mirror of
https://github.com/reactos/reactos.git
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5f2bebf7a5
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
100 lines
3.8 KiB
C
100 lines
3.8 KiB
C
/* $Id: asm-386.h,v 1.1 1997/12/15 03:39:14 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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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: asm-386.h,v $
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* Revision 1.1 1997/12/15 03:39:14 brianp
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* Initial revision
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*
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*/
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#ifndef ASM_386_H
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#define ASM_386_H
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#include "GL/gl.h"
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/*
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* Prototypes for assembly functions.
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*/
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extern void asm_transform_points3_general( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_transform_points3_identity( GLuint n, GLfloat d[][4],
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GLfloat s[][4] );
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extern void asm_transform_points3_2d( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_transform_points3_2d_no_rot( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_transform_points3_3d( GLuint n, GLfloat d[][4], GLfloat m[16],
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GLfloat s[][4] );
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extern void asm_transform_points4_general( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_transform_points4_identity( GLuint n, GLfloat d[][4],
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GLfloat s[][4] );
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extern void asm_transform_points4_2d( GLuint n, GLfloat d[][4], GLfloat m[16],
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GLfloat s[][4] );
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extern void asm_transform_points4_2d_no_rot( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_transform_points4_3d( GLuint n, GLfloat d[][4], GLfloat m[16],
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GLfloat s[][4] );
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extern void asm_transform_points4_ortho( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_transform_points4_perspective( GLuint n, GLfloat d[][4],
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GLfloat m[16], GLfloat s[][4] );
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extern void asm_project_and_cliptest_general( GLuint n, GLfloat d[][4],
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GLfloat m[16],
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GLfloat s[][4], GLubyte clipmask[],
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GLubyte *ormask, GLubyte *andmask );
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extern void asm_project_and_cliptest_identity( GLuint n, GLfloat d[][4],
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GLfloat s[][4], GLubyte clipmask[],
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GLubyte *ormask, GLubyte *andmask );
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extern void asm_project_and_cliptest_ortho( GLuint n, GLfloat d[][4],
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GLfloat m[16],
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GLfloat s[][4], GLubyte clipmask[],
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GLubyte *ormask, GLubyte *andmask );
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extern void asm_project_and_cliptest_perspective( GLuint n, GLfloat d[][4],
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GLfloat m[16],
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GLfloat s[][4], GLubyte clipmask[],
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GLubyte *ormask, GLubyte *andmask );
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#endif
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