/* $Id: dd.h,v 1.57 2001/03/11 18:49:11 gareth Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2000 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; /* * Device Driver (DD) interface * * * All device driver functions are accessed through pointers in the * dd_function_table struct (defined below) which is stored in the GLcontext * struct. Since the device driver is strictly accessed trough a table of * function pointers we can: * 1. switch between a number of different device drivers at runtime. * 2. use optimized functions dependant on current rendering state or * frame buffer configuration. * * The function pointers in the dd_function_table struct are divided into * two groups: mandatory and optional. * Mandatory functions have to be implemented by every device driver. * Optional functions may or may not be implemented by the device driver. * The optional functions provide ways to take advantage of special hardware * or optimized algorithms. * * The function pointers in the dd_function_table struct should first be * initialized in the driver's "MakeCurrent" function. The "MakeCurrent" * function is a little different in each device driver. See the X/Mesa, * GLX, or OS/Mesa drivers for examples. * * Later, Mesa may call the dd_function_table's UpdateState() function. * This function should initialize the dd_function_table's pointers again. * The UpdateState() function is called whenever the core (GL) rendering * state is changed in a way which may effect rasterization. For example, * the TriangleFunc() pointer may have to point to different functions * depending on whether smooth or flat shading is enabled. * * Note that the first argument to every device driver function is a * GLcontext *. In turn, the GLcontext->DriverCtx pointer points to * the driver-specific context struct. See the X/Mesa or OS/Mesa interface * for an example. * * For more information about writing a device driver see the drivers * in OSmesa/ and X/ for examples. * * Look below in the dd_function_table struct definition for descriptions * of each device driver function. * * More function pointers may be added as required. * * * Notes: * ------ * RGBA = red/green/blue/alpha * CI = color index (color mapped mode) * mono = all pixels have the same color or index * * The write_ functions all take an array of mask flags which indicate * whether or not the pixel should be written. One special case exists * in the write_color_span function: if the mask array is NULL, then * draw all pixels. This is an optimization used for glDrawPixels(). * * IN ALL CASES: * X coordinates start at 0 at the left and increase to the right * Y coordinates start at 0 at the bottom and increase upward * */ /* Mask bits sent to the driver Clear() function */ #define DD_FRONT_LEFT_BIT FRONT_LEFT_BIT /* 1 */ #define DD_FRONT_RIGHT_BIT FRONT_RIGHT_BIT /* 2 */ #define DD_BACK_LEFT_BIT BACK_LEFT_BIT /* 4 */ #define DD_BACK_RIGHT_BIT BACK_RIGHT_BIT /* 8 */ #define DD_DEPTH_BIT GL_DEPTH_BUFFER_BIT /* 0x00000100 */ #define DD_STENCIL_BIT GL_STENCIL_BUFFER_BIT /* 0x00000400 */ #define DD_ACCUM_BIT GL_ACCUM_BUFFER_BIT /* 0x00000200 */ /* Point, line, triangle, quadrilateral and rectangle rasterizer * functions. These are specific to the tnl module and will shortly * move to a driver interface specific to that module. */ typedef void (*points_func)( GLcontext *ctx, GLuint first, GLuint last ); typedef void (*line_func)( GLcontext *ctx, GLuint v1, GLuint v2 ); typedef void (*triangle_func)( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3 ); typedef void (*quad_func)( GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4 ); typedef void (*render_func)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ); typedef void (*interp_func)( GLcontext *ctx, GLfloat t, GLuint dst, GLuint in, GLuint out, GLboolean force_boundary ); typedef void (*copy_pv_func)( GLcontext *ctx, GLuint dst, GLuint src ); /* * Device Driver function table. */ struct dd_function_table { /********************************************************************** *** Mandatory functions: these functions must be implemented by *** *** every device driver. *** **********************************************************************/ const GLubyte * (*GetString)( GLcontext *ctx, GLenum name ); /* Return a string as needed by glGetString(). * Only the GL_RENDERER token