1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
|
/* $Id: dd.h,v 1.11 2000/02/25 03:55:39 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
* Copyright (C) 1999 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
#include "macros.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_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 */
/*
* 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 );
/*
* 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.
*/
void (*Index)( GLcontext *ctx, GLuint index );
/*
* Sets current color index for drawing flat-shaded primitives.
* This index should also be used in the "mono" drawing functions.
*/
void (*Color)( GLcontext *ctx,
GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
/*
* Sets current color for drawing flat-shaded primitives.
* This color should also be used in the "mono" drawing functions.
*/
GLboolean (*SetDrawBuffer)( GLcontext *ctx, GLenum buffer );
/*
* Specifies the current buffer for writing.
* 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 GLubyte rgba[][4], const GLubyte mask[] );
void (*WriteRGBSpan)( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
CONST GLubyte rgb[][3], const GLubyte mask[] );
/* Write a horizontal run of RGBA or RGB pixels.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte mask[] );
/* Write a horizontal run of RGBA pixels all with the color last
* specified by the Color function.
*/
void (*WriteRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
CONST GLubyte rgba[][4], const GLubyte mask[] );
/* Write array of RGBA pixels at random locations.
*/
void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte mask[] );
/* Write an array of mono-RGBA pixels at random locations.
*/
void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLuint index[], const GLubyte mask[] );
void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte index[], const GLubyte mask[] );
/* Write a horizontal run of CI pixels. One function is for 32bpp
* indexes and the other for 8bpp pixels (the common case). You mus
* implement both for color index mode.
*/
void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte mask[] );
/* Write a horizontal run of color index pixels using the color index
* last specified by the Index() function.
*/
void (*WriteCI32Pixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] );
/*
* Write a random array of CI pixels.
*/
void (*WriteMonoCIPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte mask[] );
/* Write a random array of color index pixels using the color index
* last specified by the Index() function.
*/
/***
*** Functions to read pixels from frame buffer:
***/
void (*ReadCI32Span)( const GLcontext *ctx,
GLuint n, GLint x, GLint y, GLuint index[] );
/* Read a horizontal run of color index pixels.
*/
void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLubyte rgba[][4] );
/* Read a horizontal run of RGBA pixels.
*/
void (*ReadCI32Pixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint indx[], const GLubyte mask[] );
/* Read a random array of CI pixels.
*/
void (*ReadRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte rgba[][4], const GLubyte mask[] );
/* Read a random array of RGBA pixels.
*/
/**********************************************************************
*** Optional functions: these functions may or may not be ***
*** implemented by the device driver. If the device driver ***
*** doesn't implement them it should never touch these pointers ***
*** since Mesa will either set them to NULL or point them at a ***
*** fall-back function. ***
**********************************************************************/
void (*Finish)( GLcontext *ctx );
/*
* This is called whenever glFinish() is called.
*/
void (*Flush)( GLcontext *ctx );
/*
* This is called whenever glFlush() is called.
*/
GLboolean (*IndexMask)( GLcontext *ctx, GLuint mask );
/*
* Implements glIndexMask() if possible, else return GL_FALSE.
*/
GLboolean (*ColorMask)( GLcontext *ctx,
GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask );
/*
* Implements glColorMask() if possible, else return GL_FALSE.
*/
GLboolean (*LogicOp)( GLcontext *ctx, GLenum op );
/*
* Implements glLogicOp() if possible, else return GL_FALSE.
*/
void (*Dither)( GLcontext *ctx, GLboolean enable );
/*
* Enable/disable dithering.
* NOTE: This function will be removed in the future in favor
* of the "Enable" driver function.
*/
void (*Error)( GLcontext *ctx );
/*
* Called whenever an error is generated. ctx->ErrorValue contains
* the error value.
*/
void (*NearFar)( GLcontext *ctx, GLfloat nearVal, GLfloat farVal );
/*
* Called from glFrustum and glOrtho to tell device driver the
* near and far clipping plane Z values. The 3Dfx driver, for example,
* uses this.
*/
GLint (*GetParameteri)( const GLcontext *ctx, GLint param );
/* Query the device driver to get an integer parameter.
* Current parameters:
* DD_MAX_TEXTURE_SIZE return maximum texture size
*
* DD_MAX_TEXTURES number of texture sets/stages, usually 1
*
* DD_HAVE_HARDWARE_FOG the driver should return 1 (0 otherwise)
* when the hardware support per fragment
* fog for free (like the Voodoo Graphics)
* so the Mesa core will start to ever use
* per fragment fog
*/
/***
*** For supporting hardware Z buffers:
*** Either ALL or NONE of these functions must be implemented!
***/
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.
