-/* $Id: dd.h,v 1.46 2001/01/08 04:09:41 keithw Exp $ */
+/**
+ * \file dd.h
+ * Device driver interfaces.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 4.1
+ *
+ * Copyright (C) 1999-2002 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
*/
-
#ifndef DD_INCLUDED
#define DD_INCLUDED
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 ddsample.c
- * file and other device drivers (X/xmesa[1234].c, OSMesa/osmesa.c, etc)
- * for examples.
- *
- *
- * Look below in the dd_function_table struct definition for descriptions
- * of each device driver function.
- *
- *
- * In the future more function pointers may be added for glReadPixels
- * glCopyPixels, etc.
- *
- *
- * 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_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_STENCIL_BIT GL_STENCIL_BUFFER_BIT /* 0x00000400 */
#define DD_ACCUM_BIT GL_ACCUM_BUFFER_BIT /* 0x00000200 */
+#define DD_STENCIL_BIT GL_STENCIL_BUFFER_BIT /* 0x00000400 */
-
-
-
-
-
-/* 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 );
-
-
-/*
- * 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. ***
- **********************************************************************/
-
- 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 (*ClearIndex)( GLcontext *ctx, GLuint index );
- /*
- * Called whenever glClearIndex() is called. Set the index for clearing
- * the color buffer when in color index mode.
- */
-
- void (*ClearColor)( GLcontext *ctx, GLchan red, GLchan green,
- GLchan blue, GLchan alpha );
- /*
- * Called whenever glClearColor() is called. Set the color for clearing
- * the color buffer when in RGBA mode.
- */
-
- GLbitfield (*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. The driver should clear those
- * buffers then return a new bitmask indicating which buffers should be
- * cleared by software Mesa.
- * 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.
+ /**
+ * Return a string as needed by glGetString().
+ *
+ * Only the GL_RENDERER token must be implemented. Otherwise, NULL can be
+ * returned.
*/
+ const GLubyte * (*GetString)( GLcontext *ctx, GLenum name );
- 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.
+ /**
+ * 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, GLuint new_state );
- 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.
+ /**
+ * Get the width and height of the named buffer/window.
+ *
+ * Mesa uses this to determine when the driver's window size has changed.
*/
+ void (*GetBufferSize)( GLframebuffer *buffer,
+ GLuint *width, GLuint *height );
- 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.
+ /**
+ * 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.
*/
+ void (*ResizeBuffers)( GLframebuffer *buffer );
- 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.
+ /**
+ * Called whenever an error is generated.
+ *
+ * __GLcontextRec::ErrorValue contains the error value.
*/
+ void (*Error)( GLcontext *ctx );
- 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.
+ /**
+ * This is called whenever glFinish() is called.
*/
+ void (*Finish)( GLcontext *ctx );
-
- /***
- *** 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.
+ /**
+ * This is called whenever glFlush() is called.
*/
+ void (*Flush)( GLcontext *ctx );
- void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLchan rgba[][4] );
- /* Read a horizontal run of RGBA pixels.
+ /**
+ * 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.
*/
+ void (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
+ GLint x, GLint y, GLint width, GLint height );
- 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.
+ /**
+ * \name For hardware accumulation buffer
*/
-
-
- /**********************************************************************
- *** 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.
+ /*@{*/
+ /**
+ * Execute glAccum command within the given scissor region.
*/
+ void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value,
+ GLint xpos, GLint ypos, GLint width, GLint height );
+ /*@}*/
- 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.
+ /**
+ * \name glDraw(), glRead(), glCopyPixels() and glBitmap() functions
*/
+ /*@{*/
-
- /***
- *** 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.
+ /**
+ * This is 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 );
- void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLdepth depth[] );
- /* Read a horizontal span of values from the depth buffer.
+ /**
+ * 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 );
-
- 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.
+ /**
+ * Do a glCopyPixels().
+ *
+ * This function must respect all rasterization state, glPixelTransfer(),
+ * glPixelZoom(), etc.
*/
+ void (*CopyPixels)( GLcontext *ctx,
+ GLint srcx, GLint srcy,
+ GLsizei width, GLsizei height,
+ GLint dstx, GLint dsty, GLenum type );
- 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.
+ /**
+ * This is called by glBitmap().
+ *
+ * Works the same as dd_function_table::DrawPixels, above.
