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|
/**
* \file dd.h
* Device driver interfaces.
*/
/*
* Mesa 3-D graphics library
* Version: 6.5.2
*
* Copyright (C) 1999-2006 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;
struct gl_display_list;
#if FEATURE_ARB_vertex_buffer_object
/* Modifies GL_MAP_UNSYNCHRONIZED_BIT to allow driver to fail (return
* NULL) if buffer is unavailable for immediate mapping.
*
* Does GL_MAP_INVALIDATE_RANGE_BIT do this? It seems so, but it
* would require more book-keeping in the driver than seems necessary
* at this point.
*
* Does GL_MAP_INVALDIATE_BUFFER_BIT do this? Not really -- we don't
* want to provoke the driver to throw away the old storage, we will
* respect the contents of already referenced data.
*/
#define MESA_MAP_NOWAIT_BIT 0x0040
#endif
/**
* 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.
*
* Note: when new functions are added here, the drivers/common/driverfuncs.c
* file should be updated too!!!
*/
struct dd_function_table {
/**
* Return a string as needed by glGetString().
* Only the GL_RENDERER query must be implemented. Otherwise, NULL can be
* returned.
*/
const GLubyte * (*GetString)( GLcontext *ctx, GLenum name );
/**
* 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, GLbitfield new_state );
/**
* Get the width and height of the named buffer/window.
*
* Mesa uses this to determine when the driver's window size has changed.
* XXX OBSOLETE: this function will be removed in the future.
*/
void (*GetBufferSize)( GLframebuffer *buffer,
GLuint *width, GLuint *height );
/**
* Resize the given framebuffer to the given size.
* XXX OBSOLETE: this function will be removed in the future.
*/
void (*ResizeBuffers)( GLcontext *ctx, GLframebuffer *fb,
GLuint width, GLuint height);
/**
* Called whenever an error is generated.
* __GLcontextRec::ErrorValue contains the error value.
*/
void (*Error)( GLcontext *ctx );
/**
* This is called whenever glFinish() is called.
*/
void (*Finish)( GLcontext *ctx );
/**
* This is called whenever glFlush() is called.
*/
void (*Flush)( GLcontext *ctx );
/**
* Clear the color/depth/stencil/accum buffer(s).
* \param buffers a bitmask of BUFFER_BIT_* flags indicating which
* renderbuffers need to be cleared.
*/
void (*Clear)( GLcontext *ctx, GLbitfield buffers );
/**
* Execute glAccum command.
*/
void (*Accum)( GLcontext *ctx, GLenum op, GLfloat value );
/**
* Execute glRasterPos, updating the ctx->Current.Raster fields
*/
void (*RasterPos)( GLcontext *ctx, const GLfloat v[4] );
/**
* \name Image-related functions
*/
/*@{*/
/**
* 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 );
/**
* 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 );
/**
* Called by glCopyPixels().
*/
void (*CopyPixels)( GLcontext *ctx, GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
GLint dstx, GLint dsty, GLenum type );
/**
* Called by glBitmap().
*/
void (*Bitmap)( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap );
/*@}*/
/**
* \name Texture image functions
*/
/*@{*/
/**
* 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
* gl_format value.
*/
GLuint (*ChooseTextureFormat)( GLcontext *ctx, GLint internalFormat,
GLenum srcFormat, GLenum srcType );
/**
* 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.
*
* 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().
*
* \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 glGetTexImage().
*/
void (*GetTexImage)( GLcontext *ctx, GLenum target, GLint level,
GLenum format, GLenum type, GLvoid *pixels,
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 );
/**
* 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 );
/**
* Called by glCopyTexSubImage1D().
*
* 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 );
/**
* 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 );
/**
* Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled.
*/
void (*GenerateMipmap)(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj);
/**
* 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);
/*@}*/
/**
* \name Compressed texture functions
*/
/*@{*/
/**
* 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 (*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.
*/
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 glGetCompressedTexImage.
*/
void (*GetCompressedTexImage)(GLcontext *ctx, GLenum target, GLint level,
GLvoid *img,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage);
/*@}*/
/**
* \name Texture object functions
*/
/*@{*/
/**
* Called by glBindTexture().
