-/* $Id: dd.h,v 1.23 2000/03/23 16:22:36 brianp Exp $ */
+/* $Id: dd.h,v 1.61 2001/04/04 21:54:20 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 3.5
+ *
+ * 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"),
* 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
-
-#include "macros.h"
-
+/* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */
struct gl_pixelstore_attrib;
-
-struct vertex_buffer;
-struct immediate;
-struct gl_pipeline_stage;
-
-
-/* THIS FILE ONLY INCLUDED BY types.h !!!!! */
-
-
-/*
- * 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
- *
- */
-
-
-
-
-/* Used by the GetParameteri device driver function */
-#define DD_HAVE_HARDWARE_FOG 3
-
-
-
/* 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 */
-
/*
* Device Driver function table.
*/
* NULL can be returned.
*/
- void (*UpdateState)( GLcontext *ctx );
- /*
- * 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, GLubyte red, GLubyte green,
- GLubyte blue, GLubyte alpha );
+ void (*UpdateState)( GLcontext *ctx, GLuint new_state );
/*
- * Called whenever glClearColor() is called. Set the color for clearing
- * the color buffer when in RGBA mode.
+ * 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.
*/
- GLbitfield (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
- GLint x, GLint y, GLint width, GLint height );
+ void (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
+ GLint x, GLint y, GLint width, GLint height );
/* Clear the color/depth/stencil/accum buffer(s).
* 'mask' is a bitmask of the DD_*_BIT values defined above that indicates
- * which buffers need to be cleared. The driver should clear those
- * buffers then return a new bitmask indicating which buffers should be
- * cleared by software Mesa.
+ * which buffers need to be cleared.
* If 'all' is true then the clear the whole buffer, else clear only the
* region defined by (x,y,width,height).
* This function must obey the glColorMask, glIndexMask and glStencilMask
* settings! Software Mesa can do masked clears if the device driver can't.
*/
- void (*Index)( GLcontext *ctx, GLuint index );
- /*
- * Sets current color index for drawing flat-shaded primitives.
- * This index should also be used in the "mono" drawing functions.
- */
-
- void (*Color)( GLcontext *ctx,
- GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
- /*
- * Sets current color for drawing flat-shaded primitives.
- * This color should also be used in the "mono" drawing functions.
- */
-
GLboolean (*SetDrawBuffer)( GLcontext *ctx, GLenum buffer );
/*
* Specifies the current buffer for writing.
* 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 GLubyte rgba[][4], const GLubyte mask[] );
- void (*WriteRGBSpan)( const GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- CONST GLubyte 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 GLubyte mask[] );
- /* Write a horizontal run of RGBA pixels all with the color last
- * specified by the Color function.
- */
-
- void (*WriteRGBAPixels)( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- CONST GLubyte 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 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,
- 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[],
- 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,
- GLubyte 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[],
- GLubyte 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.
* This is called whenever glFlush() is called.
*/
- GLboolean (*IndexMask)( GLcontext *ctx, GLuint mask );
- /*
- * Implements glIndexMask() if possible, else return GL_FALSE.
- */
-
- GLboolean (*ColorMask)( GLcontext *ctx,
- GLboolean rmask, GLboolean gmask,
- GLboolean bmask, GLboolean amask );
- /*
- * Implements glColorMask() if possible, else return GL_FALSE.
- */
-
- GLboolean (*LogicOp)( GLcontext *ctx, GLenum op );
- /*
- * Implements glLogicOp() if possible, else return GL_FALSE.
- */
-
- void (*Dither)( GLcontext *ctx, GLboolean enable );
- /*
- * Enable/disable dithering.
- * NOTE: This function will be removed in the future in favor
- * of the "Enable" driver function.
- */
-
void (*Error)( GLcontext *ctx );
/*
* Called whenever an error is generated. ctx->ErrorValue contains
* the error value.
*/
- void (*NearFar)( GLcontext *ctx, GLfloat nearVal, GLfloat farVal );
- /*
- * Called from glFrustum and glOrtho to tell device driver the
- * near and far clipping plane Z values. The 3Dfx driver, for example,
- * uses this.
- */
-
- GLint (*GetParameteri)( const GLcontext *ctx, GLint param );
- /* Query the device driver to get an integer parameter.
