--- /dev/null
+/* $Id: depth.h,v 1.2 1996/09/15 14:19:16 brianp Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 2.0
+ * Copyright (C) 1995-1996 Brian Paul
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the Free
+ * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+
+/*
+ * $Log: depth.h,v $
+ * Revision 1.2 1996/09/15 14:19:16 brianp
+ * now use GLframebuffer and GLvisual
+ *
+ * Revision 1.1 1996/09/13 01:38:16 brianp
+ * Initial revision
+ *
+ */
+
+
+#ifndef DEPTH_H
+#define DEPTH_H
+
+
+#include "types.h"
+
+
+/*
+ * Return the address of the Z-buffer value for window coordinate (x,y):
+ */
+#define Z_ADDRESS( CTX, X, Y ) \
+ ((CTX)->Buffer->Depth + (CTX)->Buffer->Width * (Y) + (X))
+
+
+
+
+extern GLuint
+gl_depth_test_span_generic( GLcontext* ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLubyte mask[] );
+
+extern GLuint
+gl_depth_test_span_less( GLcontext* ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLubyte mask[] );
+
+extern GLuint
+gl_depth_test_span_greater( GLcontext* ctx, GLuint n, GLint x, GLint y,
+ const GLdepth z[], GLubyte mask[] );
+
+
+
+extern void
+gl_depth_test_pixels_generic( GLcontext* ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] );
+
+extern void
+gl_depth_test_pixels_less( GLcontext* ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] );
+
+extern void
+gl_depth_test_pixels_greater( GLcontext* ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] );
+
+
+extern void gl_read_depth_span_float( GLcontext* ctx,
+ GLuint n, GLint x, GLint y,
+ GLfloat depth[] );
+
+
+extern void gl_read_depth_span_int( GLcontext* ctx, GLuint n, GLint x, GLint y,
+ GLdepth depth[] );
+
+
+extern void gl_alloc_depth_buffer( GLcontext* ctx );
+
+
+extern void gl_clear_depth_buffer( GLcontext* ctx );
+
+
+extern void gl_ClearDepth( GLcontext* ctx, GLclampd depth );
+extern void gl_DepthFunc( GLcontext* ctx, GLenum func );
+extern void gl_DepthMask( GLcontext* ctx, GLboolean flag );
+extern void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval );
+
+#endif