-/* $Id: dd.h,v 1.64 2001/12/04 23:43:31 brianp Exp $ */
+/**
+ * \file dd.h
+ * Device driver interfaces.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.5.2
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * 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"),
*/
-
#ifndef DD_INCLUDED
#define DD_INCLUDED
/* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */
struct gl_pixelstore_attrib;
+struct gl_display_list;
-/* 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 */
+#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.
+/**
+ * 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 {
-
- /**********************************************************************
- *** Mandatory functions: these functions must be implemented by ***
- *** every device driver. ***
- **********************************************************************/
-
+ /**
+ * 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 );
- /* Return a string as needed by glGetString().
- * Only the GL_RENDERER token must be implemented. Otherwise,
- * NULL can be returned.
+
+ /**
+ * 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 );
- void (*UpdateState)( GLcontext *ctx, GLuint new_state );
- /*
- * UpdateState() is called to notify the driver after Mesa has made
- * some internal state changes. This is in addition to any
- * statechange callbacks Mesa may already have made.
+ /**
+ * 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 );
- 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.
+ /**
+ * 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);
- 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 (*GetBufferSize)( GLcontext *ctx, GLuint *width, GLuint *height );
- /*
- * Returns the width and height of the current color buffer.
+ /**
+ * Called whenever an error is generated.
+ * __GLcontextRec::ErrorValue contains the error value.
*/
+ void (*Error)( GLcontext *ctx );
- void (*Finish)( GLcontext *ctx );
- /*
+ /**
* This is called whenever glFinish() is called.
*/
+ void (*Finish)( GLcontext *ctx );
- void (*Flush)( GLcontext *ctx );
- /*
+ /**
* This is called whenever glFlush() is called.
*/
+ void (*Flush)( GLcontext *ctx );
- void (*Error)( GLcontext *ctx );
- /*
- * Called whenever an error is generated. ctx->ErrorValue contains
- * the error value.
+ /**
+ * 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 );
-
- /***
- *** 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.
+ /**
+ * 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] );
- /***
- *** glDraw/Read/CopyPixels and glBitmap functions:
- ***/
+ /**
+ * \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 );
- /* This is called by glDrawPixels.
- * 'unpack' describes how to unpack the source image data.
- */
+ /**
+ * 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 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.
+ /**
+ * 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 );
- /* This is called by glBitmap. Works the same as DrawPixels, above.
- */
-
- void (*ResizeBuffersMESA)( GLcontext *ctx );
+ /*@}*/
+
+ /**
+ * \name Texture image functions
+ */
+ /*@{*/
- /***
- *** Texture image functions:
- ***/
- const struct gl_texture_format *
- (*ChooseTextureFormat)( GLcontext *ctx, GLint internalFormat,
- GLenum srcFormat, GLenum srcType );
- /* This is called by the _mesa_store_tex[sub]image[123]d() fallback
- * functions. The driver should examine <internalFormat> and return a
+ /**
+ * 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,
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,
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,
const struct gl_pixelstore_attrib *packing,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage );
- /* Called by glTexImage1/2/3D.
- * Arguments:
- * <target>, <level>, <format>, <type> and <pixels> are user specified.
- * <packing> indicates the image packing of pixels.
- * <texObj> is the target texture object.
- * <texImage> is the target texture image. It will have the texture
- * width, height, depth, border and internalFormat information.
- * <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.
- */
+ /**
+ * 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 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,
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,
const struct gl_pixelstore_attrib *packing,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage );
- /* Called by glTexSubImage1/2/3D.
- * Arguments:
- * <target>, <level>, <xoffset>, <yoffset>, <zoffset>, <width>, <height>,
- * <depth>, <format>, <type> and <pixels> are user specified.
- * <packing> indicates the image packing of pixels.
- * <texObj> is the target texture object.
- * <texImage> 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.
+
+ /**
+ * 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 glCopyTexImage1D and glCopyTexImage2D.
