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#ifndef _texture_h_
#define _texture_h_
/*
** Copyright 1991,1992, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** $Revision: 1.11 $ ** $Date: 1995/01/25 18:07:23 $ */ #include "types.h"
#define __GL_TEX_TARGET_INDEX_1D 2
#define __GL_TEX_TARGET_INDEX_2D 3
// This doesn't correspond to an actual default texture, it's just a special
// name for the static DDraw texobj.
#define __GL_TEX_TARGET_INDEX_DDRAW 4
// Texobj name for the DDraw texobj. This can't be zero because it
// must be distinct from a default texture name. Technically that's
// all that matters, but in reality it's nice to use a number that's
// uncommon as a normal texture name because it makes it easy to
// identify the DDraw texture object vs. a normal texture object.
// This difference can never be guaranteed, though, so no code should
// ever be written that assumes name matching is good enough to
// identify the DDraw texture object.
#define __GL_TEX_DDRAW 0xdddddddd
/*
** Client state set with glTexGen. ** ** This structure is shared with MCD as MCDTEXTURECOORDGENERATION. */ typedef struct __GLtextureCoordStateRec { /* How coordinates are being generated */ GLenum mode;
/* eye plane set via API, stored for MCD */ __GLcoord eyePlaneSet; /* eye plane equation (used iff mode == GL_EYE_LINEAR) */ __GLcoord eyePlaneEquation;
/* object plane equation (used iff mode == GL_OBJECT_LINEAR) */ __GLcoord objectPlaneEquation; } __GLtextureCoordState;
/*
** Client state set with glTexEnv */ typedef struct __GLtextureEnvStateRec { /* environment "blend" function */ GLenum mode;
/* environment color */ __GLcolor color; } __GLtextureEnvState;
//!!! Don't change this structure without changing MCDTEXTURESTATE !!!
/*
** Client state set with glTexParameter */ typedef struct __GLtextureParamStateRec { /* S & T wrap modes */ GLenum sWrapMode; GLenum tWrapMode;
/* min and mag filter */ GLenum minFilter; GLenum magFilter;
/* border color */ __GLcolor borderColor; /* Unscaled! */ } __GLtextureParamState;
/*
** Stackable texture object state. */ typedef struct __GLtextureObjectStateRec { GLuint name; /* name of the texture */ GLfloat priority; /* priority of the texture object */ } __GLtextureObjectState;
/*
** Client state per texture map per dimension. */ typedef struct __GLperTextureStateRec { /*
** Texture parameter state (set with glTexParameter). */ __GLtextureParamState params;
/*
** Texture object bindings and priorities. */ __GLtextureObjectState texobjs; } __GLperTextureState;
/*
** Stackable client texture state. This does not include ** the mipmaps, or level dependent state. Only state which is ** stackable via glPushAttrib/glPopAttrib is here. The rest of the ** state is in the machine structure below. */ typedef struct __GLtextureStateRec { /* Per coordinate texture state (set with glTexGen) */ __GLtextureCoordState s; __GLtextureCoordState t; __GLtextureCoordState r; __GLtextureCoordState q;
/* Per texture state */ __GLperTextureState *texture;
/* Per texture environment state */ __GLtextureEnvState *env; } __GLtextureState;
/************************************************************************/
typedef __GLfloat __GLtextureBuffer;
typedef struct __GLtexelRec { __GLfloat r, g, b; __GLfloat luminance; __GLfloat alpha; __GLfloat intensity; } __GLtexel;
/************************************************************************/
typedef struct __GLmipMapLevelRec __GLmipMapLevel; typedef struct __GLtextureRec __GLtexture;
//!!! Don't change this structure without changing MCDMIPMAPLEVEL !!!
struct __GLmipMapLevelRec { __GLtextureBuffer *buffer; /* Image dimensions, including border */ GLint width, height;
/* Image dimensions, doesn't include border */ GLint width2, height2; __GLfloat width2f, height2f;
/* log2 of width2 & height2 */ GLint widthLog2, heightLog2;
/* Border size */ GLint border;
/* Requested internal format */ GLint requestedFormat;
/* Base internal format */ GLint baseFormat;
/* Actual internal format */ GLint internalFormat;
/* Component resolution */ GLint redSize; GLint greenSize; GLint blueSize; GLint alphaSize; GLint luminanceSize; GLint intensitySize;
/* Extract function for this mipmap level */ void (FASTCALL *extract)(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *result); };
//!!! Don't change this structure without changing MCDTEXTUREDATA !!!
