/** * \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 !!!!! */ #include "glheader.h" struct gl_buffer_object; struct gl_context; struct gl_display_list; struct gl_framebuffer; struct gl_pixelstore_attrib; struct gl_program; struct gl_renderbuffer; struct gl_renderbuffer_attachment; struct gl_shader; struct gl_shader_program; struct gl_texture_image; struct gl_texture_object; /* GL_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 /** * 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)( struct gl_context *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)( struct gl_context *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)( struct gl_framebuffer *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)( struct gl_context *ctx, struct gl_framebuffer *fb, GLuint width, GLuint height); /** * Called whenever an error is generated. * __struct gl_contextRec::ErrorValue contains the error value. */ void (*Error)( struct gl_context *ctx ); /** * This is called whenever glFinish() is called. */ void (*Finish)( struct gl_context *ctx ); /** * This is called whenever glFlush() is called. */ void (*Flush)( struct gl_context *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)( struct gl_context *ctx, GLbitfield buffers ); /** * Execute glAccum command. */ void (*Accum)( struct gl_context *ctx, GLenum op, GLfloat value ); /** * Execute glRasterPos, updating the ctx->Current.Raster fields */ void (*RasterPos)( struct gl_context *ctx, const GLfloat v[4] ); /** * \name Image-related functions */ /*@{*/ /** * Called by glDrawPixels(). * \p unpack describes how to unpack the source image data. */ void (*DrawPixels)( struct gl_context *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)( struct gl_context *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)( struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type ); /** * Called by glBitmap(). */ void (*Bitmap)( struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ); /*@}*/ /** * \name Texture image functions */ /*@{*/ /** * Choose actual hardware texture format given the user-provided source * image format and type and the desired internal format. In some * cases, srcFormat and srcType can be GL_NONE. * Called by glTexImage(), etc. */ gl_format (*ChooseTextureFormat)( struct gl_context *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType ); /** * Called by glTexImage1D(). Simply copy the source texture data into the * destination texture memory. The gl_texture_image fields, etc. will be * fully initialized. * The parameters are the same as glTexImage1D(), plus: * \param packing describes how to unpack the source data. * \param texImage is the destination texture image. */ void (*TexImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexImage2D(). * * \sa dd_function_table::TexImage1D. */ void (*TexImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexImage3D(). * * \sa dd_function_table::TexImage1D. */ void (*TexImage3D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexSubImage1D(). Replace a subset of the target texture * with new texel data. * \sa dd_function_table::TexImage1D. */ void (*TexSubImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexSubImage2D(). * * \sa dd_function_table::TexSubImage1D. */ void (*TexSubImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexSubImage3D(). * * \sa dd_function_table::TexSubImage1D. */ void (*TexSubImage3D)(struct gl_context *ctx, struct gl_texture_image *texImage, 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); /** * Called by glGetTexImage(). */ void (*GetTexImage)( struct gl_context *ctx, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_image *texImage ); /** * Called by glCopyTexSubImage1D() and glCopyTexImage1D(). */ void (*CopyTexSubImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width); /** * Called by glCopyTexSubImage2D() and glCopyTexImage2D(). */ void (*CopyTexSubImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height); /** * Called by glCopyTexSubImage3D() and glCopyTexImage3D(). */ void (*CopyTexSubImage3D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint zoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height); /** * Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled. */ void (*GenerateMipmap)(struct gl_context *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)(struct gl_context *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(). * The