+
+ /**
+ * 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 glCopyTexSubImage1/2/3D.
- * Drivers should use a fallback routine from texstore.c if needed.
+
+ /**
+ * 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);
- /* 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:
- ***/
+
+ /**
+ * \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,
GLsizei imageSize, const GLvoid *data,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage );
- /* Called by glCompressedTexImage1/2/3D.
- * Arguments:
- * <target>, <level>, <internalFormat>, <data> are user specified.
- * <texObj> is the target texture object.
- * <texImage> is the target texture image. It will have the texture
- * width, height, depth, border and internalFormat information.
- * <retainInternalCopy> 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.
- */
+ /**
+ * 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,
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,
GLsizei imageSize, const GLvoid *data,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage);
- /* Called by glCompressedTexSubImage1/2/3D.
- * Arguments:
- * <target>, <level>, <x/z/zoffset>, <width>, <height>, <depth>,
- * <imageSize>, and <data> are user specified.
- * <texObj> is the target texture object.
- * <texImage> 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.
- */
-
- void (*GetCompressedTexImage)( GLcontext *ctx, GLenum target,
- GLint level, void *image,
- const struct gl_texture_object *texObj,
- struct gl_texture_image *texImage );
- /* Called by glGetCompressedTexImageARB.
- * <target>, <level>, <image> are specified by user.
- * <texObj> is the source texture object.
- * <texImage> 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.
- */
-
- GLint (*CompressedTextureSize)(GLcontext *ctx,
- const struct gl_texture_image *texImage);
-
-#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.
+
+
+ /**
+ * Called by glGetCompressedTexImage.
*/
+ void (*GetCompressedTexImage)(GLcontext *ctx, GLenum target, GLint level,
+ GLvoid *img,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage);
-#endif
+ /**
+ * 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 );
+ /*@}*/
- /***
- *** Texture object functions:
- ***/
+ /**
+ * \name Texture object functions
+ */
+ /*@{*/
+ /**
+ * Called by glBindTexture().
+ */
void (*BindTexture)( GLcontext *ctx, GLenum target,
struct gl_texture_object *tObj );
- /* Called by glBindTexture().
+
+ /**
+ * 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 );
- void (*CreateTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
- /* Called when a texture object is created.
+ /**
+ * Called to allocate a new texture image object.
*/
+ struct gl_texture_image * (*NewTextureImage)( GLcontext *ctx );
- 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.
+ /**
+ * 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 glAreTextureResident().
- */
+ /**
+ * Called by glPrioritizeTextures().
+ */
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.
+ /**
+ * 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 );
- /* 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.
- */
+ /*@}*/
- /***
- *** Imaging functionality:
- ***/
+
+ /**
+ * \name Imaging functionality
+ */
+ /*@{*/
void (*CopyColorTable)( GLcontext *ctx,
GLenum target, GLenum internalformat,
GLint x, GLint y, GLsizei width );
GLenum internalFormat,
GLint x, GLint y,
GLsizei width, GLsizei height );
+ /*@}*/
-
- /***
- *** 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);
+ /**
+ * \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]);
- void (*BlendEquation)(GLcontext *ctx, GLenum mode);
- void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor);
+ /** 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);
- void (*ClearColor)(GLcontext *ctx, const GLchan color[4]);
+ /** 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);
- void (*ClipPlane)(GLcontext *ctx, GLenum plane, const GLfloat *equation );
+ /** 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);
- void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
+ /** 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);
- 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);
+ /** 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);
+ /*@}*/
- /***
- *** Vertex array functions
- ***
- *** Called by the corresponding OpenGL functions.
- ***/
+ /**
+ * \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,
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 );
+ /*@}*/
- /*** State-query functions
- ***
- *** Return GL_TRUE if query was completed, GL_FALSE otherwise.
