-/* $Id: dd.h,v 1.57 2001/03/11 18:49:11 gareth Exp $ */
+/* $Id: dd.h,v 1.66 2002/02/13 00:53:19 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 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"),
struct gl_pixelstore_attrib;
-
-/*
- * Device Driver (DD) interface
- *
- *
- * All device driver functions are accessed through pointers in the
- * dd_function_table struct (defined below) which is stored in the GLcontext
- * struct. Since the device driver is strictly accessed trough a table of
- * function pointers we can:
- * 1. switch between a number of different device drivers at runtime.
- * 2. use optimized functions dependant on current rendering state or
- * frame buffer configuration.
- *
- * The function pointers in the dd_function_table struct are divided into
- * two groups: mandatory and optional.
- * Mandatory functions have to be implemented by every device driver.
- * Optional functions may or may not be implemented by the device driver.
- * The optional functions provide ways to take advantage of special hardware
- * or optimized algorithms.
- *
- * The function pointers in the dd_function_table struct should first be
- * initialized in the driver's "MakeCurrent" function. The "MakeCurrent"
- * function is a little different in each device driver. See the X/Mesa,
- * GLX, or OS/Mesa drivers for examples.
- *
- * Later, Mesa may call the dd_function_table's UpdateState() function.
- * This function should initialize the dd_function_table's pointers again.
- * The UpdateState() function is called whenever the core (GL) rendering
- * state is changed in a way which may effect rasterization. For example,
- * the TriangleFunc() pointer may have to point to different functions
- * depending on whether smooth or flat shading is enabled.
- *
- * Note that the first argument to every device driver function is a
- * GLcontext *. In turn, the GLcontext->DriverCtx pointer points to
- * the driver-specific context struct. See the X/Mesa or OS/Mesa interface
- * for an example.
- *
- * For more information about writing a device driver see the drivers
- * in OSmesa/ and X/ for examples.
- *
- * Look below in the dd_function_table struct definition for descriptions
- * of each device driver function.
- *
- * More function pointers may be added as required.
- *
- *
- * Notes:
- * ------
- * RGBA = red/green/blue/alpha
- * CI = color index (color mapped mode)
- * mono = all pixels have the same color or index
- *
- * The write_ functions all take an array of mask flags which indicate
- * whether or not the pixel should be written. One special case exists
- * in the write_color_span function: if the mask array is NULL, then
- * draw all pixels. This is an optimization used for glDrawPixels().
- *
- * IN ALL CASES:
- * X coordinates start at 0 at the left and increase to the right
- * Y coordinates start at 0 at the bottom and increase upward
- *
- */
-
-
-
-
-
-
/* Mask bits sent to the driver Clear() function */
#define DD_FRONT_LEFT_BIT FRONT_LEFT_BIT /* 1 */
#define DD_FRONT_RIGHT_BIT FRONT_RIGHT_BIT /* 2 */
#define DD_ACCUM_BIT GL_ACCUM_BUFFER_BIT /* 0x00000200 */
-
-
-
-
-
-/* Point, line, triangle, quadrilateral and rectangle rasterizer
- * functions. These are specific to the tnl module and will shortly
- * move to a driver interface specific to that module.
- */
-typedef void (*points_func)( GLcontext *ctx, GLuint first, GLuint last );
-
-typedef void (*line_func)( GLcontext *ctx, GLuint v1, GLuint v2 );
-
-typedef void (*triangle_func)( GLcontext *ctx,
- GLuint v1, GLuint v2, GLuint v3 );
-
-typedef void (*quad_func)( GLcontext *ctx, GLuint v1, GLuint v2,
- GLuint v3, GLuint v4 );
-
-typedef void (*render_func)( GLcontext *ctx, GLuint start, GLuint count,
- GLuint flags );
-
-typedef void (*interp_func)( GLcontext *ctx,
- GLfloat t, GLuint dst, GLuint in, GLuint out,
- GLboolean force_boundary );
-
-typedef void (*copy_pv_func)( GLcontext *ctx, GLuint dst, GLuint src );
-
-
/*
* Device Driver function table.
*/
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).
+ * UpdateState() is called to notify the driver after Mesa has made
+ * some internal state changes. This is in addition to any
+ * statechange callbacks Mesa may already have made.
*/
void (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
* GL_NONE - disable buffer write in device driver.