parameters are the same as for glCompressedTexImage1D(), plus a * pointer to the destination texure image. */ void (*CompressedTexImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexImage2D(). * * \sa dd_function_table::CompressedTexImage1D. */ void (*CompressedTexImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexImage3D(). * * \sa dd_function_table::CompressedTexImage3D. */ void (*CompressedTexImage3D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexSubImage1D(). */ void (*CompressedTexSubImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexSubImage2D(). */ void (*CompressedTexSubImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLsizei width, GLint height, GLenum format, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexSubImage3D(). */ void (*CompressedTexSubImage3D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLint height, GLint depth, GLenum format, GLsizei imageSize, const GLvoid *data); /** * Called by glGetCompressedTexImage. */ void (*GetCompressedTexImage)(struct gl_context *ctx, struct gl_texture_image *texImage, GLvoid *data); /*@}*/ /** * \name Texture object functions */ /*@{*/ /** * Called by glBindTexture(). */ void (*BindTexture)( struct gl_context *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)( struct gl_context *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)( struct gl_context *ctx, struct gl_texture_object *tObj ); /** * Called to allocate a new texture image object. */ struct gl_texture_image * (*NewTextureImage)( struct gl_context *ctx ); /** Called to free a texture image object returned by NewTextureImage() */ void (*DeleteTextureImage)(struct gl_context *ctx, struct gl_texture_image *); /** Called to allocate memory for a single texture image */ GLboolean (*AllocTextureImageBuffer)(struct gl_context *ctx, struct gl_texture_image *texImage, gl_format format, GLsizei width, GLsizei height, GLsizei depth); /** * Called to free tImage->Data. */ void (*FreeTextureImageBuffer)( struct gl_context *ctx, struct gl_texture_image *tImage ); /** Map a slice of a texture image into user space. * Note: for GL_TEXTURE_1D_ARRAY, height must be 1, y must be 0 and slice * indicates the 1D array index. * \param texImage the texture image * \param slice the 3D image slice or array texture slice * \param x, y, w, h region of interest * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT * \param mapOut returns start of mapping of region of interest * \param rowStrideOut returns row stride (in bytes) */ void (*MapTextureImage)(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **mapOut, GLint *rowStrideOut); void (*UnmapTextureImage)(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice); /** Map texture image data into user space */ void (*MapTexture)( struct gl_context *ctx, struct gl_texture_object *tObj ); /** Unmap texture images from user space */ void (*UnmapTexture)( struct gl_context *ctx, struct gl_texture_object *tObj ); /** For GL_ARB_texture_storage. Allocate memory for whole mipmap stack. * All the gl_texture_images in the texture object will have their * dimensions, format, etc. initialized already. */ GLboolean (*AllocTextureStorage)(struct gl_context *ctx, struct gl_texture_object *texObj, GLsizei levels, GLsizei width, GLsizei height, GLsizei depth); void (*MapRenderbuffer)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **mapOut, GLint *rowStrideOut); void (*UnmapRenderbuffer)(struct gl_context *ctx, struct gl_renderbuffer *rb); /*@}*/ /** * \name Vertex/fragment program functions */ /*@{*/ /** Bind a vertex/fragment program */ void (*BindProgram)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /** Allocate a new program */ struct gl_program * (*NewProgram)(struct gl_context *ctx, GLenum target, GLuint id); /** Delete a program */ void (*DeleteProgram)(struct gl_context *ctx, struct gl_program *prog); /** * Notify driver that a program string (and GPU code) has been specified * or modified. Return GL_TRUE or GL_FALSE to indicate if the program is * supported by the driver. */ GLboolean (*ProgramStringNotify)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /** Query if program can be loaded onto hardware */ GLboolean (*IsProgramNative)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /*@}*/ /** * \name GLSL shader/program functions. */ /*@{*/ /** * Called when a shader program is linked. * * This gives drivers an opportunity to clone the IR