/** * \file dd.h * Device driver interfaces. */ /* * Mesa 3-D graphics library * * 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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DD_INCLUDED #define DD_INCLUDED /* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */ #include "glheader.h" struct gl_buffer_object; struct gl_context; struct gl_display_list; struct gl_framebuffer; struct gl_image_unit; struct gl_pixelstore_attrib; struct gl_program; struct gl_renderbuffer; struct gl_renderbuffer_attachment; struct gl_shader; struct gl_shader_program; struct gl_texture_image; struct gl_texture_object; /* GL_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 /** * 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)( struct gl_context *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)( struct gl_context *ctx, GLbitfield new_state ); /** * Resize the given framebuffer to the given size. * XXX OBSOLETE: this function will be removed in the future. */ void (*ResizeBuffers)( struct gl_context *ctx, struct gl_framebuffer *fb, GLuint width, GLuint height); /** * This is called whenever glFinish() is called. */ void (*Finish)( struct gl_context *ctx ); /** * This is called whenever glFlush() is called. */ void (*Flush)( struct gl_context *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)( struct gl_context *ctx, GLbitfield buffers ); /** * Execute glAccum command. */ void (*Accum)( struct gl_context *ctx, GLenum op, GLfloat value ); /** * Execute glRasterPos, updating the ctx->Current.Raster fields */ void (*RasterPos)( struct gl_context *ctx, const GLfloat v[4] ); /** * \name Image-related functions */ /*@{*/ /** * Called by glDrawPixels(). * \p unpack describes how to unpack the source image data. */ void (*DrawPixels)( struct gl_context *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)( struct gl_context *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)( struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLint dstx, GLint dsty, GLenum type ); /** * Called by glBitmap(). */ void (*Bitmap)( struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ); /*@}*/ /** * \name Texture image functions */ /*@{*/ /** * Choose actual hardware texture format given the texture target, the * user-provided source image format and type and the desired internal * format. In some cases, srcFormat and srcType can be GL_NONE. * Note: target may be GL_TEXTURE_CUBE_MAP, but never * GL_TEXTURE_CUBE_MAP_[POSITIVE/NEGATIVE]_[XYZ]. * Called by glTexImage(), etc. */ mesa_format (*ChooseTextureFormat)(struct gl_context *ctx, GLenum target, GLint internalFormat, GLenum srcFormat, GLenum srcType ); /** * Determine sample counts support for a particular target and format * * \param ctx GL context * \param target GL target enum * \param internalFormat GL format enum * \param samples Buffer to hold the returned sample counts. * Drivers \b must \b not return more than 16 counts. * * \returns * The number of sample counts actually written to \c samples. If * \c internaFormat is not renderable, zero is returned. */ size_t (*QuerySamplesForFormat)(struct gl_context *ctx, GLenum target, GLenum internalFormat, int samples[16]); /** * Called by glTexImage[123]D() and glCopyTexImage[12]D() * Allocate texture memory and copy the user's image to the buffer. * The gl_texture_image fields, etc. will be fully initialized. * The parameters are the same as glTexImage3D(), plus: * \param dims 1, 2, or 3 indicating glTexImage1/2/3D() * \param packing describes how to unpack the source data. * \param texImage is the destination texture image. */ void (*TexImage)(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexSubImage[123]D(). * Replace a subset of the target texture with new texel data. */ void (*TexSubImage)(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, 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); /** * Called by glGetTexImage(). */ void (*GetTexImage)( struct gl_context *ctx, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_image *texImage ); /** * Called by glCopyTex[Sub]Image[123]D(). * * This function should copy a rectangular region in the rb to a single * destination slice, specified by @slice. In the case of 1D array * textures (where one GL call can potentially affect multiple destination * slices), core mesa takes care of calling this function multiple times, * once for each scanline to be copied. */ void (*CopyTexSubImage)(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint slice, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height); /** * Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled. * Note that if the texture is a cube map, the parameter will * indicate which cube face to generate (GL_POSITIVE/NEGATIVE_X/Y/Z). * texObj->BaseLevel