/*
* Mesa 3-D graphics library
- * Version: 6.5.2
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
struct gl_context;
struct gl_display_list;
struct gl_framebuffer;
+struct gl_image_unit;
struct gl_pixelstore_attrib;
struct gl_program;
struct gl_renderbuffer;
*/
void (*UpdateState)( struct gl_context *ctx, GLbitfield new_state );
- /**
- * Get the width and height of the named buffer/window.
- *
- * Mesa uses this to determine when the driver's window size has changed.
- * XXX OBSOLETE: this function will be removed in the future.
- */
- void (*GetBufferSize)( struct gl_framebuffer *buffer,
- GLuint *width, GLuint *height );
-
/**
* Resize the given framebuffer to the given size.
* XXX OBSOLETE: this function will be removed in the future.
* GL_TEXTURE_CUBE_MAP_[POSITIVE/NEGATIVE]_[XYZ].
* Called by glTexImage(), etc.
*/
- gl_format (*ChooseTextureFormat)( struct gl_context *ctx,
- GLenum target, GLint internalFormat,
- GLenum srcFormat, GLenum srcType );
+ mesa_format (*ChooseTextureFormat)(struct gl_context *ctx,
+ GLenum target, GLint internalFormat,
+ GLenum srcFormat, GLenum srcType );
/**
* Determine sample counts support for a particular target and format
GLenum format, GLenum type, GLvoid *pixels,
struct gl_texture_image *texImage );
+ /**
+ * Called by glClearTex[Sub]Image
+ *
+ * Clears a rectangular region of the image to a given value. The
+ * clearValue argument is either NULL or points to a single texel to use as
+ * the clear value in the same internal format as the texture image. If it
+ * is NULL then the texture should be cleared to zeroes.
+ */
+ void (*ClearTexSubImage)(struct gl_context *ctx,
+ struct gl_texture_image *texImage,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth,
+ const GLvoid *clearValue);
+
/**
* Called by glCopyTex[Sub]Image[123]D().
+ *
+ * This function should copy a rectangular region in the rb to a single
+ * destination slice, specified by @slice. In the case of 1D array
+ * textures (where one GL call can potentially affect multiple destination
+ * slices), core mesa takes care of calling this function multiple times,
+ * once for each scanline to be copied.
*/
void (*CopyTexSubImage)(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
- GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint xoffset, GLint yoffset, GLint slice,
struct gl_renderbuffer *rb,
GLint x, GLint y,
GLsizei width, GLsizei height);
/**
* Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled.
+ * Note that if the texture is a cube map, the <target> parameter will
+ * indicate which cube face to generate (GL_POSITIVE/NEGATIVE_X/Y/Z).
+ * texObj->BaseLevel is the level from which to generate the remaining
+ * mipmap levels.
*/
void (*GenerateMipmap)(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj);
* \return GL_TRUE if the image is OK, GL_FALSE if too large
*/
GLboolean (*TestProxyTexImage)(struct gl_context *ctx, GLenum target,
- GLint level, gl_format format,
+ GLint level, mesa_format format,
GLint width, GLint height,
GLint depth, GLint border);
/*@}*/
/*@{*/
/**
- * Called by glBindTexture().
+ * Called by glBindTexture() and glBindTextures().
*/
- void (*BindTexture)( struct gl_context *ctx, GLenum target,
- struct gl_texture_object *tObj );
+ void (*BindTexture)( struct gl_context *ctx, GLuint texUnit,
+ GLenum target, struct gl_texture_object *tObj );
/**
* Called to allocate a new texture object. Drivers will usually
GLsizei levels, GLsizei width,
GLsizei height, GLsizei depth);
+ /** Called as part of glTextureView to add views to origTexObj */
+ GLboolean (*TextureView)(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ struct gl_texture_object *origTexObj);
+
/**
* Map a renderbuffer into user space.