and make their * own transformations on it for the purposes of code generation. */ GLboolean (*LinkShader)(struct gl_context *ctx, struct gl_shader_program *shader); /*@}*/ /** * \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)(struct gl_context *ctx, GLenum func, GLfloat ref); /** Set the blend color */ void (*BlendColor)(struct gl_context *ctx, const GLfloat color[4]); /** Set the blend equation */ void (*BlendEquationSeparate)(struct gl_context *ctx, GLenum modeRGB, GLenum modeA); void (*BlendEquationSeparatei)(struct gl_context *ctx, GLuint buffer, GLenum modeRGB, GLenum modeA); /** Specify pixel arithmetic */ void (*BlendFuncSeparate)(struct gl_context *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); void (*BlendFuncSeparatei)(struct gl_context *ctx, GLuint buffer, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); /** Specify clear values for the color buffers */ void (*ClearColor)(struct gl_context *ctx, const union gl_color_union color); /** Specify the clear value for the depth buffer */ void (*ClearDepth)(struct gl_context *ctx, GLclampd d); /** Specify the clear value for the stencil buffer */ void (*ClearStencil)(struct gl_context *ctx, GLint s); /** Specify a plane against which all geometry is clipped */ void (*ClipPlane)(struct gl_context *ctx, GLenum plane, const GLfloat *equation ); /** Enable and disable writing of frame buffer color components */ void (*ColorMask)(struct gl_context *ctx, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask ); void (*ColorMaskIndexed)(struct gl_context *ctx, GLuint buf, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask); /** Cause a material color to track the current color */ void (*ColorMaterial)(struct gl_context *ctx, GLenum face, GLenum mode); /** Specify whether front- or back-facing facets can be culled */ void (*CullFace)(struct gl_context *ctx, GLenum mode); /** Define front- and back-facing polygons */ void (*FrontFace)(struct gl_context *ctx, GLenum mode); /** Specify the value used for depth buffer comparisons */ void (*DepthFunc)(struct gl_context *ctx, GLenum func); /** Enable or disable writing into the depth buffer */ void (*DepthMask)(struct gl_context *ctx, GLboolean flag); /** Specify mapping of depth values from NDC to window coordinates */ void (*DepthRange)(struct gl_context *ctx, GLclampd nearval, GLclampd farval); /** Specify the current buffer for writing */ void (*DrawBuffer)( struct gl_context *ctx, GLenum buffer ); /** Specify the buffers for writing for fragment programs*/ void (*DrawBuffers)( struct gl_context *ctx, GLsizei n, const GLenum *buffers ); /** Enable or disable server-side gl capabilities */ void (*Enable)(struct gl_context *ctx, GLenum cap, GLboolean state); /** Specify fog parameters */ void (*Fogfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params); /** Specify implementation-specific hints */ void (*Hint)(struct gl_context *ctx, GLenum target, GLenum mode); /** Set light source parameters. * Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already * been transformed to eye-space. */ void (*Lightfv)(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params ); /** Set the lighting model parameters */ void (*LightModelfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params); /** Specify the line stipple pattern */ void (*LineStipple)(struct gl_context *ctx, GLint factor, GLushort pattern ); /** Specify the width of rasterized lines */ void (*LineWidth)(struct gl_context *ctx, GLfloat width); /** Specify a logical pixel operation for color index rendering */ void (*LogicOpcode)(struct gl_context *ctx, GLenum opcode); void (*PointParameterfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params); /** Specify the diameter of rasterized points */ void (*PointSize)(struct gl_context *ctx, GLfloat size); /** Select a polygon rasterization mode */ void (*PolygonMode)(struct gl_context *ctx, GLenum face, GLenum mode); /** Set the scale and units used to calculate depth values */ void (*PolygonOffset)(struct gl_context *ctx, GLfloat factor, GLfloat units); /** Set the polygon stippling pattern */ void (*PolygonStipple)(struct gl_context *ctx, const GLubyte *mask ); /* Specifies the current buffer for reading */ void (*ReadBuffer)( struct gl_context *ctx, GLenum buffer ); /** Set rasterization mode */ void (*RenderMode)(struct gl_context *ctx, GLenum mode ); /** Define the scissor box */ void (*Scissor)(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h); /** Select flat or smooth shading */ void (*ShadeModel)(struct gl_context *ctx, GLenum mode); /** OpenGL 2.0 two-sided StencilFunc */ void (*StencilFuncSeparate)(struct gl_context *ctx, GLenum face, GLenum func, GLint ref, GLuint mask); /** OpenGL 2.0 two-sided StencilMask */ void (*StencilMaskSeparate)(struct gl_context *ctx, GLenum face, GLuint mask); /** OpenGL 2.0 two-sided StencilOp */ void (*StencilOpSeparate)(struct gl_context *ctx, GLenum face, GLenum fail, GLenum zfail, GLenum zpass); /** Control the generation of texture coordinates */ void (*TexGen)(struct gl_context *ctx, GLenum coord, GLenum pname, const GLfloat *params); /** Set texture environment parameters */ void (*TexEnv)(struct gl_context *ctx, GLenum target, GLenum pname, const GLfloat *param); /** Set texture parameters */ void (*TexParameter)(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj, GLenum pname, const GLfloat *params); /** Set the viewport */ void (*Viewport)(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h); /*@}*/ /** * \name Vertex/pixel buffer object functions */ /*@{*/ void (*BindBuffer)( struct gl_context *ctx, GLenum target, struct gl_buffer_object *obj ); struct gl_buffer_object * (*NewBufferObject)( struct gl_context *ctx, GLuint buffer, GLenum target ); void (*DeleteBuffer)( struct gl_context *ctx, struct gl_buffer_object *obj ); GLboolean (*BufferData)( struct gl_context *ctx, GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage, struct gl_buffer_object *obj ); void (*BufferSubData)( struct gl_context *ctx, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data, struct gl_buffer_object *obj ); void (*GetBufferSubData)( struct gl_context *ctx, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data, struct gl_buffer_object *obj ); void (*CopyBufferSubData)( struct gl_context *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)( struct gl_context *ctx, GLintptr offset, GLsizeiptr length, GLbitfield access, struct gl_buffer_object *obj); void (*FlushMappedBufferRange)(struct gl_context *ctx, GLintptr offset, GLsizeiptr length, struct gl_buffer_object *obj); GLboolean (*UnmapBuffer)( struct gl_context *ctx, struct gl_buffer_object *obj ); /*@}*/ /** * \name Functions for GL_APPLE_object_purgeable */ /*@{*/ /* variations on ObjectPurgeable */ GLenum (*BufferObjectPurgeable)( struct gl_context *ctx, struct gl_buffer_object *obj, GLenum option ); GLenum (*RenderObjectPurgeable)( struct gl_context *ctx, struct gl_renderbuffer *obj, GLenum option ); GLenum (*TextureObjectPurgeable)( struct gl_context *ctx, struct gl_texture_object *obj, GLenum option ); /* variations on ObjectUnpurgeable */ GLenum (*BufferObjectUnpurgeable)( struct gl_context *ctx, struct gl_buffer_object *obj, GLenum option ); GLenum (*RenderObjectUnpurgeable)( struct gl_context *ctx, struct gl_renderbuffer *obj, GLenum option ); GLenum (*TextureObjectUnpurgeable)( struct gl_context *ctx, struct gl_texture_object *obj, GLenum option ); /*@}*/ /** * \name Functions for GL_EXT_framebuffer_{object,blit}. */ /*@{*/ struct gl_framebuffer * (*NewFramebuffer)(struct gl_context *ctx, GLuint name); struct gl_renderbuffer * (*NewRenderbuffer)(struct gl_context *ctx, GLuint name); void (*BindFramebuffer)(struct gl_context *ctx, GLenum target, struct gl_framebuffer *drawFb, struct gl_framebuffer *readFb); void (*FramebufferRenderbuffer)(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb); void (*RenderTexture)(struct gl_context *ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att); void (*FinishRenderTexture)(struct gl_context *ctx, struct gl_renderbuffer_attachment *att); void (*ValidateFramebuffer)(struct gl_context *ctx, struct gl_framebuffer *fb); /*@}*/ void (*BlitFramebuffer)(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); /** * \name Query objects */ /*@{*/ struct gl_query_object * (*NewQueryObject)(struct gl_context *ctx, GLuint id); void (*DeleteQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*BeginQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*EndQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*CheckQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*WaitQuery)(struct gl_context *ctx, struct gl_query_object *q); /*@}*/ /** * \name Vertex Array objects */ /*@{*/ struct gl_array_object * (*NewArrayObject)(struct gl_context *ctx, GLuint