is the level from which to generate the remaining * mipmap levels. */ void (*GenerateMipmap)(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj); /** * Called by glTexImage, glCompressedTexImage, glCopyTexImage * and glTexStorage to check if the dimensions of the texture image * are too large. * \param target any GL_PROXY_TEXTURE_x target * \return GL_TRUE if the image is OK, GL_FALSE if too large */ GLboolean (*TestProxyTexImage)(struct gl_context *ctx, GLenum target, GLint level, mesa_format format, GLint width, GLint height, GLint depth, GLint border); /*@}*/ /** * \name Compressed texture functions */ /*@{*/ /** * Called by glCompressedTexImage[123]D(). */ void (*CompressedTexImage)(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexSubImage[123]D(). */ void (*CompressedTexSubImage)(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLint height, GLint depth, GLenum format, GLsizei imageSize, const GLvoid *data); /** * Called by glGetCompressedTexImage. */ void (*GetCompressedTexImage)(struct gl_context *ctx, struct gl_texture_image *texImage, GLvoid *data); /*@}*/ /** * \name Texture object / image functions */ /*@{*/ /** * Called by glBindTexture() and glBindTextures(). */ void (*BindTexture)( struct gl_context *ctx, GLuint texUnit, GLenum target, struct gl_texture_object *tObj ); /** * Called to allocate a new texture object. Drivers will usually * allocate/return a subclass of gl_texture_object. */ struct gl_texture_object * (*NewTextureObject)(struct gl_context *ctx, GLuint name, GLenum target); /** * Called to delete/free a texture object. Drivers should free the * object and any image data it contains. */ void (*DeleteTexture)(struct gl_context *ctx, struct gl_texture_object *texObj); /** Called to allocate a new texture image object. */ struct gl_texture_image * (*NewTextureImage)(struct gl_context *ctx); /** Called to free a texture image object returned by NewTextureImage() */ void (*DeleteTextureImage)(struct gl_context *ctx, struct gl_texture_image *); /** Called to allocate memory for a single texture image */ GLboolean (*AllocTextureImageBuffer)(struct gl_context *ctx, struct gl_texture_image *texImage); /** Free the memory for a single texture image */ void (*FreeTextureImageBuffer)(struct gl_context *ctx, struct gl_texture_image *texImage); /** Map a slice of a texture image into user space. * Note: for GL_TEXTURE_1D_ARRAY, height must be 1, y must be 0 and slice * indicates the 1D array index. * \param texImage the texture image * \param slice the 3D image slice or array texture slice * \param x, y, w, h region of interest * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT and * GL_MAP_INVALIDATE_RANGE_BIT (if writing) * \param mapOut returns start of mapping of region of interest * \param rowStrideOut returns row stride (in bytes). In the case of a * compressed texture, this is the byte stride between one row of blocks * and another. */ void (*MapTextureImage)(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **mapOut, GLint *rowStrideOut); void (*UnmapTextureImage)(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice); /** For GL_ARB_texture_storage. Allocate memory for whole mipmap stack. * All the gl_texture_images in the texture object will have their * dimensions, format, etc. initialized already. */ GLboolean (*AllocTextureStorage)(struct gl_context *ctx, struct gl_texture_object *texObj, GLsizei levels, GLsizei width, GLsizei height, GLsizei depth); /** Called as part of glTextureView to add views to origTexObj */ GLboolean (*TextureView)(struct gl_context *ctx, struct gl_texture_object *texObj, struct gl_texture_object *origTexObj); /** * Map a renderbuffer into user space. * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT and * GL_MAP_INVALIDATE_RANGE_BIT (if writing) */ void (*MapRenderbuffer)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **mapOut, GLint *rowStrideOut); void (*UnmapRenderbuffer)(struct gl_context *ctx, struct gl_renderbuffer *rb); /** * Optional driver entrypoint that binds a non-texture renderbuffer's * contents to a texture image. */ GLboolean (*BindRenderbufferTexImage)(struct gl_context *ctx, struct gl_renderbuffer *rb, struct gl_texture_image *texImage); /*@}*/ /** * \name Vertex/fragment program functions */ /*@{*/ /** Bind a vertex/fragment program */ void (*BindProgram)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /** Allocate a new program */ struct gl_program * (*NewProgram)(struct gl_context *ctx, GLenum target, GLuint id); /** Delete a program */ void (*DeleteProgram)(struct gl_context *ctx, struct gl_program *prog); /** * Notify driver that a program string (and GPU code) has been specified * or modified. Return GL_TRUE or GL_FALSE to indicate if the program is * supported