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/* $Id: swrast.h,v 1.1 2003-02-28 11:49:44 pj Exp $ */
2
 
3
/*
4
 * Mesa 3-D graphics library
5
 * Version:  4.1
6
 *
7
 * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
8
 *
9
 * Permission is hereby granted, free of charge, to any person obtaining a
10
 * copy of this software and associated documentation files (the "Software"),
11
 * to deal in the Software without restriction, including without limitation
12
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13
 * and/or sell copies of the Software, and to permit persons to whom the
14
 * Software is furnished to do so, subject to the following conditions:
15
 *
16
 * The above copyright notice and this permission notice shall be included
17
 * in all copies or substantial portions of the Software.
18
 *
19
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
 *
26
 */
27
 
28
/**
29
 * \file swrast/swrast.h
30
 * \brief Defines basic structures for sw_rasterizer.
31
 * \author Keith Whitwell <keith@tungstengraphics.com>
32
 */
33
 
34
#ifndef SWRAST_H
35
#define SWRAST_H
36
 
37
#include "mtypes.h"
38
 
39
/**
40
 * \struct SWvertex
41
 * \brief Data-structure to handle vertices in the software rasterizer.
42
 *
43
 * The software rasterizer now uses this format for vertices.  Thus a
44
 * 'RasterSetup' stage or other translation is required between the
45
 * tnl module and the swrast rasterization functions.  This serves to
46
 * isolate the swrast module from the internals of the tnl module, and
47
 * improve its usefulness as a fallback mechanism for hardware
48
 * drivers.
49
 *
50
 * Full software drivers:
51
 *   - Register the rastersetup and triangle functions from
52
 *     utils/software_helper.
53
 *   - On statechange, update the rasterization pointers in that module.
54
 *
55
 * Rasterization hardware drivers:
56
 *   - Keep native rastersetup.
57
 *   - Implement native twoside,offset and unfilled triangle setup.
58
 *   - Implement a translator from native vertices to swrast vertices.
59
 *   - On partial fallback (mix of accelerated and unaccelerated
60
 *   prims), call a pass-through function which translates native
61
 *   vertices to SWvertices and calls the appropriate swrast function.
62
 *   - On total fallback (vertex format insufficient for state or all
63
 *     primitives unaccelerated), hook in swrast_setup instead.
64
 */
65
typedef struct {
66
   /** win[0], win[1] are the screen-coords of SWvertex. win[2] is the
67
    * z-coord. what is win[3]? */
68
   GLfloat win[4];
69
   GLfloat texcoord[MAX_TEXTURE_UNITS][4];
70
   GLchan color[4];
71
   GLchan specular[4];
72
   GLfloat fog;
73
   GLuint index;
74
   GLfloat pointSize;
75
} SWvertex;
76
 
77
 
78
/**
79
 * \struct sw_span
80
 * \brief Contains data for either a horizontal line or a set of
81
 * pixels that are passed through a pipeline of functions before being
82
 * drawn.
83
 *
84
 * The sw_span structure describes the colors, Z, fogcoord, texcoords,
85
 * etc for either a horizontal run or a set of independent pixels.  We
86
 * can either specify a base/step to indicate interpolated values, or
87
 * fill in arrays of values.  The interpMask and arrayMask bitfields
88
 * indicate which are active.
89
 *
90
 * With this structure it's easy to hand-off span rasterization to
91
 * subroutines instead of doing it all inline in the triangle functions
92
 * like we used to do.
93
 * It also cleans up the local variable namespace a great deal.
94
 *
95
 * It would be interesting to experiment with multiprocessor rasterization
96
 * with this structure.  The triangle rasterizer could simply emit a
97
 * stream of these structures which would be consumed by one or more
98
 * span-processing threads which could run in parallel.
99
 */
100
 
101
 
102
/**
103
 * \defgroup SpanFlags SPAN_XXX-flags
104
 * Bitmasks to indicate which span_arrays need to be computed
105
 * (sw_span::interpMask) or have already been filled
106
 * (sw_span::arrayMask)
107
 */
108
/*@{*/
109
#define SPAN_RGBA         0x001
110
#define SPAN_SPEC         0x002
111
#define SPAN_INDEX        0x004
112
#define SPAN_Z            0x008
113
#define SPAN_FOG          0x010
114
#define SPAN_TEXTURE      0x020
115
#define SPAN_INT_TEXTURE  0x040
116
#define SPAN_LAMBDA       0x080
117
#define SPAN_COVERAGE     0x100
118
#define SPAN_FLAT         0x200  /**< flat shading? */
119
/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
120
#define SPAN_XY           0x400
121
#define SPAN_MASK         0x800  /**< sw_span::arrayMask only */
122
/*@}*/
123
 
