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Git conversion: Make reactos the root directory, move rosapps, rostests, wallpapers into modules, and delete rossubsys.
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460
dll/opengl/mesa/swrast/s_context.h
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460
dll/opengl/mesa/swrast/s_context.h
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/*
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* Mesa 3-D graphics library
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* Version: 6.5.3
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file swrast/s_context.h
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* \brief Software rasterization context and private types.
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* \author Keith Whitwell <keith@tungstengraphics.com>
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*/
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/**
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* \mainpage swrast module
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*
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* This module, software rasterization, contains the software fallback
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* routines for drawing points, lines, triangles, bitmaps and images.
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* All rendering boils down to writing spans (arrays) of pixels with
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* particular colors. The span-writing routines must be implemented
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* by the device driver.
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*/
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#ifndef S_CONTEXT_H
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#define S_CONTEXT_H
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#include "main/compiler.h"
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#include "main/mtypes.h"
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#include "swrast.h"
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#include "s_span.h"
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typedef void (*texture_sample_func)(struct gl_context *ctx,
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const struct gl_texture_object *tObj,
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GLuint n, const GLfloat texcoords[][4],
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const GLfloat lambda[], GLfloat rgba[][4]);
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typedef void (_ASMAPIP blend_func)( struct gl_context *ctx, GLuint n,
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const GLubyte mask[],
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GLvoid *src, const GLvoid *dst,
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GLenum chanType);
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typedef void (*swrast_point_func)( struct gl_context *ctx, const SWvertex *);
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typedef void (*swrast_line_func)( struct gl_context *ctx,
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const SWvertex *, const SWvertex *);
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typedef void (*swrast_tri_func)( struct gl_context *ctx, const SWvertex *,
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const SWvertex *, const SWvertex *);
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typedef void (*validate_texture_image_func)(struct gl_context *ctx,
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struct gl_texture_object *texObj,
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GLuint face, GLuint level);
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/**
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* \defgroup Bitmasks
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* Bitmasks to indicate which rasterization options are enabled
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* (RasterMask)
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*/
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/*@{*/
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#define ALPHATEST_BIT 0x001 /**< Alpha-test pixels */
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#define BLEND_BIT 0x002 /**< Blend pixels */
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#define DEPTH_BIT 0x004 /**< Depth-test pixels */
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#define FOG_BIT 0x008 /**< Fog pixels */
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#define LOGIC_OP_BIT 0x010 /**< Apply logic op in software */
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#define CLIP_BIT 0x020 /**< Scissor or window clip pixels */
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#define STENCIL_BIT 0x040 /**< Stencil pixels */
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#define MASKING_BIT 0x080 /**< Do glColorMask or glIndexMask */
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#define MULTI_DRAW_BIT 0x400 /**< Write to more than one color- */
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/**< buffer or no buffers. */
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#define TEXTURE_BIT 0x1000 /**< Texturing really enabled */
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#define CLAMPING_BIT 0x8000 /**< Clamp colors to [0,1] */
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/*@}*/
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#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
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_NEW_SCISSOR| \
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_NEW_COLOR| \
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_NEW_DEPTH| \
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_NEW_FOG| \
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_NEW_STENCIL| \
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_NEW_TEXTURE| \
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_NEW_VIEWPORT| \
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_NEW_DEPTH)
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struct swrast_texture_image;
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/**
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* Fetch a texel from texture image at given position.
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*/
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typedef void (*FetchTexelFunc)(const struct swrast_texture_image *texImage,
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GLint col, GLint row, GLint img,
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GLfloat *texelOut);
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/**
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* Subclass of gl_texture_image.
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* We need extra fields/info to keep tracking of mapped texture buffers,
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* strides and Fetch functions.
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*/
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struct swrast_texture_image
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{
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struct gl_texture_image Base;
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GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
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/** used for mipmap LOD computation */
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GLfloat WidthScale, HeightScale, DepthScale;
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/** These fields only valid when texture memory is mapped */
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GLint RowStride; /**< Padded width in units of texels */
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GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
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each 2D slice in 'Data', in texels */
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GLubyte *Map; /**< Pointer to mapped image memory */
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/** Malloc'd texture memory */
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GLubyte *Buffer;
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FetchTexelFunc FetchTexel;
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};
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/** cast wrapper */
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static inline struct swrast_texture_image *
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swrast_texture_image(struct gl_texture_image *img)
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{
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return (struct swrast_texture_image *) img;
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}
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/** cast wrapper */
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static inline const struct swrast_texture_image *
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swrast_texture_image_const(const struct gl_texture_image *img)
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{
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return (const struct swrast_texture_image *) img;
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}
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/**
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* Subclass of gl_renderbuffer with extra fields needed for software
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* rendering.