* \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT and
void (*UnmapRenderbuffer)(struct gl_context *ctx,
struct gl_renderbuffer *rb);
+ /**
+ * Optional driver entrypoint that binds a non-texture renderbuffer's
+ * contents to a texture image.
+ */
+ GLboolean (*BindRenderbufferTexImage)(struct gl_context *ctx,
+ struct gl_renderbuffer *rb,
+ struct gl_texture_image *texImage);
/*@}*/
*/
/*@{*/
/** Bind a vertex/fragment program */
- void (*BindProgram)(struct gl_context *ctx, GLenum target, struct gl_program *prog);
+ void (*BindProgram)(struct gl_context *ctx, GLenum target,
+ struct gl_program *prog);
/** Allocate a new program */
- struct gl_program * (*NewProgram)(struct gl_context *ctx, GLenum target, GLuint id);
+ struct gl_program * (*NewProgram)(struct gl_context *ctx, GLenum target,
+ GLuint id);
/** Delete a program */
void (*DeleteProgram)(struct gl_context *ctx, struct gl_program *prog);
/**
* This gives drivers an opportunity to clone the IR and make their
* own transformations on it for the purposes of code generation.
*/
- GLboolean (*LinkShader)(struct gl_context *ctx, struct gl_shader_program *shader);
+ GLboolean (*LinkShader)(struct gl_context *ctx,
+ struct gl_shader_program *shader);
/*@}*/
/**
/** Set the blend color */
void (*BlendColor)(struct gl_context *ctx, const GLfloat color[4]);
/** Set the blend equation */
- void (*BlendEquationSeparate)(struct gl_context *ctx, GLenum modeRGB, GLenum modeA);
+ void (*BlendEquationSeparate)(struct gl_context *ctx,
+ GLenum modeRGB, GLenum modeA);
void (*BlendEquationSeparatei)(struct gl_context *ctx, GLuint buffer,
GLenum modeRGB, GLenum modeA);
/** Specify pixel arithmetic */
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA);
/** Specify a plane against which all geometry is clipped */
- void (*ClipPlane)(struct gl_context *ctx, GLenum plane, const GLfloat *equation );
+ void (*ClipPlane)(struct gl_context *ctx, GLenum plane, const GLfloat *eq);
/** Enable and disable writing of frame buffer color components */
void (*ColorMask)(struct gl_context *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask );
/** Enable or disable writing into the depth buffer */
void (*DepthMask)(struct gl_context *ctx, GLboolean flag);
/** Specify mapping of depth values from NDC to window coordinates */
- void (*DepthRange)(struct gl_context *ctx, GLclampd nearval, GLclampd farval);
+ void (*DepthRange)(struct gl_context *ctx);
/** Specify the current buffer for writing */
void (*DrawBuffer)( struct gl_context *ctx, GLenum buffer );
/** Specify the buffers for writing for fragment programs*/
- void (*DrawBuffers)( struct gl_context *ctx, GLsizei n, const GLenum *buffers );
+ void (*DrawBuffers)(struct gl_context *ctx, GLsizei n, const GLenum *buffers);
/** Enable or disable server-side gl capabilities */
void (*Enable)(struct gl_context *ctx, GLenum cap, GLboolean state);
/** Specify fog parameters */
void (*Lightfv)(struct gl_context *ctx, GLenum light,
GLenum pname, const GLfloat *params );
/** Set the lighting model parameters */
- void (*LightModelfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params);
+ void (*LightModelfv)(struct gl_context *ctx, GLenum pname,
+ const GLfloat *params);
/** Specify the line stipple pattern */
void (*LineStipple)(struct gl_context *ctx, GLint factor, GLushort pattern );
/** Specify the width of rasterized lines */
/** Set rasterization mode */
void (*RenderMode)(struct gl_context *ctx, GLenum mode );
/** Define the scissor box */
- void (*Scissor)(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+ void (*Scissor)(struct gl_context *ctx);
/** Select flat or smooth shading */
void (*ShadeModel)(struct gl_context *ctx, GLenum mode);
/** OpenGL 2.0 two-sided StencilFunc */
void (*TexEnv)(struct gl_context *ctx, GLenum target, GLenum pname,
const GLfloat *param);