*/
- void (*SetReadBuffer)( GLcontext *ctx, GLframebuffer *colorBuffer,
- GLenum buffer );
- /*
- * Specifies the current buffer for reading.
- * colorBuffer will be one of:
- * GL_FRONT_LEFT - this buffer always exists
- * GL_BACK_LEFT - when double buffering
- * GL_FRONT_RIGHT - when using stereo
- * GL_BACK_RIGHT - when using stereo and double buffering
- */
-
void (*GetBufferSize)( GLcontext *ctx, GLuint *width, GLuint *height );
/*
* Returns the width and height of the current color buffer.
*/
-
- /***
- *** Functions for writing pixels to the frame buffer:
- ***/
-
- void (*WriteRGBASpan)( const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- CONST GLchan rgba[][4], const GLubyte mask[] );
- void (*WriteRGBSpan)( const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- CONST GLchan rgb[][3], const GLubyte mask[] );
- /* Write a horizontal run of RGBA or RGB pixels.
- * If mask is NULL, draw all pixels.
- * If mask is not null, only draw pixel [i] when mask [i] is true.
- */
-
- void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLchan color[4], const GLubyte mask[] );
- /* Write a horizontal run of RGBA pixels all with the same color.
- */
-
- void (*WriteRGBAPixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- CONST GLchan rgba[][4], const GLubyte mask[] );
- /* Write array of RGBA pixels at random locations.
- */
-
- void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLchan color[4], const GLubyte mask[] );
- /* Write an array of mono-RGBA pixels at random locations.
- */
-
- void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLuint index[], const GLubyte mask[] );
- void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLubyte index[], const GLubyte mask[] );
- /* Write a horizontal run of CI pixels. One function is for 32bpp
- * indexes and the other for 8bpp pixels (the common case). You mus
- * implement both for color index mode.
- */
-
- void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLuint colorIndex, const GLubyte mask[] );
- /* Write a horizontal run of color index pixels using the color index
- * last specified by the Index() function.
- */
-
- void (*WriteCI32Pixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLuint index[], const GLubyte mask[] );
- /*
- * Write a random array of CI pixels.
- */
-
- void (*WriteMonoCIPixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLuint colorIndex, const GLubyte mask[] );
- /* Write a random array of color index pixels using the color index
- * last specified by the Index() function.
- */
-
-
- /***
- *** Functions to read pixels from frame buffer:
- ***/
-
- void (*ReadCI32Span)( const GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLuint index[] );
- /* Read a horizontal run of color index pixels.
- */
-
- void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLchan rgba[][4] );
- /* Read a horizontal run of RGBA pixels.
- */
-
- void (*ReadCI32Pixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLuint indx[], const GLubyte mask[] );
- /* Read a random array of CI pixels.
- */
-
- void (*ReadRGBAPixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLchan rgba[][4], const GLubyte mask[] );
- /* Read a random array of RGBA pixels.
- */
-
-
- /**********************************************************************
- *** Optional functions: these functions may or may not be ***
- *** implemented by the device driver. If the device driver ***
- *** doesn't implement them it should never touch these pointers ***
- *** since Mesa will either set them to NULL or point them at a ***
- *** fall-back function. ***
- **********************************************************************/
-
void (*Finish)( GLcontext *ctx );
/*
* This is called whenever glFinish() is called.
*/
- /***
- *** For supporting hardware Z buffers:
- *** Either ALL or NONE of these functions must be implemented!
- *** NOTE that Each depth value is a 32-bit GLuint. If the depth
- *** buffer is less than 32 bits deep then the extra upperbits are zero.
- ***/
-
- void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth depth[], const GLubyte mask[] );
- /* Write a horizontal span of values into the depth buffer. Only write
- * depth[i] value if mask[i] is nonzero.
- */
-
- void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLdepth depth[] );
- /* Read a horizontal span of values from the depth buffer.
- */
-
-
- void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- const GLdepth depth[], const GLubyte mask[] );
- /* Write an array of randomly positioned depth values into the
- * depth buffer. Only write depth[i] value if mask[i] is nonzero.
- */
-
- void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- GLdepth depth[] );
- /* Read an array of randomly positioned depth values from the depth buffer.
- */
-
-
-
- /***
- *** For supporting hardware stencil buffers:
- *** Either ALL or NONE of these functions must be implemented!