*/
void (*BindTexture)( GLcontext *ctx, GLenum target,
struct gl_texture_object *tObj );
/**
* Called to allocate a new texture object.
* A new gl_texture_object should be returned. The driver should
* attach to it any device-specific info it needs.
*/
struct gl_texture_object * (*NewTextureObject)( GLcontext *ctx, GLuint name,
GLenum target );
/**
* Called when a texture object is about to be deallocated.
*
* Driver should delete the gl_texture_object object and anything
* hanging off of it.
*/
void (*DeleteTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
/**
* Called to allocate a new texture image object.
*/
struct gl_texture_image * (*NewTextureImage)( GLcontext *ctx );
/**
* Called to free tImage->Data.
*/
void (*FreeTexImageData)( GLcontext *ctx, struct gl_texture_image *tImage );
/** Map texture image data into user space */
void (*MapTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
/** Unmap texture images from user space */
void (*UnmapTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
/**
* Note: no context argument. This function doesn't initially look
* like it belongs here, except that the driver is the only entity
* that knows for sure how the texture memory is allocated - via
* the above callbacks. There is then an argument that the driver
* knows what memcpy paths might be fast. Typically this is invoked with
*
* to -- a pointer into texture memory allocated by NewTextureImage() above.
* from -- a pointer into client memory or a mesa temporary.
* sz -- nr bytes to copy.
*/
void* (*TextureMemCpy)( void *to, const void *from, size_t sz );
/**
* Called by glAreTextureResident().
*/
GLboolean (*IsTextureResident)( GLcontext *ctx,
struct gl_texture_object *t );
/**
* 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 );
/*@}*/
/**
* \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 (*CopyConvolutionFilter1D)( GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width );
void (*CopyConvolutionFilter2D)( GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y,
GLsizei width, GLsizei height );
/*@}*/
/**
* \name Vertex/fragment program functions
*/
/*@{*/
/** Bind a vertex/fragment program */
void (*BindProgram)(GLcontext *ctx, GLenum target, struct gl_program *prog);
/** Allocate a new program */
struct gl_program * (*NewProgram)(GLcontext *ctx, GLenum target, GLuint id);
/** Delete a program */
void (*DeleteProgram)(GLcontext *ctx, struct gl_program *prog);
/** Notify driver that a program string has been specified. */
void (*ProgramStringNotify)(GLcontext *ctx, GLenum target,
struct gl_program *prog);
/** Query if program can be loaded onto hardware */
GLboolean (*IsProgramNative)(GLcontext *ctx, GLenum target,
struct gl_program *prog);
/*@}*/
/**
* \name State-changing functions.
*
* \note drawing functions are above.
*
* These functions are called by their corresponding OpenGL API functions.
* They are \e also called by the gl_PopAttrib() function!!!
* May add more functions like these to the device driver in the future.
*/
/*@{*/
/** 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 (*BlendEquationSeparate)(GLcontext *ctx, GLenum modeRGB, GLenum modeA);
/** Specify pixel arithmetic */
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 NDC to window coordinates */
void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
/** Specify the current buffer for writing */
void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
/** Specify the buffers for writing for fragment programs*/
void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
/** 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.
* Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already
* been transformed to eye-space.
