reactos/dll/opengl/mesa/quads.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

102 lines
2.4 KiB
C

/* $Id: quads.c,v 1.5 1997/08/19 02:44:18 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.4
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: quads.c,v $
* Revision 1.5 1997/08/19 02:44:18 brianp
* added null_quad() and re-implemented gl_set_quad_function()
*
* Revision 1.4 1997/07/24 01:23:44 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.3 1997/05/28 03:26:18 brianp
* added precompiled header (PCH) support
*
* Revision 1.2 1997/04/20 19:45:46 brianp
* added a comment
*
* Revision 1.1 1997/04/12 12:24:07 brianp
* Initial revision
*
*/
/*
* Quadrilateral rendering functions.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include "types.h"
#include "quads.h"
#endif
/*
* At this time there is no quadrilateral optimization. Just call the
* triangle function twice.
* v0, v1, v2, v3 in CCW order = front facing.
*/
static void quad( GLcontext *ctx,
GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
{
(*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv );
(*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv );
}
/*
* Draw nothing (NULL raster mode)
*/
static void null_quad( GLcontext *ctx,
GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
{
}
void gl_set_quad_function( GLcontext *ctx )
{
if (ctx->RenderMode==GL_RENDER) {
if (ctx->NoRaster) {
ctx->Driver.QuadFunc = null_quad;
}
else if (ctx->Driver.QuadFunc) {
/* Device driver will draw quads. */
}
else {
ctx->Driver.QuadFunc = quad;
}
}
else {
/* if in feedback or selection mode we can fall back to triangle code */
ctx->Driver.QuadFunc = quad;
}
}