id); void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_array_object *obj); void (*BindArrayObject)(struct gl_context *ctx, struct gl_array_object *obj); /*@}*/ /** * \name GLSL-related functions (ARB extensions and OpenGL 2.x) */ /*@{*/ struct gl_shader *(*NewShader)(struct gl_context *ctx, GLuint name, GLenum type); void (*DeleteShader)(struct gl_context *ctx, struct gl_shader *shader); struct gl_shader_program *(*NewShaderProgram)(struct gl_context *ctx, GLuint name); void (*DeleteShaderProgram)(struct gl_context *ctx, struct gl_shader_program *shProg); void (*UseProgram)(struct gl_context *ctx, struct gl_shader_program *shProg); /*@}*/ /** * \name Support for multiple T&L engines */ /*@{*/ /** * 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 __struct gl_contextRec::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)( struct gl_context *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 * __struct gl_contextRec::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)( struct gl_context *ctx, GLuint flags ); void (*SaveFlushVertices)( struct gl_context *ctx ); /** * \brief Hook for drivers to prepare for a glBegin/glEnd block * * This hook is called in vbo_exec_Begin() before any action, including * state updates, occurs. */ void (*PrepareExecBegin)( struct gl_context *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)( struct gl_context *ctx, GLenum mode ); /** * Notify driver that the special derived value _NeedEyeCoords has * changed. */ void (*LightingSpaceChange)( struct gl_context *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)( struct gl_context *ctx, GLuint list, GLenum mode ); /** * Called by glEndList(). * * \sa dd_function_table::NewList. */ void (*EndList)( struct gl_context *ctx ); /** * Called by glCallList(s). * * Notify the T&L component before and after calling a display list. */ void (*BeginCallList)( struct gl_context *ctx, struct gl_display_list *dlist ); /** * Called by glEndCallList(). * * \sa dd_function_table::BeginCallList. */ void (*EndCallList)( struct gl_context *ctx ); /**@}*/ /** * \name GL_ARB_sync interfaces */ /*@{*/ struct gl_sync_object * (*NewSyncObject)(struct gl_context *, GLenum); void (*FenceSync)(struct gl_context *, struct gl_sync_object *, GLenum, GLbitfield); void (*DeleteSyncObject)(struct gl_context *, struct gl_sync_object *); void (*CheckSync)(struct gl_context *, struct gl_sync_object *); void (*ClientWaitSync)(struct gl_context *, struct gl_sync_object *, GLbitfield, GLuint64); void (*ServerWaitSync)(struct gl_context *, struct gl_sync_object *, GLbitfield, GLuint64); /*@}*/ /** GL_NV_conditional_render */ void (*BeginConditionalRender)(struct gl_context *ctx, struct gl_query_object *q, GLenum mode); void (*EndConditionalRender)(struct gl_context *ctx, struct gl_query_object *q); /** * \name GL_OES_draw_texture interface */ /*@{*/ void (*DrawTex)(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); /*@}*/ /** * \name GL_OES_EGL_image interface */ void (*EGLImageTargetTexture2D)(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLeglImageOES image_handle); void (*EGLImageTargetRenderbufferStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb, void *image_handle); /** * \name GL_EXT_transform_feedback interface */ struct gl_transform_feedback_object * (*NewTransformFeedback)(struct gl_context *ctx, GLuint name); void (*DeleteTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); void (*BeginTransformFeedback)(struct gl_context *ctx, GLenum mode, struct gl_transform_feedback_object *obj); void (*EndTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); void (*PauseTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); void (*ResumeTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); /** * \name GL_NV_texture_barrier interface */ void (*TextureBarrier)(struct gl_context *ctx); /** * \name GL_ARB_sampler_objects */ struct gl_sampler_object * (*NewSamplerObject)(struct gl_context *ctx, GLuint name); void (*DeleteSamplerObject)(struct gl_context *ctx, struct gl_sampler_object *samp); }; /** * 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 its 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 ); 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 ); void (GLAPIENTRYP EvalCoord1fv)( const GLfloat * ); void (GLAPIENTRYP EvalCoord2f)( GLfloat, GLfloat ); void (GLAPIENTRYP EvalCoord2fv)( const GLfloat * ); void (GLAPIENTRYP EvalPoint1)( GLint ); void (GLAPIENTRYP