124
 
125
/**
126
 * \struct span_arrays
127
 * \brief Arrays of fragment values.
128
 *
129
 * These will either be computed from the x/xStep values above or
130
 * filled in by glDraw/CopyPixels, etc.
131
 */
132
struct span_arrays {
133
   GLchan  rgb[MAX_WIDTH][3];
134
   GLchan  rgba[MAX_WIDTH][4];
135
   GLuint  index[MAX_WIDTH];
136
   GLchan  spec[MAX_WIDTH][4]; /* specular color */
137
   GLint   x[MAX_WIDTH];  /**< X/Y used for point/line rendering only */
138
   GLint   y[MAX_WIDTH];  /**< X/Y used for point/line rendering only */
139
   GLdepth z[MAX_WIDTH];
140
   GLfloat fog[MAX_WIDTH];
141
   GLfloat texcoords[MAX_TEXTURE_UNITS][MAX_WIDTH][4];
142
   GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
143
   GLfloat coverage[MAX_WIDTH];
144
 
145
   /** This mask indicates if fragment is alive or culled */
146
   GLubyte mask[MAX_WIDTH];
147
};
148
 
149
 
150
struct sw_span {
151
   GLint x, y;
152
 
153
   /** Only need to process pixels between start <= i < end */
154
   /** At this time, start is always zero. */
155
   GLuint start, end;
156
 
157
   /** This flag indicates that mask[] array is effectively filled with ones */
158
   GLboolean writeAll;
159
 
160
   /** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
161
   GLenum primitive;
162
 
163
   /** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
164
   GLuint facing;
165
 
166
   /**
167
    * This bitmask (of  \link SpanFlags SPAN_* flags\endlink) indicates
168
    * which of the x/xStep variables are relevant.
169
    */
170
   GLuint interpMask;
171
 
172
#if CHAN_TYPE == GL_FLOAT
173
   GLfloat red, redStep;
174
   GLfloat green, greenStep;
175
   GLfloat blue, blueStep;
176
   GLfloat alpha, alphaStep;
177
   GLfloat specRed, specRedStep;
178
   GLfloat specGreen, specGreenStep;
179
   GLfloat specBlue, specBlueStep;
180
#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
181
   GLfixed red, redStep;
182
   GLfixed green, greenStep;
183
   GLfixed blue, blueStep;
184
   GLfixed alpha, alphaStep;
185
   GLfixed specRed, specRedStep;
186
   GLfixed specGreen, specGreenStep;
187
   GLfixed specBlue, specBlueStep;
188
#endif
189
   GLfixed index, indexStep;
190
   GLfixed z, zStep;
191
   GLfloat fog, fogStep;
192
   GLfloat tex[MAX_TEXTURE_UNITS][4];
193
   GLfloat texStepX[MAX_TEXTURE_UNITS][4];
194
   GLfloat texStepY[MAX_TEXTURE_UNITS][4];
195
   GLfixed intTex[2], intTexStep[2];
196
 
197
   /**
198
    * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
199
    * which of the fragment arrays in the span_arrays struct are relevant.
200
    */
201
   GLuint arrayMask;
202
 
203
   /**
204
    * We store the arrays of fragment values in a separate struct so
205
    * that we can allocate sw_span structs on the stack without using
206
    * a lot of memory.  The span_arrays struct is about 400KB while the
207
    * sw_span struct is only about 512 bytes.
208
    */
209
   struct span_arrays *array;
210
};
211
 
212
 
213
#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK)   \
214
do {                                                            \
215
   (S).primitive = (PRIMITIVE);                                 \
216
   (S).interpMask = (INTERP_MASK);                              \
217
   (S).arrayMask = (ARRAY_MASK);                                \
218
   (S).start = 0;                                               \
219
   (S).end = (END);                                             \
220
   (S).facing = 0;                                              \
221
   (S).array = SWRAST_CONTEXT(ctx)->SpanArrays;                 \
222
} while (0)
223
 
