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![Jérôme Gardou](/assets/img/avatar_default.png)
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
77 lines
2 KiB
C
77 lines
2 KiB
C
/* $Id: rect.c,v 1.5 1997/07/24 01:25:18 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.4
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: rect.c,v $
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* Revision 1.5 1997/07/24 01:25:18 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.4 1997/05/28 03:26:18 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.3 1997/04/29 01:27:13 brianp
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* added #include "vbfill.h"
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*
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* Revision 1.2 1997/04/21 01:22:08 brianp
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* added a comment
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*
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* Revision 1.1 1997/04/12 16:00:35 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include "context.h"
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#include "macros.h"
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#include "rect.h"
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#include "vbfill.h"
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#endif
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/*
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* Execute a glRect*() function.
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*/
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void gl_Rectf( GLcontext *ctx, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
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{
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/*
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* TODO: we could examine a bunch of state variables and ultimately
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* call the Driver->RectFunc() function to draw a screen-aligned
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* filled rectangle. Someday...
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*/
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glRect" );
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return;
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}
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gl_Begin( ctx, GL_QUADS );
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(*ctx->Exec.Vertex2f)( ctx, x1, y1 );
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(*ctx->Exec.Vertex2f)( ctx, x2, y1 );
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(*ctx->Exec.Vertex2f)( ctx, x2, y2 );
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(*ctx->Exec.Vertex2f)( ctx, x1, y2 );
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gl_End( ctx );
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}
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