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authorBrian Paul <[email protected]>2003-03-25 02:23:44 +0000
committerBrian Paul <[email protected]>2003-03-25 02:23:44 +0000
commit45bc887da226403f2c41077e40ca38b6f60f1359 (patch)
tree831190e41ee62449b751e82ab259797bced40524 /src/mesa/swrast/s_depth.c
parentaf1bfb7281eb8175adb7bb9774aeafa020e3831b (diff)
replace _mesa_ prefix with _swrast_, remove s_histogram.[ch]
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index b15638b658a..109585748de 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.25 2002/10/30 19:49:30 brianp Exp $ */
+/* $Id: s_depth.c,v 1.26 2003/03/25 02:23:45 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -38,7 +38,7 @@
* Return address of depth buffer value for given window coord.
*/
GLvoid *
-_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y)
+_swrast_zbuffer_address(GLcontext *ctx, GLint x, GLint y)
{
if (ctx->Visual.depthBits <= 16)
return (GLushort *) ctx->DrawBuffer->DepthBuffer
@@ -1355,7 +1355,7 @@ depth_test_pixels( GLcontext *ctx, struct sw_span *span )
* \return approx number of pixels that passed (only zero is reliable)
*/
GLuint
-_mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
+_swrast_depth_test_span( GLcontext *ctx, struct sw_span *span)
{
if (span->arrayMask & SPAN_XY)
return depth_test_pixels(ctx, span);
@@ -1375,7 +1375,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
* This function does clipping before calling the device driver function.
*/
void
-_mesa_read_depth_span( GLcontext *ctx,
+_swrast_read_depth_span( GLcontext *ctx,
GLint n, GLint x, GLint y, GLdepth depth[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -1448,7 +1448,7 @@ _mesa_read_depth_span( GLcontext *ctx,
* Output: depth - the array of depth values
*/
void
-_mesa_read_depth_span_float( GLcontext *ctx,
+_swrast_read_depth_span_float( GLcontext *ctx,
GLint n, GLint x, GLint y, GLfloat depth[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -1529,7 +1529,7 @@ _mesa_read_depth_span_float( GLcontext *ctx,
* This function is only called through Driver.alloc_depth_buffer.
*/
void
-_mesa_alloc_depth_buffer( GLframebuffer *buffer )
+_swrast_alloc_depth_buffer( GLframebuffer *buffer )
{
GLint bytesPerValue;
@@ -1568,7 +1568,7 @@ _mesa_alloc_depth_buffer( GLframebuffer *buffer )
* This function is only called through Driver.clear_depth_buffer.
*/
void
-_mesa_clear_depth_buffer( GLcontext *ctx )
+_swrast_clear_depth_buffer( GLcontext *ctx )
{
if (ctx->Visual.depthBits == 0
|| !ctx->DrawBuffer->DepthBuffer