*/
+ void (*Bitmap)( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap );
+ /*@}*/
-
-
- /***
- *** 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.
+
+ /**
+ * \name Texture image functions
*/
+ /*@{*/
- void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLstencil stencil[] );
- /* Read a horizontal span of stencil values from the stencil buffer.
+ /**
+ * 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 );
- 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.
+ /**
+ * Called by glTexImage1D().
+ *
+ * \param target user specified.
+ * \param format user specified.
+ * \param type user specified.
+ * \param pixels user specified.
+ * \param packing indicates the image packing of pixels.
+ * \param texObj is the target texture object.
+ * \param texImage is the target texture image. It will have the texture \p
+ * width, \p height, \p depth, \p border and \p internalFormat information.
+ *
+ * \p retainInternalCopy is returned by this function and indicates whether
+ * core Mesa should keep an internal copy of the texture image.
+ *
+ * Drivers should call a fallback routine from texstore.c if needed.
+ */
+ void (*TexImage1D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint border,
+ GLenum format, GLenum type, const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by glTexImage2D().
+ *
+ * \sa dd_function_table::TexImage1D.
+ */
+ void (*TexImage2D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint border,
+ GLenum format, GLenum type, const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by glTexImage3D().
+ *
+ * \sa dd_function_table::TexImage1D.
+ */
+ void (*TexImage3D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint depth, GLint border,
+ GLenum format, GLenum type, const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by glTexSubImage1D().
+ *
+ * \param target user specified.
+ * \param level user specified.
+ * \param xoffset user specified.
+ * \param yoffset user specified.
+ * \param zoffset user specified.
+ * \param width user specified.
+ * \param height user specified.
+ * \param depth user specified.
+ * \param format user specified.
+ * \param type user specified.
+ * \param pixels user specified.
+ * \param packing indicates the image packing of pixels.
+ * \param texObj is the target texture object.
+ * \param texImage is the target texture image. It will have the texture \p
+ * width, \p height, \p border and \p internalFormat information.
+ *
+ * The driver should use a fallback routine from texstore.c if needed.
+ */
+ void (*TexSubImage1D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLsizei width,
+ GLenum format, GLenum type,
+ const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by glTexSubImage2D().
+ *
+ * \sa dd_function_table::TexSubImage1D.
+ */
+ void (*TexSubImage2D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by glTexSubImage3D().
+ *
+ * \sa dd_function_table::TexSubImage1D.
+ */
+ void (*TexSubImage3D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLint depth,
+ GLenum format, GLenum type,
+ const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by 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 );
- void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- GLstencil stencil[] );
- /* Read an array of stencil values from the stencil buffer.
+ /**
+ * Called by glCopyTexImage2D().
+ *
+ * Drivers should use a fallback routine from texstore.c if needed.
*/
-
-
- /***
- *** glDraw/Read/CopyPixels and glBitmap functions:
- ***/
+ void (*CopyTexImage2D)( GLcontext *ctx, GLenum target, GLint level,
+ GLenum internalFormat, GLint x, GLint y,
+ GLsizei width, GLsizei height, GLint border );
- GLboolean (*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.
- * Return GL_TRUE if the driver succeeds, return GL_FALSE if core Mesa
- * must do the job.
+ /**
+ * Called by glCopyTexSubImage1D().
+ *
+ * Drivers should use a fallback routine from texstore.c if needed.
*/
-
- GLboolean (*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.
- * Return GL_TRUE if operation completed, else return GL_FALSE.
- * This function must respect all glPixelTransfer settings.
+ 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 );
- GLboolean (*CopyPixels)( GLcontext *ctx,
- GLint srcx, GLint srcy,
- GLsizei width, GLsizei height,
- GLint dstx, GLint dsty, GLenum type );
- /* Do a glCopyPixels. Return GL_TRUE if operation completed, else
- * return GL_FALSE. This function must respect all rasterization
- * state, glPixelTransfer, glPixelZoom, etc.
- */
-
- GLboolean (*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.
- */
-
- GLboolean (*Accum)( GLcontext *ctx, GLenum op,
- GLfloat value, GLint xpos, GLint ypos,
- GLint width, GLint height );
- /* Hardware accum buffer.
