/** * \file dd.h * Device driver interfaces. */ /* * Mesa 3-D graphics library * Version: 6.5.2 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DD_INCLUDED #define DD_INCLUDED /* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */ struct gl_pixelstore_attrib; struct gl_display_list; #if FEATURE_ARB_vertex_buffer_object /* Modifies GL_MAP_UNSYNCHRONIZED_BIT to allow driver to fail (return * NULL) if buffer is unavailable for immediate mapping. * * Does GL_MAP_INVALIDATE_RANGE_BIT do this? It seems so, but it * would require more book-keeping in the driver than seems necessary * at this point. * * Does GL_MAP_INVALDIATE_BUFFER_BIT do this? Not really -- we don't * want to provoke the driver to throw away the old storage, we will * respect the contents of already referenced data. */ #define MESA_MAP_NOWAIT_BIT 0x0040 #endif /** * Device driver function table. * Core Mesa uses these function pointers to call into device drivers. * Most of these functions directly correspond to OpenGL state commands. * Core Mesa will call these functions after error checking has been done * so that the drivers don't have to worry about error testing. * * Vertex transformation/clipping/lighting is patched into the T&L module. * Rasterization functions are patched into the swrast module. * * Note: when new functions are added here, the drivers/common/driverfuncs.c * file should be updated too!!! */ struct dd_function_table { /** * Return a string as needed by glGetString(). * Only the GL_RENDERER query must be implemented. Otherwise, NULL can be * returned. */ const GLubyte * (*GetString)( GLcontext *ctx, GLenum name ); /** * Notify the driver after Mesa has made some internal state changes. * * This is in addition to any state change callbacks Mesa may already have * made. */ void (*UpdateState)( GLcontext *ctx, GLbitfield new_state ); /** * Get the width and height of the named buffer/window. * * Mesa uses this to determine when the driver's window size has changed. * XXX OBSOLETE: this function will be removed in the future. */ void (*GetBufferSize)( GLframebuffer *buffer, GLuint *width, GLuint *height ); /** * Resize the given framebuffer to the given size. * XXX OBSOLETE: this function will be removed in the future. */ void (*ResizeBuffers)( GLcontext *ctx, GLframebuffer *fb, GLuint width, GLuint height); /** * Called whenever an error is generated. * __GLcontextRec::ErrorValue contains the error value. */ void (*Error)( GLcontext *ctx ); /** * This is called whenever glFinish() is called. */ void (*Finish)( GLcontext *ctx ); /** * This is called whenever glFlush() is called. */ void (*Flush)( GLcontext *ctx ); /** * Clear the color/depth/stencil/accum buffer(s). * \param buffers a bitmask of BUFFER_BIT_* flags indicating which * renderbuffers need to be cleared. */ void (*Clear)( GLcontext *ctx, GLbitfield buffers ); /** * Execute glAccum command. */ void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value ); /** * Execute glRasterPos, updating the ctx->Current.Raster fields */ void (*RasterPos)( GLcontext *ctx, const GLfloat v[4] ); /** * \name Image-related functions */ /*@{*/ /** * Called by glDrawPixels(). * \p unpack describes how to unpack the source image data. */ void (*DrawPixels)( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ); /** * Called by glReadPixels(). */ void (*ReadPixels)( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, GLvoid *dest ); /** * Called by glCopyPixels(). */ void (*CopyPixels)( GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type ); /** * Called by glBitmap(). */ void (*Bitmap)( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ); /*@}*/ /** * \name Texture image functions */ /*@{*/ /** * Choose texture format. * * This is called by the \c _mesa_store_tex[sub]image[123]d() fallback * functions. The driver should examine \p internalFormat and return a * pointer to an appropriate gl_texture_format. */ const struct gl_texture_format *(*ChooseTextureFormat)( GLcontext *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType ); /** * Called by glTexImage1D(). * * \param target user specified. * \param format user specified. * \param type user specified. * \param pixels user specified. * \param packing indicates the image packing of pixels. * \param texObj is the target texture object. * \param texImage is the target texture image. It will have the texture \p * width, \p height, \p depth, \p border and \p internalFormat information. * * \p