668 lines
14 KiB
C
668 lines
14 KiB
C
/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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static __GLzValue FASTCALL Fetch(__GLdepthBuffer *fb, GLint x, GLint y)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return fp[0];
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}
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static GLboolean StoreNEVER(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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#ifdef __GL_LINT
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fb = fb;
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x = y;
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z = z;
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#endif
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return GL_FALSE;
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}
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static GLboolean StoreLESS(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreLESS: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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if (z < fp[0]) {
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fp[0] = z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean StoreEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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if (z == fp[0]) {
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fp[0] = z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean StoreLEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreLEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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if (z <= fp[0]) {
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fp[0] = z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean StoreGREATER(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreGREATER: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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if (z > fp[0]) {
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fp[0] = z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean StoreNOTEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreNOTEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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if (z != fp[0]) {
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fp[0] = z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean StoreGEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreGEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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if (z >= fp[0]) {
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fp[0] = z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean StoreALWAYS(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "StoreALWAYS: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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fp[0] = z;
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return GL_TRUE;
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}
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/************************************************************************/
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static GLboolean StoreLESS_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return z < fp[0];
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}
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static GLboolean StoreEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return z == fp[0];
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}
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static GLboolean StoreLEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return z <= fp[0];
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}
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static GLboolean StoreGREATER_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return z > fp[0];
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}
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static GLboolean StoreNOTEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return z != fp[0];
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}
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static GLboolean StoreGEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLzValue *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLzValue*), x, y);
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return z >= fp[0];
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}
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static GLboolean StoreALWAYS_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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#ifdef __GL_LINT
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fb = fb;
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x = y;
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z = z;
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#endif
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return GL_TRUE;
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}
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#ifdef NT
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static __GLzValue FASTCALL Fetch16(__GLdepthBuffer *fb, GLint x, GLint y)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return (__GLzValue) fp[0];
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}
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static GLboolean Store16NEVER(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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#ifdef __GL_LINT
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fb = fb;
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x = y;
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z = z;
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#endif
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return GL_FALSE;
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}
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static GLboolean Store16LESS(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16LESS: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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if (z < fp[0]) {
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean Store16EQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16EQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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if (z == fp[0]) {
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean Store16LEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16LEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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if (z <= fp[0]) {
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean Store16GREATER(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16GREATER: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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if (z > fp[0]) {