/** Set texture parameters */
- void (*TexParameter)(struct gl_context *ctx, GLenum target,
+ void (*TexParameter)(struct gl_context *ctx,
struct gl_texture_object *texObj,
GLenum pname, const GLfloat *params);
/** Set the viewport */
- void (*Viewport)(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+ void (*Viewport)(struct gl_context *ctx);
/*@}*/
* \name Vertex/pixel buffer object functions
*/
/*@{*/
- void (*BindBuffer)( struct gl_context *ctx, GLenum target,
- struct gl_buffer_object *obj );
-
- struct gl_buffer_object * (*NewBufferObject)( struct gl_context *ctx, GLuint buffer,
- GLenum target );
+ struct gl_buffer_object * (*NewBufferObject)(struct gl_context *ctx,
+ GLuint buffer, GLenum target);
void (*DeleteBuffer)( struct gl_context *ctx, struct gl_buffer_object *obj );
- GLboolean (*BufferData)( struct gl_context *ctx, GLenum target, GLsizeiptrARB size,
- const GLvoid *data, GLenum usage,
- struct gl_buffer_object *obj );
+ GLboolean (*BufferData)(struct gl_context *ctx, GLenum target,
+ GLsizeiptrARB size, const GLvoid *data, GLenum usage,
+ GLenum storageFlags, struct gl_buffer_object *obj);
void (*BufferSubData)( struct gl_context *ctx, GLintptrARB offset,
GLsizeiptrARB size, const GLvoid *data,
GLintptrARB offset, GLsizeiptrARB size,
GLvoid *data, struct gl_buffer_object *obj );
+ void (*ClearBufferSubData)( struct gl_context *ctx,
+ GLintptr offset, GLsizeiptr size,
+ const GLvoid *clearValue,
+ GLsizeiptr clearValueSize,
+ struct gl_buffer_object *obj );
+
void (*CopyBufferSubData)( struct gl_context *ctx,
struct gl_buffer_object *src,
struct gl_buffer_object *dst,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size );
- /* May return NULL if MESA_MAP_NOWAIT_BIT is set in access:
+ /* Returns pointer to the start of the mapped range.
+ * May return NULL if MESA_MAP_NOWAIT_BIT is set in access:
*/
void * (*MapBufferRange)( struct gl_context *ctx, GLintptr offset,
GLsizeiptr length, GLbitfield access,
- struct gl_buffer_object *obj);
+ struct gl_buffer_object *obj,
+ gl_map_buffer_index index);
void (*FlushMappedBufferRange)(struct gl_context *ctx,
GLintptr offset, GLsizeiptr length,
- struct gl_buffer_object *obj);
+ struct gl_buffer_object *obj,
+ gl_map_buffer_index index);
GLboolean (*UnmapBuffer)( struct gl_context *ctx,
- struct gl_buffer_object *obj );
+ struct gl_buffer_object *obj,
+ gl_map_buffer_index index);
/*@}*/
/**
*/
/*@{*/
/* variations on ObjectPurgeable */
- GLenum (*BufferObjectPurgeable)( struct gl_context *ctx, struct gl_buffer_object *obj, GLenum option );
- GLenum (*RenderObjectPurgeable)( struct gl_context *ctx, struct gl_renderbuffer *obj, GLenum option );
- GLenum (*TextureObjectPurgeable)( struct gl_context *ctx, struct gl_texture_object *obj, GLenum option );
+ GLenum (*BufferObjectPurgeable)(struct gl_context *ctx,
+ struct gl_buffer_object *obj, GLenum option);
+ GLenum (*RenderObjectPurgeable)(struct gl_context *ctx,
+ struct gl_renderbuffer *obj, GLenum option);
+ GLenum (*TextureObjectPurgeable)(struct gl_context *ctx,
+ struct gl_texture_object *obj,
+ GLenum option);
/* variations on ObjectUnpurgeable */
- GLenum (*BufferObjectUnpurgeable)( struct gl_context *ctx, struct gl_buffer_object *obj, GLenum option );
- GLenum (*RenderObjectUnpurgeable)( struct gl_context *ctx, struct gl_renderbuffer *obj, GLenum option );
- GLenum (*TextureObjectUnpurgeable)( struct gl_context *ctx, struct gl_texture_object *obj, GLenum option );
+ GLenum (*BufferObjectUnpurgeable)(struct gl_context *ctx,
+ struct gl_buffer_object *obj,
+ GLenum option);
+ GLenum (*RenderObjectUnpurgeable)(struct gl_context *ctx,
+ struct gl_renderbuffer *obj,
+ GLenum option);
+ GLenum (*TextureObjectUnpurgeable)(struct gl_context *ctx,
+ struct gl_texture_object *obj,
+ GLenum option);
/*@}*/
/**
* \name Functions for GL_EXT_framebuffer_{object,blit,discard}.