retainInternalCopy is returned by this function and indicates whether * core Mesa should keep an internal copy of the texture image. * * Drivers should call a fallback routine from texstore.c if needed. */ void (*TexImage1D)( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glTexImage2D(). * * \sa dd_function_table::TexImage1D. */ void (*TexImage2D)( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glTexImage3D(). * * \sa dd_function_table::TexImage1D. */ void (*TexImage3D)( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glTexSubImage1D(). * * \param target user specified. * \param level user specified. * \param xoffset user specified. * \param yoffset user specified. * \param zoffset user specified. * \param width user specified. * \param height user specified. * \param depth user specified. * \param format user specified. * \param type user specified. * \param pixels user specified. * \param packing indicates the image packing of pixels. * \param texObj is the target texture object. * \param texImage is the target texture image. It will have the texture \p * width, \p height, \p border and \p internalFormat information. * * The driver should use a fallback routine from texstore.c if needed. */ void (*TexSubImage1D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glTexSubImage2D(). * * \sa dd_function_table::TexSubImage1D. */ void (*TexSubImage2D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glTexSubImage3D(). * * \sa dd_function_table::TexSubImage1D. */ void (*TexSubImage3D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLint depth, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glGetTexImage(). */ void (*GetTexImage)( GLcontext *ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glCopyTexImage1D(). * * Drivers should use a fallback routine from texstore.c if needed. */ void (*CopyTexImage1D)( GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border ); /** * Called by glCopyTexImage2D(). * * Drivers should use a fallback routine from texstore.c if needed. */ void (*CopyTexImage2D)( GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ); /** * Called by glCopyTexSubImage1D(). * * Drivers should use a fallback routine from texstore.c if needed. */ void (*CopyTexSubImage1D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); /** * Called by glCopyTexSubImage2D(). * * Drivers should use a fallback routine from texstore.c if needed. */ void (*CopyTexSubImage2D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); /** * Called by glCopyTexSubImage3D(). * * Drivers should use a fallback routine from texstore.c if needed. */ void (*CopyTexSubImage3D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); /** * Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled. */ void (*GenerateMipmap)(GLcontext *ctx, GLenum target, struct gl_texture_object *texObj); /** * Called by glTexImage[123]D when user specifies a proxy texture * target. * * \return GL_TRUE if the proxy test passes, or GL_FALSE if the test fails. */ GLboolean (*TestProxyTexImage)(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLenum format, GLenum type, GLint width, GLint height, GLint depth, GLint border); /*@}*/ /** * \name Compressed texture functions */ /*@{*/ /** * Called by glCompressedTexImage1D(). * * \param target user specified. * \param format user specified. * \param type user specified. * \param pixels user specified. * \param packing indicates the image packing of pixels. * \param texObj is the target texture object. * \param texImage is the target texture image. It will have the texture \p * width, \p height, \p depth, \p border and \p internalFormat information. * * \a retainInternalCopy is returned by this function and indicates whether * core Mesa should keep an internal copy of the texture image. */ void (*CompressedTexImage1D)( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glCompressedTexImage2D(). * * \sa dd_function_table::CompressedTexImage1D. */ void (*CompressedTexImage2D)( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glCompressedTexImage3D(). * * \sa dd_function_table::CompressedTexImage3D. */ void (*CompressedTexImage3D)( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /** * Called by glCompressedTexSubImage1D(). * * \param target user specified. * \param level user specified. * \param xoffset user specified. * \param yoffset user specified. * \param zoffset user specified. * \param width user specified. * \param height user specified. * \param depth