- ***/
-
- void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLstencil stencil[], const GLubyte mask[] );
- /* Write a horizontal span of stencil values into the stencil buffer.
- * If mask is NULL, write all stencil values.
- * Else, only write stencil[i] if mask[i] is non-zero.
- */
-
- void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLstencil stencil[] );
- /* Read a horizontal span of stencil values from the stencil buffer.
- */
-
- void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- const GLstencil stencil[],
- const GLubyte mask[] );
- /* Write an array of stencil values into the stencil buffer.
- * If mask is NULL, write all stencil values.
- * Else, only write stencil[i] if mask[i] is non-zero.
- */
-
- void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- GLstencil stencil[] );
- /* Read an array of stencil values from the stencil buffer.
- */
-
-
/***
*** For hardware accumulation buffer:
***/
/***
*** Texture image functions:
***/
+ const struct gl_texture_format *
+ (*ChooseTextureFormat)( GLcontext *ctx, GLint internalFormat,
+ GLenum srcFormat, GLenum srcType );
+ /* This is called by the _mesa_store_tex[sub]image[123]d() fallback
+ * functions. The driver should examine <internalFormat> and return a
+ * pointer to an appropriate gl_texture_format.
+ */
+
void (*TexImage1D)( GLcontext *ctx, GLenum target, GLint level,
GLint internalFormat,
GLint width, GLint border,
* should do the job.
*/
- GLboolean (*IsCompressedFormat)(GLcontext *ctx, GLint internalFormat);
- /* Called to tell if a format is a compressed format.
- */
-
void (*GetCompressedTexImage)( GLcontext *ctx, GLenum target,
- GLint lod, void *image,
+ GLint level, void *image,
const struct gl_texture_object *texObj,
struct gl_texture_image *texImage );
/* Called by glGetCompressedTexImageARB.
- * <target>, <lod>, <image> are specified by user.
+ * <target>, <level>, <image> are specified by user.
* <texObj> is the source texture object.
* <texImage> is the source texture image.
*/
* Example: if internalFormat==GL_COMPRESSED_RGB_FXT1_3DFX, return GL_RGB.
*/
+ GLint (*CompressedTextureSize)(GLcontext *ctx,
+ const struct gl_texture_image *texImage);
+
#if 000
/* ... Note the
* return value differences between this function and
* do the right thing with it.
*/
- GLsizei (*CompressedImageSize)(GLcontext *ctx,
- GLenum internalFormat,
- GLuint numDimensions,
- GLuint width,
- GLuint height,
- GLuint depth);
- /* Calculate the size of a compressed image, given the image's
- * format and dimensions.
- */
#endif
/***
* is to be updated.
*/
+ /***
+ *** Imaging functionality:
+ ***/
+ void (*CopyColorTable)( GLcontext *ctx,
+ GLenum target, GLenum internalformat,
+ GLint x, GLint y, GLsizei width );
+
+ void (*CopyColorSubTable)( GLcontext *ctx,
+ GLenum target, GLsizei start,
+ GLint x, GLint y, GLsizei width );
+
+ void (*CopyConvolutionFilter1D)( GLcontext *ctx, GLenum target,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width );
+
+ void (*CopyConvolutionFilter2D)( GLcontext *ctx, GLenum target,
+ GLenum internalFormat,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height );
+
+
/***
*** State-changing functions (drawing functions are above)
void (*ClearDepth)(GLcontext *ctx, GLclampd d);
void (*ClearIndex)(GLcontext *ctx, GLuint index);
void (*ClearStencil)(GLcontext *ctx, GLint s);
+ void (*ClipPlane)(GLcontext *ctx, GLenum plane, const GLfloat *equation );
void (*ColorMask)(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask );
+ void (*ColorMaterial)(GLcontext *ctx, GLenum face, GLenum mode);
void (*CullFace)(GLcontext *ctx, GLenum mode);
- void (*ClipPlane)(GLcontext *ctx, GLenum plane, const GLfloat *equation );
void (*FrontFace)(GLcontext *ctx, GLenum mode);
void (*DepthFunc)(GLcontext *ctx, GLenum func);
void (*DepthMask)(GLcontext *ctx, GLboolean flag);
const GLfloat *params);
void (*PointSize)(GLcontext *ctx, GLfloat size);
void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
+ void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
void (*RenderMode)(GLcontext *ctx, GLenum mode );
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
- /*** State-query functions
- ***
- *** Return GL_TRUE if query was completed, GL_FALSE otherwise.
