diff options
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 266 |
1 files changed, 133 insertions, 133 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 1f2a8a696ae..417dbd041e1 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -356,8 +356,8 @@ compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB GLchar *info; shader = _mesa_CreateShaderObjectARB(target); - _mesa_ShaderSourceARB(shader, 1, &source, NULL); - _mesa_CompileShaderARB(shader); + _mesa_ShaderSource(shader, 1, &source, NULL); + _mesa_CompileShader(shader); _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (ok) @@ -393,7 +393,7 @@ link_program_with_debug(struct gl_context *ctx, GLuint program) GLint ok, size; GLchar *info; - _mesa_LinkProgramARB(program); + _mesa_LinkProgram(program); _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok); if (ok) @@ -604,7 +604,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) _mesa_reference_shader_program(ctx, &save->ActiveShader, ctx->Shader.ActiveProgram); - _mesa_UseProgramObjectARB(0); + _mesa_UseProgram(0); } } @@ -629,7 +629,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) save->TexGenEnabled[u] = ctx->Texture.Unit[u].TexGenEnabled; if (ctx->Texture.Unit[u].Enabled || ctx->Texture.Unit[u].TexGenEnabled) { - _mesa_ActiveTextureARB(GL_TEXTURE0 + u); + _mesa_ActiveTexture(GL_TEXTURE0 + u); _mesa_set_enable(ctx, GL_TEXTURE_2D, GL_FALSE); if (ctx->Extensions.ARB_texture_cube_map) _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); @@ -659,8 +659,8 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) } /* set defaults for unit[0] */ - _mesa_ActiveTextureARB(GL_TEXTURE0); - _mesa_ClientActiveTextureARB(GL_TEXTURE0); + _mesa_ActiveTexture(GL_TEXTURE0); + _mesa_ClientActiveTexture(GL_TEXTURE0); if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) { _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } @@ -676,10 +676,10 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) 16 * sizeof(GLfloat)); save->MatrixMode = ctx->Transform.MatrixMode; /* set 1:1 vertex:pixel coordinate transform */ - _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_ActiveTexture(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadIdentity(); - _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); + _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadIdentity(); _mesa_MatrixMode(GL_PROJECTION); @@ -737,7 +737,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) * regardless of the internal implementation of the metaops. */ if (ctx->Color.ClampFragmentColor != GL_TRUE) - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } if (state & MESA_META_CLAMP_VERTEX_COLOR) { @@ -746,7 +746,7 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) /* Generally in here we never want vertex color clamping -- * result clamping is only dependent on fragment clamping. */ - _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, GL_FALSE); + _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE); } if (state & MESA_META_CONDITIONAL_RENDER) { @@ -832,7 +832,7 @@ _mesa_meta_end(struct gl_context *ctx) save->ColorMask[i][2], save->ColorMask[i][3]); } else { - _mesa_ColorMaskIndexed(i, + _mesa_ColorMaski(i, save->ColorMask[i][0], save->ColorMask[i][1], save->ColorMask[i][2], @@ -1001,16 +1001,16 @@ _mesa_meta_end(struct gl_context *ctx) } /* restore current unit state */ - _mesa_ActiveTextureARB(GL_TEXTURE0 + save->ActiveUnit); - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + save->ClientActiveUnit); + _mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit); + _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit); } if (state & MESA_META_TRANSFORM) { GLuint activeTexture = ctx->Texture.CurrentUnit; - _mesa_ActiveTextureARB(GL_TEXTURE0); + _mesa_ActiveTexture(GL_TEXTURE0); _mesa_MatrixMode(GL_TEXTURE); _mesa_LoadMatrixf(save->TextureMatrix); - _mesa_ActiveTextureARB(GL_TEXTURE0 + activeTexture); + _mesa_ActiveTexture(GL_TEXTURE0 + activeTexture); _mesa_MatrixMode(GL_MODELVIEW); _mesa_LoadMatrixf(save->ModelviewMatrix); @@ -1034,7 +1034,7 @@ _mesa_meta_end(struct gl_context *ctx) if (state & MESA_META_VERTEX) { /* restore vertex buffer object */ - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name); _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL); /* restore vertex array object */ @@ -1054,11 +1054,11 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_CLAMP_FRAGMENT_COLOR) { - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, save->ClampFragmentColor); } if (state & MESA_META_CLAMP_VERTEX_COLOR) { - _mesa_ClampColorARB(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor); + _mesa_ClampColor(GL_CLAMP_VERTEX_COLOR, save->ClampVertexColor); } if (state & MESA_META_CONDITIONAL_RENDER) { @@ -1326,12 +1326,12 @@ setup_drawpix_texture(struct gl_context *ctx, _mesa_reference_buffer_object(ctx, &save_unpack_obj, ctx->Unpack.BufferObj); - _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0); + _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); /* create empty texture */ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat, tex->Width, tex->Height, 0, format, type, NULL); if (save_unpack_obj != NULL) - _mesa_BindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, + _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, save_unpack_obj->Name); /* load image */ _mesa_TexSubImage2D(tex->Target, 0, @@ -1372,8 +1372,8 @@ init_blit_depth_pixels(struct gl_context *ctx) texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); - _mesa_GenPrograms(1, &blit->DepthFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_GenProgramsARB(1, &blit->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } @@ -1498,7 +1498,7 @@ blitframebuffer_texture(struct gl_context *ctx, verts[3].s = s0; verts[3].t = t1; - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -1583,9 +1583,9 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, _mesa_BindVertexArray(blit->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &blit->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &blit->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -1596,7 +1596,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, } else { _mesa_BindVertexArray(blit->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); } /* Try faster, direct texture approach first */ @@ -1634,7 +1634,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, verts[3].t = tex->Ttop; /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_set_enable(ctx, tex->Target, GL_TRUE); @@ -1661,7 +1661,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); @@ -1693,13 +1693,13 @@ static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit) { if (blit->ArrayObj) { - _mesa_DeleteVertexArraysAPPLE(1, &blit->ArrayObj); + _mesa_DeleteVertexArrays(1, &blit->ArrayObj); blit->ArrayObj = 0; - _mesa_DeleteBuffersARB(1, &blit->VBO); + _mesa_DeleteBuffers(1, &blit->VBO); blit->VBO = 0; } if (blit->DepthFP) { - _mesa_DeletePrograms(1, &blit->DepthFP); + _mesa_DeleteProgramsARB(1, &blit->DepthFP); blit->DepthFP = 0; } } @@ -1739,8 +1739,8 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_BindVertexArray(clear->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &clear->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_GenBuffers(1, &clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); /* setup vertex arrays */ _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); @@ -1750,7 +1750,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) } else { _mesa_BindVertexArray(clear->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); } /* GL_COLOR_BUFFER_BIT */ @@ -1758,7 +1758,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) /* leave colormask, glDrawBuffer state as-is */ /* Clears never have the color clamped. */ - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } else { ASSERT(metaSave & MESA_META_COLOR_MASK); @@ -1819,7 +1819,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) } /* upload new vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); } @@ -1870,30 +1870,30 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) _mesa_BindVertexArray(clear->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &clear->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_GenBuffers(1, &clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); /* setup vertex arrays */ - _mesa_VertexAttribPointerARB(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0); - _mesa_EnableVertexAttribArrayARB(0); + _mesa_VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0); + _mesa_EnableVertexAttribArray(0); vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER); - _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL); - _mesa_CompileShaderARB(vs); + _mesa_ShaderSource(vs, 1, &vs_source, NULL); + _mesa_CompileShader(vs); fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER); - _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL); - _mesa_CompileShaderARB(fs); + _mesa_ShaderSource(fs, 1, &fs_source, NULL); + _mesa_CompileShader(fs); clear->ShaderProg = _mesa_CreateProgramObjectARB(); _mesa_AttachShader(clear->ShaderProg, fs); _mesa_DeleteObjectARB(fs); _mesa_AttachShader(clear->ShaderProg, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(clear->ShaderProg, 0, "position"); - _mesa_LinkProgramARB(clear->ShaderProg); + _mesa_BindAttribLocation(clear->ShaderProg, 0, "position"); + _mesa_LinkProgram(clear->ShaderProg); - clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg, + clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color"); if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) { @@ -1905,7 +1905,7 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) _mesa_DeleteObjectARB(fs); _mesa_AttachShader(clear->IntegerShaderProg, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position"); + _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position"); /* Note