diff options
author | Brian Paul <[email protected]> | 2000-02-02 22:16:04 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2000-02-02 22:16:04 +0000 |
commit | 4bad6744d20b4efb713e785015dc0abb33cb929c (patch) | |
tree | a749abcb36ff64b9c613d0ea0a20be37377ffb84 /src/mesa/main/depth.c | |
parent | b34024bc6207efb460e621ccd9bc08b944b2c235 (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.c | 24 |
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); |