remove old span functions from swrast_device_driver struct

This commit is contained in:
Brian Paul 2005-06-04 18:25:39 +00:00
parent bb8b302dbc
commit d96dd3cd49

View file

@ -257,7 +257,7 @@ _swrast_copy_texsubimage3d(GLcontext *ctx,
* Unless otherwise noted, all functions are mandatory.
*/
struct swrast_device_driver {
#if OLD_RENDERBUFFER
#if OLD_RENDERBUFFER || NEW_RENDERBUFFER
void (*SetBuffer)(GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
/*
* Specifies the current color buffer for span/pixel writing/reading.
@ -289,181 +289,6 @@ struct swrast_device_driver {
* these functions. Locking in that case must be organized by the
* driver by other mechanisms.
*/
/***
*** Functions for writing pixels to the frame buffer:
***/
void (*WriteRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
CONST GLchan rgba[][4], const GLubyte mask[] );
void (*WriteRGBSpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
CONST GLchan rgb[][3], const GLubyte mask[] );
/* Write a horizontal run of RGBA or RGB pixels.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLchan color[4], const GLubyte mask[] );
/* Write a horizontal run of RGBA pixels all with the same color.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteRGBAPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
CONST GLchan rgba[][4], const GLubyte mask[] );
/* Write array of RGBA pixels at random locations.
*/
void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLchan color[4], const GLubyte mask[] );
/* Write an array of mono-RGBA pixels at random locations.
*/
#if OLD_RENDERBUFFER /* these are obsolete */
void (*WriteCI32Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLuint index[], const GLubyte mask[] );
void (*WriteCI8Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLubyte index[], const GLubyte mask[] );
/* Write a horizontal run of CI pixels. One function is for 32bpp
* indexes and the other for 8bpp pixels (the common case). You mus
* implement both for color index mode.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoCISpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
GLuint colorIndex, const GLubyte mask[] );
/* Write a horizontal run of color index pixels using the color index
* last specified by the Index() function.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteCI32Pixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] );
/*
* Write a random array of CI pixels.
*/
void (*WriteMonoCIPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb, GLuint n, const GLint x[], const GLint y[],
GLuint colorIndex, const GLubyte mask[] );
/* Write a random array of color index pixels using the color index
* last specified by the Index() function.
*/
/***
*** Functions to read pixels from frame buffer:
***/
void (*ReadCI32Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLuint index[] );
/* Read a horizontal run of color index pixels.
*/
void (*ReadCI32Pixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLuint indx[], const GLubyte mask[] );
/* Read a random array of CI pixels.
*/
#endif
void (*ReadRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLchan rgba[][4] );
/* Read a horizontal run of RGBA pixels.
*/
void (*ReadRGBAPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLchan rgba[][4], const GLubyte mask[] );
/* Read a random array of RGBA pixels.
*/
/***
*** For supporting hardware Z buffers:
*** Either ALL or NONE of these functions must be implemented!
*** NOTE that Each depth value is a 32-bit GLuint. If the depth
*** buffer is less than 32 bits deep then the extra upperbits are zero.
***/
void (*WriteDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLdepth depth[], const GLubyte mask[] );
/* Write a horizontal span of values into the depth buffer. Only write
* depth[i] value if mask[i] is nonzero.
*/
void (*WriteMonoDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLdepth depth, const GLubyte mask[] );
/* Write a horizontal run of depth values.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*ReadDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLdepth depth[] );
/* Read a horizontal span of values from the depth buffer.
*/
void (*WriteDepthPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLdepth depth[], const GLubyte mask[] );
/* Write an array of randomly positioned depth values into the
* depth buffer. Only write depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLdepth depth[] );
/* Read an array of randomly positioned depth values from the depth buffer.
*/
/***
*** For supporting hardware stencil buffers:
*** Either ALL or NONE of these functions must be implemented!
***/
void (*WriteStencilSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLstencil stencil[], const GLubyte mask[] );
/* Write a horizontal span of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLstencil stencil[] );
/* Read a horizontal span of stencil values from the stencil buffer.
*/
void (*WriteStencilPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLstencil stencil[],
const GLubyte mask[] );
/* Write an array of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLstencil stencil[] );
/* Read an array of stencil values from the stencil buffer.
*/
};