- * Current parameters:
- * DD_MAX_TEXTURE_SIZE return maximum texture size
- *
- * DD_MAX_TEXTURES number of texture sets/stages, usually 1
- *
- * DD_HAVE_HARDWARE_FOG the driver should return 1 (0 otherwise)
- * when the hardware support per fragment
- * fog for free (like the Voodoo Graphics)
- * so the Mesa core will start to ever use
- * per fragment fog
- */
-
/***
- *** 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.
+ *** For hardware accumulation buffer:
***/
-
- 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 (*Accum)( GLcontext *ctx, GLenum op, GLfloat value,
+ GLint xpos, GLint ypos, GLint width, GLint height );
+ /* Execute glAccum command within the given scissor region.
*/
- 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.
- */
-
/***
*** glDraw/Read/CopyPixels and glBitmap functions:
***/
- 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 );
+ void (*DrawPixels)( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels );
/* This is called by glDrawPixels.
* 'unpack' describes how to unpack the source image data.
- * Return GL_TRUE if the driver succeeds, return GL_FALSE if core Mesa
- * must do the job.
*/
- GLboolean (*ReadPixels)( GLcontext *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum format, GLenum type,
- const struct gl_pixelstore_attrib *unpack,
- GLvoid *dest );
+ void (*ReadPixels)( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ GLvoid *dest );
/* Called by glReadPixels.
- * Return GL_TRUE if operation completed, else return GL_FALSE.
- * This function must respect all glPixelTransfer settings.
*/
- GLboolean (*CopyPixels)( GLcontext *ctx,
+ void (*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
+ /* Do a glCopyPixels. 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 );
+ void (*Bitmap)( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap );
/* This is called by glBitmap. Works the same as DrawPixels, above.
*/
+ void (*ResizeBuffersMESA)( GLcontext *ctx );
+
/***
- *** Texture mapping functions:
+ *** Texture image functions:
***/
-
- void (*TexImage)( GLcontext *ctx, GLenum target,
- struct gl_texture_object *tObj, GLint level,
- GLint internalFormat,
- const struct gl_texture_image *image );
- /* XXX this function is obsolete */
- /* Called whenever a texture object's image is changed.
- * texObject is the number of the texture object being changed.
- * level indicates the mipmap level.
- * internalFormat is the format in which the texture is to be stored.
- * image is a pointer to a gl_texture_image struct which contains
- * the actual image data.
- */
-
- void (*TexSubImage)( GLcontext *ctx, GLenum target,
- struct gl_texture_object *tObj, GLint level,
- GLint xoffset, GLint yoffset,
- GLsizei width, GLsizei height,
- GLint internalFormat,
- const struct gl_texture_image *image );
- /* XXX this function is obsolete */
- /* Called from glTexSubImage() to define a sub-region of a texture.
- */
-
-
- 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 );
+ 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,
+ GLenum format, GLenum type, const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage );
+ 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 );
+ 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 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.
* 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 );
+ * Drivers should call 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 );
+ 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 );
+ 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 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.
* <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 );
+ * The driver 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 (*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.
+ * Drivers should use a fallback routine from texstore.c if needed.
+ */
+
+ void (*CopyTexSubImage1D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset,
+ GLint x, GLint y, GLsizei width );
+ void (*CopyTexSubImage2D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height );
+ void (*CopyTexSubImage3D)( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height );
+ /* Called by glCopyTexSubImage1/2/3D.
+ * Drivers should use a fallback routine from texstore.c if needed.
+ */
+
+ GLboolean (*TestProxyTexImage)(GLcontext *ctx, GLenum target,
+ GLint level, GLint internalFormat,
+ GLenum format, GLenum type,
+ GLint width, GLint height,
+ GLint depth, GLint border);
+ /* Called by glTexImage[123]D when user specifies a proxy texture
+ * target. Return GL_TRUE if the proxy test passes, return GL_FALSE
+ * if the test fails.
+ */
+
+ /***
+ *** Compressed texture functions:
+ ***/
+
+ 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 );
+ 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 );
+ 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 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 (*CopyTexSubImage1D)( GLcontext *ctx, GLenum target, GLint level,
- GLint xoffset,
- GLint x, GLint y, GLsizei width );
- GLboolean (*CopyTexSubImage2D)( GLcontext *ctx, GLenum target, GLint level,
+ 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);
+ void (*CompressedTexSubImage2D)(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,
+ GLsizei width, GLint height,
+ GLenum format,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage);
+ void (*CompressedTexSubImage3D)(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.
