* Any chanType ok.
*/
static void _BLENDAPI
-blend_noop(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_noop(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLint bytes;
else
bytes = 4 * n * sizeof(GLfloat);
- _mesa_memcpy(src, dst, bytes);
+ memcpy(src, dst, bytes);
}
* Any chanType ok.
*/
static void _BLENDAPI
-blend_replace(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_replace(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
ASSERT(ctx->Color.BlendEquationRGB == GL_FUNC_ADD);
* glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA).
*/
static void _BLENDAPI
-blend_transparency_ubyte(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_transparency_ubyte(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLubyte (*rgba)[4] = (GLubyte (*)[4]) src;
static void _BLENDAPI
-blend_transparency_ushort(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_transparency_ushort(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLushort (*rgba)[4] = (GLushort (*)[4]) src;
static void _BLENDAPI
-blend_transparency_float(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_transparency_float(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLfloat (*rgba)[4] = (GLfloat (*)[4]) src;
* Any chanType ok.
*/
static void _BLENDAPI
-blend_add(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_add(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
* Any chanType ok.
*/
static void _BLENDAPI
-blend_min(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_min(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
* Any chanType ok.
*/
static void _BLENDAPI
-blend_max(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_max(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
* Any chanType ok.
*/
static void _BLENDAPI
-blend_modulate(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_modulate(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst, GLenum chanType)
{
GLuint i;
* \param dest array of pixels from the dest color buffer
*/
static void
-blend_general_float(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_general_float(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLfloat rgba[][4], GLfloat dest[][4],
GLenum chanType)
{
* Do any blending operation, any chanType.
*/
static void
-blend_general(GLcontext *ctx, GLuint n, const GLubyte mask[],
+blend_general(struct gl_context *ctx, GLuint n, const GLubyte mask[],
void *src, const void *dst, GLenum chanType)
{
GLfloat rgbaF[MAX_WIDTH][4], destF[MAX_WIDTH][4];
* Result: the ctx->Color.BlendFunc pointer is updated.
*/
void
-_swrast_choose_blend_func(GLcontext *ctx, GLenum chanType)
+_swrast_choose_blend_func(struct gl_context *ctx, GLenum chanType)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLenum eq = ctx->Color.BlendEquationRGB;
* pixel coordinates.
*/
void
-_swrast_blend_span(GLcontext *ctx, struct gl_renderbuffer *rb, SWspan *span)
+_swrast_blend_span(struct gl_context *ctx, struct gl_renderbuffer *rb, SWspan *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
void *rbPixels;