- */
-
- /***
- *** Texture mapping functions:
- ***/
-
- GLboolean (*TexImage1D)( GLcontext *ctx, GLenum target, GLint level,
- GLenum format, GLenum type, const GLvoid *pixels,
- const struct gl_pixelstore_attrib *packing,
- struct gl_texture_object *texObj,
- struct gl_texture_image *texImage,
- GLboolean *retainInternalCopy );
- GLboolean (*TexImage2D)( GLcontext *ctx, GLenum target, GLint level,
- GLenum format, GLenum type, const GLvoid *pixels,
- const struct gl_pixelstore_attrib *packing,
- struct gl_texture_object *texObj,
- struct gl_texture_image *texImage,
- GLboolean *retainInternalCopy );
- GLboolean (*TexImage3D)( GLcontext *ctx, GLenum target, GLint level,
- GLenum format, GLenum type, const GLvoid *pixels,
- const struct gl_pixelstore_attrib *packing,
- struct gl_texture_object *texObj,
- struct gl_texture_image *texImage,
- GLboolean *retainInternalCopy );
- /* Called by glTexImage1/2/3D.
- * Will not be called if any glPixelTransfer operations are enabled.
- * 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.
- * Return GL_TRUE if operation completed, return GL_FALSE if core Mesa
- * should do the job. If GL_FALSE is returned, this function will be
- * called a second time after the texture image has been unpacked into
- * GLubytes. It may be easier for the driver to handle then.
- */
-
- GLboolean (*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 );
- GLboolean (*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 );
- GLboolean (*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.
- * Will not be called if any glPixelTransfer operations are enabled.
- * 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.
- * Return GL_TRUE if operation completed, return GL_FALSE if core Mesa
- * should do the job. If GL_FALSE is returned, then TexImage1/2/3D will
- * be called with the complete texture image.
- */
-
- GLboolean (*CopyTexImage1D)( GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat, GLint x, GLint y,
- GLsizei width, GLint border );
- GLboolean (*CopyTexImage2D)( GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat, GLint x, GLint y,
- GLsizei width, GLsizei height, GLint border );
- /* Called by glCopyTexImage1D and glCopyTexImage2D.
- * Will not be called if any glPixelTransfer operations are enabled.
- * Return GL_TRUE if operation completed, return GL_FALSE if core Mesa
- * should do the job.
- */
-
- GLboolean (*CopyTexSubImage1D)( GLcontext *ctx, GLenum target, GLint level,
- GLint xoffset,
- GLint x, GLint y, GLsizei width );
- GLboolean (*CopyTexSubImage2D)( GLcontext *ctx, GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y,
- GLsizei width, GLsizei height );
- GLboolean (*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.
- * Will not be called if any glPixelTransfer operations are enabled.
- * Return GL_TRUE if operation completed, return GL_FALSE if core Mesa
- * should do the job.
- */
-
- GLvoid *(*GetTexImage)( GLcontext *ctx, GLenum target, GLint level,
- const struct gl_texture_object *texObj,
- GLenum *formatOut, GLenum *typeOut,
- GLboolean *freeImageOut );
- /* Called by glGetTexImage or by core Mesa when a texture image
- * is needed for software fallback rendering.
- * Return the address of the texture image or NULL if failure.
- * The image must be tightly packed (i.e. row stride = image width)
- * Return the image's format and type in formatOut and typeOut.
- * The format and type must be values which are accepted by glTexImage.
- * Set the freeImageOut flag if the returned image should be deallocated
- * with FREE() when finished.
- * The size of the image can be deduced from the target and level.
- * Core Mesa will perform any image format/type conversions that are needed.
+ /**
+ * 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.
- */
-
- GLboolean (*CompressedTexImage1D)( GLcontext *ctx, GLenum target,
- GLint level, GLsizei imageSize,
- const GLvoid *data,
- struct gl_texture_object *texObj,
- struct gl_texture_image *texImage,
- GLboolean *retainInternalCopy);
- GLboolean (*CompressedTexImage2D)( GLcontext *ctx, GLenum target,
- GLint level, GLsizei imageSize,
- const GLvoid *data,
- struct gl_texture_object *texObj,
- struct gl_texture_image *texImage,
- GLboolean *retainInternalCopy);
- GLboolean (*CompressedTexImage3D)( GLcontext *ctx, GLenum target,
- GLint level, GLsizei imageSize,
- const GLvoid *data,
- struct gl_texture_object *texObj,
- struct gl_texture_image *texImage,
- GLboolean *retainInternalCopy);
- /* 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.