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*/
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struct swrast_renderbuffer
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{
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struct gl_renderbuffer Base;
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GLubyte *Buffer; /**< The malloc'd memory for buffer */
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/** These fields are only valid while buffer is mapped for rendering */
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GLubyte *Map;
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GLint RowStride; /**< in bytes */
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/** For span rendering */
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GLenum ColorType;
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};
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/** cast wrapper */
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static inline struct swrast_renderbuffer *
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swrast_renderbuffer(struct gl_renderbuffer *img)
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{
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return (struct swrast_renderbuffer *) img;
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}
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/**
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* \struct SWcontext
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* \brief Per-context state that's private to the software rasterizer module.
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*/
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typedef struct
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{
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/** Driver interface:
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*/
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struct swrast_device_driver Driver;
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/** Configuration mechanisms to make software rasterizer match
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* characteristics of the hardware rasterizer (if present):
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*/
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GLboolean AllowVertexFog;
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GLboolean AllowPixelFog;
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/** Derived values, invalidated on statechanges, updated from
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* _swrast_validate_derived():
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*/
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GLbitfield _RasterMask;
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GLfloat _BackfaceSign; /** +1 or -1 */
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GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
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GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
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GLboolean _TextureCombinePrimary;
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GLboolean _FogEnabled;
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GLboolean _DeferredTexture;
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/** List/array of the fragment attributes to interpolate */
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GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
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/** Same info, but as a bitmask of FRAG_BIT_x bits */
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GLbitfield64 _ActiveAttribMask;
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/** Number of fragment attributes to interpolate */
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GLuint _NumActiveAttribs;
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/** Indicates how each attrib is to be interpolated (lines/tris) */
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GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */
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/* Working values:
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*/
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GLuint StippleCounter; /**< Line stipple counter */
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GLbitfield NewState;
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GLuint StateChanges;
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GLenum Primitive; /* current primitive being drawn (ala glBegin) */
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void (*InvalidateState)( struct gl_context *ctx, GLbitfield new_state );
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/**
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* When the NewState mask intersects these masks, we invalidate the
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* Point/Line/Triangle function pointers below.
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*/
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/*@{*/
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GLbitfield InvalidatePointMask;
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GLbitfield InvalidateLineMask;
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GLbitfield InvalidateTriangleMask;
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/*@}*/
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/**
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* Device drivers plug in functions for these callbacks.
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* Will be called when the GL state change mask intersects the above masks.
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*/
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/*@{*/
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void (*choose_point)( struct gl_context * );
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void (*choose_line)( struct gl_context * );
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void (*choose_triangle)( struct gl_context * );
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/*@}*/
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/**
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* Current point, line and triangle drawing functions.
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*/
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/*@{*/
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swrast_point_func Point;
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swrast_line_func Line;
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swrast_tri_func Triangle;
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/*@}*/
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/**
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* Placeholders for when separate specular (or secondary color) is
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* enabled but texturing is not.
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*/
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/*@{*/
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swrast_point_func SpecPoint;
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swrast_line_func SpecLine;
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swrast_tri_func SpecTriangle;
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/*@}*/
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/**
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* Typically, we'll allocate a sw_span structure as a local variable
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* and set its 'array' pointer to point to this object. The reason is
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* this object is big and causes problems when allocated on the stack
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* on some systems.
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*/
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SWspanarrays *SpanArrays;
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SWspanarrays *ZoomedArrays; /**< For pixel zooming */
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/**
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* Used to buffer N GL_POINTS, instead of rendering one by one.
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*/
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SWspan PointSpan;
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/** Internal hooks, kept up to date by the same mechanism as above.
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*/
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blend_func BlendFunc;
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texture_sample_func TextureSample;
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/** Buffer for saving the sampled texture colors.
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* Needed for GL_ARB_texture_env_crossbar implementation.