+ 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.
*/
- GLvoid *(*GetTexImage)( GLcontext *ctx, GLenum target, GLint level,
- 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.
+ 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,
+ 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.
+ */
+
+ GLint (*BaseCompressedTexFormat)(GLcontext *ctx,
+ GLint internalFormat);
+ /* Called to compute the base format for a specific compressed
+ * format. Return -1 if the internalFormat is not a specific
+ * compressed format that the driver recognizes.
+ * Example: if internalFormat==GL_COMPRESSED_RGB_FXT1_3DFX, return GL_RGB.
+ */
+
+#if 000
+ /* ... Note the
+ * return value differences between this function and
+ * SpecificCompressedTexFormat below.
+ */
+
+ GLint (*SpecificCompressedTexFormat)(GLcontext *ctx,
+ GLint internalFormat,
+ GLint numDimensions,
+ GLint *levelp,
+ GLsizei *widthp,
+ GLsizei *heightp,
+ GLsizei *depthp,
+ GLint *borderp,
+ GLenum *formatp,
+ GLenum *typep);
+ /* Called to turn a generic texture format into a specific
+ * texture format. For example, if a driver implements
+ * GL_3DFX_texture_compression_FXT1, this would map
+ * GL_COMPRESSED_RGBA_ARB to GL_COMPRESSED_RGBA_FXT1_3DFX.
+ *
+ * If the driver does not know how to handle the compressed
+ * format, then just return the generic format, and Mesa will
+ * do the right thing with it.
*/
- void (*TexEnv)( GLcontext *ctx, GLenum target, GLenum pname,
- const GLfloat *param );
- /* Called by glTexEnv*().
+ 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
- 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.
- */
+ /***
+ *** Texture object functions:
+ ***/
void (*BindTexture)( GLcontext *ctx, GLenum target,
struct gl_texture_object *tObj );
/* Called by glBindTexture().
*/
+ void (*CreateTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
+ /* Called when a texture object is created.
+ */
+
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.
*/
- GLboolean (*IsTextureResident)( GLcontext *ctx,
+ GLboolean (*IsTextureResident)( GLcontext *ctx,
struct gl_texture_object *t );
/* Called by glAreTextureResident().
*/
* 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)
+ ***
+ *** These functions are called by their corresponding OpenGL API functions.
+ *** They're ALSO called by the gl_PopAttrib() function!!!
+ *** May add more functions like these to the device driver in the future.
+ ***/
+ void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLchan ref);
+ void (*BlendColor)(GLcontext *ctx, const GLfloat color[4]);
+ 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);
+ void (*ClearColor)(GLcontext *ctx, const GLchan color[4]);
+ void (*ClearDepth)(GLcontext *ctx, GLclampd d);
+ void (*ClearIndex)(GLcontext *ctx, GLuint index);
+ void (*ClearStencil)(GLcontext *ctx, GLint s);
+ void (*ColorMask)(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
+ GLboolean bmask, GLboolean amask );
+ 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);
+ void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
+ void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
+ void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+ void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
+ void (*IndexMask)(GLcontext *ctx, GLuint mask);
+ void (*Lightfv)(GLcontext *ctx, GLenum light,
+ GLenum pname, const GLfloat *params );
+ void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+ void (*LineStipple)(GLcontext *ctx, GLint factor, GLushort pattern );
+ void (*LineWidth)(GLcontext *ctx, GLfloat width);
+ void (*LogicOpcode)(GLcontext *ctx, GLenum opcode);
+ void (*PointParameterfv)(GLcontext *ctx, GLenum pname,
+ 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 (*ShadeModel)(GLcontext *ctx, GLenum mode);
+ void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
+ void (*StencilMask)(GLcontext *ctx, GLuint mask);
+ void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
+ void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
+ const GLfloat *params);
+ void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
+ const GLfloat *param);
+ 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);
+ void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/***
- *** Accelerated point, line, polygon, glDrawPixels and glBitmap functions:
+ *** Vertex array functions
+ ***
+ *** Called by the corresponding OpenGL functions.