*/
void (*Lightfv)(GLcontext *ctx, GLenum light,
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 );
/* Specifies the current buffer for reading */
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** 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);
/** OpenGL 2.0 two-sided StencilFunc */
void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask);
/** OpenGL 2.0 two-sided StencilMask */
void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask);
/** OpenGL 2.0 two-sided StencilOp */
void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass);
/** 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);
/** Set the viewport */
void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/*@}*/
/**
* \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 (*GetInteger64v)(GLcontext *ctx, GLenum pname, GLint64 *result);
/** Return the value or values of a selected parameter */
GLboolean (*GetPointerv)(GLcontext *ctx, GLenum pname, GLvoid **result);
/*@}*/
/**
* \name Vertex/pixel 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 );
GLboolean (*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 );
void (*CopyBufferSubData)( GLcontext *ctx,
struct gl_buffer_object *src,
struct gl_buffer_object *dst,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size );
/* May return NULL if MESA_MAP_NOWAIT_BIT is set in access:
*/
void * (*MapBufferRange)( GLcontext *ctx, GLenum target,
GLintptr offset, GLsizeiptr length, GLbitfield access,
struct gl_buffer_object *obj);
void (*FlushMappedBufferRange) (GLcontext *ctx, GLenum target,
GLintptr offset, GLsizeiptr length,
struct gl_buffer_object *obj);
GLboolean (*UnmapBuffer)( GLcontext *ctx, GLenum target,
struct gl_buffer_object *obj );
/*@}*/
#endif
/**
* \name Functions for GL_EXT_framebuffer_object
*/
#if FEATURE_EXT_framebuffer_object
/*@{*/
struct gl_framebuffer * (*NewFramebuffer)(GLcontext *ctx, GLuint name);
struct gl_renderbuffer * (*NewRenderbuffer)(GLcontext *ctx, GLuint name);
void (*BindFramebuffer)(GLcontext *ctx, GLenum target,
struct gl_framebuffer *fb, struct gl_framebuffer *fbread);
void (*FramebufferRenderbuffer)(GLcontext *ctx,
struct gl_framebuffer *fb,
GLenum attachment,
struct gl_renderbuffer *rb);
void (*RenderTexture)(GLcontext *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att);
void (*FinishRenderTexture)(GLcontext *ctx,
struct gl_renderbuffer_attachment *att);
void (*ValidateFramebuffer)(GLcontext *ctx,
struct gl_framebuffer *fb);
/*@}*/
#endif
#if FEATURE_EXT_framebuffer_blit
void (*BlitFramebuffer)(GLcontext *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
#endif
/**
* \name Query objects
*/
/*@{*/
struct gl_query_object * (*NewQueryObject)(GLcontext *ctx, GLuint id);
void (*DeleteQuery)(GLcontext *ctx, struct gl_query_object *q);
void (*BeginQuery)(GLcontext *ctx, struct gl_query_object *q);
void (*EndQuery)(GLcontext *ctx, struct gl_query_object *q);
void (*CheckQuery)(GLcontext *ctx, struct gl_query_object *q);
void (*WaitQuery)(GLcontext *ctx, struct gl_query_object *q);
/*@}*/
/**
* \name Vertex Array objects
*/
/*@{*/
struct gl_array_object * (*NewArrayObject)(GLcontext *ctx, GLuint id);
void (*DeleteArrayObject)(GLcontext *ctx, struct gl_array_object *obj);
void (*BindArrayObject)(GLcontext *ctx, struct gl_array_object *obj);
/*@}*/
/**
* \name GLSL-related functions (ARB extensions and OpenGL 2.x)
*/
/*@{*/
void (*AttachShader)(GLcontext *ctx, GLuint program, GLuint shader);
void (*BindAttribLocation)(GLcontext *ctx, GLuint program, GLuint index,
const GLcharARB *name);
void (*CompileShader)(GLcontext *ctx, GLuint shader);
GLuint (*CreateShader)(GLcontext *ctx, GLenum type);
GLuint (*CreateProgram)(GLcontext *ctx);
void (*DeleteProgram2)(GLcontext *ctx, GLuint program);
void (*DeleteShader)(GLcontext *ctx, GLuint shader);
void (*DetachShader)(GLcontext *ctx, GLuint program, GLuint shader);
void (*GetActiveAttrib)(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLcharARB * name);
void (*GetActiveUniform)(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLcharARB *name);
void (*GetAttachedShaders)(GLcontext *ctx, GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *obj);
GLint (*GetAttribLocation)(GLcontext *ctx, GLuint program,
const GLcharARB *name);
GLuint (*GetHandle)(GLcontext *ctx, GLenum pname);
void (*GetProgramiv)(GLcontext *ctx, GLuint program,
GLenum pname, GLint *params);
void (*GetProgramInfoLog)(GLcontext *ctx, GLuint program, GLsizei bufSize,
GLsizei *length, GLchar *infoLog);
void (*GetShaderiv)(GLcontext *ctx, GLuint shader,
GLenum pname, GLint *params);
void (*GetShaderInfoLog)(GLcontext *ctx, GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *infoLog);
void (*GetShaderSource)(GLcontext *ctx, GLuint shader, GLsizei maxLength,
GLsizei *length, GLcharARB *sourceOut);
void (*GetUniformfv)(GLcontext *ctx, GLuint program, GLint location,
GLfloat *params);
void (*GetUniformiv)(GLcontext *ctx, GLuint program, GLint location,
GLint *params);
GLint (*GetUniformLocation)(GLcontext *ctx, GLuint program,
const GLcharARB *name);
GLboolean (*IsProgram)(GLcontext *ctx, GLuint name);
GLboolean (*IsShader)(GLcontext *ctx, GLuint name);
void (*LinkProgram)(GLcontext *ctx, GLuint program);
void (*ShaderSource)(GLcontext *ctx, GLuint shader, const GLchar *source);
void (*Uniform)(GLcontext *ctx, GLint location, GLsizei count,
const GLvoid *values, GLenum type);
void (*UniformMatrix)(GLcontext *ctx, GLint cols, GLint rows,
GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values);
void (*UseProgram)(GLcontext *ctx, GLuint program);
void (*ValidateProgram)(GLcontext *ctx, GLuint program);
/* XXX many more to come */
/*@}*/
/**
* \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;
/* Called prior to any of the GLvertexformat functions being
* called. Paired with Driver.FlushVertices().