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean Store16NOTEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16NOTEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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if (z != fp[0]) {
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean Store16GEQUAL(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16GEQUAL: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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if (z >= fp[0]) {
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static GLboolean Store16ALWAYS(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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#ifdef ASSERT_BUFFER
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ASSERTOPENGL(fb->buf.base != NULL, "Store16ALWAYS: No depth buffer\n");
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#endif
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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fp[0] = (__GLz16Value)z;
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return GL_TRUE;
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}
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/************************************************************************/
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static GLboolean Store16LESS_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return z < fp[0];
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}
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static GLboolean Store16EQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return z == fp[0];
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}
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static GLboolean Store16LEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return z <= fp[0];
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}
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static GLboolean Store16GREATER_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return z > fp[0];
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}
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static GLboolean Store16NOTEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return z != fp[0];
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}
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static GLboolean Store16GEQUAL_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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__GLz16Value *fp;
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fp = __GL_DEPTH_ADDR(fb, (__GLz16Value*), x, y);
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return z >= fp[0];
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}
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static GLboolean Store16ALWAYS_W(__GLdepthBuffer *fb,
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GLint x, GLint y, __GLzValue z)
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{
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#ifdef __GL_LINT
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fb = fb;
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x = y;
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z = z;
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#endif
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return GL_TRUE;
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}
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#endif //NT
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/************************************************************************/
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static void FASTCALL Clear(__GLdepthBuffer *dfb)
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{
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__GLcontext *gc = dfb->buf.gc;
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__GLzValue *fb;
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GLint x, y, x1, y1;
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GLint skip, w, w32, w4, w1;
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__GLzValue z = (__GLzValue)(gc->state.depth.clear * dfb->scale);
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#ifdef NT
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if( !gc->state.depth.writeEnable )
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return;
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#endif
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x = gc->transform.clipX0;
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y = gc->transform.clipY0;
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x1 = gc->transform.clipX1;
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y1 = gc->transform.clipY1;
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if (((w = x1 - x) == 0) || (y1 - y == 0)) {
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return;
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}
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fb = __GL_DEPTH_ADDR(dfb, (__GLzValue*), x, y);
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#ifdef NT
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ASSERTOPENGL(sizeof(ULONG) == sizeof(__GLzValue),
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"Incorrect __GLzValue size\n");
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skip = dfb->buf.outerWidth;
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if (skip == w)
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{
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w = w * (y1 - y) * sizeof(ULONG);
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RtlFillMemoryUlong((PVOID) fb, (ULONG) w, (ULONG) z);
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}
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else
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{
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w = w * sizeof(ULONG); // convert to byte count
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for (; y < y1; y++)
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{
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RtlFillMemoryUlong((PVOID) fb, (ULONG) w, (ULONG) z);
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fb += skip;
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}
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}
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#else
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skip = dfb->buf.outerWidth - w;
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w32 = w >> 5;
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w4 = (w & 31) >> 2;
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w1 = w & 3;
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for (; y < y1; y++) {
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w = w32;
