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|
/* $Id: dd.h,v 1.54 2001/02/24 18:25:52 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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
* BRIAN PAUL 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.
*/
#ifndef DD_INCLUDED
#define DD_INCLUDED
/* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */
struct gl_pixelstore_attrib;
/*
* Device Driver (DD) interface
*
*
* All device driver functions are accessed through pointers in the
* dd_function_table struct (defined below) which is stored in the GLcontext
* struct. Since the device driver is strictly accessed trough a table of
* function pointers we can:
* 1. switch between a number of different device drivers at runtime.
* 2. use optimized functions dependant on current rendering state or
* frame buffer configuration.
*
* The function pointers in the dd_function_table struct are divided into
* two groups: mandatory and optional.
* Mandatory functions have to be implemented by every device driver.
* Optional functions may or may not be implemented by the device driver.
* The optional functions provide ways to take advantage of special hardware
* or optimized algorithms.
*
* The function pointers in the dd_function_table struct should first be
* initialized in the driver's "MakeCurrent" function. The "MakeCurrent"
* function is a little different in each device driver. See the X/Mesa,
* GLX, or OS/Mesa drivers for examples.
*
* Later, Mesa may call the dd_function_table's UpdateState() function.
* This function should initialize the dd_function_table's pointers again.
* The UpdateState() function is called whenever the core (GL) rendering
* state is changed in a way which may effect rasterization. For example,
* the TriangleFunc() pointer may have to point to different functions
* depending on whether smooth or flat shading is enabled.
*
* Note that the first argument to every device driver function is a
* GLcontext *. In turn, the GLcontext->DriverCtx pointer points to
* the driver-specific context struct. See the X/Mesa or OS/Mesa interface
* for an example.
*
* For more information about writing a device driver see the drivers
* in OSmesa/ and X/ for examples.
*
* Look below in the dd_function_table struct definition for descriptions
* of each device driver function.
*
* More function pointers may be added as required.
*
*
* Notes:
* ------
* RGBA = red/green/blue/alpha
* CI = color index (color mapped mode)
* mono = all pixels have the same color or index
*
* The write_ functions all take an array of mask flags which indicate
* whether or not the pixel should be written. One special case exists
* in the write_color_span function: if the mask array is NULL, then
* draw all pixels. This is an optimization used for glDrawPixels().
*
* IN ALL CASES:
* X coordinates start at 0 at the left and increase to the right
* Y coordinates start at 0 at the bottom and increase upward
*
*/
/* Mask bits sent to the driver Clear() function */
#define DD_FRONT_LEFT_BIT FRONT_LEFT_BIT /* 1 */
#define DD_FRONT_RIGHT_BIT FRONT_RIGHT_BIT /* 2 */
#define DD_BACK_LEFT_BIT BACK_LEFT_BIT /* 4 */
#define DD_BACK_RIGHT_BIT BACK_RIGHT_BIT /* 8 */
#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 */
/* Point, line, triangle, quadrilateral and rectangle rasterizer
* functions. These are specific to the tnl module and will shortly
* move to a driver interface specific to that module.
*/
typedef void (*points_func)( GLcontext *ctx, GLuint first, GLuint last );
typedef void (*line_func)( GLcontext *ctx, GLuint v1, GLuint v2 );
typedef void (*triangle_func)( GLcontext *ctx,
GLuint v1, GLuint v2, GLuint v3 );
typedef void (*quad_func)( GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4 );
typedef void (*render_func)( GLcontext *ctx, GLuint start, GLuint count,
GLuint flags );
typedef void (*interp_func)( GLcontext *ctx,
GLfloat t, GLuint dst, GLuint in, GLuint out,
GLboolean force_boundary );
typedef void (*copy_pv_func)( GLcontext *ctx, GLuint dst, GLuint src );
/*
* Device Driver function table.
*/
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, GLuint new_state );
/*
* UpdateState() is called whenver Mesa thinks the device driver should
* update its state and/or the other pointers (such as PointsFunc,
* LineFunc, or TriangleFunc).
*/
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.
* 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.
*/
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
*/
void (*GetBufferSize)( GLcontext *ctx, GLuint *width, GLuint *height );
/*
* Returns the width and height of the current color buffer.
*/
/***
*** Functions for writing pixels to the frame buffer:
***/
void (*WriteRGBASpan)( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
CONST GLchan rgba[][4], const GLubyte mask[] );
void (*WriteRGBSpan)( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
CONST GLchan rgb[][3], const GLubyte mask[] );
/* Write a horizontal run of RGBA or RGB pixels.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLchan color[4], const GLubyte mask[] );
/* Write a horizontal run of RGBA pixels all with the same color.