must be implemented. Otherwise, * NULL can be returned. */ void (*UpdateState)( GLcontext *ctx, GLuint new_state ); /* * UpdateState() is called whenver Mesa thinks the device driver should * update its state and/or the other pointers (such as PointsFunc, * LineFunc, or TriangleFunc). */ void (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ); /* Clear the color/depth/stencil/accum buffer(s). * 'mask' is a bitmask of the DD_*_BIT values defined above that indicates * which buffers need to be cleared. * If 'all' is true then the clear the whole buffer, else clear only the * region defined by (x,y,width,height). * This function must obey the glColorMask, glIndexMask and glStencilMask * settings! Software Mesa can do masked clears if the device driver can't. */ GLboolean (*SetDrawBuffer)( GLcontext *ctx, GLenum buffer ); /* * Specifies the current buffer for writing. * The following values must be accepted when applicable: * GL_FRONT_LEFT - this buffer always exists * GL_BACK_LEFT - when double buffering * GL_FRONT_RIGHT - when using stereo * GL_BACK_RIGHT - when using stereo and double buffering * The folowing values may optionally be accepted. Return GL_TRUE * if accepted, GL_FALSE if not accepted. In practice, only drivers * which can write to multiple color buffers at once should accept * these values. * GL_FRONT - write to front left and front right if it exists * GL_BACK - write to back left and back right if it exists * GL_LEFT - write to front left and back left if it exists * GL_RIGHT - write to right left and back right if they exist * GL_FRONT_AND_BACK - write to all four buffers if they exist * GL_NONE - disable buffer write in device driver. */ void (*SetReadBuffer)( GLcontext *ctx, GLframebuffer *colorBuffer, GLenum buffer ); /* * Specifies the current buffer for reading. * colorBuffer will be one of: * GL_FRONT_LEFT - this buffer always exists * GL_BACK_LEFT - when double buffering * GL_FRONT_RIGHT - when using stereo * GL_BACK_RIGHT - when using stereo and double buffering */ void (*GetBufferSize)( GLcontext *ctx, GLuint *width, GLuint *height ); /* * Returns the width and height of the current color buffer. */ /*** *** Functions for writing pixels to the frame buffer: ***/ void (*WriteRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, CONST GLchan rgba[][4], const GLubyte mask[] ); void (*WriteRGBSpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, CONST GLchan rgb[][3], const GLubyte mask[] ); /* Write a horizontal run of RGBA or RGB pixels. * If mask is NULL, draw all pixels. * If mask is not null, only draw pixel [i] when mask [i] is true. */ void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, const GLchan color[4], const GLubyte mask[] ); /* Write a horizontal run of RGBA pixels all with the same color. */ void (*WriteRGBAPixels)( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], CONST GLchan rgba[][4], const GLubyte mask[] ); /* Write array of RGBA pixels at random locations. */ void (*WriteMonoRGBAPixels)( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLchan color[4], const GLubyte mask[] ); /* Write an array of mono-RGBA pixels at random locations. */ void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y, const GLuint index[], const GLubyte mask[] ); void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y, const GLubyte index[], const GLubyte mask[] ); /* Write a horizontal run of CI pixels. One function is for 32bpp * indexes and the other for 8bpp pixels (the common case). You mus * implement both for color index mode. */ void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, GLuint colorIndex, const GLubyte mask[] ); /* Write a horizontal run of color index pixels using the color index * last specified by the Index() function. */ void (*WriteCI32Pixels)( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLuint index[], const GLubyte mask[] ); /* * Write a random array of CI pixels. */ void (*WriteMonoCIPixels)( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLuint colorIndex, const GLubyte mask[] ); /* Write a random array of color index pixels using the color index * last specified by the Index() function. */ /*** *** Functions to read pixels from frame buffer: ***/ void (*ReadCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y, GLuint index[] ); /* Read a horizontal run of color index pixels. */ void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, GLchan rgba[][4] ); /* Read a horizontal run of RGBA pixels. */ void (*ReadCI32Pixels)( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLuint indx[], const GLubyte mask[] ); /* Read a random array of CI pixels. */ void (*ReadRGBAPixels)( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLchan rgba[][4], const GLubyte mask[] ); /* Read a random array of RGBA pixels. */ /********************************************************************** *** Optional functions: these functions may or may not be *** *** implemented by the device driver. If the device driver *** *** doesn't implement them it should never touch these pointers *** *** since Mesa will either set them to NULL or point them at a *** *** fall-back function. *** **********************************************************************/ void (*Finish)( GLcontext *ctx ); /* * This is called whenever glFinish() is called. */ void (*Flush)( GLcontext *ctx ); /* * This is called whenever glFlush() is called. */ void (*Error)( GLcontext *ctx ); /* * Called whenever an error is generated. ctx->ErrorValue contains * the error value. */ /*** *** For supporting hardware Z buffers: *** Either ALL or NONE of these functions must be implemented! *** NOTE that Each depth value is a 32-bit GLuint. If the depth *** buffer is less than 32 bits deep then the extra upperbits are zero. ***/ void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth depth[], const GLubyte mask[] ); /* Write a horizontal span of values into the depth buffer. Only write * depth[i] value if mask[i] is nonzero. */ void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth depth[] ); /* Read a horizontal span of values from the depth buffer. */ void (*WriteDepthPixels)( GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth depth[], const GLubyte mask[] ); /* Write an array of randomly positioned depth values into the * depth buffer. Only write depth[i] value if mask[i] is nonzero. */ void (*ReadDepthPixels)( GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLdepth depth[] ); /* Read an array of randomly positioned depth values from the depth buffer. */ /*** *** For supporting hardware stencil buffers: *** Either ALL or NONE of these functions must be implemented! ***/ void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, const GLstencil stencil[], const GLubyte mask[] ); /* Write a horizontal span of stencil values into the stencil buffer. * If mask is NULL, write all stencil values. * Else, only write stencil[i] if mask[i] is non-zero. */ void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, GLstencil stencil[] ); /* Read a horizontal span of stencil values from the stencil buffer. */ void (*WriteStencilPixels)( GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLstencil stencil[], const GLubyte mask[] ); /* Write an array of stencil values into the stencil buffer. * If mask is NULL, write all stencil values. * Else, only write stencil[i] if mask[i] is non-zero. */ void (*ReadStencilPixels)( GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLstencil stencil[] ); /* Read an array of stencil values from the stencil buffer. */ /*** *** For hardware accumulation buffer: ***/ void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value, GLint xpos, GLint ypos, GLint width, GLint height ); /* Execute glAccum command within the given scissor region. */ /*** *** glDraw/Read/CopyPixels and glBitmap functions: ***/ 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 ); /* This is called by glDrawPixels. * 'unpack' describes how to unpack the source image data. */ 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 glReadPixels. */ void (*CopyPixels)( GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type ); /* Do a glCopyPixels. This function must respect all rasterization * state, glPixelTransfer, glPixelZoom, etc. */ void (*Bitmap)( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ); /* This is called by glBitmap. Works the same as DrawPixels, above. */ void (*ResizeBuffersMESA)( GLcontext *ctx ); /*** *** Texture image functions: ***/ 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 ); 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 ); 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 glTexImage1/2/3D. * Arguments: * , , , and are user specified. * indicates