224
 
225
 
226
struct swrast_device_driver;
227
 
228
 
229
/* These are the public-access functions exported from swrast.
230
 */
231
extern void
232
_swrast_alloc_buffers( GLframebuffer *buffer );
233
 
234
extern void
235
_swrast_use_read_buffer( GLcontext *ctx );
236
 
237
extern void
238
_swrast_use_draw_buffer( GLcontext *ctx );
239
 
240
extern GLboolean
241
_swrast_CreateContext( GLcontext *ctx );
242
 
243
extern void
244
_swrast_DestroyContext( GLcontext *ctx );
245
 
246
/* Get a (non-const) reference to the device driver struct for swrast.
247
 */
248
extern struct swrast_device_driver *
249
_swrast_GetDeviceDriverReference( GLcontext *ctx );
250
 
251
extern void
252
_swrast_Bitmap( GLcontext *ctx,
253
                GLint px, GLint py,
254
                GLsizei width, GLsizei height,
255
                const struct gl_pixelstore_attrib *unpack,
256
                const GLubyte *bitmap );
257
 
258
extern void
259
_swrast_CopyPixels( GLcontext *ctx,
260
                    GLint srcx, GLint srcy,
261
                    GLint destx, GLint desty,
262
                    GLsizei width, GLsizei height,
263
                    GLenum type );
264
 
265
extern void
266
_swrast_DrawPixels( GLcontext *ctx,
267
                    GLint x, GLint y,
268
                    GLsizei width, GLsizei height,
269
                    GLenum format, GLenum type,
270
                    const struct gl_pixelstore_attrib *unpack,
271
                    const GLvoid *pixels );
272
 
273
extern void
274
_swrast_ReadPixels( GLcontext *ctx,
275
                    GLint x, GLint y, GLsizei width, GLsizei height,
276
                    GLenum format, GLenum type,
277
                    const struct gl_pixelstore_attrib *unpack,
278
                    GLvoid *pixels );
279
 
280
extern void
281
_swrast_Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
282
               GLint x, GLint y, GLint width, GLint height );
283
 
284
extern void
285
_swrast_Accum( GLcontext *ctx, GLenum op,
286
               GLfloat value, GLint xpos, GLint ypos,
287
               GLint width, GLint height );
288
 
289
 
290
extern void
291
_swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
292
 
293
 
294
/* Reset the stipple counter
295
 */
296
extern void
297
_swrast_ResetLineStipple( GLcontext *ctx );
298
 
299
/* These will always render the correct point/line/triangle for the
300
 * current state.
301
 *
302
 * For flatshaded primitives, the provoking vertex is the final one.
303
 */
304
extern void
305
_swrast_Point( GLcontext *ctx, const SWvertex *v );
306
 
307
extern void
308
_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
309
 
310
extern void
311
_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
312
                  const SWvertex *v1, const SWvertex *v2 );
313
 
314
extern void
315
_swrast_Quad( GLcontext *ctx,
316
              const SWvertex *v0, const SWvertex *v1,
317
              const SWvertex *v2,  const SWvertex *v3);
318
 
319
extern void
320
_swrast_flush( GLcontext *ctx );
321
 
322
extern void
323
_swrast_render_primitive( GLcontext *ctx, GLenum mode );
324
 
325
extern void
326
_swrast_render_start( GLcontext *ctx );
327
 
328
extern void
329
_swrast_render_finish( GLcontext *ctx );
330
 
331
/* Tell the software rasterizer about core state changes.
332
 */
333
extern void
334
_swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
335
 
336
/* Configure software rasterizer to match hardware rasterizer characteristics:
337
 */
338
extern void
339
_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
340
 
341
extern void
342
_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
343
 
344
/* Debug:
345
 */
346
extern void
347
_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
348
 
349
 
350
/*
351
 * Imaging fallbacks (a better solution should be found, perhaps
352
 * moving all the imaging fallback code to a new module)
353
 */
354
extern void
355
_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
356
                                GLenum internalFormat,
357
                                GLint x, GLint y, GLsizei width,
358
                                GLsizei height);
359
extern void
360
_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
361
                                GLenum internalFormat,
362
                                GLint x, GLint y, GLsizei width);
363
extern void
364
_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
365
                           GLint x, GLint y, GLsizei width);
366
extern void
367
_swrast_CopyColorTable( GLcontext *ctx,
368
                        GLenum target, GLenum internalformat,
369
                        GLint x, GLint y, GLsizei width);
370
 