*/
void (*WriteRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
CONST GLchan rgba[][4], const GLubyte mask[] );
/* Write array of RGBA pixels at random locations.
*/
void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLchan color[4], const GLubyte mask[] );
/* Write an array of mono-RGBA pixels at random locations.
*/
void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLuint index[], const GLubyte mask[] );
void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte index[], const GLubyte mask[] );
/* Write a horizontal run of CI pixels. One function is for 32bpp
* indexes and the other for 8bpp pixels (the common case). You mus
* implement both for color index mode.
*/
void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLuint colorIndex, const GLubyte mask[] );
/* Write a horizontal run of color index pixels using the color index
* last specified by the Index() function.
*/
void (*WriteCI32Pixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] );
/*
* Write a random array of CI pixels.
*/
void (*WriteMonoCIPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint colorIndex, const GLubyte mask[] );
/* Write a random array of color index pixels using the color index
* last specified by the Index() function.
*/
/***
*** Functions to read pixels from frame buffer:
***/
void (*ReadCI32Span)( const GLcontext *ctx,
GLuint n, GLint x, GLint y, GLuint index[] );
/* Read a horizontal run of color index pixels.
*/
void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLchan rgba[][4] );
/* Read a horizontal run of RGBA pixels.
*/
void (*ReadCI32Pixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint indx[], const GLubyte mask[] );
/* Read a random array of CI pixels.
*/
void (*ReadRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLchan rgba[][4], const GLubyte mask[] );
/* Read a random array of RGBA pixels.
*/
/**********************************************************************
*** Optional functions: these functions may or may not be ***
*** implemented by the device driver. If the device driver ***
*** doesn't implement them it should never touch these pointers ***
*** since Mesa will either set them to NULL or point them at a ***
*** fall-back function. ***
**********************************************************************/
void (*Finish)( GLcontext *ctx );
/*
* This is called whenever glFinish() is called.
*/
void (*Flush)( GLcontext *ctx );
/*
* This is called whenever glFlush() is called.
*/
void (*Error)( GLcontext *ctx );
/*
* Called whenever an error is generated. ctx->ErrorValue contains
* the error value.
*/
/***
*** For supporting hardware Z buffers:
*** Either ALL or NONE of these functions must be implemented!
*** NOTE that Each depth value is a 32-bit GLuint. If the depth
*** buffer is less than 32 bits deep then the extra upperbits are zero.
***/
void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth depth[], const GLubyte mask[] );
/* Write a horizontal span of values into the depth buffer. Only write
* depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLdepth depth[] );
/* Read a horizontal span of values from the depth buffer.
*/
void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLdepth depth[], const GLubyte mask[] );
/* Write an array of randomly positioned depth values into the
* depth buffer. Only write depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
GLdepth depth[] );
/* Read an array of randomly positioned depth values from the depth buffer.
*/
/***
*** For supporting hardware stencil buffers:
*** Either ALL or NONE of these functions must be implemented!
***/
void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLstencil stencil[], const GLubyte mask[] );
/* Write a horizontal span of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLstencil stencil[] );
/* Read a horizontal span of stencil values from the stencil buffer.
*/
void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLstencil stencil[],
const GLubyte mask[] );
/* Write an array of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
GLstencil stencil[] );
/* Read an array of stencil values from the stencil buffer.
*/
/***
*** For hardware accumulation buffer:
***/
void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value,
GLint xpos, GLint ypos, GLint width, GLint height );
/* Execute glAccum command within the given scissor region.
*/
/***
*** glDraw/Read/CopyPixels and glBitmap functions:
***/
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.
*/
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.
*/
void (*CopyPixels)( GLcontext *ctx,
GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
GLint dstx, GLint dsty, GLenum type );
/* Do a glCopyPixels. This function must respect all rasterization
* state, glPixelTransfer, glPixelZoom, etc.
*/
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 image functions:
***/
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.
* Arguments:
* <target>, <level>, <format>, <type> and <pixels> are user specified.
* <packing> indicates the image packing of pixels.
* <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.
* 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.
* Arguments:
* <target>, <level>, <xoffset>, <yoffset>, <zoffset>, <width>, <height>,
* <depth>, <format>, <type> and <pixels> are user specified.
* <packing> indicates the image packing of pixels.
