/*
* Mesa 3-D graphics library
- * Version: 6.5.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
/**
* \file swrast/s_context.h
* \brief Software rasterization context and private types.
- * \author Keith Whitwell <keith@tungstengraphics.com>
+ * \author Keith Whitwell <keithw@vmware.com>
*/
/**
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLfloat rgba[][4]);
-typedef void (_ASMAPIP blend_func)( struct gl_context *ctx, GLuint n,
- const GLubyte mask[],
- GLvoid *src, const GLvoid *dst,
- GLenum chanType);
+typedef void (*blend_func)(struct gl_context *ctx, GLuint n,
+ const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst,
+ GLenum chanType);
typedef void (*swrast_point_func)( struct gl_context *ctx, const SWvertex *);
* between all slices.
*/
GLint RowStride;
- void **ImageSlices; /**< if 3D texture: array [Depth] of offsets to
- each 2D slice in 'Data', in texels */
- GLubyte *Map; /**< Pointer to mapped image memory */
+ /**
+ * When a texture image is mapped for swrast, this array contains pointers
+ * to the beginning of each slice.
+ *
+ * For swrast-allocated textures, these pointers will always stay
+ * initialized to point within Buffer.
+ */
+ void **ImageSlices;
/** Malloc'd texture memory */
GLubyte *Buffer;
/** Internal hooks, kept up to date by the same mechanism as above.
*/
blend_func BlendFunc;
- texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
+ texture_sample_func TextureSample[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.