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authorBrian Paul <[email protected]>2000-02-02 22:16:04 +0000
committerBrian Paul <[email protected]>2000-02-02 22:16:04 +0000
commit4bad6744d20b4efb713e785015dc0abb33cb929c (patch)
treea749abcb36ff64b9c613d0ea0a20be37377ffb84 /src/mesa/main/depth.c
parentb34024bc6207efb460e621ccd9bc08b944b2c235 (diff)
replaced gl_ prefix with _mesa_ prefix on depth funcs
Diffstat (limited to 'src/mesa/main/depth.c')
-rw-r--r--src/mesa/main/depth.c24
1 files changed, 14 insertions, 10 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c
index b2fa94757e3..3d8b1a190b3 100644
--- a/src/mesa/main/depth.c
+++ b/src/mesa/main/depth.c
@@ -1,4 +1,4 @@
-/* $Id: depth.c,v 1.11 1999/12/10 19:09:22 brianp Exp $ */
+/* $Id: depth.c,v 1.12 2000/02/02 22:16:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -370,8 +370,8 @@ depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* Apply depth test to span of fragments. Hardware or software z buffer.
*/
GLuint
-gl_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] )
+_mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLubyte mask[] )
{
GLdepth zbuffer[MAX_WIDTH];
GLdepth *zptr;
@@ -881,9 +881,10 @@ hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
-void gl_depth_test_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+void
+_mesa_depth_test_pixels( GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] )
{
if (ctx->Driver.ReadDepthPixels) {
/* read depth values from hardware Z buffer */
@@ -918,8 +919,9 @@ void gl_depth_test_pixels( GLcontext *ctx,
* x,y - location of first pixel
* Output: depth - the array of depth values
*/
-void gl_read_depth_span_float( GLcontext* ctx,
- GLuint n, GLint x, GLint y, GLfloat depth[] )
+void
+_mesa_read_depth_span_float( GLcontext* ctx,
+ GLuint n, GLint x, GLint y, GLfloat depth[] )
{
const GLfloat scale = 1.0F / DEPTH_SCALE;
@@ -960,7 +962,8 @@ void gl_read_depth_span_float( GLcontext* ctx,
* it will be free()'d. The new depth buffer will be uniniitalized.
* This function is only called through Driver.alloc_depth_buffer.
*/
-void gl_alloc_depth_buffer( GLcontext* ctx )
+void
+_mesa_alloc_depth_buffer( GLcontext* ctx )
{
/* deallocate current depth buffer if present */
if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
@@ -990,7 +993,8 @@ void gl_alloc_depth_buffer( GLcontext* ctx )
* allocate it now.
* This function is only called through Driver.clear_depth_buffer.
*/
-void gl_clear_depth_buffer( GLcontext* ctx )
+void
+_mesa_clear_depth_buffer( GLcontext* ctx )
{
GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);