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*/
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GLfloat *TexelBuffer;
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validate_texture_image_func ValidateTextureImage;
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} SWcontext;
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extern void
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_swrast_validate_derived( struct gl_context *ctx );
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extern void
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_swrast_update_texture_samplers(struct gl_context *ctx);
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/** Return SWcontext for the given struct gl_context */
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static inline SWcontext *
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SWRAST_CONTEXT(struct gl_context *ctx)
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{
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return (SWcontext *) ctx->swrast_context;
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}
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/** const version of above */
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static inline const SWcontext *
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CONST_SWRAST_CONTEXT(const struct gl_context *ctx)
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{
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return (const SWcontext *) ctx->swrast_context;
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}
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/**
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* Called prior to framebuffer reading/writing.
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* For drivers that rely on swrast for fallback rendering, this is the
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* driver's opportunity to map renderbuffers and textures.
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*/
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static inline void
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swrast_render_start(struct gl_context *ctx)
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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if (swrast->Driver.SpanRenderStart)
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swrast->Driver.SpanRenderStart(ctx);
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}
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/** Called after framebuffer reading/writing */
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static inline void
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swrast_render_finish(struct gl_context *ctx)
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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if (swrast->Driver.SpanRenderFinish)
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swrast->Driver.SpanRenderFinish(ctx);
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}
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extern void
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_swrast_span_render_start(struct gl_context *ctx);
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extern void
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_swrast_span_render_finish(struct gl_context *ctx);
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extern void
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_swrast_map_textures(struct gl_context *ctx);
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extern void
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_swrast_unmap_textures(struct gl_context *ctx);
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extern void
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_swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj);
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extern void
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_swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj);
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extern void
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_swrast_map_renderbuffers(struct gl_context *ctx);
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extern void
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_swrast_unmap_renderbuffers(struct gl_context *ctx);
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/**
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* Size of an RGBA pixel, in bytes, for given datatype.
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*/
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#define RGBA_PIXEL_SIZE(TYPE) \
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((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) : \
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((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort) \
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: 4 * sizeof(GLfloat)))
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/*
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* Fixed point arithmetic macros
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*/
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#ifndef FIXED_FRAC_BITS
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#define FIXED_FRAC_BITS 11
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#endif
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#define FIXED_SHIFT FIXED_FRAC_BITS
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#define FIXED_ONE (1 << FIXED_SHIFT)
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#define FIXED_HALF (1 << (FIXED_SHIFT-1))
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#define FIXED_FRAC_MASK (FIXED_ONE - 1)
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#define FIXED_INT_MASK (~FIXED_FRAC_MASK)
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#define FIXED_EPSILON 1
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#define FIXED_SCALE ((float) FIXED_ONE)
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#define FIXED_DBL_SCALE ((double) FIXED_ONE)
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#define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
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#define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE))
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#define IntToFixed(I) ((I) << FIXED_SHIFT)
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#define FixedToInt(X) ((X) >> FIXED_SHIFT)
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#define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT)
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#define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
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#define FixedFloor(X) ((X) & FIXED_INT_MASK)
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#define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
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#define PosFloatToFixed(X) FloatToFixed(X)
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#define SignedFloatToFixed(X) FloatToFixed(X)
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/*
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* XXX these macros are just bandages for now in order to make
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* CHAN_BITS==32 compile cleanly.
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* These should probably go elsewhere at some point.
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*/
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#if CHAN_TYPE == GL_FLOAT
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#define ChanToFixed(X) (X)
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#define FixedToChan(X) (X)
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#else
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#define ChanToFixed(X) IntToFixed(X)
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#define FixedToChan(X) FixedToInt(X)
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#endif
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/**
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* For looping over fragment attributes in the pointe, line
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* triangle rasterizers.
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*/
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#define ATTRIB_LOOP_BEGIN \
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{ \
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GLuint a; \
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for (a = 0; a < swrast->_NumActiveAttribs; a++) { \
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const GLuint attr = swrast->_ActiveAttribs[a];
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#define ATTRIB_LOOP_END } }
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/**
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* Return the address of a pixel value in a mapped renderbuffer.
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*/
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static inline GLubyte *
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_swrast_pixel_address(struct gl_renderbuffer *rb, GLint x, GLint y)
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{
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint rowStride = srb->RowStride;
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assert(x >= 0);
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assert(y >= 0);
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/* NOTE: using <= only because of s_tritemp.h which gets a pixel
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* address but doesn't necessarily access it.
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*/
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assert(x <= (GLint) rb->Width);
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assert(y <= (GLint) rb->Height);
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assert(srb->Map);
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return (GLubyte *) srb->Map + y * rowStride + x * bpp;
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}
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#endif
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