[g3dvl] move z-coord generation for multiple render targets into vertex shader
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex.h
index 471aa2a240b4b5a4f844531a532f3fba815b12a2..7906554e45349d319db4af8f97c89af733d6b099 100644 (file)
@@ -29,9 +29,8 @@
 #define INTELTEX_INC
 
 #include "main/mtypes.h"
+#include "main/formats.h"
 #include "intel_context.h"
-#include "texmem.h"
-
 
 void intelInitTextureFuncs(struct dd_function_table *functions);
 
@@ -41,13 +40,9 @@ void intelInitTextureSubImageFuncs(struct dd_function_table *functions);
 
 void intelInitTextureCopyImageFuncs(struct dd_function_table *functions);
 
-const struct gl_texture_format *intelChooseTextureFormat(GLcontext * ctx,
-                                                         GLint internalFormat,
-                                                         GLenum format,
-                                                         GLenum type);
+gl_format intelChooseTextureFormat(struct gl_context *ctx, GLint internalFormat,
+                                   GLenum format, GLenum type);
 
-void intelSetTexOffset(__DRIcontext *pDRICtx, GLint texname,
-                      unsigned long long offset, GLint depth, GLuint pitch);
 void intelSetTexBuffer(__DRIcontext *pDRICtx,
                       GLint target, __DRIdrawable *pDraw);
 void intelSetTexBuffer2(__DRIcontext *pDRICtx,
@@ -71,7 +66,4 @@ void intel_tex_unmap_images(struct intel_context *intel,
 
 int intel_compressed_num_bytes(GLuint mesaFormat);
 
-void intel_generate_mipmap(GLcontext *ctx, GLenum target,
-                          struct gl_texture_object *texObj);
-
 #endif