-
- /***
- *** 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.
- */