371
 
372
/*
373
 * Texture fallbacks, Brian Paul.  Could also live in a new module
374
 * with the rest of the texture store fallbacks?
375
 */
376
extern void
377
_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
378
                        GLenum internalFormat,
379
                        GLint x, GLint y, GLsizei width, GLint border);
380
 
381
extern void
382
_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
383
                        GLenum internalFormat,
384
                        GLint x, GLint y, GLsizei width, GLsizei height,
385
                        GLint border);
386
 
387
 
388
extern void
389
_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
390
                           GLint xoffset, GLint x, GLint y, GLsizei width);
391
 
392
extern void
393
_swrast_copy_texsubimage2d(GLcontext *ctx,
394
                           GLenum target, GLint level,
395
                           GLint xoffset, GLint yoffset,
396
                           GLint x, GLint y, GLsizei width, GLsizei height);
397
 
398
extern void
399
_swrast_copy_texsubimage3d(GLcontext *ctx,
400
                           GLenum target, GLint level,
401
                           GLint xoffset, GLint yoffset, GLint zoffset,
402
                           GLint x, GLint y, GLsizei width, GLsizei height);
403
 
404
 
405
 
406
/* The driver interface for the software rasterizer.
407
 * Unless otherwise noted, all functions are mandatory.  
408
 */
409
struct swrast_device_driver {
410
 
411
   void (*SetBuffer)( GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
412
   /*
413
    * Specifies the current buffer for span/pixel writing/reading.
414
    * buffer indicates which window to write to / read from.  Normally,
415
    * this'll be the buffer currently bound to the context, but it doesn't
416
    * have to be!
417
    * bufferBit indicates which color buffer, one of:
418
    *    FRONT_LEFT_BIT - this buffer always exists
419
    *    BACK_LEFT_BIT - when double buffering
420
    *    FRONT_RIGHT_BIT - when using stereo
421
    *    BACK_RIGHT_BIT - when using stereo and double buffering
422
    *    AUXn_BIT - if aux buffers are implemented
423
    */
424
 
425
 
426
   /***
427
    *** Functions for synchronizing access to the framebuffer:
428
    ***/
429
 
430
   void (*SpanRenderStart)(GLcontext *ctx);
431
   void (*SpanRenderFinish)(GLcontext *ctx);
432
   /* OPTIONAL.
433
    *
434
    * Called before and after all rendering operations, including DrawPixels,
435
    * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
436
    * These are a suitable place for grabbing/releasing hardware locks.
437
    *
438
    * NOTE: The swrast triangle/line/point routines *DO NOT* call
439
    * these functions.  Locking in that case must be organized by the
440
    * driver by other mechanisms.
441
    */
442
 
443
   /***
444
    *** Functions for writing pixels to the frame buffer:
445
    ***/
446
 
447
   void (*WriteRGBASpan)( const GLcontext *ctx,
448
                          GLuint n, GLint x, GLint y,
449
                          CONST GLchan rgba[][4], const GLubyte mask[] );
450
   void (*WriteRGBSpan)( const GLcontext *ctx,
451
                         GLuint n, GLint x, GLint y,
452
                         CONST GLchan rgb[][3], const GLubyte mask[] );
453
   /* Write a horizontal run of RGBA or RGB pixels.
454
    * If mask is NULL, draw all pixels.
455
    * If mask is not null, only draw pixel [i] when mask [i] is true.
456
    */
457
 
458
   void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
459
                              const GLchan color[4], const GLubyte mask[] );
460
   /* Write a horizontal run of RGBA pixels all with the same color.
461
    */
462
 
463
   void (*WriteRGBAPixels)( const GLcontext *ctx,
464
                            GLuint n, const GLint x[], const GLint y[],
465
                            CONST GLchan rgba[][4], const GLubyte mask[] );
466
   /* Write array of RGBA pixels at random locations.
467
    */
468
 
469
   void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
470
                                GLuint n, const GLint x[], const GLint y[],
471
                                const GLchan color[4], const GLubyte mask[] );
472
   /* Write an array of mono-RGBA pixels at random locations.
473
    */
474
 
475
   void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
476
                          const GLuint index[], const GLubyte mask[] );
477
   void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
478
                         const GLubyte index[], const GLubyte mask[] );
479
   /* Write a horizontal run of CI pixels.  One function is for 32bpp
480
    * indexes and the other for 8bpp pixels (the common case).  You mus
481
    * implement both for color index mode.
482
    */
483
 