struct __GLtextureRec { /* Back pointer to context */ __GLcontext *gc;
/* Copy of parameter state */ // This is the start of MCDTEXTUREDATA:
__GLtextureParamState params;
/* Copy of texure object stackable state */ __GLtextureObjectState texobjs;
/* Level information */ __GLmipMapLevel *level;
/* Dimension of this texture (1 or 2) */ GLint dim;
#ifdef GL_EXT_paletted_texture
// The palette is the same for all mipmap levels so it
// is a texture field rather than a mipmap field
GLsizei paletteSize; RGBQUAD *paletteData;
// Type of palette data, determined by glColorTableEXT
// and applied to all mipmap levels
GLenum paletteBaseFormat; // internalFormat given in glColorTableEXT call, for
// GL_COLOR_TABLE_FORMAT requests
GLenum paletteRequestedFormat; #endif
/* maximum( log2(level[0].width2), log2(level[0].height2) ) */ GLint p;
/* Min/Mag switchover point */ __GLfloat c;
/* Create a new mipmap level for this texture */ __GLtextureBuffer * (FASTCALL *createLevel)(__GLcontext *gc, __GLtexture *tex, GLint lod, GLint components, GLsizei w, GLsizei h, GLint border, GLint dim);
/* Texturing function for this texture */ void (*textureFunc)(__GLcontext *gc, __GLcolor *color, __GLfloat s, __GLfloat t, __GLfloat rho);
/* Apply current environment function to fragment */ void (FASTCALL *env)(__GLcontext *gc, __GLcolor *color, __GLtexel *texel);
/* Magnification routine for this texture */ void (FASTCALL *magnify)(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
/* Minification routine for this texture */ void (FASTCALL *minnify)(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
/* Linear filter for this texture */ void (FASTCALL *linear)(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
/* Nearest filter for this texture */ void (FASTCALL *nearest)(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
void *pvUser; // user-defined expansion for caching, etc.
DWORD textureKey; // driver-private key for MCD-accelerated textures
// The palette can be subdivided into multiple sections. paletteSize
// and paletteData point to a single section, while the Total versions
// contain information about the entire palette.
GLsizei paletteTotalSize; RGBQUAD *paletteTotalData;
// Number of subdivisions in total palette minus one
GLsizei paletteDivision;
// Shift to go from subdivision number to palette entry
GLsizei paletteDivShift; };
typedef struct __GLperTextureMachineRec { __GLtexture map; } __GLperTextureMachine;
/*
** Texture object structure. ** refcount field MUST be first in the structure. */ typedef struct __GLtextureObjectRec { GLint refcount; /* reference count: create with 1; delete when 0 */ /* refcount MUST be first in this structure */ GLenum targetIndex; /* index of the target it's bound to */ GLboolean resident; /* residence status of the texture object */ __GLperTextureMachine texture; /* actual texture data */ struct __GLtextureObjectRec *lowerPriority; /* Priority list link */ struct __GLtextureObjectRec *higherPriority; /* Priority list link */ HANDLE loadKey; /* Texture memory load key for unloading */ } __GLtextureObject;
typedef struct __GLsharedTextureStateRec { /* Stores pointers to texture objects, retrieved by name */ __GLnamesArray *namesArray;
/* List of all texture objects sorted by priority */ __GLtextureObject *priorityListHighest; __GLtextureObject *priorityListLowest; } __GLsharedTextureState;
/*
** DDraw texture flags. */
/* Whether the texture's format is supported by generic or not */ #define DDTEX_GENERIC_FORMAT 0x00000001
/* Whether all texture surfaces are in video memory or not */ #define DDTEX_VIDEO_MEMORY 0x00000002
typedef struct ___GLddrawTexture { /* If levels is greater than zero, a DirectDraw texture is current */ GLint levels; /* Level-zero surface with cached description */ GLDDSURF gdds;
/* Storage space for DirectDraw texture definitions */ __GLtextureObject texobj;
/* levels surface pointers */ LPDIRECTDRAWSURFACE *pdds; GLuint flags; } __GLddrawTexture; typedef struct __GLtextureMachineRec { __GLperTextureMachine **texture;
/* Array of ptrs to the currently bound texture objects. */ __GLtextureObject **boundTextures;
/* Array of dummy texture objects for the default textures */ __GLtextureObject *defaultTextures;
#ifdef GL_WIN_multiple_textures
/* Current texture index */ GLuint texIndex; #endif // GL_WIN_multiple_textures
/* Current enabled texture */ __GLtexture *currentTexture;
/* Current DirectDraw texture */ __GLddrawTexture ddtex; /* The OR of all texture enable bits */ GLboolean textureEnabled;
/* State that can be shared between contexts */ __GLsharedTextureState *shared; } __GLtextureMachine;
/************************************************************************/
/* Check for texture consistency before enabling texturing */ extern GLboolean FASTCALL __glIsTextureConsistent(__GLcontext *gc, GLenum texture);
