45#define Z_ADDRESS( CTX, X, Y ) \
46 ((CTX)->Buffer->Depth + (CTX)->Buffer->Width * (Y) + (X))
void gl_DepthFunc(GLcontext *ctx, GLenum func)
void gl_depth_test_pixels_greater(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
GLuint gl_depth_test_span_generic(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
void gl_alloc_depth_buffer(GLcontext *ctx)
GLuint gl_depth_test_span_less(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
void gl_DepthMask(GLcontext *ctx, GLboolean flag)
void gl_depth_test_pixels_generic(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
void gl_read_depth_span_float(GLcontext *ctx, GLuint n, GLint x, GLint y, GLfloat depth[])
void gl_depth_test_pixels_less(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
GLuint gl_depth_test_span_greater(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
void gl_read_depth_span_int(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth depth[])
void gl_clear_depth_buffer(GLcontext *ctx)
void gl_ClearDepth(GLcontext *ctx, GLclampd depth)
void gl_DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
GLint GLint GLsizei GLsizei GLsizei depth
GLint GLint GLint GLint GLint x
GLint GLint GLint GLint GLint GLint y
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean flag