/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 6.5.2
*
- * Copyright (C) 1999-2002 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"),
/* 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_AUX0 AUX0_BIT /* future use */
-#define DD_AUX1 AUX1_BIT /* future use */
-#define DD_AUX2 AUX2_BIT /* future use */
-#define DD_AUX3 AUX3_BIT /* future use */
-#define DD_DEPTH_BIT GL_DEPTH_BUFFER_BIT /* 0x00000100 */
-#define DD_ACCUM_BIT GL_ACCUM_BUFFER_BIT /* 0x00000200 */
-#define DD_STENCIL_BIT GL_STENCIL_BUFFER_BIT /* 0x00000400 */
+#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
/**
struct dd_function_table {
/**
* Return a string as needed by glGetString().
- *
- * Only the GL_RENDERER token must be implemented. Otherwise, NULL can be
+ * Only the GL_RENDERER query must be implemented. Otherwise, NULL can be
* returned.
*/
const GLubyte * (*GetString)( GLcontext *ctx, GLenum name );
* This is in addition to any state change callbacks Mesa may already have
* made.
*/
- void (*UpdateState)( GLcontext *ctx, GLuint new_state );
+ void (*UpdateState)( GLcontext *ctx, GLbitfield new_state );
/**
* Get the width and height of the named buffer/window.
*
* Mesa uses this to determine when the driver's window size has changed.
+ * XXX OBSOLETE: this function will be removed in the future.
*/
void (*GetBufferSize)( GLframebuffer *buffer,
GLuint *width, GLuint *height );
/**
- * Resize the driver's depth/stencil/accum/back buffers to match the
- * size given in the GLframebuffer struct.
- *
- * This is typically called when Mesa detects that a window size has changed.
+ * Resize the given framebuffer to the given size.
+ * XXX OBSOLETE: this function will be removed in the future.
*/
- void (*ResizeBuffers)( GLframebuffer *buffer );
+ void (*ResizeBuffers)( GLcontext *ctx, GLframebuffer *fb,
+ GLuint width, GLuint height);
/**
* Called whenever an error is generated.
- *
* __GLcontextRec::ErrorValue contains the error value.
*/
void (*Error)( GLcontext *ctx );
/**
* Clear the color/depth/stencil/accum buffer(s).
- *
- * \param mask a bitmask of the DD_*_BIT values defined above that indicates
- * which buffers need to be cleared.
- * \param all if true then clear the whole buffer, else clear only the
- * region defined by <tt>(x, y, width, height)</tt>.
- *
- * This function must obey the glColorMask(), glIndexMask() and
- * glStencilMask() settings!
- * Software Mesa can do masked clears if the device driver can't.
+ * \param buffers a bitmask of BUFFER_BIT_* flags indicating which
+ * renderbuffers need to be cleared.
*/
- void (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
- GLint x, GLint y, GLint width, GLint height );
-
+ void (*Clear)( GLcontext *ctx, GLbitfield buffers );
/**
- * \name For hardware accumulation buffer
+ * Execute glAccum command.
*/
- /*@{*/
+ void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value );
+
+
/**
- * Execute glAccum command within the given scissor region.
+ * Execute glRasterPos, updating the ctx->Current.Raster fields
*/
- void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value,
- GLint xpos, GLint ypos, GLint width, GLint height );
- /*@}*/
-
+ void (*RasterPos)( GLcontext *ctx, const GLfloat v[4] );
/**
- * \name glDraw(), glRead(), glCopyPixels() and glBitmap() functions
+ * \name Image-related functions
*/
/*@{*/
/**
- * This is called by glDrawPixels().
- *
+ * Called by glDrawPixels().
* \p unpack describes how to unpack the source image data.
*/
void (*DrawPixels)( GLcontext *ctx,
GLvoid *dest );
/**
- * 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 );
+ void (*CopyPixels)( GLcontext *ctx, GLint srcx, GLint srcy,
+ GLsizei width, GLsizei height,
+ GLint dstx, GLint dsty, GLenum type );
/**
- * This is called by glBitmap().
- *
- * Works the same as dd_function_table::DrawPixels, above.
+ * Called by glBitmap().
*/
void (*Bitmap)( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height,
* 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 );
+ const struct gl_texture_format *(*ChooseTextureFormat)( GLcontext *ctx,
+ GLint internalFormat, GLenum srcFormat, GLenum srcType );
/**
* Called by glTexImage1D().
struct gl_texture_object *texObj,
struct gl_texture_image *texImage );
+ /**
+ * Called by glGetTexImage().
+ */
+ void (*GetTexImage)( GLcontext *ctx, GLenum target, GLint level,
+ GLenum format, GLenum type, GLvoid *pixels,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
/**
* Called by glCopyTexImage1D().
*
GLint x, GLint y,
GLsizei width, GLsizei height );
+ /**
+ * Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled.
+ */
+ void (*GenerateMipmap)(GLcontext *ctx, GLenum target,
+ struct gl_texture_object *texObj);
+
/**
* Called by glTexImage[123]D when user specifies a proxy texture
* target.
GLsizei imageSize, const GLvoid *data,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage);
+
+
/**
- * Called to validate a certain compressed format.
+ * Called by glGetCompressedTexImage.
*/
- GLboolean (*IsCompressedFormat)( GLcontext *ctx, GLenum internalFormat );
+ void (*GetCompressedTexImage)(GLcontext *ctx, GLenum target, GLint level,
+ GLvoid *img,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage);
+
/**
- * Called to get bytes of storage needed for the given texture size and
- * compressed format.