- */
-
- GLboolean (*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 );
- GLboolean (*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 );
- GLboolean (*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:
- * <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.
- */
-
- 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. 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.
- */
+ /*@}*/
- GLboolean (*IsCompressedFormat)(GLcontext *ctx, GLint internalFormat);
- /* Called to tell if a format is a compressed format.
+
+ /**
+ * \name Compressed texture functions
*/
+ /*@{*/
- 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.
+ /**
+ * Called by glCompressedTexImage1D().
+ *
+ * \param target user specified.
+ * \param format user specified.
+ * \param type user specified.
+ * \param pixels user specified.
+ * \param packing indicates the image packing of pixels.
+ * \param texObj is the target texture object.
+ * \param texImage is the target texture image. It will have the texture \p
+ * width, \p height, \p depth, \p border and \p internalFormat information.
+ *
+ * \a retainInternalCopy is returned by this function and indicates whether
+ * core Mesa should keep an internal copy of the texture image.
+ */
+ void (*CompressedTexImage1D)( GLcontext *ctx, GLenum target,
+ GLint level, GLint internalFormat,
+ GLsizei width, GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+ /**
+ * Called by glCompressedTexImage2D().
+ *
+ * \sa dd_function_table::CompressedTexImage1D.
+ */
+ void (*CompressedTexImage2D)( GLcontext *ctx, GLenum target,
+ GLint level, GLint internalFormat,
+ GLsizei width, GLsizei height, GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+ /**
+ * Called by glCompressedTexImage3D().
+ *
+ * \sa dd_function_table::CompressedTexImage3D.
+ */
+ void (*CompressedTexImage3D)( GLcontext *ctx, GLenum target,
+ GLint level, GLint internalFormat,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+
+ /**
+ * Called by glCompressedTexSubImage1D().
+ *
+ * \param target user specified.
+ * \param level user specified.
+ * \param xoffset user specified.
+ * \param yoffset user specified.
+ * \param zoffset user specified.
+ * \param width user specified.
+ * \param height user specified.
+ * \param depth user specified.
+ * \param imageSize user specified.
+ * \param data user specified.
+ * \param texObj is the target texture object.
+ * \param texImage is the target texture image. It will have the texture \p
+ * width, \p height, \p depth, \p border and \p internalFormat information.
+ */
+ void (*CompressedTexSubImage1D)(GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLsizei width,
+ GLenum format,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage);
+ /**
+ * Called by glCompressedTexSubImage2D().
+ *
+ * \sa dd_function_table::CompressedTexImage3D.
*/
-
- void (*GetCompressedTexImage)( GLcontext *ctx, GLenum target,
- GLint lod, void *image,
- const struct gl_texture_object *texObj,
- struct gl_texture_image *texImage );
- /* Called by glGetCompressedTexImageARB.
- * <target>, <lod>, <image> are specified by user.
- * <texObj> is the source texture object.
- * <texImage> is the source texture image.
+ void (*CompressedTexSubImage2D)(GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLsizei width, GLint height,
+ GLenum format,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage);
+ /**
+ * Called by glCompressedTexSubImage3D().
+ *
+ * \sa dd_function_table::CompressedTexImage3D.
*/
-
- void (*TexEnv)( GLcontext *ctx, GLenum target, GLenum pname,
- const GLfloat *param );
- /* Called by glTexEnv*().
+ 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 to validate a certain compressed format.
*/
-
- void (*TexParameter)( GLcontext *ctx, GLenum target,
- struct gl_texture_object *texObj,
- GLenum pname, const GLfloat *params );
- /* Called by glTexParameter*().
- * <target> is user specified
- * <texObj> the texture object to modify
- * <pname> is one of GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
- * GL_TEXTURE_WRAP_[STR], or GL_TEXTURE_BORDER_COLOR.
- * <params> is user specified.
+ GLboolean (*IsCompressedFormat)( GLcontext *ctx, GLenum internalFormat );
+ /**
+ * Called to get bytes of storage needed for the given texture size and
+ * compressed format.
*/
+ GLuint (*CompressedTextureSize)( GLcontext *ctx,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format );
+ /*@}*/
- void (*BindTexture)( GLcontext *ctx, GLenum target,
- struct gl_texture_object *tObj );
- /* Called by glBindTexture().
