#define FEEDBACK_H
+#include "main/mfeatures.h"
#include "main/mtypes.h"
#if FEATURE_feedback
-#define _MESA_INIT_FEEDBACK_FUNCTIONS(driver, impl) \
- do { \
- (driver)->RenderMode = impl ## RenderMode; \
- } while (0)
-
extern void
-_mesa_feedback_vertex( GLcontext *ctx,
+_mesa_feedback_vertex( struct gl_context *ctx,
const GLfloat win[4],
const GLfloat color[4],
const GLfloat texcoord[4] );
static INLINE void
-_mesa_feedback_token( GLcontext *ctx, GLfloat token )
+_mesa_feedback_token( struct gl_context *ctx, GLfloat token )
{
if (ctx->Feedback.Count < ctx->Feedback.BufferSize) {
ctx->Feedback.Buffer[ctx->Feedback.Count] = token;
extern void
-_mesa_update_hitflag( GLcontext *ctx, GLfloat z );
+_mesa_update_hitflag( struct gl_context *ctx, GLfloat z );
extern void
#else /* FEATURE_feedback */
-#define _MESA_INIT_FEEDBACK_FUNCTIONS(driver, impl) do { } while (0)
+#include "main/compiler.h"
static INLINE void
-_mesa_feedback_vertex( GLcontext *ctx,
+_mesa_feedback_vertex( struct gl_context *ctx,
const GLfloat win[4],
const GLfloat color[4],
const GLfloat texcoord[4] )
static INLINE void
-_mesa_feedback_token( GLcontext *ctx, GLfloat token )
+_mesa_feedback_token( struct gl_context *ctx, GLfloat token )
{
/* render mode is always GL_RENDER */
ASSERT_NO_FEATURE();
}
static INLINE void
-_mesa_update_hitflag( GLcontext *ctx, GLfloat z )
+_mesa_update_hitflag( struct gl_context *ctx, GLfloat z )
{
/* render mode is always GL_RENDER */
ASSERT_NO_FEATURE();
#endif /* FEATURE_feedback */
extern void
-_mesa_init_feedback( GLcontext *ctx );
+_mesa_init_feedback( struct gl_context *ctx );
#endif /* FEEDBACK_H */