*/
extern GLboolean
-_swrast_CreateContext( GLcontext *ctx );
+_swrast_CreateContext( struct gl_context *ctx );
extern void
-_swrast_DestroyContext( GLcontext *ctx );
+_swrast_DestroyContext( struct gl_context *ctx );
/* Get a (non-const) reference to the device driver struct for swrast.
*/
extern struct swrast_device_driver *
-_swrast_GetDeviceDriverReference( GLcontext *ctx );
+_swrast_GetDeviceDriverReference( struct gl_context *ctx );
extern void
-_swrast_Bitmap( GLcontext *ctx,
+_swrast_Bitmap( struct gl_context *ctx,
GLint px, GLint py,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap );
extern void
-_swrast_CopyPixels( GLcontext *ctx,
+_swrast_CopyPixels( struct gl_context *ctx,
GLint srcx, GLint srcy,
GLint destx, GLint desty,
GLsizei width, GLsizei height,
GLenum type );
extern void
-_swrast_DrawPixels( GLcontext *ctx,
+_swrast_DrawPixels( struct gl_context *ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const GLvoid *pixels );
extern void
-_swrast_ReadPixels( GLcontext *ctx,
+_swrast_ReadPixels( struct gl_context *ctx,
GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
GLvoid *pixels );
extern void
-_swrast_BlitFramebuffer(GLcontext *ctx,
+_swrast_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
extern void
-_swrast_Clear(GLcontext *ctx, GLbitfield buffers);
+_swrast_Clear(struct gl_context *ctx, GLbitfield buffers);
extern void
-_swrast_Accum(GLcontext *ctx, GLenum op, GLfloat value);
+_swrast_Accum(struct gl_context *ctx, GLenum op, GLfloat value);
/* Reset the stipple counter
*/
extern void
-_swrast_ResetLineStipple( GLcontext *ctx );
+_swrast_ResetLineStipple( struct gl_context *ctx );
+
+/**
+ * Indicates front/back facing for subsequent points/lines when drawing
+ * unfilled polygons. Needed for two-side stencil.
+ */
+extern void
+_swrast_SetFacing(struct gl_context *ctx, GLuint facing);
/* These will always render the correct point/line/triangle for the
* current state.
* For flatshaded primitives, the provoking vertex is the final one.
*/
extern void
-_swrast_Point( GLcontext *ctx, const SWvertex *v );
+_swrast_Point( struct gl_context *ctx, const SWvertex *v );
extern void
-_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
+_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 );
extern void
-_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
+_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2 );
extern void
-_swrast_Quad( GLcontext *ctx,
+_swrast_Quad( struct gl_context *ctx,
const SWvertex *v0, const SWvertex *v1,
const SWvertex *v2, const SWvertex *v3);
extern void
-_swrast_flush( GLcontext *ctx );
+_swrast_flush( struct gl_context *ctx );
extern void
-_swrast_render_primitive( GLcontext *ctx, GLenum mode );
+_swrast_render_primitive( struct gl_context *ctx, GLenum mode );
extern void
-_swrast_render_start( GLcontext *ctx );
+_swrast_render_start( struct gl_context *ctx );
extern void
-_swrast_render_finish( GLcontext *ctx );
+_swrast_render_finish( struct gl_context *ctx );
/* Tell the software rasterizer about core state changes.
*/
extern void
-_swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state );
+_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state );
/* Configure software rasterizer to match hardware rasterizer characteristics:
*/
extern void
-_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
+_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value );
extern void
-_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
+_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value );
/* Debug:
*/
extern void
-_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
+_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v );
-/*
- * Imaging fallbacks (a better solution should be found, perhaps
- * moving all the imaging fallback code to a new module)
- */
-extern void
-_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width,
- GLsizei height);
-extern void
-_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width);
-extern void
-_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
- GLint x, GLint y, GLsizei width);
-extern void
-_swrast_CopyColorTable( GLcontext *ctx,
- GLenum target, GLenum internalformat,
- GLint x, GLint y, GLsizei width);
-
-/*
- * Texture fallbacks. Could also live in a new module
- * with the rest of the texture store fallbacks?
- */
extern void
-_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width, GLint border);
+_swrast_eject_texture_images(struct gl_context *ctx);
-extern void
-_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width, GLsizei height,
- GLint border);
-
-
-extern void
-_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
- GLint xoffset, GLint x, GLint y, GLsizei width);
-
-extern void
-_swrast_copy_texsubimage2d(GLcontext *ctx,
- GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y, GLsizei width, GLsizei height);
-
-extern void
-_swrast_copy_texsubimage3d(GLcontext *ctx,
- GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y, GLsizei width, GLsizei height);
-
-
-extern void
-_swrast_eject_texture_images(GLcontext *ctx);
-
-
-#if FEATURE_MESA_program_debug
-extern void
-_swrast_get_program_register(GLcontext *, enum register_file file,
- GLuint index, GLfloat val[4]);
-#endif /* FEATURE_MESA_program_debug */
/**
* these functions. Locking in that case must be organized by the
* driver by other mechanisms.
*/
- void (*SpanRenderStart)(GLcontext *ctx);
- void (*SpanRenderFinish)(GLcontext *ctx);
+ void (*SpanRenderStart)(struct gl_context *ctx);
+ void (*SpanRenderFinish)(struct gl_context *ctx);
};