+ /**
+ * \name Texture object functions
*/
+ /*@{*/
- 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 by glBindTexture().
*/
+ void (*BindTexture)( GLcontext *ctx, GLenum target,
+ struct gl_texture_object *tObj );
- GLboolean (*IsTextureResident)( GLcontext *ctx,
- struct gl_texture_object *t );
- /* Called by glAreTextureResident().
+ /**
+ * 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.
*/
-
- void (*PrioritizeTexture)( GLcontext *ctx, struct gl_texture_object *t,
- GLclampf priority );
- /* Called by glPrioritizeTextures().
+ 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 (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber );
- /* Called by glActiveTextureARB to set current texture unit.
+ /**
+ * Called to allocate a new texture image object.
*/
+ struct gl_texture_image * (*NewTextureImage)( GLcontext *ctx );
- 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.
+ /**
+ * Called by glAreTextureResident().
*/
+ GLboolean (*IsTextureResident)( GLcontext *ctx,
+ struct gl_texture_object *t );
-
- void (*RenderStart)( GLcontext *ctx );
- void (*RenderPrimitive)( GLcontext *ctx, GLenum mode );
- void (*RenderFinish)( GLcontext *ctx );
- /* Wrap around all rendering functions. Suitable for
- * grabbing/releasing hardware locks.
+ /**
+ * Called by glPrioritizeTextures().
*/
+ void (*PrioritizeTexture)( GLcontext *ctx, struct gl_texture_object *t,
+ GLclampf priority );
-
-
- /***
- *** Parameters for _tnl_render_stage
- ***/
- points_func PointsFunc; /* must now respect vb->elts */
- line_func LineFunc;
- triangle_func TriangleFunc;
- quad_func QuadFunc;
-
- render_func *RenderTabVerts;
- render_func *RenderTabElts;
-
- void (*ResetLineStipple)( GLcontext *ctx );
-
- 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.
+ /**
+ * Called by glActiveTextureARB() to set current texture unit.
*/
+ void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber );
-
- 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.
+ /**
+ * Called when the texture's color lookup table is changed.
*
- * This function will be first invoked with passno == 1.
- */
-
-
- /***
- *** Support for multiple t&l engines
- ***/
-#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 GL_POLYGON+1 when
- * outside begin/end.
- */
-
- GLuint CurrentSavePrimitive;
- /* Current state of an inprogress compilation.
+ * 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 );
+ /*@}*/
-
-#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.
+ /**
+ * \name Imaging functionality
*/
+ /*@{*/
+ void (*CopyColorTable)( GLcontext *ctx,
+ GLenum target, GLenum internalformat,
+ GLint x, GLint y, GLsizei width );
- 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
- * returns GL_TRUE.
- *
- * Note that the default t&l engine never clears the
- * FLUSH_UPDATE_CURRENT bit, even after performing the update.
- */
+ void (*CopyColorSubTable)( GLcontext *ctx,
+ GLenum target, GLsizei start,
+ GLint x, GLint y, GLsizei width );
- void (*LightingSpaceChange)( GLcontext *ctx );
- /* Notify driver that the special derived value _NeedEyeCoords has
- * changed.
- */
+ void (*CopyConvolutionFilter1D)( GLcontext *ctx, GLenum target,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width );
- 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.
- */
+ void (*CopyConvolutionFilter2D)( GLcontext *ctx, GLenum target,
+ GLenum internalFormat,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height );
+ /*@}*/
- void (*BeginCallList)( GLcontext *ctx, GLuint list );
- void (*EndCallList)( GLcontext *ctx );
- /* Notify the t&l component before and after calling a display list.
- */
-
- 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 );
- /*
- */
-
- /*
- * State-changing functions (drawing functions are above)
+ /**
+ * \name State-changing functions.
+ *
+ * \note drawing functions are above.
*
* These functions are called by their corresponding OpenGL API functions.
- * They're ALSO called by the gl_PopAttrib() function!!!
+ * They are \e also called by the gl_PopAttrib() function!!!
* May add more functions like these to the device driver in the future.
- * This should reduce the amount of state checking that
- * the driver's UpdateState() function must do.
