#define FILE_DEBUG_FLAG DEBUG_STATE
void
-i915_update_stencil(GLcontext * ctx)
+i915_update_stencil(struct gl_context * ctx)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
GLuint front_ref, front_writemask, front_mask;
}
static void
-i915StencilFuncSeparate(GLcontext * ctx, GLenum face, GLenum func, GLint ref,
+i915StencilFuncSeparate(struct gl_context * ctx, GLenum face, GLenum func, GLint ref,
GLuint mask)
{
}
static void
-i915StencilMaskSeparate(GLcontext * ctx, GLenum face, GLuint mask)
+i915StencilMaskSeparate(struct gl_context * ctx, GLenum face, GLuint mask)
{
}
static void
-i915StencilOpSeparate(GLcontext * ctx, GLenum face, GLenum fail, GLenum zfail,
+i915StencilOpSeparate(struct gl_context * ctx, GLenum face, GLenum fail, GLenum zfail,
GLenum zpass)
{
}
static void
-i915AlphaFunc(GLcontext * ctx, GLenum func, GLfloat ref)
+i915AlphaFunc(struct gl_context * ctx, GLenum func, GLfloat ref)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
int test = intel_translate_compare_func(func);
* calls to glEnable.
*/
static void
-i915EvalLogicOpBlendState(GLcontext * ctx)
+i915EvalLogicOpBlendState(struct gl_context * ctx)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
}
static void
-i915BlendColor(GLcontext * ctx, const GLfloat color[4])
+i915BlendColor(struct gl_context * ctx, const GLfloat color[4])
{
struct i915_context *i915 = I915_CONTEXT(ctx);
GLubyte r, g, b, a;
}
static void
-i915UpdateBlendState(GLcontext * ctx)
+i915UpdateBlendState(struct gl_context * ctx)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
GLuint iab = (i915->state.Ctx[I915_CTXREG_IAB] &
static void
-i915BlendFuncSeparate(GLcontext * ctx, GLenum srcRGB,
+i915BlendFuncSeparate(struct gl_context * ctx, GLenum srcRGB,
GLenum dstRGB, GLenum srcA, GLenum dstA)
{
i915UpdateBlendState(ctx);
static void
-i915BlendEquationSeparate(GLcontext * ctx, GLenum eqRGB, GLenum eqA)
+i915BlendEquationSeparate(struct gl_context * ctx, GLenum eqRGB, GLenum eqA)
{
i915UpdateBlendState(ctx);
}
static void
-i915DepthFunc(GLcontext * ctx, GLenum func)
+i915DepthFunc(struct gl_context * ctx, GLenum func)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
int test = intel_translate_compare_func(func);
}
static void
-i915DepthMask(GLcontext * ctx, GLboolean flag)
+i915DepthMask(struct gl_context * ctx, GLboolean flag)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
* - window pos/size or FBO size
*/
void
-intelCalcViewport(GLcontext * ctx)
+intelCalcViewport(struct gl_context * ctx)
{
struct intel_context *intel = intel_context(ctx);
const GLfloat *v = ctx->Viewport._WindowMap.m;
/** Called from ctx->Driver.Viewport() */
static void
-i915Viewport(GLcontext * ctx,
+i915Viewport(struct gl_context * ctx,
GLint x, GLint y, GLsizei width, GLsizei height)
{
intelCalcViewport(ctx);
-
- intel_viewport(ctx, x, y, width, height);
}
/** Called from ctx->Driver.DepthRange() */
static void
-i915DepthRange(GLcontext * ctx, GLclampd nearval, GLclampd farval)
+i915DepthRange(struct gl_context * ctx, GLclampd nearval, GLclampd farval)
{
intelCalcViewport(ctx);
}
* Fortunately stipple is usually a repeating pattern.
*/
static void
-i915PolygonStipple(GLcontext * ctx, const GLubyte * mask)
+i915PolygonStipple(struct gl_context * ctx, const GLubyte * mask)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
const GLubyte *m;
* Hardware clipping
*/
static void
-i915Scissor(GLcontext * ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+i915Scissor(struct gl_context * ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
int x1, y1, x2, y2;
}
static void
-i915LogicOp(GLcontext * ctx, GLenum opcode)
+i915LogicOp(struct gl_context * ctx, GLenum opcode)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
int tmp = intel_translate_logic_op(opcode);
static void
-i915CullFaceFrontFace(GLcontext * ctx, GLenum unused)
+i915CullFaceFrontFace(struct gl_context * ctx, GLenum unused)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
GLuint mode;
}
static void
-i915LineWidth(GLcontext * ctx, GLfloat widthf)
+i915LineWidth(struct gl_context * ctx, GLfloat widthf)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
int lis4 = i915->state.Ctx[I915_CTXREG_LIS4] & ~S4_LINE_WIDTH_MASK;
}
static void
-i915PointSize(GLcontext * ctx, GLfloat size)
+i915PointSize(struct gl_context * ctx, GLfloat size)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
int lis4 = i915->state.Ctx[I915_CTXREG_LIS4] & ~S4_POINT_WIDTH_MASK;
static void
-i915PointParameterfv(GLcontext * ctx, GLenum pname, const GLfloat *params)
+i915PointParameterfv(struct gl_context * ctx, GLenum pname, const GLfloat *params)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
*/
static void
-i915ColorMask(GLcontext * ctx,
+i915ColorMask(struct gl_context * ctx,
GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
}
static void
-update_specular(GLcontext * ctx)
+update_specular(struct gl_context * ctx)
{
/* A hack to trigger the rebuild of the fragment program.
*/
}
static void
-i915LightModelfv(GLcontext * ctx, GLenum pname, const GLfloat * param)
+i915LightModelfv(struct gl_context * ctx, GLenum pname, const GLfloat * param)
{
DBG("%s\n", __FUNCTION__);
}
static void
-i915ShadeModel(GLcontext * ctx, GLenum mode)
+i915ShadeModel(struct gl_context * ctx, GLenum mode)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
I915_STATECHANGE(i915, I915_UPLOAD_CTX);
* Fog
*/
void
-i915_update_fog(GLcontext * ctx)
+i915_update_fog(struct gl_context * ctx)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
GLenum mode;
}
static void
-i915Fogfv(GLcontext * ctx, GLenum pname, const GLfloat * param)
+i915Fogfv(struct gl_context * ctx, GLenum pname, const GLfloat * param)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
}
static void
-i915Hint(GLcontext * ctx, GLenum target, GLenum state)
+i915Hint(struct gl_context * ctx, GLenum target, GLenum state)
{
switch (target) {
case GL_FOG_HINT:
*/
static void
-i915Enable(GLcontext * ctx, GLenum cap, GLboolean state)
+i915Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
}
void
-i915_update_provoking_vertex(GLcontext * ctx)
+i915_update_provoking_vertex(struct gl_context * ctx)
{
struct i915_context *i915 = I915_CONTEXT(ctx);
void
i915InitState(struct i915_context *i915)
{
- GLcontext *ctx = &i915->intel.ctx;
+ struct gl_context *ctx = &i915->intel.ctx;
i915_init_packets(i915);