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while (--w >= 0) {
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fb[0] = z; fb[1] = z; fb[2] = z; fb[3] = z;
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fb[4] = z; fb[5] = z; fb[6] = z; fb[7] = z;
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fb[8] = z; fb[9] = z; fb[10] = z; fb[11] = z;
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fb[12] = z; fb[13] = z; fb[14] = z; fb[15] = z;
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fb[16] = z; fb[17] = z; fb[18] = z; fb[19] = z;
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fb[20] = z; fb[21] = z; fb[22] = z; fb[23] = z;
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fb[24] = z; fb[25] = z; fb[26] = z; fb[27] = z;
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fb[28] = z; fb[29] = z; fb[30] = z; fb[31] = z;
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fb += 32;
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}
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w = w4;
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while (--w >= 0) {
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fb[0] = z; fb[1] = z; fb[2] = z; fb[3] = z;
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fb += 4;
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}
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w = w1;
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while (--w >= 0) {
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*fb++ = z;
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}
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fb += skip;
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}
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#endif // NT
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}
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#ifdef NT
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/************************************************************************/
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static void FASTCALL Clear16(__GLdepthBuffer *dfb)
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{
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__GLcontext *gc = dfb->buf.gc;
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__GLz16Value *fb;
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GLint x, y, x1, y1;
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GLint skip, w;
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__GLz16Value z = (__GLz16Value)(gc->state.depth.clear * dfb->scale);
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__GLzValue zz = (z << 16) | z;
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#ifdef NT
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if( !gc->state.depth.writeEnable )
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return;
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#endif
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x = gc->transform.clipX0;
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y = gc->transform.clipY0;
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x1 = gc->transform.clipX1;
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y1 = gc->transform.clipY1;
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if (((w = x1 - x) == 0) || (y1 - y == 0)) {
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return;
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}
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fb = __GL_DEPTH_ADDR(dfb, (__GLz16Value*), x, y);
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skip = dfb->buf.outerWidth;
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// handle word overhangs onto long boundaries
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if( (ULONG_PTR)fb & 0x2 ) { // Left word overhang
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int ysav = y;
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__GLz16Value *fbsav = fb;
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for( ; y < y1; y ++, fb+=skip ) {
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*fb = z;
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}
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y = ysav;
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fb = fbsav+1;
|
|
w--;
|
|
}
|
|
if( (ULONG)((ULONG_PTR)fb + w*sizeof(__GLz16Value)) & 0x2 ) { // Right overhang
|
|
int ysav = y;
|
|
__GLz16Value *fbsav = fb;
|
|
|
|
w--;
|
|
fb += w;
|
|
for( ; y < y1; y ++, fb+=skip ) {
|
|
*fb = z;
|
|
}
|
|
y = ysav;
|
|
fb = fbsav;
|
|
}
|
|
|
|
// Do 4byte-aligned stuff
|
|
|
|
if (skip == w)
|
|
{
|
|
w = w * (y1 - y) * sizeof(__GLz16Value);
|
|
RtlFillMemoryUlong((PVOID) fb, (ULONG) w, (ULONG) zz);
|
|
}
|
|
else
|
|
{
|
|
if( skip & 0x1 ) { // skip is odd - successive lines will NOT be
|
|
// quad-word aligned
|
|
int i;
|
|
for (; y < y1; y++)
|
|
{
|
|
for( i = 0; i < w; i ++ )
|
|
*fb++ = z;
|
|
fb += (skip-w);
|
|
}
|
|
}
|
|
else {
|
|
w = w * sizeof(__GLz16Value); // convert to byte count
|
|
for (; y < y1; y++)
|
|
{
|
|
RtlFillMemoryUlong((PVOID) fb, (ULONG) w, (ULONG) zz);
|
|
fb += skip;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
#endif // NT
|
|
|
|
/************************************************************************/
|
|
|
|
static GLboolean (*StoreProcs[32])(__GLdepthBuffer*, GLint, GLint, __GLzValue)
|
|
= {
|
|
StoreNEVER,
|
|
StoreLESS,
|
|
StoreEQUAL,
|
|
StoreLEQUAL,
|
|
StoreGREATER,
|
|
StoreNOTEQUAL,
|
|
StoreGEQUAL,
|
|
StoreALWAYS,
|
|
StoreNEVER,
|
|
StoreLESS_W,
|
|
StoreEQUAL_W,
|
|
StoreLEQUAL_W,
|
|
StoreGREATER_W,
|
|
StoreNOTEQUAL_W,
|
|
StoreGEQUAL_W,
|
|
StoreALWAYS_W,
|
|
Store16NEVER,
|
|
Store16LESS,
|
|
Store16EQUAL,
|
|
Store16LEQUAL,
|
|
Store16GREATER,
|
|
Store16NOTEQUAL,
|
|
Store16GEQUAL,
|
|
Store16ALWAYS,
|
|
Store16NEVER,
|
|
Store16LESS_W,
|
|
Store16EQUAL_W,
|
|
Store16LEQUAL_W,
|
|
Store16GREATER_W,
|
|
Store16NOTEQUAL_W,
|
|
Store16GEQUAL_W,
|
|
Store16ALWAYS_W
|
|
};
|
|
|
|
static void FASTCALL Pick(__GLcontext *gc, __GLdepthBuffer *fb, GLint depthIndex)
|
|
{
|
|
fb->store = StoreProcs[depthIndex];
|
|
fb->storeRaw = StoreProcs[depthIndex];
|
|
}
|
|
|
|
void FASTCALL __glInitDepth32(__GLcontext *gc, __GLdepthBuffer *fb)
|
|
{
|
|
fb->buf.elementSize = sizeof(__GLzValue);
|
|
fb->buf.gc = gc;
|
|
fb->scale = (__GLzValue) ~0;
|
|
fb->writeMask = (__GLzValue) ~0;
|
|
fb->pick = Pick;
|
|
fb->clear = Clear;
|
|
fb->store2 = StoreALWAYS;
|
|
fb->fetch = Fetch;
|
|
}
|
|
|
|
#ifdef NT
|
|
void FASTCALL __glInitDepth16(__GLcontext *gc, __GLdepthBuffer *fb)
|
|
{
|
|
fb->buf.elementSize = sizeof(__GLz16Value);
|
|
fb->buf.gc = gc;
|
|
fb->scale = (__GLz16Value) ~0;
|
|
fb->writeMask = (__GLz16Value) ~0;
|
|
fb->pick = Pick;
|
|
fb->clear = Clear16;
|
|
fb->store2 = Store16ALWAYS;
|
|
fb->fetch = Fetch16;
|
|
}
|
|
#endif
|
|
|
|
void FASTCALL __glFreeDepth32(__GLcontext *gc, __GLdepthBuffer *fb)
|
|
{
|
|
#ifdef __GL_LINT
|
|
gc = gc;
|
|
fb = fb;
|
|
#endif
|
|
}
|