\r
\r
\r
-/* Set the index mode bitplane mask. */\r
-static GLboolean index_mask(GLcontext* ctx, GLuint mask)\r
-{\r
- /* can't implement */\r
- return GL_FALSE;\r
-}\r
-\r
-\r
-\r
-/* Set the RGBA drawing mask. */\r
-static GLboolean color_mask( GLcontext* ctx,\r
- GLboolean rmask, GLboolean gmask,\r
- GLboolean bmask, GLboolean amask)\r
-{\r
- /* can't implement */\r
- return GL_FALSE;\r
-}\r
-\r
-\r
-\r
-static void dither( GLcontext* ctx, GLboolean enable )\r
-{\r
- /* No op */\r
-}\r
-\r
-\r
\r
static GLboolean set_buffer( GLcontext* ctx, GLenum mode )\r
{\r
{\r
STARTPROFILE\r
if (ctx->Point.Size==1.0 && !ctx->Point.SmoothFlag && ctx->RasterMask==0\r
- && !ctx->Texture.Enabled && ctx->Visual->RGBAflag) {\r
+ && !ctx->Texture.ReallyEnabled && ctx->Visual->RGBAflag) {\r
ENDPROFILE(choose_points_function)\r
return fast_rgb_points;\r
}\r
STARTPROFILE\r
if (ctx->Line.Width==1.0 && !ctx->Line.SmoothFlag && !ctx->Line.StippleFlag\r
&& ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0\r
- && !ctx->Texture.Enabled && Current->rgb_flag) {\r
+ && !ctx->Texture.ReallyEnabled && Current->rgb_flag) {\r
ENDPROFILE(choose_line_function)\r
return fast_flat_rgb_line;\r
}\r
{\r
if (ctx->Polygon.SmoothFlag) return NULL;\r
if (ctx->Polygon.StippleFlag) return NULL;\r
- if (ctx->Texture.Enabled) return NULL;\r
+ if (ctx->Texture.ReallyEnabled) return NULL;\r
\r
if (ctx->RasterMask==DEPTH_BIT\r
&& ctx->Depth.Func==GL_LESS\r
/* Return pointer to accerated polygon function */\r
static polygon_func choose_polygon_function( GLcontext* ctx )\r
{\r
- STARTPROFILE\r
+ STARTPROFILE\r
if (!ctx->Polygon.SmoothFlag && !ctx->Polygon.StippleFlag\r
&& ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0\r
- && !ctx->Texture.Enabled && Current->rgb_flag==GL_TRUE) {\r
- ENDPROFILE(choose_polygon_function)\r
+ && !ctx->Texture.ReallyEnabled && Current->rgb_flag==GL_TRUE) {\r
+ ENDPROFILE(choose_polygon_function)\r
return fast_flat_rgb_polygon;\r
}\r
else {\r
- ENDPROFILE(choose_polygon_function)\r
+ ENDPROFILE(choose_polygon_function)\r
return NULL;\r
}\r
}\r
\r
/* Write a horizontal span of color-index pixels with a boolean mask. */\r
static void write_index_span( GLcontext* ctx,\r
- GLuint n, GLint x, GLint y,\r
- const GLuint index[],\r
+ GLuint n, GLint x, GLint y,\r
+ const GLuint index[],\r
const GLubyte mask[] )\r
{\r
- STARTPROFILE\r
- GLuint i;\r
- char *Mem=Current->ScreenMem+y*Current->ScanWidth+x;\r
- assert(Current->rgb_flag==GL_FALSE);\r
- for (i=0; i<n; i++)\r
- if (mask[i])\r
- Mem[i]=index[i];\r
- ENDPROFILE(write_index_span)\r
+ STARTPROFILE\r
+ GLuint i;\r
+ char *Mem=Current->ScreenMem+y*Current->ScanWidth+x;\r
+ assert(Current->rgb_flag==GL_FALSE);\r
+ for (i=0; i<n; i++)\r
+ if (mask[i])\r
+ Mem[i]=index[i];\r
+ ENDPROFILE(write_index_span)\r
}\r
\r
\r
\r
ctx->Driver.Index = set_index;\r
ctx->Driver.Color = set_color;\r
- ctx->Driver.IndexMask = index_mask;\r
- ctx->Driver.ColorMask = color_mask;\r
-\r
- ctx->Driver.Dither = dither;\r
\r
ctx->Driver.SetBuffer = set_buffer;\r
ctx->Driver.GetBufferSize = buffer_size;\r
\r
\r
\r
- c->gl_visual = gl_create_visual(rgb_flag,\r
- GL_FALSE, /* software alpha */\r
- db_flag, /* db_flag */\r
- 16, /* depth_bits */\r
- 8, /* stencil_bits */\r
- 8, /* accum_bits */\r
- 8,\r
- 255.0, 255.0, 255.0, 255.0 );\r
+ c->gl_visual = _mesa_create_visual(rgb_flag,\r
+ db_flag, /* db_flag */\r
+ GL_TRUE, /* stereo */\r
+ 8, 8, 8, 8,/* rgba bits */\r
+ 0, /* index bits */\r
+ 16, /* depth_bits */\r
+ 8, /* stencil_bits */\r
+ 16,16,16,16,/* accum_bits */\r
+ 1 );\r
\r
if (!c->gl_visual) {\r
return NULL;\r
}\r
\r
/* allocate a new Mesa context */\r
- c->gl_ctx = gl_create_context( c->gl_visual, NULL,c);\r
+ c->gl_ctx = _mesa_create_context( c->gl_visual, NULL,c);\r
\r
if (!c->gl_ctx) {\r
- gl_destroy_visual( c->gl_visual );\r
+ _mesa_destroy_visual( c->gl_visual );\r
free(c);\r
return NULL;\r
}\r
\r
- c->gl_buffer = gl_create_framebuffer( c->gl_visual );\r
+ c->gl_buffer = _mesa_create_framebuffer( c->gl_visual );\r
if (!c->gl_buffer) {\r
- gl_destroy_visual( c->gl_visual );\r
- gl_destroy_context( c->gl_ctx );\r
+ _mesa_destroy_visual( c->gl_visual );\r
+ _mesa_destroy_context( c->gl_ctx );\r
free(c);\r
return NULL;\r
}\r
ReleaseDC(c->Window,c->hDC);\r
WC = c;\r
\r
- gl_destroy_visual( c->gl_visual );\r
- gl_destroy_framebuffer( c->gl_buffer );\r
- gl_destroy_context( c->gl_ctx );\r
+ _mesa_destroy_visual( c->gl_visual );\r
+ _mesa_destroy_framebuffer( c->gl_buffer );\r
+ _mesa_destroy_context( c->gl_ctx );\r
\r
if (c->db_flag){\r
wmDeleteBackingStore(c);\r
return;\r
\r
//gl_set_context( c->gl_ctx );\r
- gl_make_current(c->gl_ctx, c->gl_buffer);\r
+ _mesa_make_current(c->gl_ctx, c->gl_buffer);\r
Current = c;\r
setup_DD_pointers(c->gl_ctx);\r
if (Current->gl_ctx->Viewport.Width==0) {\r