*/
- void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLclampf ref);
+ /*@{*/
+ /** Specify the alpha test function */
+ void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLfloat ref);
+ /** Set the blend color */
+ void (*BlendColor)(GLcontext *ctx, const GLfloat color[4]);
+ /** Set the blend equation */
void (*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 );
+ /** Specify pixel arithmetic */
+ void (*BlendFuncSeparate)(GLcontext *ctx,
+ GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA);
+ /** Specify clear values for the color buffers */
+ void (*ClearColor)(GLcontext *ctx, const GLfloat color[4]);
+ /** Specify the clear value for the depth buffer */
void (*ClearDepth)(GLcontext *ctx, GLclampd d);
+ /** Specify the clear value for the color index buffers */
+ void (*ClearIndex)(GLcontext *ctx, GLuint index);
+ /** Specify the clear value for the stencil buffer */
void (*ClearStencil)(GLcontext *ctx, GLint s);
+ /** Specify a plane against which all geometry is clipped */
+ void (*ClipPlane)(GLcontext *ctx, GLenum plane, const GLfloat *equation );
+ /** Enable and disable writing of frame buffer color components */
void (*ColorMask)(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask );
+ /** Cause a material color to track the current color */
+ void (*ColorMaterial)(GLcontext *ctx, GLenum face, GLenum mode);
+ /** Specify whether front- or back-facing facets can be culled */
void (*CullFace)(GLcontext *ctx, GLenum mode);
- 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 normalized device coordinates 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 );
+ /** 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 */
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);
+ /** 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 (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
- const GLfloat *params );
+ void (*ActiveStencilFace)(GLcontext *ctx, GLuint face);
+ /** 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);
+ /*@}*/
- /* State-query functions
+
+ /**
+ * \name Vertex array functions
*
- * Return GL_TRUE if query was completed, GL_FALSE otherwise.
+ * Called by the corresponding OpenGL functions.
*/
- 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);
-
-
- void (*VertexPointer)(GLcontext *ctx, GLint size, GLenum type,
+ /*@{*/
+ void (*VertexPointer)(GLcontext *ctx, GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr);
- void (*NormalPointer)(GLcontext *ctx, GLenum type,
+ void (*NormalPointer)(GLcontext *ctx, GLenum type,
GLsizei stride, const GLvoid *ptr);
- void (*ColorPointer)(GLcontext *ctx, GLint size, GLenum type,
+ void (*ColorPointer)(GLcontext *ctx, GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr);
- void (*FogCoordPointer)(GLcontext *ctx, GLenum type,
+ void (*FogCoordPointer)(GLcontext *ctx, GLenum type,
GLsizei stride, const GLvoid *ptr);
- void (*IndexPointer)(GLcontext *ctx, GLenum type,
+ void (*IndexPointer)(GLcontext *ctx, GLenum type,
GLsizei stride, const GLvoid *ptr);
- void (*SecondaryColorPointer)(GLcontext *ctx, GLint size, GLenum type,
+ void (*SecondaryColorPointer)(GLcontext *ctx, GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr);
- void (*TexCoordPointer)(GLcontext *ctx, GLint size, 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 );
+ /*@}*/
+
+
+ /*@}*/
+
+ /**
+ * \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 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 );
+ void (*BufferSubData)( GLcontext *ctx, GLenum target, GLintptrARB offset,
+ GLsizeiptrARB size, const GLvoid *data,
+ struct gl_buffer_object *obj );
+ void (*GetBufferSubData)( GLcontext *ctx, GLenum target,
+ GLintptrARB offset, GLsizeiptrARB size,
+ GLvoid *data, struct gl_buffer_object *obj );
-typedef struct {
+ void * (*MapBuffer)( GLcontext *ctx, GLenum target, GLenum access,
+ struct gl_buffer_object *obj );
+
+ GLboolean (*UnmapBuffer)( GLcontext *ctx, GLenum target,
+ struct gl_buffer_object *obj );
+ /*@}*/
+#endif
+
+ /**
+ * \name Support for multiple T&L engines
+ */
+ /*@{*/
- 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.
+ /**
+ * Bitmask of state changes that require the current T&L module to be
+ * validated, using ValidateTnlModule() below.
+ */
+ GLuint NeedValidate;
+
+ /**
+ * Validate the current T&L module.
*
- * 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.
+ * 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.
*
- * 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.
+ * 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 );
+
- void (*Rectf)( GLfloat, GLfloat, GLfloat, GLfloat );
- /*
+#define PRIM_OUTSIDE_BEGIN_END GL_POLYGON+1
+#define PRIM_INSIDE_UNKNOWN_PRIM GL_POLYGON+2
+#define PRIM_UNKNOWN GL_POLYGON+3
+
+ /**
+ * Set by the driver-supplied T&L engine.