user specified. * \param imageSize user specified. * \param data user specified. * \param texObj is the target texture object. * \param texImage is the target texture image. It will have the texture \p * width, \p height, \p depth, \p border and \p internalFormat information. */ void (*CompressedTexSubImage1D)(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage); /** * Called by glCompressedTexSubImage2D(). * * \sa dd_function_table::CompressedTexImage3D. */ void (*CompressedTexSubImage2D)(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLint height, GLenum format, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage); /** * Called by glCompressedTexSubImage3D(). * * \sa dd_function_table::CompressedTexImage3D. */ void (*CompressedTexSubImage3D)(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLint height, GLint depth, GLenum format, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage); /** * Called by glGetCompressedTexImage. */ void (*GetCompressedTexImage)(GLcontext *ctx, GLenum target, GLint level, GLvoid *img, struct gl_texture_object *texObj, struct gl_texture_image *texImage); /** * Called to query number of bytes of storage needed to store the * specified compressed texture. */ GLuint (*CompressedTextureSize)( GLcontext *ctx, GLsizei width, GLsizei height, GLsizei depth, GLenum format ); /*@}*/ /** * \name Texture object functions */ /*@{*/ /** * Called by glBindTexture(). */ void (*BindTexture)( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ); /** * Called to allocate a new texture object. * A new gl_texture_object should be returned. The driver should * attach to it any device-specific info it needs. */ struct gl_texture_object * (*NewTextureObject)( GLcontext *ctx, GLuint name, GLenum target ); /** * Called when a texture object is about to be deallocated. * * Driver should delete the gl_texture_object object and anything * hanging off of it. */ void (*DeleteTexture)( GLcontext *ctx, struct gl_texture_object *tObj ); /** * Called to allocate a new texture image object. */ struct gl_texture_image * (*NewTextureImage)( GLcontext *ctx ); /** * Called to free tImage->Data. */ void (*FreeTexImageData)( GLcontext *ctx, struct gl_texture_image *tImage ); /** Map texture image data into user space */ void (*MapTexture)( GLcontext *ctx, struct gl_texture_object *tObj ); /** Unmap texture images from user space */ void (*UnmapTexture)( GLcontext *ctx, struct gl_texture_object *tObj ); /** * Note: no context argument. This function doesn't initially look * like it belongs here, except that the driver is the only entity * that knows for sure how the texture memory is allocated - via * the above callbacks. There is then an argument that the driver * knows what memcpy paths might be fast. Typically this is invoked with * * to -- a pointer into texture memory allocated by NewTextureImage() above. * from -- a pointer into client memory or a mesa temporary. * sz -- nr bytes to copy. */ void* (*TextureMemCpy)( void *to, const void *from, size_t sz ); /** * Called by glAreTextureResident(). */ GLboolean (*IsTextureResident)( GLcontext *ctx, struct gl_texture_object *t ); /** * Called by glPrioritizeTextures(). */ void (*PrioritizeTexture)( GLcontext *ctx, struct gl_texture_object *t, GLclampf priority ); /** * Called by glActiveTextureARB() to set current texture unit. */ void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber ); /** * Called when the texture's color lookup table is changed. * * If \p tObj is NULL then the shared texture palette * gl_texture_object::Palette is to be updated. */ void (*UpdateTexturePalette)( GLcontext *ctx, struct gl_texture_object *tObj ); /*@}*/ /** * \name Imaging functionality */ /*@{*/ void (*CopyColorTable)( GLcontext *ctx, GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ); void (*CopyColorSubTable)( GLcontext *ctx, GLenum target, GLsizei start, GLint x, GLint y, GLsizei width ); void (*CopyConvolutionFilter1D)( GLcontext *ctx, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width ); void (*CopyConvolutionFilter2D)( GLcontext *ctx, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height ); /*@}*/ /** * \name Vertex/fragment program functions */ /*@{*/ /** Bind a vertex/fragment program */ void (*BindProgram)(GLcontext *ctx, GLenum target, struct gl_program *prog); /** Allocate a new program */ struct gl_program * (*NewProgram)(GLcontext *ctx, GLenum target, GLuint id); /** Delete a program */ void (*DeleteProgram)(GLcontext *ctx, struct gl_program *prog); /** Notify driver that a program string has been specified. */ void (*ProgramStringNotify)(GLcontext *ctx, GLenum target, struct gl_program *prog); /** Query if program can be loaded onto hardware */ GLboolean (*IsProgramNative)(GLcontext *ctx, GLenum target, struct gl_program *prog); /*@}*/ /** * \name State-changing functions. * * \note drawing functions are above. * * These functions are called by their corresponding OpenGL API functions. * They are \e also called by the gl_PopAttrib() function!!! * May add more functions like these to the device driver in the future. */ /*@{*/ /** Specify the alpha test function */ void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLfloat ref); /** Set the blend color */ void (*BlendColor)(GLcontext *ctx, const GLfloat color[4]); /** Set the blend equation */ void (*BlendEquationSeparate)(GLcontext *ctx, GLenum modeRGB, GLenum modeA); /** Specify pixel arithmetic */ void (*BlendFuncSeparate)(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); /** Specify clear values for the color buffers */ void (*ClearColor)(GLcontext *ctx, const GLfloat color[4]); /** Specify the clear value for the depth buffer */ void (*ClearDepth)(GLcontext *ctx, GLclampd d); /** Specify the clear value for the color index buffers */ void (*ClearIndex)(GLcontext *ctx, GLuint index); /** Specify the clear value for the stencil buffer */ void (*ClearStencil)(GLcontext *ctx, GLint s); /** Specify a plane against which all geometry is clipped */ void (*ClipPlane)(GLcontext *ctx, GLenum plane, const GLfloat *equation ); /** Enable and disable writing of frame buffer color components */ void (*ColorMask)(GLcontext *ctx, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask ); /** Cause a material color to track the current color */ void (*ColorMaterial)(GLcontext *ctx, GLenum face, GLenum mode); /** Specify whether front- or back-facing facets can be culled */ void (*CullFace)(GLcontext *ctx, GLenum mode); /** Define front- and back-facing polygons */ void (*FrontFace)(GLcontext *ctx, GLenum mode); /** Specify the value used for depth buffer comparisons */ void (*DepthFunc)(GLcontext *ctx, GLenum func); /** Enable or disable writing into the depth buffer */ void (*DepthMask)(GLcontext *ctx, GLboolean flag); /** Specify mapping of depth values from NDC to window coordinates */ void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval); /** Specify the current buffer for writing */ void (*DrawBuffer)( GLcontext *ctx, GLenum buffer ); /** Specify the buffers for writing for fragment programs*/ void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers ); /** Enable or disable server-side gl capabilities */ void (*Enable)(GLcontext *ctx, GLenum cap, GLboolean state); /** Specify fog parameters */ void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); /** Specify implementation-specific hints */ void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode); /** Control the writing of individual bits in the color index buffers */ void (*IndexMask)(GLcontext *ctx, GLuint mask); /** Set light source parameters. * Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already * been transformed to eye-space. */ void (*Lightfv)(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ); /** Set the lighting model parameters */ void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); /** Specify the line stipple pattern */ void (*LineStipple)(GLcontext *ctx, GLint factor, GLushort pattern ); /** Specify the width of rasterized lines */ void (*LineWidth)(GLcontext *ctx, GLfloat width); /** Specify a logical pixel operation for color index rendering */ void (*LogicOpcode)(GLcontext *ctx, GLenum opcode); void (*PointParameterfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); /** Specify the diameter of rasterized points */ void (*PointSize)(GLcontext *ctx, GLfloat size); /** Select a polygon rasterization mode */ void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode); /** Set the scale and units used to calculate depth values */ void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units); /** Set the polygon stippling pattern */ void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask ); /* Specifies the current buffer for reading */ void (*ReadBuffer)( GLcontext *ctx, GLenum buffer ); /** Set rasterization mode */ void (*RenderMode)(GLcontext *ctx, GLenum mode ); /** Define the scissor box */ void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h); /** Select flat or smooth shading */ void (*ShadeModel)(GLcontext *ctx, GLenum mode); /** OpenGL 2.0 two-sided StencilFunc */ void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func, GLint ref, GLuint mask); /** OpenGL 2.0 two-sided StencilMask */ void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask); /** OpenGL 2.0 two-sided StencilOp */ void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail, GLenum zfail, GLenum zpass); /** Control the generation of texture coordinates */ void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params); /** Set texture environment parameters */ void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param); /** Set texture parameters */ void (*TexParameter)(GLcontext *ctx, GLenum target, struct gl_texture_object *texObj, GLenum pname, const GLfloat *params); void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat); /** Set the viewport */ void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h); /*@}*/ /** * \name Vertex array functions * * Called by the corresponding OpenGL functions. */ /*@{*/ void (*VertexPointer)(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*NormalPointer)(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr); void (*ColorPointer)(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*FogCoordPointer)(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr); void (*IndexPointer)(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr); void (*SecondaryColorPointer)(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*TexCoordPointer)(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*EdgeFlagPointer)(GLcontext *ctx, GLsizei stride, const GLvoid *ptr); void (*VertexAttribPointer)(GLcontext *ctx, GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*LockArraysEXT)( GLcontext *ctx, GLint first, GLsizei count ); void (*UnlockArraysEXT)( GLcontext *ctx ); /*@}*/ /** * \name State-query functions * * Return GL_TRUE if query was completed, GL_FALSE otherwise. */ /*@{*/ /** Return the value or values of a selected parameter */ GLboolean (*GetBooleanv)(GLcontext *ctx, GLenum pname, GLboolean *result); /** Return the value or values of a selected parameter */ GLboolean (*GetDoublev)(GLcontext *ctx, GLenum pname, GLdouble *result); /** Return the value or values of a selected parameter */ GLboolean (*GetFloatv)(GLcontext *ctx, GLenum pname, GLfloat *result); /** Return the value or values of a selected parameter */ GLboolean (*GetIntegerv)(GLcontext *ctx, GLenum pname, GLint *result); /** Return the value or values of a selected parameter */ GLboolean (*GetInteger64v)(GLcontext *ctx, GLenum pname, GLint64 *result); /** Return the value or values of a selected parameter */ GLboolean (*GetPointerv)(GLcontext *ctx, GLenum pname, GLvoid **result); /*@}*/ /** * \name Vertex/pixel buffer object functions */ #if FEATURE_ARB_vertex_buffer_object /*@{*/ void (*BindBuffer)( GLcontext *ctx, GLenum target, struct gl_buffer_object *obj ); struct gl_buffer_object * (*NewBufferObject)( GLcontext *ctx, GLuint buffer, GLenum target ); void (*DeleteBuffer)( GLcontext *ctx, struct gl_buffer_object *obj ); GLboolean (*BufferData)( GLcontext *ctx, GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage, struct gl_buffer_object *obj ); void (*BufferSubData)( GLcontext *ctx, GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data, struct gl_buffer_object *obj ); void (*GetBufferSubData)( GLcontext *ctx, GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data, struct gl_buffer_object *obj ); void * (*MapBuffer)( GLcontext *ctx, GLenum target, GLenum access, struct gl_buffer_object *obj ); void (*CopyBufferSubData)( GLcontext *ctx, struct gl_buffer_object *src, struct gl_buffer_object *dst, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size ); /* May return NULL if MESA_MAP_NOWAIT_BIT is set in access: */ void * (*MapBufferRange)( GLcontext *ctx, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access, struct gl_buffer_object *obj); void (*FlushMappedBufferRange) (GLcontext *ctx, GLenum target, GLintptr offset, GLsizeiptr length, struct gl_buffer_object *obj); GLboolean (*UnmapBuffer)( GLcontext *ctx, GLenum target, struct gl_buffer_object *obj ); /*@}*/ #endif /** * \name Functions for GL_EXT_framebuffer_object */ #if FEATURE_EXT_framebuffer_object /*@{*/ struct gl_framebuffer * (*NewFramebuffer)(GLcontext *ctx, GLuint name); struct gl_renderbuffer * (*NewRenderbuffer)(GLcontext *ctx, GLuint name); void (*BindFramebuffer)(GLcontext *ctx, GLenum target, struct gl_framebuffer *fb, struct gl_framebuffer *fbread); void (*FramebufferRenderbuffer)(GLcontext *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb); void (*RenderTexture)(GLcontext *ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att); void (*FinishRenderTexture)(GLcontext *ctx, struct gl_renderbuffer_attachment *att); void (*ValidateFramebuffer)(GLcontext *ctx, struct gl_framebuffer *fb); /*@}*/ #endif #if FEATURE_EXT_framebuffer_blit void (*BlitFramebuffer)(GLcontext *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif /** * \name Query objects */ /*@{*/ struct gl_query_object * (*NewQueryObject)(GLcontext *ctx, GLuint id); void (*DeleteQuery)(GLcontext *ctx, struct gl_query_object *q); void (*BeginQuery)(GLcontext *ctx, struct gl_query_object *q); void (*EndQuery)(GLcontext *ctx, struct gl_query_object *q); void (*CheckQuery)(GLcontext *ctx, struct gl_query_object *q); void (*WaitQuery)(GLcontext *ctx, struct gl_query_object *q); /*@}*/ /** * \name Vertex Array objects */ /*@{*/ struct gl_array_object * (*NewArrayObject)(GLcontext *ctx, GLuint id); void (*DeleteArrayObject)(GLcontext *ctx, struct gl_array_object *obj); void (*BindArrayObject)(GLcontext *ctx, struct gl_array_object *obj); /*@}*/ /** * \name GLSL-related functions (ARB extensions and OpenGL 2.x) */ /*@{*/ void (*AttachShader)(GLcontext *ctx, GLuint program, GLuint shader); void (*BindAttribLocation)(GLcontext *ctx, GLuint program, GLuint index, const GLcharARB *name); void (*CompileShader)(GLcontext *ctx, GLuint shader); GLuint (*CreateShader)(GLcontext *ctx, GLenum type); GLuint (*CreateProgram)(GLcontext *ctx); void (*DeleteProgram2)(GLcontext *ctx, GLuint program); void (*DeleteShader)(GLcontext *ctx, GLuint shader); void (*DetachShader)(GLcontext *ctx, GLuint program, GLuint shader); void (*GetActiveAttrib)(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name); void (*GetActiveUniform)(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); void (*GetAttachedShaders)(GLcontext *ctx, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); GLint (*GetAttribLocation)(GLcontext *ctx, GLuint program, const GLcharARB *name); GLuint (*GetHandle)(GLcontext *ctx, GLenum pname); void (*GetProgramiv)(GLcontext *ctx, GLuint program, GLenum pname, GLint *params); void (*GetProgramInfoLog)(GLcontext *ctx, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void (*GetShaderiv)(GLcontext *ctx, GLuint shader, GLenum pname, GLint *params); void (*GetShaderInfoLog)(GLcontext *ctx, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void (*GetShaderSource)(GLcontext *ctx, GLuint shader, GLsizei maxLength, GLsizei *length, GLcharARB *sourceOut); void (*GetUniformfv)(GLcontext *ctx, GLuint program, GLint location, GLfloat *params); void (*GetUniformiv)(GLcontext *ctx, GLuint program, GLint location, GLint *params); GLint (*GetUniformLocation)(GLcontext *ctx, GLuint program, const GLcharARB *name); GLboolean (*IsProgram)(GLcontext *ctx, GLuint name); GLboolean (*IsShader)(GLcontext *ctx, GLuint name); void (*LinkProgram)(GLcontext *ctx, GLuint program); void (*ShaderSource)(GLcontext *ctx, GLuint shader, const GLchar *source); void (*Uniform)(GLcontext *ctx, GLint location, GLsizei count, const GLvoid *values, GLenum type); void (*UniformMatrix)(GLcontext *ctx, GLint cols, GLint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values); void (*UseProgram)(GLcontext *ctx, GLuint program); void (*ValidateProgram)(GLcontext *ctx, GLuint program); /* XXX many more to come */ /*@}*/ /** * \name Support for multiple T&L engines */ /*@{*/ /** * Bitmask of state changes that require the current T&L module to be * validated, using ValidateTnlModule() below. */ GLuint NeedValidate; /** * Validate the current T&L module. * * This is called directly after UpdateState() when a state change that has * occurred matches the dd_function_table::NeedValidate bitmask above. This * ensures all computed values are up to date, thus allowing the driver to * decide if the current T&L module needs to be swapped out. * * This must be non-NULL if a driver installs a custom T&L module and sets * the dd_function_table::NeedValidate bitmask, but may be NULL otherwise. */ void (*ValidateTnlModule)( GLcontext *ctx, GLuint new_state ); #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1) #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2) #define PRIM_UNKNOWN (GL_POLYGON+3) /** * Set by the driver-supplied T&L engine. * * Set to PRIM_OUTSIDE_BEGIN_END when outside glBegin()/glEnd(). */ GLuint CurrentExecPrimitive; /** * Current state of an in-progress compilation. * * May take on any of the additional values PRIM_OUTSIDE_BEGIN_END, * PRIM_INSIDE_UNKNOWN_PRIM or PRIM_UNKNOWN defined above. */ GLuint CurrentSavePrimitive; #define FLUSH_STORED_VERTICES 0x1 #define FLUSH_UPDATE_CURRENT 0x2 /** * Set by the driver-supplied T&L engine whenever vertices are buffered * between glBegin()/glEnd() objects or __GLcontextRec::Current is not * updated. * * The dd_function_table::FlushVertices call below may be used to resolve * these conditions. */ GLuint NeedFlush; GLuint SaveNeedFlush; /* Called prior to any of the GLvertexformat functions being * called. Paired with Driver.FlushVertices(). */ void (*BeginVertices)( GLcontext *ctx ); /** * If inside glBegin()/glEnd(), it should ASSERT(0). Otherwise, if * FLUSH_STORED_VERTICES bit in \p flags is set flushes any buffered * vertices, if FLUSH_UPDATE_CURRENT bit is set updates * __GLcontextRec::Current and gl_light_attrib::Material * * Note that the default T&L engine never clears the * FLUSH_UPDATE_CURRENT bit, even after performing the update. */ void (*FlushVertices)( GLcontext *ctx, GLuint flags ); void (*SaveFlushVertices)( GLcontext *ctx ); /** * Give the driver the opportunity to hook in its own vtxfmt for * compiling optimized display lists. This is called on each valid * glBegin() during list compilation. */ GLboolean (*NotifySaveBegin)( GLcontext *ctx, GLenum mode ); /** * Notify driver that the special derived value _NeedEyeCoords has * changed. */ void (*LightingSpaceChange)( GLcontext *ctx ); /** * Called by glNewList(). * * Let the T&L component know what is going on with display lists * in time to make changes to dispatch tables, etc. */ void (*NewList)( GLcontext *ctx, GLuint list, GLenum mode ); /** * Called by glEndList(). * * \sa dd_function_table::NewList. */ void (*EndList)( GLcontext *ctx ); /** * Called by glCallList(s). * * Notify the T&L component before and after calling a display list. */ void (*BeginCallList)( GLcontext *ctx, struct gl_display_list *dlist ); /** * Called by glEndCallList(). * * \sa dd_function_table::BeginCallList. */ void (*EndCallList)( GLcontext *ctx ); #if FEATURE_ARB_sync /** * \name GL_ARB_sync interfaces */ /*@{*/ struct gl_sync_object * (*NewSyncObject)(GLcontext *, GLenum); void (*FenceSync)(GLcontext *, struct gl_sync_object *, GLenum, GLbitfield); void (*DeleteSyncObject)(GLcontext *, struct gl_sync_object *); void (*CheckSync)(GLcontext *, struct gl_sync_object *); void (*ClientWaitSync)(GLcontext *, struct gl_sync_object *, GLbitfield, GLuint64); void (*ServerWaitSync)(GLcontext *, struct gl_sync_object *, GLbitfield, GLuint64); /*@}*/ #endif }; /** * Transform/Clip/Lighting interface * * Drivers present a reduced set of the functions possible in * glBegin()/glEnd() objects. Core mesa provides translation stubs for the * remaining functions to map down to these entry points. * * These are the initial values to be installed into dispatch by * mesa. If the T&L driver wants to modify the dispatch table * while installed, it must do so itself. It would be possible for * the vertexformat to install it's own initial values for these * functions, but this way there is an obvious list of what is * expected of the driver. * * If the driver wants to hook in entry points other than those * listed, it must restore them to their original values in * the disable() callback, below. */ typedef struct { /** * \name Vertex */ /*@{*/ void (GLAPIENTRYP ArrayElement)( GLint ); /* NOTE */ void (GLAPIENTRYP Color3f)( GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP Color3fv)( const GLfloat * ); void (GLAPIENTRYP Color4f)( GLfloat, GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP Color4fv)( const GLfloat * ); void (GLAPIENTRYP EdgeFlag)( GLboolean ); void (GLAPIENTRYP EvalCoord1f)( GLfloat ); /* NOTE */ void (GLAPIENTRYP EvalCoord1fv)( const GLfloat * ); /* NOTE */ void (GLAPIENTRYP EvalCoord2f)( GLfloat, GLfloat ); /* NOTE */ void (GLAPIENTRYP EvalCoord2fv)( const GLfloat * ); /* NOTE */ void (GLAPIENTRYP EvalPoint1)( GLint ); /* NOTE */ void (GLAPIENTRYP EvalPoint2)( GLint, GLint ); /* NOTE */ void (GLAPIENTRYP FogCoordfEXT)( GLfloat ); void (GLAPIENTRYP FogCoordfvEXT)( const GLfloat * ); void (GLAPIENTRYP Indexf)( GLfloat ); void (GLAPIENTRYP Indexfv)( const