X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fdd.h;h=e9826abd6d2e0e0e6da67f9668348887da0d1cd8;hb=ae0eaf93e092ac8e8b1c98f3e986de96940663fa;hp=a94e21d4b2a58fb361d6dddc37ebd2f2b80762d7;hpb=37a6211795cfd0a4431bdb7c676acf54f29df994;p=mesa.git diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h index a94e21d4b2a..e9826abd6d2 100644 --- a/src/mesa/main/dd.h +++ b/src/mesa/main/dd.h @@ -1,21 +1,24 @@ -/* $Id: dd.h,v 1.33 2000/09/28 18:30:39 brianp 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 @@ -25,939 +28,984 @@ */ - #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_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 */ - -/* - * 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. */ 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 ); - /* - * 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 ); - /* - * 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. + /** + * 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 (*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. + /** + * 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 (*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. + /** + * 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 (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 (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all, + GLint x, GLint y, GLint width, GLint height ); - 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 + /** + * Specify the current buffer for writing. + * + * Called via glDrawBuffer(). Note the driver must organize fallbacks (e.g. + * with swrast) if it cannot implement the requested mode. */ + void (*DrawBuffer)( GLcontext *ctx, GLenum buffer ); - void (*GetBufferSize)( GLcontext *ctx, GLuint *width, GLuint *height ); - /* - * Returns the width and height of the current color buffer. + /** + * Specifies the current buffer for reading. + * + * Called via glReadBuffer(). */ + void (*ReadBuffer)( GLcontext *ctx, GLenum 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. + /** + * 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 (*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. + /** + * 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 (*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. + /** + * This is called whenever glFinish() is called. */ + void (*Finish)( GLcontext *ctx ); - 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. + /** + * This is called whenever glFlush() is called. */ + void (*Flush)( GLcontext *ctx ); - 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. + /** + * Called whenever an error is generated. + * + * __GLcontextRec::ErrorValue contains the error value. */ + void (*Error)( GLcontext *ctx ); - 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. + /** + * \name For hardware accumulation buffer */ - - 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. + /*@{*/ + /** + * Execute glAccum command within the given scissor region. */ + void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value, + GLint xpos, GLint ypos, GLint width, GLint height ); + /*@}*/ - /*** - *** 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. + /** + * \name glDraw(), glRead(), glCopyPixels() and glBitmap() functions */ + /*@{*/ - 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. + /** + * 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 (*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. + /** + * 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 ); - - /********************************************************************** - *** 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. + /** + * 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 (*Flush)( GLcontext *ctx ); - /* - * This is called whenever glFlush() is called. + /** + * 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 ); + /*@}*/ - void (*Error)( GLcontext *ctx ); - /* - * Called whenever an error is generated. ctx->ErrorValue contains - * the error value. + + /** + * \name Texture image functions */ + /*@{*/ - 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. + /** + * 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 ); - 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 + /** + * 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. * - * DD_MAX_TEXTURES number of texture sets/stages, usually 1 + * 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(). * - * 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. - ***/ - - 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. + * \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 (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, - GLdepth depth[] ); - /* Read a horizontal span of values from the depth buffer. + /** + * Called by glCopyTexImage2D(). + * + * Drivers should use a fallback routine from texstore.c if needed. */ + void (*CopyTexImage2D)( GLcontext *ctx, GLenum target, GLint level, + GLenum internalFormat, GLint x, GLint y, + GLsizei width, GLsizei height, GLint border ); - - 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. + /** + * Called by glCopyTexSubImage1D(). + * + * Drivers should use a fallback routine from texstore.c if needed. */ - - 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. + 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 ); - - - /*** - *** 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. + /** + * 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); + /*@}*/ - void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, - GLstencil stencil[] ); - /* Read a horizontal span of stencil values from the stencil buffer. + + /** + * \name Compressed texture functions */ + /*@{*/ - 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 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 (*ReadStencilPixels)( GLcontext *ctx, GLuint n, - const GLint x[], const GLint y[], - GLstencil stencil[] ); - /* Read an array of stencil values from the stencil buffer. + 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. */ - - - /*** - *** 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 ); - /* 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. + 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. */ - - 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. + 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 ); + /*@}*/ - 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. - */ - - - /*** - *** Texture mapping 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 ); - /* Called by glTexImage1/2/3D. - * Will not be called if any glPixelTransfer operations are enabled. - * Arguments: - * , , , and are user specified. - * indicates the image packing of pixels. - * is the target texture object. - * is the target texture image. It will have the texture - * width, height, depth, border and internalFormat information. - * 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: - * , , , , , , , - * , , and are user specified. - * indicates the image packing of pixels. - * is the target texture object. - * 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. + /** + * \name Texture object functions */ + /*@{*/ - 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: - * , , , are user specified. - * is the target texture object. - * is the target texture image. It will have the texture - * width, height, depth, border and internalFormat information. - * 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: - * , , , , , , - * , and are user specified. - * is the target texture object. - * 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. - */ - - 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. - */ - - void (*GetCompressedTexImage)( GLcontext *ctx, GLenum target, - GLint lod, void *image, - const struct gl_texture_object *texObj, - struct gl_texture_image *texImage ); - /* Called by glGetCompressedTexImageARB. - * , , are specified by user. - * is the source texture object. - * is the source texture image. - */ - - void (*TexEnv)( GLcontext *ctx, GLenum target, GLenum pname, - const GLfloat *param ); - /* Called by glTexEnv*(). - */ - - void (*TexParameter)( GLcontext *ctx, GLenum target, - struct gl_texture_object *texObj, - GLenum pname, const GLfloat *params ); - /* Called by glTexParameter*(). - * is user specified - * the texture object to modify - * is one of GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, - * GL_TEXTURE_WRAP_[STR], or GL_TEXTURE_BORDER_COLOR. - * is user specified. + /** + * Called by glBindTexture(). */ - void (*BindTexture)( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ); - /* Called by glBindTexture(). + + /** + * Called when a texture object is created. */ + void (*CreateTexture)( GLcontext *ctx, struct gl_texture_object *tObj ); + /** + * Called to allocate a new texture object. + * + * \note This function pointer should be initialized by drivers \e before + * calling _mesa_initialize_context() since context initialization involves + * allocating some texture objects! + */ + struct gl_texture_object * (*NewTextureObject)( GLcontext *ctx, GLuint name, + GLenum target ); + /** + * Called when a texture object is about to be deallocated. + * + * Driver should free anything attached to the DriverData pointers. + */ 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 to allocate a new texture image object. */ + struct gl_texture_image * (*NewTextureImage)( GLcontext *ctx ); - GLboolean (*IsTextureResident)( GLcontext *ctx, - struct gl_texture_object *t ); - /* Called by glAreTextureResident(). + /** + * Called by glAreTextureResident(). */ + GLboolean (*IsTextureResident)( GLcontext *ctx, + struct gl_texture_object *t ); + /** + * Called by glPrioritizeTextures(). + */ void (*PrioritizeTexture)( GLcontext *ctx, struct gl_texture_object *t, GLclampf priority ); - /* Called by glPrioritizeTextures(). - */ - void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber ); - /* Called by glActiveTextureARB to set current texture unit. + /** + * Called by glActiveTextureARB() to set current texture unit. */ + void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber ); + /** + * Called when the texture's color lookup table is changed. + * + * 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 ); - /* 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. - */ - - - - /*** - *** Accelerated point, line, polygon, quad and rect functions: - ***/ + /*@}*/ - points_func PointsFunc; - line_func LineFunc; - triangle_func TriangleFunc; - quad_func QuadFunc; - rect_func RectFunc; - - /*** - *** Transformation/Rendering functions - ***/ - - 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. - */ - - 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 (*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. - */ - - 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. - */ - - /*** - *** NEW in Mesa 3.x - ***/ - - void (*RegisterVB)( struct vertex_buffer *VB ); - void (*UnregisterVB)( struct vertex_buffer *VB ); - /* When Mesa creates a new vertex buffer it calls Driver.RegisterVB() - * so the device driver can allocate its own vertex buffer data and - * hook it to the VB->driver_data pointer. - * When Mesa destroys a vertex buffer it calls Driver.UnegisterVB() - * so the driver can deallocate its own data attached to VB->driver_data. + /** + * \name 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 (*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 (*CopyConvolutionFilter1D)( GLcontext *ctx, GLenum target, + GLenum internalFormat, + GLint x, GLint y, GLsizei width ); - GLuint RenderVectorFlags; - /* What do the render tables require of the vectors they deal - * with? - */ + void (*CopyConvolutionFilter2D)( GLcontext *ctx, GLenum target, + GLenum internalFormat, + GLint x, GLint y, + GLsizei width, GLsizei height ); + /*@}*/ - 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. - */ - - GLboolean (*BuildPrecalcPipeline)( GLcontext *ctx ); - GLboolean (*BuildEltPipeline)( GLcontext *ctx ); - /* Perform the full pipeline build, or return false. - */ - - - 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. - */ - - - /* - * 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); + /** Specify pixel arithmetic */ void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor); - void (*BlendFuncSeparate)( GLcontext *ctx, GLenum sfactorRGB, - GLenum dfactorRGB, GLenum sfactorA, - GLenum dfactorA ); + 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); + /** 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); + /** 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, GLint nparams ); + 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 ); + /** 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); - void (*ClearStencil)(GLcontext *ctx, GLint s); + /** Set function and reference value for stencil testing */ void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask); + /** Control the writing of individual bits in the stencil planes */ void (*StencilMask)(GLcontext *ctx, GLuint mask); + /** Set stencil test actions */ void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass); + void (*ActiveStencilFace)(GLcontext *ctx, GLuint face); + /** 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 + * + * 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); + void (*VertexAttribPointer)(GLcontext *ctx, GLuint index, GLint size, + GLenum type, GLsizei stride, const GLvoid *ptr); + /*@}*/ + + + /** + * \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 ); + 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 + */ + /*@{*/ + + /** + * 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. + * + * 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. + * + * 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 ); + + +#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; + + +#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; + + /** + * 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 + * + * 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 ); + + /** + * Notify driver that the special derived value _NeedEyeCoords has + * changed. + */ + void (*LightingSpaceChange)( GLcontext *ctx ); + + /** + * 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 ); + + /** + * Let the T&L component know when the context becomes current. + */ + void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer, + GLframebuffer *readBuffer ); + + /** + * Called by glLockArraysEXT(). + */ + void (*LockArraysEXT)( GLcontext *ctx, GLint first, GLsizei count ); + /** + * Called by UnlockArraysEXT(). + */ + void (*UnlockArraysEXT)( 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 /* DD_INCLUDED */