- ***/
+ /**
+ * \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 (*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 );
+ void (*BufferData)( GLcontext *ctx, GLenum target, GLsizeiptrARB size,
+ const GLvoid *data, GLenum usage,
+ struct gl_buffer_object *obj );
- /***
- *** Support for multiple t&l engines
- ***/
+ void (*BufferSubData)( GLcontext *ctx, GLenum target, GLintptrARB offset,
+ GLsizeiptrARB size, const GLvoid *data,
+ struct gl_buffer_object *obj );
- GLuint NeedValidate;
- /* Bitmask of state changes that require the current tnl module to be
+ 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 );
+
+ /* 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;
- 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.
+ /**
+ * 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 tnl module and
- * sets the NeedValidate bitmask, but may be NULL otherwise.
+ * 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
+#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.
+ /**
+ * Set by the driver-supplied T&L engine.
+ *
+ * Set to PRIM_OUTSIDE_BEGIN_END when outside glBegin()/glEnd().
*/
+ GLuint CurrentExecPrimitive;
- GLuint CurrentSavePrimitive;
- /* Current state of an in-progress compilation. May take on any of
- * the additional values defined above.
+ /**
+ * 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
- GLuint NeedFlush;
- /* Set by the driver-supplied t&l engine whenever vertices are
- * buffered between begin/end objects or ctx->Current is not uptodate.
+ /**
+ * Set by the driver-supplied T&L engine whenever vertices are buffered
+ * between glBegin()/glEnd() objects or __GLcontextRec::Current is not
+ * updated.
*
- * The FlushVertices() call below may be used to resolve
+ * 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 );
- 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
+ /**
+ * 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
+ * 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 );
- void (*LightingSpaceChange)( GLcontext *ctx );
- /* Notify driver that the special derived value _NeedEyeCoords has
+ /**
+ * 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 );
- 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
+ /**
+ * 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.
- * 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 (*NewList)( GLcontext *ctx, GLuint list, GLenum mode );
+ /**
+ * Called by glEndList().
+ *
+ * \sa dd_function_table::NewList.
*/
+ void (*EndList)( GLcontext *ctx );
- void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer,
- GLframebuffer *readBuffer );
- /* Let the t&l component know when the context becomes current.
+ /**
+ * Called by glCallList(s).
+ *
+ * Notify the T&L component before and after calling a display list.
*/
-
-
- void (*LockArraysEXT)( GLcontext *ctx, GLint first, GLsizei count );
- void (*UnlockArraysEXT)( GLcontext *ctx );
- /* Called by glLockArraysEXT() and glUnlockArraysEXT(), respectively.
+ void (*BeginCallList)( GLcontext *ctx,
+ struct gl_display_list *dlist );
+ /**
+ * Called by glEndCallList().
+ *
+ * \sa dd_function_table::BeginCallList.
*/
+ void (*EndCallList)( GLcontext *ctx );
};
-
-/*
+/**
* 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 {
- 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.
+ /**
+ * \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 (*Rectf)( GLfloat, GLfloat, GLfloat, GLfloat );
/*
*/
+ void (GLAPIENTRYP Rectf)( GLfloat, GLfloat, GLfloat, GLfloat );
- void (*DrawArrays)( GLenum mode, GLint start, GLsizei count );
- void (*DrawElements)( GLenum mode, GLsizei count, GLenum type,
+ /**
+ * \name Array
+ */
+ /*@{*/
+ void (GLAPIENTRYP DrawArrays)( GLenum mode, GLint start, GLsizei count );
+ void (GLAPIENTRYP DrawElements)( GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices );
- void (*DrawRangeElements)( GLenum mode, GLuint start,
+ void (GLAPIENTRYP 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
+ /**
+ * \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.
+ * 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 );
+ /*@}*/
- GLboolean prefer_float_colors;
- /* Should core try to send colors to glColor4f or glColor4chan,
- * where it has a choice?
- */
} GLvertexformat;