/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #include "main/glheader.h" #include "main/imports.h" #include "main/accum.h" #include "main/arrayobj.h" #include "main/context.h" #include "main/formatquery.h" #include "main/framebuffer.h" #include "main/mipmap.h" #include "main/queryobj.h" #include "main/readpix.h" #include "main/rastpos.h" #include "main/renderbuffer.h" #include "main/shaderobj.h" #include "main/texcompress.h" #include "main/texformat.h" #include "main/texgetimage.h" #include "main/teximage.h" #include "main/texobj.h" #include "main/texstorage.h" #include "main/texstore.h" #include "main/bufferobj.h" #include "main/fbobject.h" #include "main/samplerobj.h" #include "main/syncobj.h" #include "main/barrier.h" #include "main/transformfeedback.h" #include "main/externalobjects.h" #include "program/program.h" #include "tnl/tnl.h" #include "swrast/swrast.h" #include "swrast/s_renderbuffer.h" #include "vbo/vbo.h" #include "driverfuncs.h" #include "meta.h" /** * Plug in default functions for all pointers in the dd_function_table * structure. * Device drivers should call this function and then plug in any * functions which it wants to override. * Some functions (pointers) MUST be implemented by all drivers (REQUIRED). * * \param table the dd_function_table to initialize */ void _mesa_init_driver_functions(struct dd_function_table *driver) { memset(driver, 0, sizeof(*driver)); driver->GetString = NULL; /* REQUIRED! */ driver->UpdateState = NULL; /* REQUIRED! */ driver->Finish = NULL; driver->Flush = NULL; /* framebuffer/image functions */ driver->Clear = _swrast_Clear; driver->RasterPos = _mesa_RasterPos; driver->DrawPixels = _swrast_DrawPixels; driver->ReadPixels = _mesa_readpixels; driver->CopyPixels = _swrast_CopyPixels; driver->Bitmap = _swrast_Bitmap; /* Texture functions */ driver->ChooseTextureFormat = _mesa_choose_tex_format; driver->QueryInternalFormat = _mesa_query_internal_format_default; driver->TexImage = _mesa_store_teximage; driver->TexSubImage = _mesa_store_texsubimage; driver->GetTexSubImage = _mesa_meta_GetTexSubImage; driver->ClearTexSubImage = _mesa_meta_ClearTexSubImage; driver->CopyTexSubImage = _mesa_meta_CopyTexSubImage; driver->GenerateMipmap = _mesa_meta_GenerateMipmap; driver->TestProxyTexImage = _mesa_test_proxy_teximage; driver->CompressedTexImage = _mesa_store_compressed_teximage; driver->CompressedTexSubImage = _mesa_store_compressed_texsubimage; driver->BindTexture = NULL; driver->NewTextureObject = _mesa_new_texture_object; driver->DeleteTexture = _mesa_delete_texture_object; driver->NewTextureImage = _swrast_new_texture_image; driver->DeleteTextureImage = _swrast_delete_texture_image; driver->AllocTextureImageBuffer = _swrast_alloc_texture_image_buffer; driver->FreeTextureImageBuffer = _swrast_free_texture_image_buffer; driver->MapTextureImage = _swrast_map_teximage; driver->UnmapTextureImage = _swrast_unmap_teximage; driver->DrawTex = _mesa_meta_DrawTex; /* Vertex/fragment programs */ driver->NewProgram = _mesa_new_program; driver->DeleteProgram = _mesa_delete_program; /* ATI_fragment_shader */ driver->NewATIfs = NULL; /* Draw functions */ driver->Draw = _vbo_draw; driver->DrawIndirect = _vbo_draw_indirect; /* simple state commands */ driver->AlphaFunc = NULL; driver->BlendColor = NULL; driver->BlendEquationSeparate = NULL; driver->BlendFuncSeparate = NULL; driver->ClipPlane = NULL; driver->ColorMask = NULL; driver->ColorMaterial = NULL; driver->CullFace = NULL; driver->DrawBuffer = NULL; driver->DrawBuffers = NULL; driver->FrontFace = NULL; driver->DepthFunc = NULL; driver->DepthMask = NULL; driver->DepthRange = NULL; driver->Enable = NULL; driver->Fogfv = NULL; driver->Lightfv = NULL; driver->LightModelfv = NULL; driver->LineStipple = NULL; driver->LineWidth = NULL; driver->LogicOpcode = NULL; driver->PointParameterfv = NULL; driver->PointSize = NULL; driver->PolygonMode = NULL; driver->PolygonOffset = NULL; driver->PolygonStipple = NULL; driver->ReadBuffer = NULL; driver->RenderMode = NULL; driver->Scissor = NULL; driver->ShadeModel = NULL; driver->StencilFuncSeparate = NULL; driver->StencilOpSeparate = NULL; driver->StencilMaskSeparate = NULL; driver->TexGen = NULL; driver->TexEnv = NULL; driver->TexParameter = NULL; driver->Viewport = NULL; /* buffer objects */ _mesa_init_buffer_object_functions(driver); /* query objects */ _mesa_init_query_object_functions(driver); _mesa_init_sync_object_functions(driver); /* memory objects */ _mesa_init_memory_object_functions(driver); driver->NewFramebuffer = _mesa_new_framebuffer; driver->NewRenderbuffer = _swrast_new_soft_renderbuffer; driver->MapRenderbuffer = _swrast_map_soft_renderbuffer; driver->UnmapRenderbuffer = _swrast_unmap_soft_renderbuffer; driver->RenderTexture = _swrast_render_texture; driver->FinishRenderTexture = _swrast_finish_render_texture; driver->FramebufferRenderbuffer = _mesa_FramebufferRenderbuffer_sw; driver->ValidateFramebuffer = _mesa_validate_framebuffer; driver->BlitFramebuffer = _swrast_BlitFramebuffer; driver->DiscardFramebuffer = NULL; _mesa_init_barrier_functions(driver); _mesa_init_shader_object_functions(driver); _mesa_init_transform_feedback_functions(driver); _mesa_init_sampler_object_functions(driver); /* T&L stuff */ driver->CurrentExecPrimitive = 0; driver->CurrentSavePrimitive = 0; driver->NeedFlush = 0; driver->SaveNeedFlush = 0; driver->ProgramStringNotify = _tnl_program_string; driver->LightingSpaceChange = NULL; /* GL_ARB_texture_storage */ driver->AllocTextureStorage = _mesa_AllocTextureStorage_sw; /* GL_ARB_texture_view */ driver->TextureView = NULL; /* GL_ARB_texture_multisample */ driver->GetSamplePosition = NULL; /* Multithreading */ driver->SetBackgroundContext = NULL; } /** * Call the ctx->Driver.* state functions with current values to initialize * driver state. * Only the Intel drivers use this so far. */ void _mesa_init_driver_state(struct gl_context *ctx) { ctx->Driver.AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef); ctx->Driver.BlendColor(ctx, ctx->Color.BlendColor); ctx->Driver.BlendEquationSeparate(ctx, ctx->Color.Blend[0].EquationRGB, ctx->Color.Blend[0].EquationA); ctx->Driver.BlendFuncSeparate(ctx, ctx->Color.Blend[0].SrcRGB, ctx->Color.Blend[0].DstRGB, ctx->Color.Blend[0].SrcA, ctx->Color.Blend[0].DstA); ctx->Driver.ColorMask(ctx, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 0), GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 1), GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 2), GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3)); ctx->Driver.CullFace(ctx, ctx->Polygon.CullFaceMode); ctx->Driver.DepthFunc(ctx, ctx->Depth.Func); ctx->Driver.DepthMask(ctx, ctx->Depth.Mask); ctx->Driver.Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled); ctx->Driver.Enable(ctx, GL_BLEND, ctx->Color.BlendEnabled); ctx->Driver.Enable(ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled); ctx->Driver.Enable(ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled); ctx->Driver.Enable(ctx, GL_CULL_FACE, ctx->Polygon.CullFlag); ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test); ctx->Driver.Enable(ctx, GL_DITHER, ctx->Color.DitherFlag); ctx->Driver.Enable(ctx, GL_FOG, ctx->Fog.Enabled); ctx->Driver.Enable(ctx, GL_LIGHTING, ctx->Light.Enabled); ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag); ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag); ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.EnableFlags); ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled); ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE); ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE); ctx->Driver.Enable(ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE); ctx->Driver.Enable(ctx, GL_TEXTURE_3D, GL_FALSE); ctx->Driver.Enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE); ctx->Driver.Fogfv(ctx, GL_FOG_COLOR, ctx->Fog.Color); { GLfloat mode = (GLfloat) ctx->Fog.Mode; ctx->Driver.Fogfv(ctx, GL_FOG_MODE, &mode); } ctx->Driver.Fogfv(ctx, GL_FOG_DENSITY, &ctx->Fog.Density); ctx->Driver.Fogfv(ctx, GL_FOG_START, &ctx->Fog.Start); ctx->Driver.Fogfv(ctx, GL_FOG_END, &ctx->Fog.End); ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); { GLfloat f = (GLfloat) ctx->Light.Model.ColorControl; ctx->Driver.LightModelfv(ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f); } ctx->Driver.LineWidth(ctx, ctx->Line.Width); ctx->Driver.LogicOpcode(ctx, ctx->Color._LogicOp); ctx->Driver.PointSize(ctx, ctx->Point.Size); ctx->Driver.PolygonStipple(ctx, (const GLubyte *) ctx->PolygonStipple); ctx->Driver.Scissor(ctx); ctx->Driver.ShadeModel(ctx, ctx->Light.ShadeModel); ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT, ctx->Stencil.Function[0], ctx->Stencil.Ref[0], ctx->Stencil.ValueMask[0]); ctx->Driver.StencilFuncSeparate(ctx, GL_BACK, ctx->Stencil.Function[1], ctx->Stencil.Ref[1], ctx->Stencil.ValueMask[1]); ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT, ctx->Stencil.WriteMask[0]); ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, ctx->Stencil.WriteMask[1]); ctx->Driver.StencilOpSeparate(ctx, GL_FRONT, ctx->Stencil.FailFunc[0], ctx->Stencil.ZFailFunc[0], ctx->Stencil.ZPassFunc[0]); ctx->Driver.StencilOpSeparate(ctx, GL_BACK, ctx->Stencil.FailFunc[1], ctx->Stencil.ZFailFunc[1], ctx->Stencil.ZPassFunc[1]); ctx->Driver.DrawBuffer(ctx, ctx->Color.DrawBuffer[0]); }