52:26 brianp Exp $ */
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/* $Id: buffers.c,v 1.3 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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@@ -292,7 +292,7 @@ _mesa_Clear( GLbitfield mask )
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/* do software clearing here */
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if (newMask) {
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if (newMask & ctx->Color.DrawDestMask) clear_color_buffers( ctx );
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if (newMask & GL_DEPTH_BUFFER_BIT) gl_clear_depth_buffer( ctx );
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if (newMask & GL_DEPTH_BUFFER_BIT) _mesa_clear_depth_buffer( ctx );
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if (newMask & GL_ACCUM_BUFFER_BIT) _mesa_clear_accum_buffer( ctx );
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if (newMask & GL_STENCIL_BUFFER_BIT) gl_clear_stencil_buffer( ctx );
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}
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@@ -550,7 +550,7 @@ _mesa_ResizeBuffersMESA( void )
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/* Reallocate other buffers if needed. */
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if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
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gl_alloc_depth_buffer( ctx );
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_mesa_alloc_depth_buffer( ctx );
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}
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if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
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gl_alloc_stencil_buffer( ctx );
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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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@@ -1,4 +1,4 @@
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/* $Id: depth.h,v 1.5 1999/12/10 19:09:22 brianp Exp $ */
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/* $Id: depth.h,v 1.6 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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@@ -60,26 +60,26 @@ _mesa_DepthMask( GLboolean flag );
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extern 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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extern void
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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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_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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extern void
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gl_read_depth_span_float( GLcontext *ctx, GLuint n, GLint x, GLint y,
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GLfloat depth[] );
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_mesa_read_depth_span_float( GLcontext *ctx, GLuint n, GLint x, GLint y,
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GLfloat depth[] );
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extern void
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gl_alloc_depth_buffer( GLcontext* ctx );
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_mesa_alloc_depth_buffer( GLcontext* ctx );
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extern void
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gl_clear_depth_buffer( GLcontext* ctx );
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_mesa_clear_depth_buffer( GLcontext* ctx );
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@@ -1,10 +1,10 @@
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/* $Id: stencil.c,v 1.13 1999/12/10 19:09:22 brianp Exp $ */
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/* $Id: stencil.c,v 1.14 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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* Version: 3.3
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
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*
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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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@@ -580,7 +580,7 @@ stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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MEMCPY(oldmask, mask, n * sizeof(GLubyte));
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/* apply the depth test */
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gl_depth_test_span(ctx, n, x, y, z, mask);
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_mesa_depth_test_span(ctx, n, x, y, z, mask);
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/* Set the stencil pass/fail flags according to result of depth testing.
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* if oldmask[i] == 0 then
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@@ -1059,7 +1059,7 @@ gl_stencil_and_depth_test_pixels( GLcontext *ctx,
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MEMCPY(oldmask, mask, n * sizeof(GLubyte));
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gl_depth_test_pixels(ctx, n, x, y, z, mask);
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_mesa_depth_test_pixels(ctx, n, x, y, z, mask);
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for (i=0;i<n;i++) {
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ASSERT(mask[i] == 0 || mask[i] == 1);
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@@ -1099,7 +1099,7 @@ gl_stencil_and_depth_test_pixels( GLcontext *ctx,
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MEMCPY(oldmask, mask, n * sizeof(GLubyte));
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gl_depth_test_pixels(ctx, n, x, y, z, mask);
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_mesa_depth_test_pixels(ctx, n, x, y, z, mask);
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for (i=0;i<n;i++) {
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ASSERT(mask[i] == 0 || mask[i] == 1);
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