* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
**************************************************************************/
#include "glheader.h"
i915->meta.emitted &= ~I915_UPLOAD_PROGRAM;
}
-
+#if 0
static void enable_texture_blend_replace( i915ContextPtr i915 )
{
static const GLuint prog[] = {
i915->meta.emitted &= ~I915_UPLOAD_TEX(0);
}
-
+#endif
/* Select between front and back draw buffers.
*/
i915->meta.emitted &= ~I915_UPLOAD_BUFFERS;
}
+#if 0
/* Setup an arbitary draw format, useful for targeting texture or agp
* memory.
*/
/* fprintf(stderr, "%s: DV1: %x\n", */
/* __FUNCTION__, i915->meta.Buffer[I915_DESTREG_DV1]); */
}
+#endif
static void set_vertex_format( i915ContextPtr i915 )
{
* The active cliprects will be applied as for any other geometry.
*/
- if (mask & DD_FRONT_LEFT_BIT) {
+ if (mask & BUFFER_BIT_FRONT_LEFT) {
set_no_depth_stencil_write( i915 );
set_color_mask( i915, GL_TRUE );
- set_draw_offset( i915, screen->frontOffset );
+ set_draw_offset( i915, screen->front.offset );
draw_quad(i915, x0, x1, y0, y1,
intel->clear_red, intel->clear_green,
0, 0, 0, 0);
}
- if(mask & DD_BACK_LEFT_BIT) {
+ if (mask & BUFFER_BIT_BACK_LEFT) {
set_no_depth_stencil_write( i915 );
set_color_mask( i915, GL_TRUE );
- set_draw_offset( i915, screen->backOffset );
+ set_draw_offset( i915, screen->back.offset );
draw_quad(i915, x0, x1, y0, y1,
intel->clear_red, intel->clear_green,
0, 0, 0, 0);
}
- if(mask & DD_STENCIL_BIT) {
+ if (mask & BUFFER_BIT_STENCIL) {
set_stencil_replace( i915,
intel->ctx.Stencil.WriteMask[0],
intel->ctx.Stencil.Clear);
set_color_mask( i915, GL_FALSE );
- set_draw_offset( i915, screen->frontOffset ); /* could be either? */
+ set_draw_offset( i915, screen->front.offset ); /* could be either? */
draw_quad( i915, x0, x1, y0, y1, 0, 0, 0, 0, 0, 0, 0, 0 );
}