/* Fragment texturing routines */ extern void __glFastTextureFragment(__GLcontext *gc, __GLcolor *color, __GLfloat s, __GLfloat t, __GLfloat rho); extern void __glTextureFragment(__GLcontext *gc, __GLcolor *color, __GLfloat s, __GLfloat t, __GLfloat rho); extern void __glMipMapFragment(__GLcontext *gc, __GLcolor *color, __GLfloat s, __GLfloat t, __GLfloat rho);
/* Texturing routines */ extern void FASTCALL __glLinearFilter(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glNearestFilter(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glNMNFilter(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glLMNFilter(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glNMLFilter(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glLMLFilter(__GLcontext *gc, __GLtexture *tex, __GLfloat lod, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
/* Filter routines */ extern void FASTCALL __glLinearFilter1(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glLinearFilter2(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glNearestFilter1(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glNearestFilter2(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
extern void FASTCALL __glLinearFilter2_BGR8Repeat(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result); extern void FASTCALL __glLinearFilter2_BGRA8Repeat(__GLcontext *gc, __GLtexture *tex, __GLmipMapLevel *lp, __GLcolor *color, __GLfloat s, __GLfloat t, __GLtexel *result);
/* Texture environment functions */ extern void FASTCALL __glTextureModulateL(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureModulateLA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureModulateRGB(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureModulateRGBA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureModulateA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureModulateI(__GLcontext *gc, __GLcolor *color, __GLtexel *tx);
extern void FASTCALL __glTextureDecalRGB(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureDecalRGBA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx);
extern void FASTCALL __glTextureBlendL(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureBlendLA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureBlendRGB(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureBlendRGBA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureBlendA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureBlendI(__GLcontext *gc, __GLcolor *color, __GLtexel *tx);
extern void FASTCALL __glTextureReplaceL(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureReplaceLA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureReplaceRGB(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureReplaceRGBA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureReplaceA(__GLcontext *gc, __GLcolor *color, __GLtexel *tx); extern void FASTCALL __glTextureReplaceI(__GLcontext *gc, __GLcolor *color, __GLtexel *tx);
/* Extract a texel from a texture level (no border) */ extern void FASTCALL __glExtractTexelL(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelLA(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGB(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGBA(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelA(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelI(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGB8(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGBA8(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelBGR8(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelBGRA8(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res);
/* Extract a texel from a texture level (the texture has a border) */ extern void FASTCALL __glExtractTexelL_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelLA_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGB_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGBA_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelA_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelI_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGB8_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelRGBA8_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); #ifdef GL_EXT_paletted_texture
extern void FASTCALL __glExtractTexelPI8BGR_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI8BGR(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI16BGR_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI16BGR(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI8BGRA_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI8BGRA(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI16BGRA_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); extern void FASTCALL __glExtractTexelPI16BGRA(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *res); #endif
