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/* uglmesa.h - Public header UGL/Mesa */
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/* Copyright (C) 2001 by Wind River Systems, Inc */
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* Mesa 3-D graphics library
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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* Stephane Raimbault <stephane.raimbault@windriver.com>
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#define UGL_MESA_MAJOR_VERSION 4
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#define UGL_MESA_MINOR_VERSION 0
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* Values for display mode of uglMesaCreateContext ()
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* With these mask values, it's possible to test double buffer mode
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* with UGL_MESA_DOUBLE mask
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#define UGL_MESA_SINGLE 0x01
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#define UGL_MESA_DOUBLE 0x06
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#define UGL_MESA_DOUBLE_SOFTWARE 0x02
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#define UGL_MESA_DOUBLE_HARDWARE 0x04
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#define UGL_MESA_WINDML_EXCLUSIVE 0x10
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#define UGL_MESA_FULLSCREEN_WIDTH 0x0
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#define UGL_MESA_FULLSCREEN_HEIGHT 0x0
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* uglMesaPixelStore() parameters:
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#define UGL_MESA_ROW_LENGTH 0x20
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#define UGL_MESA_Y_UP 0x21
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* Accepted by uglMesaGetIntegerv:
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#define UGL_MESA_LEFT_X 0x01
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#define UGL_MESA_TOP_Y 0x02
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#define UGL_MESA_WIDTH 0x03
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#define UGL_MESA_HEIGHT 0x04
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#define UGL_MESA_DISPLAY_WIDTH 0x05
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#define UGL_MESA_DISPLAY_HEIGHT 0x06
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#define UGL_MESA_COLOR_FORMAT 0x07
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#define UGL_MESA_COLOR_MODEL 0x08
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#define UGL_MESA_PIXEL_FORMAT 0x09
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#define UGL_MESA_TYPE 0x0A
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#define UGL_MESA_RGB 0x0B
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#define UGL_MESA_COLOR_INDEXED 0x0C
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#define UGL_MESA_SINGLE_BUFFER 0x0D
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#define UGL_MESA_DOUBLE_BUFFER 0x0E
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#define UGL_MESA_DOUBLE_BUFFER_SOFTWARE 0x0F
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#define UGL_MESA_DOUBLE_BUFFER_HARDWARE 0x10
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typedef struct uglMesaContext * UGL_MESA_CONTEXT;
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UGL_MESA_CONTEXT uglMesaCreateNewContext (GLenum mode,
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UGL_MESA_CONTEXT share_list);
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UGL_MESA_CONTEXT uglMesaCreateNewContextExt (GLenum mode,
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GLint accum_red_bits,
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GLint accum_green_bits,
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GLint accum_blue_bits,
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GLint accum_alpha_bits,
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UGL_MESA_CONTEXT share_list);
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GLboolean uglMesaMakeCurrentContext (UGL_MESA_CONTEXT umc,
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GLsizei left, GLsizei top,
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GLsizei width, GLsizei height);
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GLboolean uglMesaMoveWindow (GLsizei dx, GLsizei dy);
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GLboolean uglMesaMoveToWindow (GLsizei left, GLsizei top);
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GLboolean uglMesaResizeWindow (GLsizei dw, GLsizei dh);
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GLboolean uglMesaResizeToWindow (GLsizei width, GLsizei height);
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void uglMesaDestroyContext (void);
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UGL_MESA_CONTEXT uglMesaGetCurrentContext (void);
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void uglMesaSwapBuffers (void);
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void uglMesaPixelStore (GLint pname, GLint value);
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void uglMesaGetIntegerv (GLint pname, GLint *value);
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GLboolean uglMesaGetDepthBuffer (GLint *width, GLint *height,
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GLint *bytesPerValue, void **buffer);
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GLboolean uglMesaGetColorBuffer (GLint *width, GLint *height,
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GLint *format, void **buffer);
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GLboolean uglMesaSetColor (GLubyte index, GLfloat red,
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GLfloat green, GLfloat blue);