+ ***/
+ void (*VertexPointer)(GLcontext *ctx, GLint size, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*NormalPointer)(GLcontext *ctx, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*ColorPointer)(GLcontext *ctx, GLint size, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*FogCoordPointer)(GLcontext *ctx, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*IndexPointer)(GLcontext *ctx, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*SecondaryColorPointer)(GLcontext *ctx, GLint size, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*TexCoordPointer)(GLcontext *ctx, GLint size, GLenum type,
+ GLsizei stride, const GLvoid *ptr);
+ void (*EdgeFlagPointer)(GLcontext *ctx, GLsizei stride, const GLvoid *ptr);
+
+
+ /*** 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);
+
- points_func PointsFunc;
- line_func LineFunc;
- triangle_func TriangleFunc;
- quad_func QuadFunc;
- rect_func RectFunc;
-
/***
- *** Transformation/Rendering functions
+ *** Support for multiple t&l engines
***/
- void (*RenderStart)( GLcontext *ctx );
- void (*RenderFinish)( GLcontext *ctx );
- /* KW: These replace Begin and End, and have more relaxed semantics.
- * They are called prior-to and after one or more vb flush, and are
- * thus decoupled from the gl_begin/gl_end pairs, which are possibly
- * more frequent. If a begin/end pair covers >1 vertex buffer, these
- * are called at most once for the pair. (a bit broken at present)
- */
-
- void (*RasterSetup)( struct vertex_buffer *VB, GLuint start, GLuint end );
- /* This function, if not NULL, is called whenever new window coordinates
- * are put in the vertex buffer. The vertices in question are those n
- * such that start <= n < end.
- * The device driver can convert the window coords to its own specialized
- * format. The 3Dfx driver uses this.
- *
- * Note: Deprecated in favour of RegisterPipelineStages, below.
+ GLuint NeedValidate;
+ /* Bitmask of state changes that require the current tnl module to be
+ * validated, using ValidateTnlModule() below.
*/
- render_func *RenderVBClippedTab;
- render_func *RenderVBCulledTab;
- render_func *RenderVBRawTab;
- /* These function tables allow the device driver to rasterize an
- * entire begin/end group of primitives at once. See the
- * gl_render_vb() function in vbrender.c for more details.
+ void (*ValidateTnlModule)( GLcontext *ctx, GLuint new_state );
+ /* Validate the current tnl module. This is called directly after
+ * UpdateState() when a state change that has occured matches the
+ * NeedValidate bitmask above. This ensures all computed values are
+ * up to date, thus allowing the driver to decide if the current tnl
+ * module needs to be swapped out.
+ *
+ * This must be non-NULL if a driver installs a custom tnl module and
+ * sets the NeedValidate bitmask, but may be NULL otherwise.
*/
- void (*ReducedPrimitiveChange)( GLcontext *ctx, GLenum primitive );
- /* If registered, this will be called when rendering transitions between
- * points, lines and triangles. It is not called on transitions between
- * primtives such as GL_TRIANGLES and GL_TRIANGLE_STRIPS, or between
- * triangles and quads or triangles and polygons.
- */
- GLuint TriangleCaps;
- /* Holds a list of the reasons why we might normally want to call
- * render_triangle, but which are in fact implemented by the
- * driver. The FX driver sets this to DD_TRI_CULL, and will soon
- * implement DD_TRI_OFFSET.
+#define PRIM_OUTSIDE_BEGIN_END GL_POLYGON+1
+#define PRIM_INSIDE_UNKNOWN_PRIM GL_POLYGON+2
+#define PRIM_UNKNOWN GL_POLYGON+3
+
+ GLuint CurrentExecPrimitive;
+ /* Set by the driver-supplied t&l engine. Set to
+ * PRIM_OUTSIDE_BEGIN_END when outside begin/end.
*/
- GLboolean (*MultipassFunc)( struct vertex_buffer *VB, 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.
+ GLuint CurrentSavePrimitive;
+ /* Current state of an in-progress compilation. May take on any of
+ * the additional values defined above.
*/
- /***
- *** NEW in Mesa 3.x
- ***/
- void (*RegisterVB)( struct vertex_buffer *VB );
- void (*UnregisterVB)( struct vertex_buffer *VB );
- /* Do any processing (eg allocate memory) required to set up a new
- * vertex_buffer.
+#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.
