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-rw-r--r--src/mesa/drivers/osmesa/osmesa.c36
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;