reactos/dll/opengl/mesa/stencil.h
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

90 lines
2.3 KiB
C

/* $Id: stencil.h,v 1.1 1996/09/13 01:38:16 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.0
* Copyright (C) 1995-1996 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: stencil.h,v $
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifndef STENCIL_H
#define STENCIL_H
#include "types.h"
extern void gl_ClearStencil( GLcontext *ctx, GLint s );
extern void gl_StencilFunc( GLcontext *ctx, GLenum func,
GLint ref, GLuint mask );
extern void gl_StencilMask( GLcontext *ctx, GLuint mask );
extern void gl_StencilOp( GLcontext *ctx, GLenum fail,
GLenum zfail, GLenum zpass );
extern GLint gl_stencil_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLubyte mask[] );
extern void gl_depth_stencil_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern GLint gl_stencil_pixels( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte mask[] );
extern void gl_depth_stencil_pixels( GLcontext *ctx,
GLuint n, const GLint x[],
const GLint y[], const GLdepth z[],
GLubyte mask[] );
extern void gl_read_stencil_span( GLcontext *ctx,
GLuint n, GLint x, GLint y,
GLubyte stencil[] );
extern void gl_write_stencil_span( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte stencil[] );
extern void gl_alloc_stencil_buffer( GLcontext *ctx );
extern void gl_clear_stencil_buffer( GLcontext *ctx );
#endif