*/
void (*BeginVertices)( GLcontext *ctx );
/**
* 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).
*
* Notify the T&L component before and after calling a display list.
*/
void (*BeginCallList)( GLcontext *ctx,
struct gl_display_list *dlist );
/**
* Called by glEndCallList().
*
* \sa dd_function_table::BeginCallList.
*/
void (*EndCallList)( GLcontext *ctx );
#if FEATURE_ARB_sync
/**
* \name GL_ARB_sync interfaces
*/
/*@{*/
struct gl_sync_object * (*NewSyncObject)(GLcontext *, GLenum);
void (*FenceSync)(GLcontext *, struct gl_sync_object *, GLenum, GLbitfield);
void (*DeleteSyncObject)(GLcontext *, struct gl_sync_object *);
void (*CheckSync)(GLcontext *, struct gl_sync_object *);
void (*ClientWaitSync)(GLcontext *, struct gl_sync_object *,
GLbitfield, GLuint64);
void (*ServerWaitSync)(GLcontext *, struct gl_sync_object *,
GLbitfield, GLuint64);
/*@}*/
#endif
};
/**
* 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 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 );
/* GL_NV_vertex_program */
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 );
#if FEATURE_ARB_vertex_program
void (GLAPIENTRYP VertexAttrib1fARB)( GLuint index, GLfloat x );
void (GLAPIENTRYP VertexAttrib1fvARB)( GLuint index, const GLfloat *v );
void (GLAPIENTRYP VertexAttrib2fARB)( GLuint index, GLfloat x, GLfloat y );
void (GLAPIENTRYP VertexAttrib2fvARB)( GLuint index, const GLfloat *v );
void (GLAPIENTRYP VertexAttrib3fARB)( GLuint index, GLfloat x, GLfloat y, GLfloat z );
void (GLAPIENTRYP VertexAttrib3fvARB)( GLuint index, const GLfloat *v );
void (GLAPIENTRYP VertexAttrib4fARB)( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void (GLAPIENTRYP VertexAttrib4fvARB)( GLuint index, const GLfloat *v );
#endif
/*@}*/
/*
*/
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 );
void (GLAPIENTRYP MultiDrawElementsEXT)( GLenum mode, const GLsizei *count,
GLenum type,
const GLvoid **indices,
GLsizei primcount);
void (GLAPIENTRYP DrawElementsBaseVertex)( GLenum mode, GLsizei count,
GLenum type,
const GLvoid *indices,
GLint basevertex );
void (GLAPIENTRYP DrawRangeElementsBaseVertex)( GLenum mode, GLuint start,
GLuint end, GLsizei count,
GLenum type,
const GLvoid *indices,
GLint basevertex);
void (GLAPIENTRYP MultiDrawElementsBaseVertex)( GLenum mode,
const GLsizei *count,
GLenum type,
const GLvoid **indices,
GLsizei primcount,
const GLint *basevertex);
/*@}*/
/**
* \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 */
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