EvalPoint2)( GLint, GLint ); 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 * ); 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 ); void (GLAPIENTRYP CallLists)( GLsizei, GLenum, const GLvoid * ); void (GLAPIENTRYP Begin)( GLenum ); void (GLAPIENTRYP End)( void ); void (GLAPIENTRYP PrimitiveRestartNV)( 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 ); /* GL_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 ); /* GL_EXT_gpu_shader4 / GL 3.0 */ void (GLAPIENTRYP VertexAttribI1i)( GLuint index, GLint x); void (GLAPIENTRYP VertexAttribI2i)( GLuint index, GLint x, GLint y); void (GLAPIENTRYP VertexAttribI3i)( GLuint index, GLint x, GLint y, GLint z); void (GLAPIENTRYP VertexAttribI4i)( GLuint index, GLint x, GLint y, GLint z, GLint w); void (GLAPIENTRYP VertexAttribI2iv)( GLuint index, const GLint *v); void (GLAPIENTRYP VertexAttribI3iv)( GLuint index, const GLint *v); void (GLAPIENTRYP VertexAttribI4iv)( GLuint index, const GLint *v); void (GLAPIENTRYP VertexAttribI1ui)( GLuint index, GLuint x); void (GLAPIENTRYP VertexAttribI2ui)( GLuint index, GLuint x, GLuint y); void (GLAPIENTRYP VertexAttribI3ui)( GLuint index, GLuint x, GLuint y, GLuint z); void (GLAPIENTRYP VertexAttribI4ui)( GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void (GLAPIENTRYP VertexAttribI2uiv)( GLuint index, const GLuint *v); void (GLAPIENTRYP VertexAttribI3uiv)( GLuint index, const GLuint *v); void (GLAPIENTRYP VertexAttribI4uiv)( GLuint index, const GLuint *v); /* GL_ARB_vertex_type_10_10_10_2_rev / GL3.3 */ void (GLAPIENTRYP VertexP2ui)( GLenum type, GLuint value ); void (GLAPIENTRYP VertexP2uiv)( GLenum type, const GLuint *value); void (GLAPIENTRYP VertexP3ui)( GLenum type, GLuint value ); void (GLAPIENTRYP VertexP3uiv)( GLenum type, const GLuint *value); void (GLAPIENTRYP VertexP4ui)( GLenum type, GLuint value ); void (GLAPIENTRYP VertexP4uiv)( GLenum type, const GLuint *value); void (GLAPIENTRYP TexCoordP1ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP1uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP TexCoordP2ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP2uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP TexCoordP3ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP3uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP TexCoordP4ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP4uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP1ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP1uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP2ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP2uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP3ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP3uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP4ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP4uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP NormalP3ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP NormalP3uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP ColorP3ui)( GLenum type, GLuint color ); void (GLAPIENTRYP ColorP3uiv)( GLenum type, const GLuint *color ); void (GLAPIENTRYP ColorP4ui)( GLenum type, GLuint color ); void (GLAPIENTRYP ColorP4uiv)( GLenum type, const GLuint *color ); void (GLAPIENTRYP SecondaryColorP3ui)( GLenum type, GLuint color ); void (GLAPIENTRYP SecondaryColorP3uiv)( GLenum type, const GLuint *color ); void (GLAPIENTRYP VertexAttribP1ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP2ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP3ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP4ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP1uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void (GLAPIENTRYP VertexAttribP2uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void (GLAPIENTRYP VertexAttribP3uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void (GLAPIENTRYP VertexAttribP4uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); /*@}*/ 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); void (GLAPIENTRYP DrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei primcount); void (GLAPIENTRYP DrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount); void (GLAPIENTRYP DrawElementsInstancedBaseVertex)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount, GLint basevertex); void (GLAPIENTRYP DrawTransformFeedback)(GLenum mode, GLuint name); /*@}*/ /** * \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 */