#ifdef GL_EXT_bgra
void FASTCALL __glExtractTexelBGR8_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *result); void FASTCALL __glExtractTexelBGRA8_B(__GLmipMapLevel *level, __GLtexture *tex, GLint row, GLint col, __GLtexel *result); #endif // GL_EXT_bgra
/* Texture init */ extern void FASTCALL __glInitTextureUnpack(__GLcontext *gc, __GLpixelSpanInfo *, GLint, GLint, GLenum, GLenum, const GLvoid *, GLenum, GLboolean); extern void FASTCALL __glInitImagePack(__GLcontext *gc, __GLpixelSpanInfo *spanInfo, GLint width, GLint height, GLenum format, GLenum type, const GLvoid *buf);
/* List execution texture image code */ extern void __gllei_TexImage1D(__GLcontext *gc, GLenum target, GLint lod, GLint components, GLint length, GLint border, GLenum format, GLenum type, const GLubyte *image); extern void __gllei_TexImage2D(__GLcontext *gc, GLenum target, GLint lod, GLint components, GLint w, GLint h, GLint border, GLenum format, GLenum type, const GLubyte *image);
extern void __gllei_TexSubImage1D(__GLcontext *gc, GLenum target, GLint lod, GLint xoffset, GLint length, GLenum format, GLenum type, const GLubyte *image); extern void __gllei_TexSubImage2D(__GLcontext *gc, GLenum target, GLint lod, GLint xoffset, GLint yoffset, GLsizei w, GLsizei h, GLenum format, GLenum type, const GLubyte *image);
/* Rho calculation routines */ extern __GLfloat __glComputeLineRho(__GLcontext *gc, __GLfloat s, __GLfloat t, __GLfloat wInv); extern __GLfloat __glNopLineRho(__GLcontext *gc, __GLfloat s, __GLfloat t, __GLfloat wInv); extern __GLfloat __glComputePolygonRho(__GLcontext *gc, const __GLshade *sh, __GLfloat s, __GLfloat t, __GLfloat winv); extern __GLfloat __glNopPolygonRho(__GLcontext *gc, const __GLshade *sh, __GLfloat s, __GLfloat t, __GLfloat winv);
extern __GLtexture *FASTCALL __glCheckTexImage1DArgs(__GLcontext *gc, GLenum target, GLint lod, GLint components, GLsizei length, GLint border, GLenum format, GLenum type);
extern __GLtexture *FASTCALL __glCheckTexImage2DArgs(__GLcontext *gc, GLenum target, GLint lod, GLint components, GLsizei w, GLsizei h, GLint border, GLenum format, GLenum type);
/* Texture Lookup */ extern __GLtextureObjectState *FASTCALL __glLookUpTextureTexobjs(__GLcontext *gc, GLenum target); /* Texture Lookup */ extern __GLtextureParamState *FASTCALL __glLookUpTextureParams(__GLcontext *gc, GLenum target); extern __GLtexture *FASTCALL __glLookUpTexture(__GLcontext *gc, GLenum target);
extern __GLtextureObject *FASTCALL __glLookUpTextureObject(__GLcontext *gc, GLenum target);
/* Texture Initialization */ extern void FASTCALL __glEarlyInitTextureState(__GLcontext *gc);
GLboolean FASTCALL __glInitTextureObject(__GLcontext *gc, __GLtextureObject *texobj, GLuint name, GLuint targetIndex); void FASTCALL __glInitTextureMachine(__GLcontext *gc, GLuint targetIndex, __GLperTextureMachine *ptm, GLboolean allocLevels);
/* Bind Texture used by pop or entry point. */ extern void FASTCALL __glBindTexture(__GLcontext *gc, GLuint targetIndex, GLuint name, GLboolean callGen);
#ifdef NT
extern GLboolean FASTCALL __glCanShareTextures(__GLcontext *gc, __GLcontext *shareMe); extern void FASTCALL __glShareTextures(__GLcontext *gc, __GLcontext *shareMe); #endif
void FASTCALL __glSetPaletteSubdivision(__GLtexture *tex, GLsizei subdiv);
#ifdef GL_EXT_paletted_texture
// Attempt to set the extraction function. If no palette is set,
// this can't be done
void __glSetPaletteLevelExtract8(__GLtexture *tex, __GLmipMapLevel *lp, GLint border); void __glSetPaletteLevelExtract16(__GLtexture *tex, __GLmipMapLevel *lp, GLint border); #endif // GL_EXT_palette_texture
void __glTexPriListRealize(__GLcontext *gc); void __glTexPriListAddToList(__GLcontext *gc, __GLtextureObject *texobj); void __glTexPriListAdd(__GLcontext *gc, __GLtextureObject *texobj, GLboolean realize); void __glTexPriListRemoveFromList(__GLcontext *gc, __GLtextureObject *texobj); void __glTexPriListRemove(__GLcontext *gc, __GLtextureObject *texobj, GLboolean realize); void __glTexPriListChangePriority(__GLcontext *gc, __GLtextureObject *texobj, GLboolean realize); void __glTexPriListLoadSubImage(__GLcontext *gc, GLenum target, GLint lod, GLint xoffset, GLint yoffset, GLsizei w, GLsizei h); void __glTexPriListLoadImage(__GLcontext *gc, GLenum target); void __glTexPriListUnloadAll(__GLcontext *gc);
__GLtextureBuffer * FASTCALL __glCreateProxyLevel(__GLcontext *gc, __GLtexture *tex, GLint lod, GLint components, GLsizei w, GLsizei h, GLint border, GLint dim); __GLtextureBuffer * FASTCALL __glCreateLevel(__GLcontext *gc, __GLtexture *tex, GLint lod, GLint components, GLsizei w, GLsizei h, GLint border, GLint dim);
GLvoid FASTCALL __glCleanupTexObj(__GLcontext *gc, void *pData);
void __glFreeSharedTextureState(__GLcontext *gc);
#endif
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