reactos/dll/opengl/mesa/eval.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

108 lines
3.6 KiB
C

/* $Id: eval.h,v 1.2 1997/05/14 03:27:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.3
* 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: eval.h,v $
* Revision 1.2 1997/05/14 03:27:04 brianp
* removed context argument from gl_init_eval()
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifndef EVAL_H
#define EVAL_H
#include "types.h"
extern void gl_init_eval( void );
extern void gl_free_control_points( GLcontext *ctx,
GLenum target, GLfloat *data );
extern GLfloat *gl_copy_map_points1f( GLenum target,
GLint ustride, GLint uorder,
const GLfloat *points );
extern GLfloat *gl_copy_map_points1d( GLenum target,
GLint ustride, GLint uorder,
const GLdouble *points );
extern GLfloat *gl_copy_map_points2f( GLenum target,
GLint ustride, GLint uorder,
GLint vstride, GLint vorder,
const GLfloat *points );
extern GLfloat *gl_copy_map_points2d(GLenum target,
GLint ustride, GLint uorder,
GLint vstride, GLint vorder,
const GLdouble *points );
extern void gl_Map1f( GLcontext* ctx,
GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points, GLboolean retain );
extern void gl_Map2f( GLcontext* ctx, GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points, GLboolean retain );
extern void gl_EvalCoord1f( GLcontext* ctx, GLfloat u );
extern void gl_EvalCoord2f( GLcontext* ctx, GLfloat u, GLfloat v );
extern void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 );
extern void gl_MapGrid2f( GLcontext* ctx,
GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 );
extern void gl_GetMapdv( GLcontext* ctx,
GLenum target, GLenum query, GLdouble *v );
extern void gl_GetMapfv( GLcontext* ctx,
GLenum target, GLenum query, GLfloat *v );
extern void gl_GetMapiv( GLcontext* ctx,
GLenum target, GLenum query, GLint *v );
extern void gl_EvalPoint1( GLcontext* ctx, GLint i );
extern void gl_EvalPoint2( GLcontext* ctx, GLint i, GLint j );
extern void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 );
extern void gl_EvalMesh2( GLcontext* ctx, GLenum mode,
GLint i1, GLint i2, GLint j1, GLint j2 );
#endif