*/
/*@{*/
- struct gl_framebuffer * (*NewFramebuffer)(struct gl_context *ctx, GLuint name);
- struct gl_renderbuffer * (*NewRenderbuffer)(struct gl_context *ctx, GLuint name);
+ struct gl_framebuffer * (*NewFramebuffer)(struct gl_context *ctx,
+ GLuint name);
+ struct gl_renderbuffer * (*NewRenderbuffer)(struct gl_context *ctx,
+ GLuint name);
void (*BindFramebuffer)(struct gl_context *ctx, GLenum target,
struct gl_framebuffer *drawFb,
struct gl_framebuffer *readFb);
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att);
void (*FinishRenderTexture)(struct gl_context *ctx,
- struct gl_renderbuffer_attachment *att);
+ struct gl_renderbuffer *rb);
void (*ValidateFramebuffer)(struct gl_context *ctx,
struct gl_framebuffer *fb);
/*@}*/
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void (*DiscardFramebuffer)(struct gl_context *ctx,
- GLenum target, GLsizei numAttachments, const GLenum *attachments);
+ GLenum target, GLsizei numAttachments,
+ const GLenum *attachments);
/**
* \name Query objects
void (*WaitQuery)(struct gl_context *ctx, struct gl_query_object *q);
/*@}*/
+ /**
+ * \name Performance monitors
+ */
+ /*@{*/
+ struct gl_perf_monitor_object * (*NewPerfMonitor)(struct gl_context *ctx);
+ void (*DeletePerfMonitor)(struct gl_context *ctx,
+ struct gl_perf_monitor_object *m);
+ GLboolean (*BeginPerfMonitor)(struct gl_context *ctx,
+ struct gl_perf_monitor_object *m);
+
+ /** Stop an active performance monitor, discarding results. */
+ void (*ResetPerfMonitor)(struct gl_context *ctx,
+ struct gl_perf_monitor_object *m);
+ void (*EndPerfMonitor)(struct gl_context *ctx,
+ struct gl_perf_monitor_object *m);
+ GLboolean (*IsPerfMonitorResultAvailable)(struct gl_context *ctx,
+ struct gl_perf_monitor_object *m);
+ void (*GetPerfMonitorResult)(struct gl_context *ctx,
+ struct gl_perf_monitor_object *m,
+ GLsizei dataSize,
+ GLuint *data,
+ GLint *bytesWritten);
+ /*@}*/
+
/**
* \name Vertex Array objects
*/
/*@{*/
- struct gl_array_object * (*NewArrayObject)(struct gl_context *ctx, GLuint id);
- void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_array_object *obj);
- void (*BindArrayObject)(struct gl_context *ctx, struct gl_array_object *obj);
+ struct gl_vertex_array_object * (*NewArrayObject)(struct gl_context *ctx, GLuint id);
+ void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
+ void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
/*@}*/
/**
* \name GLSL-related functions (ARB extensions and OpenGL 2.x)
*/
/*@{*/
- struct gl_shader *(*NewShader)(struct gl_context *ctx, GLuint name, GLenum type);
+ struct gl_shader *(*NewShader)(struct gl_context *ctx,
+ GLuint name, GLenum type);
void (*DeleteShader)(struct gl_context *ctx, struct gl_shader *shader);
- struct gl_shader_program *(*NewShaderProgram)(struct gl_context *ctx, GLuint name);
