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authorBrian Paul <brian.paul@tungstengraphics.com>2005-06-27 00:34:17 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2005-06-27 00:34:17 +0000
commit2dbffb30f05fcf67658c64b8101e9efaf07ca388 (patch)
tree87014f68871fdabde5062fdeb125365b02f731bb /src/mesa/main/imports.h
parent397088ff5e904d5cb0fbff1f58fbd0d2bb498302 (diff)
Get rid of the MESA_PBUFFER_ALLOC/FREE() macros.
If that stuff is still needed, lots of other updates are needed anyway. Also, some misc MALLOC/FREE -> _mesa_malloc/free() changes.
Diffstat (limited to 'src/mesa/main/imports.h')
-rw-r--r--src/mesa/main/imports.h41
1 files changed, 0 insertions, 41 deletions
diff --git a/src/mesa/main/imports.h b/src/mesa/main/imports.h
index a4afaf17d1..cf80b33562 100644
--- a/src/mesa/main/imports.h
+++ b/src/mesa/main/imports.h
@@ -160,47 +160,6 @@ extern "C" {
/*@}*/
-/**********************************************************************/
-/** \name External pixel buffer allocation.
- *
- * If you want Mesa's depth/stencil/accum/etc buffers to be allocated with a
- * specialized allocator you can define MESA_EXTERNAL_BUFFERALLOC and implement
- * _ext_mesa_alloc_pixelbuffer() _ext_mesa_free_pixelbuffer() in your
- * application.
- *
- * \author
- * Contributed by Gerk Huisma (gerk@five-d.demon.nl).
- */
-/*@{*/
-
-/**
- * \def MESA_PBUFFER_ALLOC
- * Allocate a pixel buffer.
- */
-
-/**
- * \def MESA_PBUFFER_FREE
- * Free a pixel buffer.
- */
-
-#ifdef MESA_EXTERNAL_BUFFERALLOC
-extern void *_ext_mesa_alloc_pixelbuffer( unsigned int size );
-extern void _ext_mesa_free_pixelbuffer( void *pb );
-
-#define MESA_PBUFFER_ALLOC(BYTES) (void *) _ext_mesa_alloc_pixelbuffer(BYTES)
-#define MESA_PBUFFER_FREE(PTR) _ext_mesa_free_pixelbuffer(PTR)
-#else
-/* Default buffer allocation uses the aligned allocation routines: */
-#define MESA_PBUFFER_ALLOC(BYTES) (void *) _mesa_align_malloc(BYTES, 512)
-#define MESA_PBUFFER_FREE(PTR) _mesa_align_free(PTR)
-#endif
-
-/*@}*/
-
-
-/**********************************************************************/
-
-
/**
* Sometimes we treat GLfloats as GLints. On x86 systems, moving a float
* as a int (thereby using integer registers instead of FP registers) is