diff options
Diffstat (limited to 'src/mesa/drivers/osmesa/osmesa.c')
-rw-r--r-- | src/mesa/drivers/osmesa/osmesa.c | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c index 7f79a1f272e..11336e5cd9a 100644 --- a/src/mesa/drivers/osmesa/osmesa.c +++ b/src/mesa/drivers/osmesa/osmesa.c @@ -1,4 +1,4 @@ -/* $Id: osmesa.c,v 1.20 2000/09/08 16:41:39 brianp Exp $ */ +/* $Id: osmesa.c,v 1.21 2000/09/26 20:54:12 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -30,7 +30,7 @@ * * Note on thread safety: this driver is thread safe. All * functions are reentrant. The notion of current context is - * managed by the core gl_make_current() and gl_get_current_context() + * managed by the core _mesa_make_current() and _mesa_get_current_context() * functions. Those functions are thread-safe. */ @@ -265,15 +265,15 @@ OSMesaCreateContextExt( GLenum format, GLint depthBits, GLint stencilBits, gl_extensions_enable(&(osmesa->gl_ctx), "GL_ARB_texture_cube_map"); gl_extensions_enable(&(osmesa->gl_ctx), "GL_EXT_texture_env_combine"); - osmesa->gl_buffer = gl_create_framebuffer( osmesa->gl_visual, - osmesa->gl_visual->DepthBits > 0, - osmesa->gl_visual->StencilBits > 0, - osmesa->gl_visual->AccumRedBits > 0, - osmesa->gl_visual->AlphaBits > 0 ); + osmesa->gl_buffer = _mesa_create_framebuffer( osmesa->gl_visual, + osmesa->gl_visual->DepthBits > 0, + osmesa->gl_visual->StencilBits > 0, + osmesa->gl_visual->AccumRedBits > 0, + osmesa->gl_visual->AlphaBits > 0 ); if (!osmesa->gl_buffer) { - gl_destroy_visual( osmesa->gl_visual ); - gl_free_context_data( &osmesa->gl_ctx ); + _mesa_destroy_visual( osmesa->gl_visual ); + _mesa_free_context_data( &osmesa->gl_ctx ); FREE(osmesa); return NULL; } @@ -308,9 +308,9 @@ OSMesaCreateContextExt( GLenum format, GLint depthBits, GLint stencilBits, void GLAPIENTRY OSMesaDestroyContext( OSMesaContext ctx ) { if (ctx) { - gl_destroy_visual( ctx->gl_visual ); - gl_destroy_framebuffer( ctx->gl_buffer ); - gl_free_context_data( &ctx->gl_ctx ); + _mesa_destroy_visual( ctx->gl_visual ); + _mesa_destroy_framebuffer( ctx->gl_buffer ); + _mesa_free_context_data( &ctx->gl_ctx ); FREE( ctx ); } } @@ -414,7 +414,7 @@ OSMesaMakeCurrent( OSMesaContext ctx, void *buffer, GLenum type, } osmesa_update_state( &ctx->gl_ctx ); - gl_make_current( &ctx->gl_ctx, ctx->gl_buffer ); + _mesa_make_current( &ctx->gl_ctx, ctx->gl_buffer ); ctx->buffer = buffer; ctx->width = width; @@ -441,7 +441,7 @@ OSMesaMakeCurrent( OSMesaContext ctx, void *buffer, GLenum type, OSMesaContext GLAPIENTRY OSMesaGetCurrentContext( void ) { - GLcontext *ctx = gl_get_current_context(); + GLcontext *ctx = _mesa_get_current_context(); if (ctx) return (OSMesaContext) ctx; else @@ -1404,7 +1404,7 @@ static line_func choose_line_function( GLcontext *ctx ) if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE - && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS) { + && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: @@ -1429,7 +1429,7 @@ static line_func choose_line_function( GLcontext *ctx ) if (ctx->RasterMask==(DEPTH_BIT|BLEND_BIT) && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE - && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS + && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA @@ -1448,7 +1448,7 @@ static line_func choose_line_function( GLcontext *ctx ) if (ctx->RasterMask==(DEPTH_BIT|BLEND_BIT) && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_FALSE - && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS + && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA @@ -1586,7 +1586,7 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE - && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS + && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && osmesa->format!=OSMESA_COLOR_INDEX) { if (ctx->Light.ShadeModel==GL_SMOOTH) { return smooth_rgba_z_triangle; |