*/
/***
*** Accelerated point, line, polygon, glDrawPixels and glBitmap functions:
***/
points_func PointsFunc;
line_func LineFunc;
triangle_func TriangleFunc;
quad_func QuadFunc;
rect_func RectFunc;
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.
*/
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.
*/
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.
*/
/***
*** Texture mapping functions:
***/
void (*TexEnv)( GLcontext *ctx, GLenum pname, const GLfloat *param );
/*
* Called whenever glTexEnv*() is called.
* Pname will be one of GL_TEXTURE_ENV_MODE or GL_TEXTURE_ENV_COLOR.
* If pname is GL_TEXTURE_ENV_MODE then param will be one
* of GL_MODULATE, GL_BLEND, GL_DECAL, or GL_REPLACE.
*/
void (*TexImage)( GLcontext *ctx, GLenum target,
struct gl_texture_object *tObj, GLint level,
GLint internalFormat,
const struct gl_texture_image *image );
/*
* 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 );
/*
* Called from glTexSubImage() to define a sub-region of a texture.
*/
void (*TexParameter)( GLcontext *ctx, GLenum target,
struct gl_texture_object *tObj,
GLenum pname, const GLfloat *params );
/*
* Called whenever glTexParameter*() is called.
* target is GL_TEXTURE_1D or GL_TEXTURE_2D
* texObject is the texture object to modify
* pname is one of GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
* GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_BORDER_COLOR.
* params is dependant on pname. See man glTexParameter.
*/
void (*BindTexture)( GLcontext *ctx, GLenum target,
struct gl_texture_object *tObj );
/*
* Called whenever glBindTexture() is called. This specifies which
* texture is to be the current one. No dirty flags will be set.
*/
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.
*/
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
* was changed.
*/
void (*UseGlobalTexturePalette)( GLcontext *ctx, GLboolean state );
/*
* Called via glEnable/Disable(GL_SHARED_TEXTURE_PALETTE_EXT)
*/
void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber );
/*
* Called by glActiveTextureARB to set current texture unit.
*/
GLboolean (*IsTextureResident)( GLcontext *ctx,
struct gl_texture_object *t );
/*
* Allows the driver to implement the AreTexturesResident tests without
* knowing about Mesa's internal hash tables for textures.
*/
void (*PrioritizeTexture)( GLcontext *ctx,
struct gl_texture_object *t,
GLclampf priority );
/*
* Notify driver of priority change for a texture.
*/
/***
*** NEW in Mesa 3.x
***/
void (*RegisterVB)( struct vertex_buffer *VB );
void (*UnregisterVB)( struct vertex_buffer *VB );
/* Do any processing (eg allocate memory) required to set up a new
* vertex_buffer.
*/
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.
*/
GLuint RenderVectorFlags;
/* What do the render tables require of the vectors they deal
* with?
*/
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)
*
* These functions are called by their corresponding OpenGL API functions.
* They're ALSO called by the gl_PopAttrib() function!!!
* May add more functions like these to the device driver in the future.
* This should reduce the amount of state checking that
* the driver's UpdateState() function must do.
*/
void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLclampf ref);
void (*BlendEquation)(GLcontext *ctx, GLenum mode);
void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor);
void (*BlendFuncSeparate)( GLcontext *ctx, GLenum sfactorRGB,
GLenum dfactorRGB, GLenum sfactorA,
GLenum dfactorA );
void (*ClearDepth)(GLcontext *ctx, GLclampd d);
void (*CullFace)(GLcontext *ctx, GLenum mode);
void (*FrontFace)(GLcontext *ctx, GLenum mode);
void (*DepthFunc)(GLcontext *ctx, GLenum func);
void (*DepthMask)(GLcontext *ctx, GLboolean flag);
void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
void (*Lightfv)(GLcontext *ctx, GLenum light,
GLenum pname, const GLfloat *params, GLint nparams );
void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
void (*LogicOpcode)(GLcontext *ctx, GLenum opcode);
void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
void (*ShadeModel)(GLcontext *ctx, GLenum mode);
void (*ClearStencil)(GLcontext *ctx, GLint s);
void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
void (*StencilMask)(GLcontext *ctx, GLuint mask);
void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
};
#endif
|