+ *
+ * Set to PRIM_OUTSIDE_BEGIN_END when outside glBegin()/glEnd().
+ */
+ GLuint CurrentExecPrimitive;
+
+ /**
+ * Current state of an in-progress compilation.
+ *
+ * May take on any of the additional values PRIM_OUTSIDE_BEGIN_END,
+ * PRIM_INSIDE_UNKNOWN_PRIM or PRIM_UNKNOWN defined above.
*/
+ GLuint CurrentSavePrimitive;
- 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.
+#define FLUSH_STORED_VERTICES 0x1
+#define FLUSH_UPDATE_CURRENT 0x2
+ /**
+ * Set by the driver-supplied T&L engine whenever vertices are buffered
+ * between glBegin()/glEnd() objects or __GLcontextRec::Current is not
+ * updated.
+ *
+ * The dd_function_table::FlushVertices call below may be used to resolve
+ * these conditions.
*/
+ GLuint NeedFlush;
+ GLuint SaveNeedFlush;
- 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.
+ /**
+ * 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
*
- * Mesa will provide a set of helper functions to do eval within
- * accelerated vertex formats, eventually...
- *
- * Update: There seem to be issues re. maintaining correct values
- * for 'ctx->Current' in the face of Eval and T&L fallbacks...
+ * Note that the default T&L engine never clears the
+ * FLUSH_UPDATE_CURRENT bit, even after performing the update.
+ */
+ void (*FlushVertices)( GLcontext *ctx, GLuint flags );
+ void (*SaveFlushVertices)( GLcontext *ctx );
+
+ /**
+ * Give the driver the opportunity to hook in its own vtxfmt for
+ * compiling optimized display lists. This is called on each valid
+ * glBegin() during list compilation.
*/
+ GLboolean (*NotifySaveBegin)( GLcontext *ctx, GLenum mode );
- GLboolean prefer_float_colors;
- /* Should core send non-standard colors to glColor4f or glColor4ub
+ /**
+ * Notify driver that the special derived value _NeedEyeCoords has
+ * changed.
*/
+ void (*LightingSpaceChange)( GLcontext *ctx );
+ /**
+ * Let the T&L component know when the context becomes current.
+ */
+ void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer,
+ GLframebuffer *readBuffer );
-} GLvertexformat;
+ /**
+ * Called by glNewList().
+ *
+ * Let the T&L component know what is going on with display lists
+ * in time to make changes to dispatch tables, etc.
+ */
+ void (*NewList)( GLcontext *ctx, GLuint list, GLenum mode );
+ /**
+ * Called by glEndList().
+ *
+ * \sa dd_function_table::NewList.
+ */
+ void (*EndList)( GLcontext *ctx );
+ /**
+ * Called by glCallList(s), but not recursively.
+ *
+ * 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 );
+ /**
+ * 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 {
+ /**
+ * \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 EdgeFlagv)( const 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 );
+ 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 );
+ /*@}*/
+
+ /*
+ */
+ void (GLAPIENTRYP Rectf)( GLfloat, GLfloat, GLfloat, GLfloat );
+
+ /**
+ * \name Array
+ */
+ /*@{*/
+ void (GLAPIENTRYP DrawArrays)( GLenum mode, GLint start, GLsizei count );
+ void (GLAPIENTRYP DrawElements)( GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices );
+ void (GLAPIENTRYP DrawRangeElements)( GLenum mode, GLuint start,
+ GLuint end, GLsizei count,
+ GLenum type, const GLvoid *indices );
+ /*@}*/
+
+ /**
+ * \name Eval
+ *
+ * If you don't support eval, fallback to the default vertex format
+ * on receiving an eval call and use the pipeline mechanism to
+ * provide partial T&L acceleration.
+ *
+ * Mesa will provide a set of helper functions to do eval within
+ * accelerated vertex formats, eventually...
+ */
+ /*@{*/
+ void (GLAPIENTRYP EvalMesh1)( GLenum mode, GLint i1, GLint i2 );
+ void (GLAPIENTRYP EvalMesh2)( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 );
+ /*@}*/
+
+} GLvertexformat;
-#endif
+#endif /* DD_INCLUDED */