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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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