- ***/
- GLboolean (*GetBooleanv)(GLcontext *ctx, GLenum pname, GLboolean *result);
- GLboolean (*GetDoublev)(GLcontext *ctx, GLenum pname, GLdouble *result);
- GLboolean (*GetFloatv)(GLcontext *ctx, GLenum pname, GLfloat *result);
- GLboolean (*GetIntegerv)(GLcontext *ctx, GLenum pname, GLint *result);
- GLboolean (*GetPointerv)(GLcontext *ctx, GLenum pname, GLvoid **result);
-
-
/***
*** Vertex array functions
***
void (*EdgeFlagPointer)(GLcontext *ctx, GLsizei stride, const GLvoid *ptr);
- /***
- *** TNL Pipeline
- ***/
-
- void (*PipelineStart)(GLcontext *ctx);
- void (*PipelineFinish)(GLcontext *ctx);
- /* Called before and after all pipeline stages.
- * These are a suitable place for grabbing/releasing hardware locks.
- */
-
- /***
- *** Rendering
- ***/
-
- void (*RenderStart)(GLcontext *ctx);
- void (*RenderFinish)(GLcontext *ctx);
- /* Called before and after all rendering operations, including DrawPixels,
- * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
- * These are a suitable place for grabbing/releasing hardware locks.
- */
-
- void (*RenderPrimitive)(GLcontext *ctx, GLenum mode);
- /* Called between RednerStart() and RenderFinish() to indicate the
- * type of primitive we're about to draw. Mode will be one of the
- * modes accepted by glBegin().
- */
-
- interp_func RenderInterp;
- copy_pv_func RenderCopyPV;
- void (*RenderClippedPolygon)( GLcontext *ctx, const GLuint *elts, GLuint n );
- void (*RenderClippedLine)( GLcontext *ctx, GLuint v0, GLuint v1 );
- /* Functions to interpolate between prebuilt vertices, copy flat-shade
- * provoking color, and to render clipped primitives.
- */
-
- /***
- *** Parameters for _tnl_render_stage
+ /*** State-query functions
+ ***
+ *** Return GL_TRUE if query was completed, GL_FALSE otherwise.
***/
- points_func PointsFunc; /* must now respect vb->elts */
- line_func LineFunc;
- triangle_func TriangleFunc;
- quad_func QuadFunc;
- /* These functions are called in order to render points, lines,
- * triangles and quads. These are only called via the T&L module.
- */
-
- render_func *RenderTabVerts;
- render_func *RenderTabElts;
- /* Render whole unclipped primitives (points, lines, linestrips,
- * lineloops, etc). The tables are indexed by the GL enum of the
- * primitive to be rendered.
- */
-
- void (*ResetLineStipple)( GLcontext *ctx );
- /* Reset the hardware's line stipple counter.
- */
-
- void (*BuildProjectedVertices)( GLcontext *ctx,
- GLuint start, GLuint end,
- GLuint new_inputs);
- /* This function is called whenever new vertices are required for
- * rendering. The vertices in question are those n such that start
- * <= n < end. The new_inputs parameter indicates those fields of
- * the vertex which need to be updated, if only a partial repair of
- * the vertex is required.
- *
- * This function is called only from _tnl_render_stage in tnl/t_render.c.
- */
-
+ GLboolean (*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);
- GLboolean (*MultipassFunc)( GLcontext *ctx, GLuint passno );
- /* Driver may request additional render passes by returning GL_TRUE
- * when this function is called. This function will be called
- * after the first pass, and passes will be made until the function
- * returns GL_FALSE. If no function is registered, only one pass
- * is made.
- *
- * This function will be first invoked with passno == 1.
- */
/***
void (*UnlockArraysEXT)( GLcontext *ctx );
/* Called by glLockArraysEXT() and glUnlockArraysEXT(), respectively.
*/
-
};
void (*CallList)( GLuint ); /* NOTE */
void (*Begin)( GLenum );
void (*End)( void );
+ void (*VertexAttrib4fNV)( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w );
+ void (*VertexAttrib4fvNV)( GLuint index, const GLfloat *v );
+
/* 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.