GLfloat * ); void (GLAPIENTRYP Materialfv)( GLenum face, GLenum pname, const GLfloat * ); /* NOTE */ void (GLAPIENTRYP MultiTexCoord1fARB)( GLenum, GLfloat ); void (GLAPIENTRYP MultiTexCoord1fvARB)( GLenum, const GLfloat * ); void (GLAPIENTRYP MultiTexCoord2fARB)( GLenum, GLfloat, GLfloat ); void (GLAPIENTRYP MultiTexCoord2fvARB)( GLenum, const GLfloat * ); void (GLAPIENTRYP MultiTexCoord3fARB)( GLenum, GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP MultiTexCoord3fvARB)( GLenum, const GLfloat * ); void (GLAPIENTRYP MultiTexCoord4fARB)( GLenum, GLfloat, GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP MultiTexCoord4fvARB)( GLenum, const GLfloat * ); void (GLAPIENTRYP Normal3f)( GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP Normal3fv)( const GLfloat * ); void (GLAPIENTRYP SecondaryColor3fEXT)( GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP SecondaryColor3fvEXT)( const GLfloat * ); void (GLAPIENTRYP TexCoord1f)( GLfloat ); void (GLAPIENTRYP TexCoord1fv)( const GLfloat * ); void (GLAPIENTRYP TexCoord2f)( GLfloat, GLfloat ); void (GLAPIENTRYP TexCoord2fv)( const GLfloat * ); void (GLAPIENTRYP TexCoord3f)( GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP TexCoord3fv)( const GLfloat * ); void (GLAPIENTRYP TexCoord4f)( GLfloat, GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP TexCoord4fv)( const GLfloat * ); void (GLAPIENTRYP Vertex2f)( GLfloat, GLfloat ); void (GLAPIENTRYP Vertex2fv)( const GLfloat * ); void (GLAPIENTRYP Vertex3f)( GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP Vertex3fv)( const GLfloat * ); void (GLAPIENTRYP Vertex4f)( GLfloat, GLfloat, GLfloat, GLfloat ); void (GLAPIENTRYP Vertex4fv)( const GLfloat * ); void (GLAPIENTRYP CallList)( GLuint ); /* NOTE */ void (GLAPIENTRYP CallLists)( GLsizei, GLenum, const GLvoid * ); /* NOTE */ void (GLAPIENTRYP Begin)( GLenum ); void (GLAPIENTRYP End)( void ); /* GL_NV_vertex_program */ void (GLAPIENTRYP VertexAttrib1fNV)( GLuint index, GLfloat x ); void (GLAPIENTRYP VertexAttrib1fvNV)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib2fNV)( GLuint index, GLfloat x, GLfloat y ); void (GLAPIENTRYP VertexAttrib2fvNV)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib3fNV)( GLuint index, GLfloat x, GLfloat y, GLfloat z ); void (GLAPIENTRYP VertexAttrib3fvNV)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib4fNV)( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void (GLAPIENTRYP VertexAttrib4fvNV)( GLuint index, const GLfloat *v ); #if FEATURE_ARB_vertex_program void (GLAPIENTRYP VertexAttrib1fARB)( GLuint index, GLfloat x ); void (GLAPIENTRYP VertexAttrib1fvARB)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib2fARB)( GLuint index, GLfloat x, GLfloat y ); void (GLAPIENTRYP VertexAttrib2fvARB)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib3fARB)( GLuint index, GLfloat x, GLfloat y, GLfloat z ); void (GLAPIENTRYP VertexAttrib3fvARB)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib4fARB)( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void (GLAPIENTRYP VertexAttrib4fvARB)( GLuint index, const GLfloat *v ); #endif /*@}*/ /* */ void (GLAPIENTRYP Rectf)( GLfloat, GLfloat, GLfloat, GLfloat ); /** * \name Array */ /*@{*/ void (GLAPIENTRYP DrawArrays)( GLenum mode, GLint start, GLsizei count ); void (GLAPIENTRYP DrawElements)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); void (GLAPIENTRYP DrawRangeElements)( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); void (GLAPIENTRYP MultiDrawElementsEXT)( GLenum mode, const GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount); void (GLAPIENTRYP DrawElementsBaseVertex)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex ); void (GLAPIENTRYP DrawRangeElementsBaseVertex)( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); void (GLAPIENTRYP MultiDrawElementsBaseVertex)( GLenum mode, const GLsizei *count, GLenum type, const GLvoid **indices, GLsizei primcount, const GLint *basevertex); /*@}*/ /** * \name Eval * * If you don't support eval, fallback to the default vertex format * on receiving an eval call and use the pipeline mechanism to * provide partial T&L acceleration. * * Mesa will provide a set of helper functions to do eval within * accelerated vertex formats, eventually... */ /*@{*/ void (GLAPIENTRYP EvalMesh1)( GLenum mode, GLint i1, GLint i2 ); void (GLAPIENTRYP EvalMesh2)( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); /*@}*/ } GLvertexformat; #endif /* DD_INCLUDED */