the image packing of pixels. * is the target texture object. * is the target texture image. It will have the texture * width, height, depth, border and internalFormat information. * 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 (*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 ); 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 ); 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 glTexSubImage1/2/3D. * Arguments: * , , , , , , , * , , and are user specified. * indicates the image packing of pixels. * is the target texture object. * is the target texture image. It will have the texture * width, height, border and internalFormat information. * The driver 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 ); void (*CopyTexImage2D)( GLcontext *ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ); /* Called by glCopyTexImage1D and glCopyTexImage2D. * 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 ); void (*CopyTexSubImage2D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); void (*CopyTexSubImage3D)( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ); /* Called by glCopyTexSubImage1/2/3D. * Drivers should use a fallback routine from texstore.c if needed. */ GLboolean (*TestProxyTexImage)(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLenum format, GLenum type, GLint width, GLint height, GLint depth, GLint border); /* Called by glTexImage[123]D when user specifies a proxy texture * target. Return GL_TRUE if the proxy test passes, return GL_FALSE * if the test fails. */ /*** *** Compressed texture functions: ***/ 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 ); 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 ); 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 glCompressedTexImage1/2/3D. * Arguments: * , , , are user specified. * is the target texture object. * is the target texture image. It will have the texture * width, height, depth, border and internalFormat information. * is returned by this function and indicates whether * core Mesa should keep an internal copy of the texture image. * Return GL_TRUE if operation completed, return GL_FALSE if core Mesa * should do the job. */ 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); 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); 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 glCompressedTexSubImage1/2/3D. * Arguments: * , , , , , , * , and are user specified. * is the target texture object. * is the target texture image. It will have the texture * width, height, depth, border and internalFormat information. * Return GL_TRUE if operation completed, return GL_FALSE if core Mesa * should do the job. */ GLboolean (*IsCompressedFormat)(GLcontext *ctx, GLint internalFormat); /* Called to tell if a format is a compressed format. */ void (*GetCompressedTexImage)( GLcontext *ctx, GLenum target, GLint lod, void *image, const struct gl_texture_object *texObj, struct gl_texture_image *texImage ); /* Called by glGetCompressedTexImageARB. * , , are specified by user. * is the source texture object. * is the source texture image. */ GLint (*BaseCompressedTexFormat)(GLcontext *ctx, GLint internalFormat); /* Called to compute the base format for a specific compressed * format. Return -1 if the internalFormat is not a specific * compressed format that the driver recognizes. * Example: if internalFormat==GL_COMPRESSED_RGB_FXT1_3DFX, return GL_RGB. */ #if 000 /* ... Note the * return value differences between this function and * SpecificCompressedTexFormat below. */ GLint (*SpecificCompressedTexFormat)(GLcontext *ctx, GLint internalFormat, GLint numDimensions, GLint *levelp, GLsizei *widthp, GLsizei *heightp, GLsizei *depthp, GLint *borderp, GLenum *formatp, GLenum *typep); /* Called to turn a generic texture format into a specific * texture format. For example, if a driver implements * GL_3DFX_texture_compression_FXT1, this would map * GL_COMPRESSED_RGBA_ARB to GL_COMPRESSED_RGBA_FXT1_3DFX. * * If the driver does not know how to handle the compressed * format, then just return the generic format, and Mesa will * do the right thing with it. */ GLsizei (*CompressedImageSize)(GLcontext *ctx, GLenum internalFormat, GLuint numDimensions, GLuint width, GLuint height, GLuint depth); /* Calculate the size of a compressed image, given the image's * format and dimensions. */ #endif /*** *** Texture object functions: ***/ void (*BindTexture)( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ); /* Called by glBindTexture(). */ void (*CreateTexture)( GLcontext *ctx, struct gl_texture_object *tObj ); /* Called when a texture object is created. */ void (*DeleteTexture)( GLcontext *ctx, struct gl_texture_object *tObj ); /* Called when a texture object is about to be deallocated. Driver * should free anything attached to the DriverData pointers. */ GLboolean (*IsTextureResident)( GLcontext *ctx, struct gl_texture_object *t ); /* Called by glAreTextureResident(). */ void (*PrioritizeTexture)( GLcontext *ctx, struct gl_texture_object *t, GLclampf priority ); /* Called by glPrioritizeTextures(). */ void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber ); /* Called by glActiveTextureARB to set current texture unit. */ void (*UpdateTexturePalette)( GLcontext *ctx, struct gl_texture_object *tObj ); /* Called when the texture's color lookup table is changed. * If tObj is NULL then the shared texture palette ctx->Texture.Palette * is to be updated. */ /*** *** State-changing functions (drawing functions are above) *** *** These functions are called by their corresponding OpenGL API functions. *** They're ALSO called by the gl_PopAttrib() function!!! *** May add more functions like these to the device driver in the future. ***/ void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLchan ref); void (*BlendColor)(GLcontext *ctx, const GLfloat color[4]); void (*BlendEquation)(GLcontext *ctx, GLenum mode); void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor); void (*BlendFuncSeparate)(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); void (*ClearColor)(GLcontext *ctx, const GLchan color[4]); void (*ClearDepth)(GLcontext *ctx, GLclampd d); void (*ClearIndex)(GLcontext *ctx, GLuint index); void (*ClearStencil)(GLcontext *ctx, GLint s); void (*ColorMask)(GLcontext *ctx, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask ); void (*CullFace)(GLcontext *ctx, GLenum mode); void (*ClipPlane)(GLcontext *ctx, GLenum plane, const GLfloat *equation ); void (*FrontFace)(GLcontext *ctx, GLenum mode); void (*DepthFunc)(GLcontext *ctx, GLenum func); void (*DepthMask)(GLcontext *ctx, GLboolean flag); void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval); void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state); void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode); void (*IndexMask)(GLcontext *ctx, GLuint mask); void (*Lightfv)(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ); void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); void (*LineStipple)(GLcontext *ctx, GLint factor, GLushort pattern ); void (*LineWidth)(GLcontext *ctx, GLfloat width); void (*LogicOpcode)(GLcontext *ctx, GLenum opcode); void (*PointParameterfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); void (*PointSize)(GLcontext *ctx, GLfloat size); void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode); void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask ); void (*RenderMode)(GLcontext *ctx, GLenum mode ); void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h); void (*ShadeModel)(GLcontext *ctx, GLenum mode); void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask); void (*StencilMask)(GLcontext *ctx, GLuint mask); void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass); void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params); void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param); 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); void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h); /*** State-query functions *** *** Return GL_TRUE if query was completed, GL_FALSE otherwise. ***/ GLboolean (*GetBooleanv)(GLcontext *ctx, GLenum pname, GLboolean *result); GLboolean (*GetDoublev)(GLcontext *ctx, GLenum pname, GLdouble *result); GLboolean (*GetFloatv)(GLcontext *ctx, GLenum pname, GLfloat *result); GLboolean (*GetIntegerv)(GLcontext *ctx, GLenum pname, GLint *result); GLboolean (*GetPointerv)(GLcontext *ctx, GLenum pname, GLvoid **result); /*** *** 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); /*** *** TNL Pipeline ***/ void (*PipelineStart)(GLcontext *ctx); void (*PipelineFinish)(GLcontext *ctx); /* Called before and after all pipeline stages. * These are a suitable