* <texObj> is the target texture object.
* <texImage> is the target texture image. It will have the texture
* width, height, border and internalFormat information.
* 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.
* 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.
*/
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,
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,
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.
*/
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.
*/
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
/***
*** 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,
struct gl_texture_object *t );
/* Called by glAreTextureResident().
*/
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.
*/
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.
*/
/***
*** 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, 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 (*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 (*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);
/*** State-query functions
***
*** Return GL_TRUE if query was completed, GL_FALSE otherwise.
***/
GLboolean (*GetBooleanv)(GLcontext *ctx, GLenum pname, GLboolean *result);
GLboolean (*GetDoublev)(GLcontext *ctx, GLenum pname, GLdouble *result);
GLboolean (*GetFloatv)(GLcontext *ctx, GLenum pname, GLfloat *result);
GLboolean (*GetIntegerv)(GLcontext *ctx, GLenum pname, GLint *result);
GLboolean (*GetPointerv)(GLcontext *ctx, GLenum pname, GLvoid **result);
/***
*** Vertex array functions
***
*** 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);
/***
*** TNL Pipeline
***/
void (*PipelineStart)(GLcontext *ctx);
void (*PipelineFinish)(GLcontext *ctx);
/* Called before and after all pipeline stages.
* These are a suitable place for grabbing/releasing hardware locks.
*/
/***
*** Rendering
***/
void (*RenderStart)(GLcontext *ctx);
void (*RenderFinish)(GLcontext *ctx);
/* Called before and after all rendering operations, including DrawPixels,
* ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
* These are a suitable place for grabbing/releasing hardware locks.
*/
void (*RenderPrimitive)(GLcontext *ctx, GLenum mode);
/* Called between RednerStart() and RenderFinish() to indicate the
* type of primitive we're about to draw. Mode will be one of the
* modes accepted by glBegin().
*/
interp_func RenderInterp;
copy_pv_func RenderCopyPV;
void (*RenderClippedPolygon)( GLcontext *ctx, const GLuint *elts, GLuint n );
void (*RenderClippedLine)( GLcontext *ctx, GLuint v0, GLuint v1 );
/* Functions to interpolate between prebuilt vertices, copy flat-shade
* provoking color, and to render clipped primitives.
*/
/***
*** Parameters for _tnl_render_stage
***/
points_func PointsFunc; /* must now respect vb->elts */
line_func LineFunc;
triangle_func TriangleFunc;
quad_func QuadFunc;
/* These functions are called in order to render points, lines,
* triangles and quads. These are only called via the T&L module.
*/
render_func *RenderTabVerts;
render_func *RenderTabElts;
/* Render whole unclipped primitives (points, lines, linestrips,
* lineloops, etc). The tables are indexed by the GL enum of the
* primitive to be rendered.
*/
void (*ResetLineStipple)( GLcontext *ctx );
/* Reset the hardware's line stipple counter.
*/
void (*BuildProjectedVertices)( GLcontext *ctx,
GLuint start, GLuint end,
GLuint new_inputs);
/* This function is called whenever new vertices are required for
* rendering. The vertices in question are those n such that start
* <= n < end. The new_inputs parameter indicates those fields of
* the vertex which need to be updated, if only a partial repair of
* the vertex is required.
*
* This function is called only from _tnl_render_stage in tnl/t_render.c.
*/
GLboolean (*MultipassFunc)( GLcontext *ctx, GLuint passno );
/* Driver may request additional render passes by returning GL_TRUE
* when this function is called. This function will be called
* after the first pass, and passes will be made until the function
* returns GL_FALSE. If no function is registered, only one pass
* is made.
*
* This function will be first invoked with passno == 1.
*/
/***
*** Support for multiple t&l engines
***/
#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.
*/
GLuint CurrentSavePrimitive;
/* Current state of an in-progress compilation. May take on any of
* the additional values defined above.
*/
#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 (*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.
*/
void (*LightingSpaceChange)( GLcontext *ctx );
/* Notify driver that the special derived value _NeedEyeCoords has
* changed.
*/
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.
*/
void (*MakeCurrent)( GLcontext *ctx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer );
/* Let the t&l component know when the context becomes current.
*/
void (*LockArraysEXT)( GLcontext *ctx, GLint first, GLsizei count );
void (*UnlockArraysEXT)( GLcontext *ctx );
/* Called by glLockArraysEXT() and glUnlockArraysEXT(), respectively.
*/
};
/*
* 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.
*
* 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 (*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
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