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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: stencil.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: stencil.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 STENCIL_H
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#define STENCIL_H
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#include "types.h"
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extern void gl_ClearStencil( GLcontext *ctx, GLint s );
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extern void gl_StencilFunc( GLcontext *ctx, GLenum func,
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GLint ref, GLuint mask );
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extern void gl_StencilMask( GLcontext *ctx, GLuint mask );
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extern void gl_StencilOp( GLcontext *ctx, GLenum fail,
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GLenum zfail, GLenum zpass );
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extern GLint gl_stencil_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLubyte mask[] );
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extern void gl_depth_stencil_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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extern GLint gl_stencil_pixels( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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GLubyte mask[] );
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extern void gl_depth_stencil_pixels( GLcontext *ctx,
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GLuint n, const GLint x[],
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const GLint y[], const GLdepth z[],
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GLubyte mask[] );
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extern void gl_read_stencil_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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GLubyte stencil[] );
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extern void gl_write_stencil_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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const GLubyte stencil[] );
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extern void gl_alloc_stencil_buffer( GLcontext *ctx );
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extern void gl_clear_stencil_buffer( GLcontext *ctx );
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#endif
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