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-rw-r--r--src/mesa/main/buffers.c12
-rw-r--r--src/mesa/main/stencil.c30
-rw-r--r--src/mesa/main/stencil.h22
3 files changed, 32 insertions, 32 deletions
diff --git a/src/mesa/main/buffers.c b/src/mesa/main/buffers.c
index 9e836276a51..cd40b521224 100644
--- a/src/mesa/main/buffers.c
+++ b/src/mesa/main/buffers.c
@@ -1,4 +1,4 @@
-/* $Id: buffers.c,v 1.4 2000/04/05 14:40:04 brianp Exp $ */
+/* $Id: buffers.c,v 1.5 2000/04/11 21:26:57 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -291,10 +291,10 @@ _mesa_Clear( GLbitfield mask )
/* do software clearing here */
if (newMask) {
- if (newMask & ctx->Color.DrawDestMask) clear_color_buffers( ctx );
- if (newMask & GL_DEPTH_BUFFER_BIT) _mesa_clear_depth_buffer( ctx );
- if (newMask & GL_ACCUM_BUFFER_BIT) _mesa_clear_accum_buffer( ctx );
- if (newMask & GL_STENCIL_BUFFER_BIT) gl_clear_stencil_buffer( ctx );
+ if (newMask & ctx->Color.DrawDestMask) clear_color_buffers(ctx);
+ if (newMask & GL_DEPTH_BUFFER_BIT) _mesa_clear_depth_buffer(ctx);
+ if (newMask & GL_ACCUM_BUFFER_BIT) _mesa_clear_accum_buffer(ctx);
+ if (newMask & GL_STENCIL_BUFFER_BIT) _mesa_clear_stencil_buffer(ctx);
}
/* clear software-based alpha buffer(s) */
@@ -553,7 +553,7 @@ _mesa_ResizeBuffersMESA( void )
_mesa_alloc_depth_buffer( ctx );
}
if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
- gl_alloc_stencil_buffer( ctx );
+ _mesa_alloc_stencil_buffer( ctx );
}
if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
_mesa_alloc_accum_buffer( ctx );
diff --git a/src/mesa/main/stencil.c b/src/mesa/main/stencil.c
index ecd610df2e9..e07e1833ae8 100644
--- a/src/mesa/main/stencil.c
+++ b/src/mesa/main/stencil.c
@@ -1,4 +1,4 @@
-/* $Id: stencil.c,v 1.15 2000/04/11 20:42:22 brianp Exp $ */
+/* $Id: stencil.c,v 1.16 2000/04/11 21:26:57 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -542,9 +542,9 @@ do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
*
*/
static GLboolean
-stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLstencil stencil[],
- GLubyte mask[] )
+stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLstencil stencil[],
+ GLubyte mask[] )
{
ASSERT(ctx->Stencil.Enabled);
ASSERT(n <= PB_SIZE);
@@ -625,8 +625,8 @@ stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
*
*/
GLboolean
-gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] )
+_mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLubyte mask[] )
{
GLstencil stencilRow[MAX_WIDTH];
GLstencil *stencil;
@@ -648,7 +648,7 @@ gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
/* do all the stencil/depth testing/updating */
- result = stencil_and_depth_test_span( ctx, n, x, y, z, stencil, mask );
+ result = stencil_and_ztest_span( ctx, n, x, y, z, stencil, mask );
if (ctx->Driver.WriteStencilSpan) {
/* Write updated stencil values into hardware stencil buffer */
@@ -1017,7 +1017,7 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
* This is used both for software and hardware stencil buffers.
*
* The comments in this function are a bit sparse but the code is
- * almost identical to stencil_and_depth_test_span(), which is well
+ * almost identical to stencil_and_ztest_span(), which is well
* commented.
*
* Input: n - number of pixels in the array
@@ -1029,9 +1029,9 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
* GL_FALSE - one or more fragments passed the testing
*/
GLboolean
-gl_stencil_and_depth_test_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+_mesa_stencil_and_ztest_pixels( GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] )
{
ASSERT(ctx->Stencil.Enabled);
ASSERT(n <= PB_SIZE);
@@ -1225,7 +1225,8 @@ _mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
* Allocate a new stencil buffer. If there's an old one it will be
* deallocated first. The new stencil buffer will be uninitialized.
*/
-void gl_alloc_stencil_buffer( GLcontext *ctx )
+void
+_mesa_alloc_stencil_buffer( GLcontext *ctx )
{
GLuint buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
@@ -1240,7 +1241,7 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
if (!ctx->DrawBuffer->Stencil) {
/* out of memory */
_mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
- gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
+ gl_error( ctx, GL_OUT_OF_MEMORY, "_mesa_alloc_stencil_buffer" );
}
}
@@ -1412,7 +1413,8 @@ clear_hardware_stencil_buffer( GLcontext *ctx )
/*
* Clear the stencil buffer.
*/
-void gl_clear_stencil_buffer( GLcontext *ctx )
+void
+_mesa_clear_stencil_buffer( GLcontext *ctx )
{
if (ctx->Driver.WriteStencilSpan) {
ASSERT(ctx->Driver.ReadStencilSpan);
diff --git a/src/mesa/main/stencil.h b/src/mesa/main/stencil.h
index b27be16e274..5aac9db9a13 100644
--- a/src/mesa/main/stencil.h
+++ b/src/mesa/main/stencil.h
@@ -1,4 +1,4 @@
-/* $Id: stencil.h,v 1.5 2000/04/11 20:42:22 brianp Exp $ */
+/* $Id: stencil.h,v 1.6 2000/04/11 21:26:57 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -50,17 +50,13 @@ _mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass );
extern GLboolean
-gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] );
+_mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLubyte mask[] );
-#ifdef VMS /* VMS allows externals of 31 characters maximum */
-#define gl_stencil_and_depth_test_pixels gl_stencil_and_depth_test_pixel
-#endif
extern GLboolean
-gl_stencil_and_depth_test_pixels( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] );
-
+_mesa_stencil_and_ztest_pixels( GLcontext *ctx, GLuint n,
+ const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] );
extern void
@@ -73,10 +69,12 @@ _mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
const GLstencil stencil[] );
-extern void gl_alloc_stencil_buffer( GLcontext *ctx );
+extern void
+_mesa_alloc_stencil_buffer( GLcontext *ctx );
-extern void gl_clear_stencil_buffer( GLcontext *ctx );
+extern void
+_mesa_clear_stencil_buffer( GLcontext *ctx );
#endif