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remove old span functions from swrast_device_driver struct
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bb8b302dbc
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1 changed files with 1 additions and 176 deletions
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@ -257,7 +257,7 @@ _swrast_copy_texsubimage3d(GLcontext *ctx,
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* Unless otherwise noted, all functions are mandatory.
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*/
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struct swrast_device_driver {
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#if OLD_RENDERBUFFER
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#if OLD_RENDERBUFFER || NEW_RENDERBUFFER
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void (*SetBuffer)(GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
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/*
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* Specifies the current color buffer for span/pixel writing/reading.
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@ -289,181 +289,6 @@ struct swrast_device_driver {
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* these functions. Locking in that case must be organized by the
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* driver by other mechanisms.
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*/
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/***
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*** Functions for writing pixels to the frame buffer:
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***/
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void (*WriteRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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CONST GLchan rgba[][4], const GLubyte mask[] );
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void (*WriteRGBSpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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CONST GLchan rgb[][3], const GLubyte mask[] );
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/* Write a horizontal run of RGBA or RGB pixels.
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* If mask is NULL, draw all pixels.
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* If mask is not null, only draw pixel [i] when mask [i] is true.
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*/
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void (*WriteMonoRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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const GLchan color[4], const GLubyte mask[] );
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/* Write a horizontal run of RGBA pixels all with the same color.
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* If mask is NULL, draw all pixels.
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* If mask is not null, only draw pixel [i] when mask [i] is true.
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*/
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void (*WriteRGBAPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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CONST GLchan rgba[][4], const GLubyte mask[] );
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/* Write array of RGBA pixels at random locations.
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*/
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void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
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struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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const GLchan color[4], const GLubyte mask[] );
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/* Write an array of mono-RGBA pixels at random locations.
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*/
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#if OLD_RENDERBUFFER /* these are obsolete */
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void (*WriteCI32Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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const GLuint index[], const GLubyte mask[] );
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void (*WriteCI8Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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const GLubyte index[], const GLubyte mask[] );
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/* Write a horizontal run of CI pixels. One function is for 32bpp
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* indexes and the other for 8bpp pixels (the common case). You mus
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* implement both for color index mode.
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* If mask is NULL, draw all pixels.
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* If mask is not null, only draw pixel [i] when mask [i] is true.
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*/
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void (*WriteMonoCISpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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GLuint colorIndex, const GLubyte mask[] );
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/* Write a horizontal run of color index pixels using the color index
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* last specified by the Index() function.
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* If mask is NULL, draw all pixels.
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* If mask is not null, only draw pixel [i] when mask [i] is true.
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*/
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void (*WriteCI32Pixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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const GLuint index[], const GLubyte mask[] );
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/*
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* Write a random array of CI pixels.
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*/
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void (*WriteMonoCIPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb, GLuint n, const GLint x[], const GLint y[],
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GLuint colorIndex, const GLubyte mask[] );
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/* Write a random array of color index pixels using the color index
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* last specified by the Index() function.
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*/
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/***
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*** Functions to read pixels from frame buffer:
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***/
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void (*ReadCI32Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y, GLuint index[] );
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/* Read a horizontal run of color index pixels.
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*/
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void (*ReadCI32Pixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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GLuint indx[], const GLubyte mask[] );
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/* Read a random array of CI pixels.
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*/
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#endif
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void (*ReadRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y, GLchan rgba[][4] );
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/* Read a horizontal run of RGBA pixels.
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*/
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void (*ReadRGBAPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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GLchan rgba[][4], const GLubyte mask[] );
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/* Read a random array of RGBA pixels.
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*/
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/***
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*** For supporting hardware Z buffers:
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*** Either ALL or NONE of these functions must be implemented!
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*** NOTE that Each depth value is a 32-bit GLuint. If the depth
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*** buffer is less than 32 bits deep then the extra upperbits are zero.
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***/
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void (*WriteDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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const GLdepth depth[], const GLubyte mask[] );
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/* Write a horizontal span of values into the depth buffer. Only write
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* depth[i] value if mask[i] is nonzero.
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*/
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void (*WriteMonoDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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const GLdepth depth, const GLubyte mask[] );
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/* Write a horizontal run of depth values.
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* If mask is NULL, draw all pixels.
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* If mask is not null, only draw pixel [i] when mask [i] is true.
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*/
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void (*ReadDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y, GLdepth depth[] );
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/* Read a horizontal span of values from the depth buffer.
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*/
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void (*WriteDepthPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth depth[], const GLubyte mask[] );
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/* Write an array of randomly positioned depth values into the
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* depth buffer. Only write depth[i] value if mask[i] is nonzero.
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*/
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void (*ReadDepthPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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GLdepth depth[] );
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/* Read an array of randomly positioned depth values from the depth buffer.
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*/
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/***
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*** For supporting hardware stencil buffers:
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*** Either ALL or NONE of these functions must be implemented!
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***/
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void (*WriteStencilSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y,
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const GLstencil stencil[], const GLubyte mask[] );
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/* Write a horizontal span of stencil values into the stencil buffer.
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* If mask is NULL, write all stencil values.
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* Else, only write stencil[i] if mask[i] is non-zero.
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*/
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void (*ReadStencilSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y, GLstencil stencil[] );
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/* Read a horizontal span of stencil values from the stencil buffer.
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*/
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void (*WriteStencilPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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const GLstencil stencil[],
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const GLubyte mask[] );
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/* Write an array of stencil values into the stencil buffer.
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* If mask is NULL, write all stencil values.
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* Else, only write stencil[i] if mask[i] is non-zero.
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*/
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void (*ReadStencilPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
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GLuint n, const GLint x[], const GLint y[],
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GLstencil stencil[] );
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/* Read an array of stencil values from the stencil buffer.
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*/
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};
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