extern void ffbFallback( GLcontext *ctx, GLuint bit, GLboolean mode );
#define FALLBACK( ctx, bit, mode ) ffbFallback( ctx, bit, mode )
-extern void ffb_fallback_line(GLcontext *, ffb_vertex *, ffb_vertex *);
-extern void ffb_fallback_point(GLcontext *, ffb_vertex *);
-
#endif /* !(_FFB_TRIS_H) */
Xfree(ffbScreen);
}
-static const struct gl_pipeline_stage *ffb_pipeline[] = {
+static const struct tnl_pipeline_stage *ffb_pipeline[] = {
&_tnl_vertex_transform_stage,
&_tnl_normal_transform_stage,
&_tnl_lighting_stage,
}
}
+#if 0
static void gammaDDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_FOG;
}
+#endif
/* =============================================================
* Lines
#include "texformat.h"
#include "teximage.h"
#include "texmem.h"
+#include "texobj.h"
#include "swrast/swrast.h"
#include "colormac.h"
#include "texobj.h"
#include "teximage.h"
#include "texformat.h"
#include "texmem.h"
+#include "texobj.h"
#include "swrast/swrast.h"
#include "texobj.h"
#include "mm.h"
*/
/* $XFree86: xc/lib/GL/mesa/src/drv/mga/mgapixel.c,v 1.9 2002/11/05 17:46:08 tsi Exp $ */
-#include "enums.h"
#include "mtypes.h"
#include "macros.h"
#include "texutil.h"
#include "texstore.h"
#include "texformat.h"
#include "teximage.h"
+#include "texobj.h"
#include "imports.h"
#include "colormac.h"
#include "texobj.h"
#include "math/m_translate.h"
#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
-
+#include "math/m_translate.h"
#include "radeon_context.h"
#include "radeon_state.h"
#include "radeon_ioctl.h"
radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLuint i,flags = 0,length;
+ GLuint i;
/* TODO: separate this from the swtnl pipeline
*/
fxMesa->dirty |= TDFX_UPLOAD_TEXTURE_ENV;
}
+#if 0
static void print_state(tdfxContextPtr fxMesa)
{
GLcontext *ctx = fxMesa->glCtx;
fxMesa->TexState.EnvMode[1]);
printf(" BaseFmt: GL=0x%x Gr:0x%x\n", base1, fxMesa->TexState.TexFormat[1]);
}
-
+#endif
/*
* When we're only using a single texture unit, we always use the 0th