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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
89 lines
2.3 KiB
C
89 lines
2.3 KiB
C
/* $Id: texobj.h,v 1.3 1997/09/23 00:58:15 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.3
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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: texobj.h,v $
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* Revision 1.3 1997/09/23 00:58:15 brianp
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* now using hash table for texture objects
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*
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* Revision 1.2 1997/04/28 23:37:34 brianp
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* added gl_test_texture_object_completeness()
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*
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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 TEXTOBJ_H
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#define TEXTOBJ_H
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#include "types.h"
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/*
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* Internal functions
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*/
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extern struct gl_texture_object *
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gl_alloc_texture_object( struct gl_shared_state *shared, GLuint name,
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GLuint dimensions );
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extern void gl_free_texture_object( struct gl_shared_state *shared,
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struct gl_texture_object *t );
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extern void gl_test_texture_object_completeness( struct gl_texture_object *t );
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/*
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* API functions
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*/
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extern void gl_GenTextures( GLcontext *ctx, GLsizei n, GLuint *textures );
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extern void gl_DeleteTextures( GLcontext *ctx,
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GLsizei n, const GLuint *textures);
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extern void gl_BindTexture( GLcontext *ctx, GLenum target, GLuint texture );
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extern void gl_PrioritizeTextures( GLcontext *ctx,
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GLsizei n, const GLuint *textures,
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const GLclampf *priorities );
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extern GLboolean gl_AreTexturesResident( GLcontext *ctx, GLsizei n,
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const GLuint *textures,
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GLboolean *residences );
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extern GLboolean gl_IsTexture( GLcontext *ctx, GLuint texture );
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#endif
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