place for grabbing/releasing hardware locks. */ /*** *** Rendering ***/ void (*RenderStart)(GLcontext *ctx); void (*RenderFinish)(GLcontext *ctx); /* Called before and after all rendering operations, including DrawPixels, * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands. * These are a suitable place for grabbing/releasing hardware locks. */ void (*RenderPrimitive)(GLcontext *ctx, GLenum mode); /* Called between RednerStart() and RenderFinish() to indicate the * type of primitive we're about to draw. Mode will be one of the * modes accepted by glBegin(). */ interp_func RenderInterp; copy_pv_func RenderCopyPV; void (*RenderClippedPolygon)( GLcontext *ctx, const GLuint *elts, GLuint n ); void (*RenderClippedLine)( GLcontext *ctx, GLuint v0, GLuint v1 ); /* Functions to interpolate between prebuilt vertices, copy flat-shade * provoking color, and to render clipped primitives. */ /*** *** Parameters for _tnl_render_stage ***/ points_func PointsFunc; /* must now respect vb->elts */ line_func LineFunc; triangle_func TriangleFunc; quad_func QuadFunc; /* These functions are called in order to render points, lines, * triangles and quads. These are only called via the T&L module. */ render_func *RenderTabVerts; render_func *RenderTabElts; /* Render whole unclipped primitives (points, lines, linestrips, * lineloops, etc). The tables are indexed by the GL enum of the * primitive to be rendered. */ void (*ResetLineStipple)( GLcontext *ctx ); /* Reset the hardware's line stipple counter. */ void (*BuildProjectedVertices)( GLcontext *ctx, GLuint start, GLuint end, GLuint new_inputs); /* This function is called whenever new vertices are required for * rendering. The vertices in question are those n such that start * <= n < end. The new_inputs parameter indicates those fields of * the vertex which need to be updated, if only a partial repair of * the vertex is required. * * This function is called only from _tnl_render_stage in tnl/t_render.c. */ GLboolean (*MultipassFunc)( GLcontext *ctx, GLuint passno ); /* Driver may request additional render passes by returning GL_TRUE * when this function is called. This function will be called * after the first pass, and passes will be made until the function * returns GL_FALSE. If no function is registered, only one pass * is made. * * This function will be first invoked with passno == 1. */ /*** *** Support for multiple t&l engines ***/ GLuint NeedValidate; /* Bitmask of state changes that require the current tnl module to be * validated, using ValidateTnlModule() below. */ void (*ValidateTnlModule)( GLcontext *ctx, GLuint new_state ); /* Validate the current tnl module. This is called directly after * UpdateState() when a state change that has occured matches the * NeedValidate bitmask above. This ensures all computed values are * up to date, thus allowing the driver to decide if the current tnl * module needs to be swapped out. * * This must be non-NULL if a driver installs a custom tnl module and * sets the NeedValidate bitmask, but may be NULL otherwise. */ #define PRIM_OUTSIDE_BEGIN_END GL_POLYGON+1 #define PRIM_INSIDE_UNKNOWN_PRIM GL_POLYGON+2 #define PRIM_UNKNOWN GL_POLYGON+3 GLuint CurrentExecPrimitive; /* Set by the driver-supplied t&l engine. Set to * PRIM_OUTSIDE_BEGIN_END when outside begin/end. */ GLuint CurrentSavePrimitive; /* Current state of an in-progress compilation. May take on any of * the additional values defined above. */ #define FLUSH_STORED_VERTICES 0x1 #define FLUSH_UPDATE_CURRENT 0x2 GLuint NeedFlush; /* Set by the driver-supplied t&l engine whenever vertices are * buffered between begin/end objects or ctx->Current is not uptodate. * * The FlushVertices() call below may be used to resolve * these conditions. */ void (*FlushVertices)( GLcontext *ctx, GLuint flags ); /* If inside begin/end, ASSERT(0). * Otherwise, * if (flags & FLUSH_STORED_VERTICES) flushes any buffered vertices, * if (flags & FLUSH_UPDATE_CURRENT) updates ctx->Current * and ctx->Light.Material * * Note that the default t&l engine never clears the * FLUSH_UPDATE_CURRENT bit, even after performing the update. */ void (*LightingSpaceChange)( GLcontext *ctx ); /* Notify driver that the special derived value _NeedEyeCoords has * changed. */ void (*NewList)( GLcontext *ctx, GLuint list, GLenum mode ); void (*EndList)( GLcontext *ctx ); /* Let the t&l