484
   void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
485
                            GLuint colorIndex, const GLubyte mask[] );
486
   /* Write a horizontal run of color index pixels using the color index
487
    * last specified by the Index() function.
488
    */
489
 
490
   void (*WriteCI32Pixels)( const GLcontext *ctx,
491
                            GLuint n, const GLint x[], const GLint y[],
492
                            const GLuint index[], const GLubyte mask[] );
493
   /*
494
    * Write a random array of CI pixels.
495
    */
496
 
497
   void (*WriteMonoCIPixels)( const GLcontext *ctx,
498
                              GLuint n, const GLint x[], const GLint y[],
499
                              GLuint colorIndex, const GLubyte mask[] );
500
   /* Write a random array of color index pixels using the color index
501
    * last specified by the Index() function.
502
    */
503
 
504
 
505
   /***
506
    *** Functions to read pixels from frame buffer:
507
    ***/
508
 
509
   void (*ReadCI32Span)( const GLcontext *ctx,
510
                         GLuint n, GLint x, GLint y, GLuint index[] );
511
   /* Read a horizontal run of color index pixels.
512
    */
513
 
514
   void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
515
                         GLchan rgba[][4] );
516
   /* Read a horizontal run of RGBA pixels.
517
    */
518
 
519
   void (*ReadCI32Pixels)( const GLcontext *ctx,
520
                           GLuint n, const GLint x[], const GLint y[],
521
                           GLuint indx[], const GLubyte mask[] );
522
   /* Read a random array of CI pixels.
523
    */
524
 
525
   void (*ReadRGBAPixels)( const GLcontext *ctx,
526
                           GLuint n, const GLint x[], const GLint y[],
527
                           GLchan rgba[][4], const GLubyte mask[] );
528
   /* Read a random array of RGBA pixels.
529
    */
530
 
531
 
532
 
533
   /***
534
    *** For supporting hardware Z buffers:
535
    *** Either ALL or NONE of these functions must be implemented!
536
    *** NOTE that Each depth value is a 32-bit GLuint.  If the depth
537
    *** buffer is less than 32 bits deep then the extra upperbits are zero.
538
    ***/
539
 
540
   void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
541
                           const GLdepth depth[], const GLubyte mask[] );
542
   /* Write a horizontal span of values into the depth buffer.  Only write
543
    * depth[i] value if mask[i] is nonzero.
544
    */
545
 
546
   void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
547
                          GLdepth depth[] );
548
   /* Read a horizontal span of values from the depth buffer.
549
    */
550
 
551
 
552
   void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
553
                             const GLint x[], const GLint y[],
554
                             const GLdepth depth[], const GLubyte mask[] );
555
   /* Write an array of randomly positioned depth values into the
556
    * depth buffer.  Only write depth[i] value if mask[i] is nonzero.
557
    */
558
 
559
   void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
560
                            const GLint x[], const GLint y[],
561
                            GLdepth depth[] );
562
   /* Read an array of randomly positioned depth values from the depth buffer.
563
    */
564
 
565
 
566
 
567
   /***
568
    *** For supporting hardware stencil buffers:
569
    *** Either ALL or NONE of these functions must be implemented!
570
    ***/
571
 
572
   void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
573
                             const GLstencil stencil[], const GLubyte mask[] );
574
   /* Write a horizontal span of stencil values into the stencil buffer.
575
    * If mask is NULL, write all stencil values.
576
    * Else, only write stencil[i] if mask[i] is non-zero.
577
    */
578
 
579
   void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
580
                            GLstencil stencil[] );
581
   /* Read a horizontal span of stencil values from the stencil buffer.
582
    */
583
 
584
   void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
585
                               const GLint x[], const GLint y[],
586
                               const GLstencil stencil[],
587
                               const GLubyte mask[] );
588
   /* Write an array of stencil values into the stencil buffer.
589
    * If mask is NULL, write all stencil values.
590
    * Else, only write stencil[i] if mask[i] is non-zero.
591
    */
592
 
593
   void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
594
                              const GLint x[], const GLint y[],
595
                              GLstencil stencil[] );
596
   /* Read an array of stencil values from the stencil buffer.
597
    */
598
};
599
 
600
 
601
 
602
#endif