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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
75 lines
2 KiB
C
75 lines
2 KiB
C
/* $Id: feedback.h,v 1.1 1996/09/13 01:38:16 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.0
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* Copyright (C) 1995-1996 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: feedback.h,v $
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifndef FEEDBACK_H
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#define FEEDBACK_H
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#include "types.h"
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#define FEEDBACK_TOKEN( CTX, T ) \
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if (CTX->Feedback.Count < CTX->Feedback.BufferSize) { \
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CTX->Feedback.Buffer[CTX->Feedback.Count] = (T); \
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} \
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CTX->Feedback.Count++;
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extern void gl_feedback_vertex( GLcontext *ctx,
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GLfloat x, GLfloat y, GLfloat z, GLfloat w,
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const GLfloat color[4], GLfloat index,
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const GLfloat texcoord[4] );
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extern void gl_update_hitflag( GLcontext *ctx, GLfloat z );
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extern void gl_PassThrough( GLcontext *ctx, GLfloat token );
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extern void gl_FeedbackBuffer( GLcontext *ctx, GLsizei size,
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GLenum type, GLfloat *buffer );
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extern void gl_SelectBuffer( GLcontext *ctx, GLsizei size, GLuint *buffer );
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extern void gl_InitNames( GLcontext *ctx );
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extern void gl_LoadName( GLcontext *ctx, GLuint name );
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extern void gl_PushName( GLcontext *ctx, GLuint name );
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extern void gl_PopName( GLcontext *ctx );
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extern GLint gl_RenderMode( GLcontext *ctx, GLenum mode );
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#endif
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