*/
-
- void (*ResetVB)( struct vertex_buffer *VB );
- void (*ResetCvaVB)( struct vertex_buffer *VB, GLuint stages );
- /* Do any reset operations necessary to the driver data associated
- * with these vertex buffers.
+ 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
+ *
+ * Note that the default t&l engine never clears the
+ * FLUSH_UPDATE_CURRENT bit, even after performing the update.
*/
- GLuint RenderVectorFlags;
- /* What do the render tables require of the vectors they deal
- * with?
+ void (*LightingSpaceChange)( GLcontext *ctx );
+ /* Notify driver that the special derived value _NeedEyeCoords has
+ * changed.
*/
- GLuint (*RegisterPipelineStages)( struct gl_pipeline_stage *out,
- const struct gl_pipeline_stage *in,
- GLuint nr );
- /* Register new pipeline stages, or modify existing ones. See also
- * the OptimizePipeline() functions.
+ 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.
+ * Called by glNewList() and glEndList(), respectively.
*/
+ void (*BeginCallList)( GLcontext *ctx, GLuint list );
+ void (*EndCallList)( GLcontext *ctx );
+ /* Notify the t&l component before and after calling a display list.
+ * Called by glCallList(s), but not recursively.
+ */
- GLboolean (*BuildPrecalcPipeline)( GLcontext *ctx );
- GLboolean (*BuildEltPipeline)( GLcontext *ctx );
- /* Perform the full pipeline build, or return false.
+ void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer,
+ GLframebuffer *readBuffer );
+ /* Let the t&l component know when the context becomes current.
*/
- void (*OptimizePrecalcPipeline)( GLcontext *ctx, struct gl_pipeline *pipe );
- void (*OptimizeImmediatePipeline)( GLcontext *ctx, struct gl_pipeline *pipe);
- /* Check to see if a fast path exists for this combination of stages
- * in the precalc and immediate (elt) pipelines.
+ void (*LockArraysEXT)( GLcontext *ctx, GLint first, GLsizei count );
+ void (*UnlockArraysEXT)( GLcontext *ctx );
+ /* Called by glLockArraysEXT() and glUnlockArraysEXT(), respectively.
*/
+};
+
- /*
- * State-changing functions (drawing functions are above)
+
+/*
+ * Transform/Clip/Lighting interface
+ */
+typedef struct {
+ void (*ArrayElement)( GLint ); /* NOTE */
+ void (*Color3f)( GLfloat, GLfloat, GLfloat );
+ void (*Color3fv)( const GLfloat * );
+ void (*Color3ub)( GLubyte, GLubyte, GLubyte );
+ void (*Color3ubv)( const GLubyte * );
+ void (*Color4f)( GLfloat, GLfloat, GLfloat, GLfloat );
+ void (*Color4fv)( const GLfloat * );
+ void (*Color4ub)( GLubyte, GLubyte, GLubyte, GLubyte );
+ void (*Color4ubv)( const GLubyte * );
+ void (*EdgeFlag)( GLboolean );
+ void (*EdgeFlagv)( const GLboolean * );
+ void (*EvalCoord1f)( GLfloat ); /* NOTE */
+ void (*EvalCoord1fv)( const GLfloat * ); /* NOTE */
+ void (*EvalCoord2f)( GLfloat, GLfloat ); /* NOTE */
+ void (*EvalCoord2fv)( const GLfloat * ); /* NOTE */
+ void (*EvalPoint1)( GLint ); /* NOTE */
+ void (*EvalPoint2)( GLint, GLint ); /* NOTE */
+ void (*FogCoordfEXT)( GLfloat );
+ void (*FogCoordfvEXT)( const GLfloat * );
+ void (*Indexi)( GLint );
+ void (*Indexiv)( const GLint * );
+ void (*Materialfv)( GLenum face, GLenum pname, const GLfloat * ); /* NOTE */
+ void (*MultiTexCoord1fARB)( GLenum, GLfloat );
+ void (*MultiTexCoord1fvARB)( GLenum, const GLfloat * );
+ void (*MultiTexCoord2fARB)( GLenum, GLfloat, GLfloat );
+ void (*MultiTexCoord2fvARB)( GLenum, const GLfloat * );
+ void (*MultiTexCoord3fARB)( GLenum, GLfloat, GLfloat, GLfloat );
+ void (*MultiTexCoord3fvARB)( GLenum, const GLfloat * );
+ void (*MultiTexCoord4fARB)( GLenum, GLfloat, GLfloat, GLfloat, GLfloat );
+ void (*MultiTexCoord4fvARB)( GLenum, const GLfloat * );
+ void (*Normal3f)( GLfloat, GLfloat, GLfloat );
+ void (*Normal3fv)( const GLfloat * );
+ void (*SecondaryColor3fEXT)( GLfloat, GLfloat, GLfloat );
