#include "context.h"
#include "imports.h"
#include "macros.h"
-#include "glapi/dispatch.h"
+#include "main/dispatch.h"
typedef void (GLAPIENTRY *array_func)( const void * );
/**********************************************************************/
-GLboolean _ae_create_context( GLcontext *ctx )
+GLboolean _ae_create_context( struct gl_context *ctx )
{
if (ctx->aelt_context)
return GL_TRUE;
}
-void _ae_destroy_context( GLcontext *ctx )
+void _ae_destroy_context( struct gl_context *ctx )
{
if ( AE_CONTEXT( ctx ) ) {
FREE( ctx->aelt_context );
* etc).
* Note: this may be called during display list construction.
*/
-static void _ae_update_state( GLcontext *ctx )
+static void _ae_update_state( struct gl_context *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
AEarray *aa = actx->arrays;
actx->NewState = 0;
}
-void _ae_map_vbos( GLcontext *ctx )
+void _ae_map_vbos( struct gl_context *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
GLuint i;
actx->mapped_vbos = GL_TRUE;
}
-void _ae_unmap_vbos( GLcontext *ctx )
+void _ae_unmap_vbos( struct gl_context *ctx )
{
AEcontext *actx = AE_CONTEXT(ctx);
GLuint i;
}
-void _ae_invalidate_state( GLcontext *ctx, GLuint new_state )
+void _ae_invalidate_state( struct gl_context *ctx, GLuint new_state )
{
AEcontext *actx = AE_CONTEXT(ctx);