+ * 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,
+ GLuint (*CompressedTextureSize)( GLcontext *ctx, GLsizei width,
+ GLsizei height, GLsizei depth,
GLenum format );
/*@}*/
*/
struct gl_texture_image * (*NewTextureImage)( GLcontext *ctx );
+ /**
+ * Called to free tImage->Data.
+ */
+ void (*FreeTexImageData)( GLcontext *ctx, struct gl_texture_image *tImage );
+
+ /** Map texture image data into user space */
+ void (*MapTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
+ /** Unmap texture images from user space */
+ void (*UnmapTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
+
+ /**
+ * Note: no context argument. This function doesn't initially look
+ * like it belongs here, except that the driver is the only entity
+ * that knows for sure how the texture memory is allocated - via
+ * the above callbacks. There is then an argument that the driver
+ * knows what memcpy paths might be fast. Typically this is invoked with
+ *
+ * to -- a pointer into texture memory allocated by NewTextureImage() above.
+ * from -- a pointer into client memory or a mesa temporary.
+ * sz -- nr bytes to copy.
+ */
+ void* (*TextureMemCpy)( void *to, const void *from, size_t sz );
+
/**
* Called by glAreTextureResident().
*/
*/
/*@{*/
/** Bind a vertex/fragment program */
- void (*BindProgram)(GLcontext *ctx, GLenum target, struct program *prog);
+ void (*BindProgram)(GLcontext *ctx, GLenum target, struct gl_program *prog);
/** Allocate a new program */
- struct program * (*NewProgram)(GLcontext *ctx, GLenum target, GLuint id);
+ struct gl_program * (*NewProgram)(GLcontext *ctx, GLenum target, GLuint id);
/** Delete a program */
- void (*DeleteProgram)(GLcontext *ctx, struct program *prog);
+ 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);
+
/*@}*/
/** Set the blend color */
void (*BlendColor)(GLcontext *ctx, const GLfloat color[4]);
/** Set the blend equation */
- void (*BlendEquation)(GLcontext *ctx, GLenum mode);
+ void (*BlendEquationSeparate)(GLcontext *ctx, GLenum modeRGB, GLenum modeA);
/** Specify pixel arithmetic */
void (*BlendFuncSeparate)(GLcontext *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
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 normalized device coordinates to window coordinates */
+ /** Specify mapping of depth values from NDC to window coordinates */
void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
/** Specify the current buffer for writing */
void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
+ /** Specify the buffers for writing for fragment programs*/
+ void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
/** Enable or disable server-side gl capabilities */
void (*Enable)(GLcontext *ctx, GLenum cap, GLboolean state);
/** Specify fog parameters */
void (*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 */
+ /** 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 (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/** Select flat or smooth shading */
void (*ShadeModel)(GLcontext *ctx, GLenum mode);
- /** Set function and reference value for stencil testing */
- void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
- /** Control the writing of individual bits in the stencil planes */
- void (*StencilMask)(GLcontext *ctx, GLuint mask);
- /** Set stencil test actions */
- void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
- void (*ActiveStencilFace)(GLcontext *ctx, GLuint face);
+ /** 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);
/*@}*/
- /*@}*/
-
-
/**
* \name State-query functions
*
/**
- * \name Vertex buffer object functions
+ * \name Vertex/pixel buffer object functions
*/
#if FEATURE_ARB_vertex_buffer_object
/*@{*/
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
*/
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)
/**
* Set by the driver-supplied T&L engine.
GLuint NeedFlush;
GLuint SaveNeedFlush;
+
+ /* Called prior to any of the GLvertexformat functions being
+ * called. Paired with Driver.FlushVertices().
+ */
+ void (*BeginVertices)( GLcontext *ctx );
+
/**
* If inside glBegin()/glEnd(), it should ASSERT(0). Otherwise, if
* FLUSH_STORED_VERTICES bit in \p flags is set flushes any buffered
*/
void (*LightingSpaceChange)( GLcontext *ctx );
- /**
- * Let the T&L component know when the context becomes current.
- */
- void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer,
- GLframebuffer *readBuffer );
-
/**
* Called by glNewList().
*
void (*EndList)( GLcontext *ctx );
/**
- * Called by glCallList(s), but not recursively.
+ * Called by glCallList(s).
*
* Notify the T&L component before and after calling a display list.
- * Called by glCallList(s), but not recursively.
*/
- void (*BeginCallList)( GLcontext *ctx, GLuint list );
+ void (*BeginCallList)( GLcontext *ctx,
+ struct gl_display_list *dlist );
/**
* Called by glEndCallList().
*
void (GLAPIENTRYP Color4f)( GLfloat, GLfloat, GLfloat, GLfloat );
void (GLAPIENTRYP Color4fv)( const GLfloat * );
void (GLAPIENTRYP EdgeFlag)( GLboolean );
- void (GLAPIENTRYP EdgeFlagv)( const GLboolean * );
void (GLAPIENTRYP EvalCoord1f)( GLfloat ); /* NOTE */
void (GLAPIENTRYP EvalCoord1fv)( const GLfloat * ); /* NOTE */
void (GLAPIENTRYP EvalCoord2f)( GLfloat, GLfloat ); /* 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 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
/*@}*/
/*