+ void (*SecondaryColor3fvEXT)( const GLfloat * );
+ void (*SecondaryColor3ubEXT)( GLubyte, GLubyte, GLubyte );
+ void (*SecondaryColor3ubvEXT)( const GLubyte * );
+ void (*TexCoord1f)( GLfloat );
+ void (*TexCoord1fv)( const GLfloat * );
+ void (*TexCoord2f)( GLfloat, GLfloat );
+ void (*TexCoord2fv)( const GLfloat * );
+ void (*TexCoord3f)( GLfloat, GLfloat, GLfloat );
+ void (*TexCoord3fv)( const GLfloat * );
+ void (*TexCoord4f)( GLfloat, GLfloat, GLfloat, GLfloat );
+ void (*TexCoord4fv)( const GLfloat * );
+ void (*Vertex2f)( GLfloat, GLfloat );
+ void (*Vertex2fv)( const GLfloat * );
+ void (*Vertex3f)( GLfloat, GLfloat, GLfloat );
+ void (*Vertex3fv)( const GLfloat * );
+ void (*Vertex4f)( GLfloat, GLfloat, GLfloat, GLfloat );
+ void (*Vertex4fv)( const GLfloat * );
+ void (*CallList)( GLuint ); /* NOTE */
+ void (*Begin)( GLenum );
+ void (*End)( void );
+ /* Drivers present a reduced set of the functions possible in
+ * begin/end objects. Core mesa provides translation stubs for the
+ * remaining functions to map down to these entrypoints.
+ *
+ * These are the initial values to be installed into dispatch by
+ * mesa. If the t&l driver wants to modify the dispatch table
+ * while installed, it must do so itself. It would be possible for
+ * the vertexformat to install it's own initial values for these
+ * functions, but this way there is an obvious list of what is
+ * expected of the driver.
*
- * These functions are called by their corresponding OpenGL API functions.
- * They're ALSO called by the gl_PopAttrib() function!!!
- * May add more functions like these to the device driver in the future.
- * This should reduce the amount of state checking that
- * the driver's UpdateState() function must do.
+ * 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.
*/
- void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLclampf ref);
- 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 );
- void (*ClearDepth)(GLcontext *ctx, GLclampd d);
- void (*CullFace)(GLcontext *ctx, GLenum mode);
- void (*FrontFace)(GLcontext *ctx, GLenum mode);
- void (*DepthFunc)(GLcontext *ctx, GLenum func);
- void (*DepthMask)(GLcontext *ctx, GLboolean flag);
- void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
- void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
- void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
- void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
- void (*Lightfv)(GLcontext *ctx, GLenum light,
- GLenum pname, const GLfloat *params, GLint nparams );
- void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
- void (*LineStipple)(GLcontext *ctx, GLint factor, GLushort pattern );
- void (*LineWidth)(GLcontext *ctx, GLfloat width);
- void (*LogicOpcode)(GLcontext *ctx, GLenum opcode);
- void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
- void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
- void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
- void (*ShadeModel)(GLcontext *ctx, GLenum mode);
- void (*ClearStencil)(GLcontext *ctx, GLint s);
- void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
- void (*StencilMask)(GLcontext *ctx, GLuint mask);
- void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
- void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
-};
+ void (*Rectf)( GLfloat, GLfloat, GLfloat, GLfloat );
+ /*
+ */
+ 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.
+ */
+
+ 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.
+ *
+ * Mesa will provide a set of helper functions to do eval within
+ * accelerated vertex formats, eventually...
+ */
+
+ GLboolean prefer_float_colors;
+ /* Should core try to send colors to glColor4f or glColor4chan,
+ * where it has a choice?
+ */
+} GLvertexformat;
-#endif
+#endif /* DD_INCLUDED */