component know what is going on with display lists * in time to make changes to dispatch tables, etc. * Called by glNewList() and glEndList(), respectively. */ void (*BeginCallList)( GLcontext *ctx, GLuint list ); void (*EndCallList)( GLcontext *ctx ); /* Notify the t&l component before and after calling a display list. * Called by glCallList(s), but not recursively. */ void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer, GLframebuffer *readBuffer ); /* Let the t&l component know when the context becomes current. */ void (*LockArraysEXT)( GLcontext *ctx, GLint first, GLsizei count ); void (*UnlockArraysEXT)( GLcontext *ctx ); /* Called by glLockArraysEXT() and glUnlockArraysEXT(), respectively. */ }; /* * Transform/Clip/Lighting interface */ typedef struct { void (*ArrayElement)( GLint ); /* NOTE */ void (*Color3f)( GLfloat, GLfloat, GLfloat ); void (*Color3fv)( const GLfloat * ); void (*Color3ub)( GLubyte, GLubyte, GLubyte ); void (*Color3ubv)( const GLubyte * ); void (*Color4f)( GLfloat, GLfloat, GLfloat, GLfloat ); void (*Color4fv)( const GLfloat * ); void (*Color4ub)( GLubyte, GLubyte, GLubyte, GLubyte ); void (*Color4ubv)( const GLubyte * ); void (*EdgeFlag)( GLboolean ); void (*EdgeFlagv)( const GLboolean * ); void (*EvalCoord1f)( GLfloat ); /* NOTE */ void (*EvalCoord1fv)( const GLfloat * ); /* NOTE */ void (*EvalCoord2f)( GLfloat, GLfloat ); /* NOTE */ void (*EvalCoord2fv)( const GLfloat * ); /* NOTE */ void (*EvalPoint1)( GLint ); /* NOTE */ void (*EvalPoint2)( GLint, GLint ); /* NOTE */ void (*FogCoordfEXT)( GLfloat ); void (*FogCoordfvEXT)( const GLfloat * ); void (*Indexi)( GLint ); void (*Indexiv)( const GLint * ); void (*Materialfv)( GLenum face, GLenum pname, const GLfloat * ); /* NOTE */ void (*MultiTexCoord1fARB)( GLenum, GLfloat ); void (*MultiTexCoord1fvARB)( GLenum, const GLfloat * ); void (*MultiTexCoord2fARB)( GLenum, GLfloat, GLfloat ); void (*MultiTexCoord2fvARB)( GLenum, const GLfloat * ); void (*MultiTexCoord3fARB)( GLenum, GLfloat, GLfloat, GLfloat ); void (*MultiTexCoord3fvARB)( GLenum, const GLfloat * ); void (*MultiTexCoord4fARB)( GLenum, GLfloat, GLfloat, GLfloat, GLfloat ); void (*MultiTexCoord4fvARB)( GLenum, const GLfloat * ); void (*Normal3f)( GLfloat, GLfloat, GLfloat ); void (*Normal3fv)( const GLfloat * ); void (*SecondaryColor3fEXT)( GLfloat, GLfloat, GLfloat ); void (*SecondaryColor3fvEXT)( const GLfloat * ); void (*SecondaryColor3ubEXT)( GLubyte, GLubyte, GLubyte ); void (*SecondaryColor3ubvEXT)( const GLubyte * ); void (*TexCoord1f)( GLfloat ); void (*TexCoord1fv)( const GLfloat * ); void (*TexCoord2f)( GLfloat, GLfloat ); void (*TexCoord2fv)( const GLfloat * ); void (*TexCoord3f)( GLfloat, GLfloat, GLfloat ); void (*TexCoord3fv)( const GLfloat * ); void (*TexCoord4f)( GLfloat, GLfloat, GLfloat, GLfloat ); void (*TexCoord4fv)( const GLfloat * ); void (*Vertex2f)( GLfloat, GLfloat ); void (*Vertex2fv)( const GLfloat * ); void (*Vertex3f)( GLfloat, GLfloat, GLfloat ); void (*Vertex3fv)( const GLfloat * ); void (*Vertex4f)( GLfloat, GLfloat, GLfloat, GLfloat ); void (*Vertex4fv)( const GLfloat * ); void (*CallList)( GLuint ); /* NOTE */ void (*Begin)( GLenum ); void (*End)( void ); /* Drivers present a reduced set of the functions possible in * begin/end objects. Core mesa provides translation stubs for the * remaining functions to map down to these entrypoints. * * 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 entrypoints other than those * listed above, it must restore them to their original values in * the disable() callback, below. */ void (*Rectf)( GLfloat, GLfloat, GLfloat, GLfloat ); /* */ void (*DrawArrays)( GLenum mode, GLint start, GLsizei count ); void (*DrawElements)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); void (*DrawRangeElements)( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); /* These may or may not belong here. Heuristic: If an array is * enabled, the installed vertex format should support that array and * it's current size natively. */ void (*EvalMesh1)( GLenum mode, GLint i1, GLint i2 ); void (*EvalMesh2)( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); /* 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... */ GLboolean prefer_float_colors; /* Should core try to send colors to glColor4f or glColor4chan, * where it has a choice? */ } GLvertexformat; #endif /* DD_INCLUDED */