that user-defined out attributes get automatically assigned * locations starting from 0, so we don't need to explicitly @@ -1915,7 +1915,7 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) link_program_with_debug(ctx, clear->IntegerShaderProg); clear->IntegerColorLocation = - _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color"); + _mesa_GetUniformLocation(clear->IntegerShaderProg, "color"); } } @@ -1924,9 +1924,9 @@ meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear) { if (clear->ArrayObj == 0) return; - _mesa_DeleteVertexArraysAPPLE(1, &clear->ArrayObj); + _mesa_DeleteVertexArrays(1, &clear->ArrayObj); clear->ArrayObj = 0; - _mesa_DeleteBuffersARB(1, &clear->VBO); + _mesa_DeleteBuffers(1, &clear->VBO); clear->VBO = 0; _mesa_DeleteObjectARB(clear->ShaderProg); clear->ShaderProg = 0; @@ -1980,24 +1980,24 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) meta_glsl_clear_init(ctx, clear); if (fb->_IntegerColor) { - _mesa_UseProgramObjectARB(clear->IntegerShaderProg); - _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1, + _mesa_UseProgram(clear->IntegerShaderProg); + _mesa_Uniform4iv(clear->IntegerColorLocation, 1, ctx->Color.ClearColor.i); } else { - _mesa_UseProgramObjectARB(clear->ShaderProg); - _mesa_Uniform4fvARB(clear->ColorLocation, 1, + _mesa_UseProgram(clear->ShaderProg); + _mesa_Uniform4fv(clear->ColorLocation, 1, ctx->Color.ClearColor.f); } _mesa_BindVertexArray(clear->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ /* Clears never have the color clamped. */ - _mesa_ClampColorARB(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); + _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); } else { ASSERT(metaSave & MESA_META_COLOR_MASK); @@ -2042,7 +2042,7 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) verts[3].z = z; /* upload new vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* draw quad */ @@ -2098,9 +2098,9 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, _mesa_BindVertexArray(copypix->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, ©pix->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, ©pix->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -2111,7 +2111,7 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, } else { _mesa_BindVertexArray(copypix->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); } newTex = alloc_texture(tex, width, height, intFormat); @@ -2146,7 +2146,7 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, verts[3].t = tex->Ttop; /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* Alloc/setup texture */ @@ -2260,8 +2260,8 @@ init_draw_stencil_pixels(struct gl_context *ctx) texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); - _mesa_GenPrograms(1, &drawpix->StencilFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); + _mesa_GenProgramsARB(1, &drawpix->StencilFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } @@ -2294,8 +2294,8 @@ init_draw_depth_pixels(struct gl_context *ctx) texTarget = "2D"; _mesa_snprintf(program2, sizeof(program2), program, texTarget); - _mesa_GenPrograms(1, &drawpix->DepthFP); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); + _mesa_GenProgramsARB(1, &drawpix->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(program2), (const GLubyte *) program2); } @@ -2452,9 +2452,9 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, _mesa_BindVertexArray(drawpix->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &vbo); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, vbo); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &vbo); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, vbo); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -2490,7 +2490,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, /* set stencil bits to 1 where needed */ _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); for (bit = 0; bit < ctx->DrawBuffer->Visual.stencilBits; bit++) { @@ -2511,7 +2511,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, if (!drawpix->DepthFP) init_draw_depth_pixels(ctx); - _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, drawpix->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); /* polygon color = current raster color */ @@ -2532,7 +2532,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, _mesa_set_enable(ctx, tex->Target, GL_FALSE); - _mesa_DeleteBuffersARB(1, &vbo); + _mesa_DeleteBuffers(1, &vbo); /* restore unpack params */ ctx->Unpack = unpackSave; @@ -2629,9 +2629,9 @@ _mesa_meta_Bitmap(struct gl_context *ctx, _mesa_BindVertexArrayAPPLE(bitmap->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &bitmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &bitmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -2644,7 +2644,7 @@ _mesa_meta_Bitmap(struct gl_context *ctx, } else { _mesa_BindVertexArray(bitmap->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, bitmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO); } newTex = alloc_texture(tex, width, height, texIntFormat); @@ -2687,7 +2687,7 @@ _mesa_meta_Bitmap(struct gl_context *ctx, } /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } /* choose different foreground/background alpha values */ @@ -2770,11 +2770,11 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, * Test that we can actually render in the texture's format. */ if (!mipmap->FBO) - _mesa_GenFramebuffersEXT(1, &mipmap->FBO); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); + _mesa_GenFramebuffers(1, &mipmap->FBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO); if (target == GL_TEXTURE_1D) { - _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, srcLevel); } @@ -2782,21 +2782,21 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, /* other work is needed to enable 3D mipmap generation */ else if (target == GL_TEXTURE_3D) { GLint zoffset = 0; - _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, srcLevel, zoffset); } #endif else { /* 2D / cube */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, srcLevel); } - status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { return GL_TRUE; @@ -2975,8 +2975,8 @@ setup_ff_generate_mipmap(struct gl_context *ctx, _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &mipmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_GenBuffers(1, &mipmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); /* setup vertex arrays */ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); @@ -3058,13 +3058,13 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, _mesa_BindVertexArray(mipmap->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &mipmap->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_GenBuffers(1, &mipmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); /* setup vertex arrays */ - _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE, + _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct vertex), OFFSET(x)); - _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE, + _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct vertex), OFFSET(tex)); } @@ -3133,10 +3133,10 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, _mesa_DeleteObjectARB(fs); _mesa_AttachShader(mipmap->ShaderProg, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position"); - _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords"); - _mesa_EnableVertexAttribArrayARB(0); - _mesa_EnableVertexAttribArrayARB(1); + _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position"); + _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords"); + _mesa_EnableVertexAttribArray(0); + _mesa_EnableVertexAttribArray(1); link_program_with_debug(ctx, mipmap->ShaderProg); sampler->shader_prog = mipmap->ShaderProg; ralloc_free(mem_ctx); @@ -3149,9 +3149,9 @@ meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx, { if (mipmap->ArrayObj == 0) return; - _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj); + _mesa_DeleteVertexArrays(1, &mipmap->ArrayObj); mipmap->ArrayObj = 0; - _mesa_DeleteBuffersARB(1, &mipmap->VBO); + _mesa_DeleteBuffers(1, &mipmap->VBO); mipmap->VBO = 0; _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog); @@ -3219,7 +3219,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, */ if (use_glsl_version) { setup_glsl_generate_mipmap(ctx, mipmap, target); - _mesa_UseProgramObjectARB(mipmap->ShaderProg); + _mesa_UseProgram(mipmap->ShaderProg); } else { setup_ff_generate_mipmap(ctx, mipmap); @@ -3227,7 +3227,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, } _mesa_BindVertexArray(mipmap->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; @@ -3236,7 +3236,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_BindTexture(target, texObj->Name); if (!mipmap->FBO) { - _mesa_GenFramebuffersEXT(1, &mipmap->FBO); + _mesa_GenFramebuffers(1, &mipmap->FBO); } if (!mipmap->Sampler) { @@ -3264,7 +3264,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler); } - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO); if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES) _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE); @@ -3291,7 +3291,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, verts[3].y = 1.0F; /* upload vertex data */ - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); /* texture is already locked, unlock now */ @@ -3345,7 +3345,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, /* Set to draw into the current dstLevel */ if (target == GL_TEXTURE_1D) { - _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture1D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, @@ -3353,7 +3353,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, } else if (target == GL_TEXTURE_3D) { GLint zoffset = 0; /* XXX unfinished */ - _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, texObj->Name, @@ -3361,7 +3361,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, } else { /* 2D / cube */ - _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, + _mesa_FramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, faceTarget, texObj->Name, @@ -3371,7 +3371,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT); /* sanity check */ - status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + status = _mesa_CheckFramebufferStatus(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_problem(ctx, "Unexpected incomplete framebuffer in " "_mesa_meta_GenerateMipmap()"); @@ -3397,7 +3397,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, if (genMipmapSave) _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboSave); } @@ -3574,23 +3574,23 @@ decompress_texture_image(struct gl_context *ctx, /* Create/bind FBO/renderbuffer */ if (decompress->FBO == 0) { - _mesa_GenFramebuffersEXT(1, &decompress->FBO); - _mesa_GenRenderbuffersEXT(1, &decompress->RBO); - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO); - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO); - _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + _mesa_GenFramebuffers(1, &decompress->FBO); + _mesa_GenRenderbuffers(1, &decompress->RBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO); + _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO); + _mesa_FramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, decompress->RBO); } else { - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, decompress->FBO); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, decompress->FBO); } /* alloc dest surface */ if (width > decompress->Width || height > decompress->Height) { - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, decompress->RBO); - _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, + _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, decompress->RBO); + _mesa_RenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA, width, height); decompress->Width = width; decompress->Height = height; @@ -3603,9 +3603,9 @@ decompress_texture_image(struct gl_context *ctx, _mesa_BindVertexArray(decompress->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &decompress->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &decompress->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* setup vertex arrays */ @@ -3616,7 +3616,7 @@ decompress_texture_image(struct gl_context *ctx, } else { _mesa_BindVertexArray(decompress->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); } if (!decompress->Sampler) { @@ -3652,7 +3652,7 @@ decompress_texture_image(struct gl_context *ctx, verts[3].y = height; /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); /* setup texture state */ _mesa_BindTexture(target, texObj->Name); @@ -3713,13 +3713,13 @@ decompress_texture_image(struct gl_context *ctx, /* restore fbo bindings */ if (fboDrawSave == fboReadSave) { - _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDrawSave); + _mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, fboDrawSave); } else { - _mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave); - _mesa_BindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fboReadSave); + _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, fboDrawSave); + _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, fboReadSave); } - _mesa_BindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbSave); + _mesa_BindRenderbuffer(GL_RENDERBUFFER_EXT, rbSave); } @@ -3784,9 +3784,9 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, _mesa_BindVertexArray(drawtex->ArrayObj); /* create vertex array buffer */ - _mesa_GenBuffersARB(1, &drawtex->VBO); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO); - _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), + _mesa_GenBuffers(1, &drawtex->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), NULL, GL_DYNAMIC_DRAW_ARB); /* client active texture is not part of the array object */ @@ -3796,17 +3796,17 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); _mesa_EnableClientState(GL_VERTEX_ARRAY); for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + i); + _mesa_ClientActiveTexture(GL_TEXTURE0 + i); _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i])); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } /* restore client active texture */ - _mesa_ClientActiveTextureARB(GL_TEXTURE0 + active_texture); + _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture); } else { _mesa_BindVertexArray(drawtex->ArrayObj); - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawtex->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO); } /* vertex positions, texcoords */ @@ -3871,7 +3871,7 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, verts[3].st[i][1] = t1; } - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); |