+ struct gl_shader_program *(*NewShaderProgram)(struct gl_context *ctx,
+ GLuint name);
void (*DeleteShaderProgram)(struct gl_context *ctx,
struct gl_shader_program *shProg);
void (*UseProgram)(struct gl_context *ctx, struct gl_shader_program *shProg);
*/
/*@{*/
struct gl_sync_object * (*NewSyncObject)(struct gl_context *, GLenum);
- void (*FenceSync)(struct gl_context *, struct gl_sync_object *, GLenum, GLbitfield);
+ void (*FenceSync)(struct gl_context *, struct gl_sync_object *,
+ GLenum, GLbitfield);
void (*DeleteSyncObject)(struct gl_context *, struct gl_sync_object *);
void (*CheckSync)(struct gl_context *, struct gl_sync_object *);
void (*ClientWaitSync)(struct gl_context *, struct gl_sync_object *,
/*@}*/
/** GL_NV_conditional_render */
- void (*BeginConditionalRender)(struct gl_context *ctx, struct gl_query_object *q,
+ void (*BeginConditionalRender)(struct gl_context *ctx,
+ struct gl_query_object *q,
GLenum mode);
- void (*EndConditionalRender)(struct gl_context *ctx, struct gl_query_object *q);
+ void (*EndConditionalRender)(struct gl_context *ctx,
+ struct gl_query_object *q);
/**
* \name GL_OES_draw_texture interface
void (*ResumeTransformFeedback)(struct gl_context *ctx,
struct gl_transform_feedback_object *obj);
+ /**
+ * Return the number of vertices written to a stream during the last
+ * Begin/EndTransformFeedback block.
+ */
+ GLsizei (*GetTransformFeedbackVertexCount)(struct gl_context *ctx,
+ struct gl_transform_feedback_object *obj,
+ GLuint stream);
+
/**
* \name GL_NV_texture_barrier interface
*/
struct gl_framebuffer *fb,
GLuint index,
GLfloat *outValue);
+
+ /**
+ * \name NV_vdpau_interop interface
+ */
+ void (*VDPAUMapSurface)(struct gl_context *ctx, GLenum target,
+ GLenum access, GLboolean output,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage,
+ const GLvoid *vdpSurface, GLuint index);
+ void (*VDPAUUnmapSurface)(struct gl_context *ctx, GLenum target,
+ GLenum access, GLboolean output,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage,
+ const GLvoid *vdpSurface, GLuint index);
+
+ /**
+ * Query reset status for GL_ARB_robustness
+ *
+ * Per \c glGetGraphicsResetStatusARB, this function should return a
+ * non-zero value once after a reset. If a reset is non-atomic, the
+ * non-zero status should be returned for the duration of the reset.
+ */
+ GLenum (*GetGraphicsResetStatus)(struct gl_context *ctx);
+
+ /**
+ * \name GL_ARB_shader_image_load_store interface.
+ */
+ /** @{ */
+ void (*BindImageTexture)(struct gl_context *ctx,
+ struct gl_image_unit *unit,
+ struct gl_texture_object *texObj,
+ GLint level, GLboolean layered, GLint layer,
+ GLenum access, GLenum format);
+
+ void (*MemoryBarrier)(struct gl_context *ctx, GLbitfield barriers);
+ /** @} */
};