*/
/* helper function */
-static void r300_set_blend_cntl(r300ContextPtr r300, int func, int eqn,
+static void r300SetBlendCntl(r300ContextPtr r300, int func, int eqn,
int cbits, int funcA, int eqnA)
{
GLuint new_ablend, new_cblend;
}
}
-static void r300_set_blend_state(GLcontext * ctx)
+static void r300SetBlendState(GLcontext * ctx)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
int func = (R300_BLEND_GL_ONE << R300_SRC_BLEND_SHIFT) |
int eqnA = R300_COMB_FCN_ADD_CLAMP;
if (RGBA_LOGICOP_ENABLED(ctx) || !ctx->Color.BlendEnabled) {
- r300_set_blend_cntl(r300, func, eqn, 0, func, eqn);
+ r300SetBlendCntl(r300, func, eqn, 0, func, eqn);
return;
}
return;
}
- r300_set_blend_cntl(r300,
+ r300SetBlendCntl(r300,
func, eqn,
R300_BLEND_UNKNOWN | R300_BLEND_ENABLE, funcA,
eqnA);
static void r300BlendEquationSeparate(GLcontext * ctx,
GLenum modeRGB, GLenum modeA)
{
- r300_set_blend_state(ctx);
+ r300SetBlendState(ctx);
}
static void r300BlendFuncSeparate(GLcontext * ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA)
{
- r300_set_blend_state(ctx);
+ r300SetBlendState(ctx);
}
/**
case GL_BLEND:
case GL_COLOR_LOGIC_OP:
- r300_set_blend_state(ctx);
+ r300SetBlendState(ctx);
break;
case GL_DEPTH_TEST:
return f;
}
-void r300_setup_textures(GLcontext * ctx)
+static void r300SetupTextures(GLcontext * ctx)
{
int i, mtu;
struct r300_tex_obj *t;
((hw_tcl_on) ? (ow).vp_outputs & (1 << (vp_result)) : \
RENDERINPUTS_TEST( (ow.index_bitset), (tnl_attrib) ))
-void r300_setup_rs_unit(GLcontext * ctx)
+void r300SetupRSUnit(GLcontext * ctx)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
/* I'm still unsure if these are needed */
rmesa->temp_attrib[i];
}
- r300_select_vertex_shader(rmesa);
+ r300SelectVertexShader(rmesa);
vp = (struct r300_vertex_program *)
CURRENT_VERTEX_SHADER(ctx);
/*if (vp->translated == GL_FALSE)
- r300_translate_vertex_shader(vp); */
+ r300TranslateVertexShader(vp); */
if (vp->translated == GL_FALSE) {
fprintf(stderr, "Failing back to sw-tcl\n");
hw_tcl_on = future_hw_tcl_on = 0;
r300UpdateTextureState(ctx);
r300SetupPixelShader(rmesa);
- r300_setup_textures(ctx);
+ r300SetupTextures(ctx);
if ((rmesa->radeon.radeonScreen->chip_flags & RADEON_CHIPSET_TCL))
r300SetupVertexShader(rmesa);
- r300_setup_rs_unit(ctx);
+ r300SetupRSUnit(ctx);
}
/* This is probably wrong for some values, I need to test this
if (!rp) /* should only happenen once, just after context is created */
return;
- r300_translate_fragment_shader(rmesa, rp);
+ r300TranslateFragmentShader(rmesa, rp);
if (!rp->translated) {
fprintf(stderr, "%s: No valid fragment shader, exiting\n",
__func__);
r300UpdateTextureState(ctx);
- r300_set_blend_state(ctx);
+ r300SetBlendState(ctx);
r300AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);
r300Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled);
} while(0)
#define R300_PRINT_STATE(r300, atom) \
- r300_print_state_atom(r300, &r300->hw.atom)
+ r300PrintStateAtom(r300, &r300->hw.atom)
/* Fire the buffered vertices no matter what.
TODO: This has not been implemented yet
extern void r300SetupVertexShader(r300ContextPtr rmesa);
extern void r300SetupPixelShader(r300ContextPtr rmesa);
-extern void r300_setup_textures(GLcontext * ctx);
-extern void r300_setup_rs_unit(GLcontext * ctx);
extern void r300UpdateShaders(r300ContextPtr rmesa);
extern void r300UpdateShaderStates(r300ContextPtr rmesa);
-extern void r300_print_state_atom(r300ContextPtr r300,
+extern void r300PrintStateAtom(r300ContextPtr r300,
struct r300_state_atom *state);
#endif /* __R300_STATE_H__ */