by the driver. */ GLboolean (*ProgramStringNotify)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /** * Notify driver that the sampler uniforms for the current program have * changed. On some drivers, this may require shader recompiles. */ void (*SamplerUniformChange)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /** Query if program can be loaded onto hardware */ GLboolean (*IsProgramNative)(struct gl_context *ctx, GLenum target, struct gl_program *prog); /*@}*/ /** * \name GLSL shader/program functions. */ /*@{*/ /** * Called when a shader program is linked. * * This gives drivers an opportunity to clone the IR and make their * own transformations on it for the purposes of code generation. */ GLboolean (*LinkShader)(struct gl_context *ctx, struct gl_shader_program *shader); /*@}*/ /** * \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)(struct gl_context *ctx, GLenum func, GLfloat ref); /** Set the blend color */ void (*BlendColor)(struct gl_context *ctx, const GLfloat color[4]); /** Set the blend equation */ void (*BlendEquationSeparate)(struct gl_context *ctx, GLenum modeRGB, GLenum modeA); void (*BlendEquationSeparatei)(struct gl_context *ctx, GLuint buffer, GLenum modeRGB, GLenum modeA); /** Specify pixel arithmetic */ void (*BlendFuncSeparate)(struct gl_context *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); void (*BlendFuncSeparatei)(struct gl_context *ctx, GLuint buffer, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA); /** Specify a plane against which all geometry is clipped */ void (*ClipPlane)(struct gl_context *ctx, GLenum plane, const GLfloat *eq); /** Enable and disable writing of frame buffer color components */ void (*ColorMask)(struct gl_context *ctx, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask ); void (*ColorMaskIndexed)(struct gl_context *ctx, GLuint buf, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask); /** Cause a material color to track the current color */ void (*ColorMaterial)(struct gl_context *ctx, GLenum face, GLenum mode); /** Specify whether front- or back-facing facets can be culled */ void (*CullFace)(struct gl_context *ctx, GLenum mode); /** Define front- and back-facing polygons */ void (*FrontFace)(struct gl_context *ctx, GLenum mode); /** Specify the value used for depth buffer comparisons */ void (*DepthFunc)(struct gl_context *ctx, GLenum func); /** Enable or disable writing into the depth buffer */ void (*DepthMask)(struct gl_context *ctx, GLboolean flag); /** Specify mapping of depth values from NDC to window coordinates */ void (*DepthRange)(struct gl_context *ctx); /** Specify the current buffer for writing */ void (*DrawBuffer)( struct gl_context *ctx, GLenum buffer ); /** Specify the buffers for writing for fragment programs*/ void (*DrawBuffers)(struct gl_context *ctx, GLsizei n, const GLenum *buffers); /** Enable or disable server-side gl capabilities */ void (*Enable)(struct gl_context *ctx, GLenum cap, GLboolean state); /** Specify fog parameters */ void (*Fogfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params); /** Specify implementation-specific hints */ void (*Hint)(struct gl_context *ctx, GLenum target, GLenum mode); /** Set light source parameters. * Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already * been transformed to eye-space. */ void (*Lightfv)(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params ); /** Set the lighting model parameters */ void (*LightModelfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params); /** Specify the line stipple pattern */ void (*LineStipple)(struct gl_context *ctx, GLint factor, GLushort pattern ); /** Specify the width of rasterized lines */ void (*LineWidth)(struct gl_context *ctx, GLfloat width); /** Specify a logical pixel operation for color index rendering */ void (*LogicOpcode)(struct gl_context *ctx, GLenum opcode); void (*PointParameterfv)(struct gl_context *ctx, GLenum pname, const GLfloat *params); /** Specify the diameter of rasterized points */ void (*PointSize)(struct gl_context *ctx, GLfloat size); /** Select a polygon rasterization mode */ void (*PolygonMode)(struct gl_context *ctx, GLenum face, GLenum mode); /** Set the scale and units used to calculate depth values */ void (*PolygonOffset)(struct gl_context *ctx, GLfloat factor, GLfloat units); /** Set the polygon stippling pattern */ void (*PolygonStipple)(struct gl_context *ctx, const GLubyte *mask ); /* Specifies the current buffer for reading */ void (*ReadBuffer)( struct gl_context *ctx, GLenum buffer ); /** Set rasterization mode */ void (*RenderMode)(struct gl_context *ctx, GLenum mode ); /** Define the scissor box */ void (*Scissor)(struct gl_context *ctx); /** Select flat or smooth shading */ void (*ShadeModel)(struct gl_context *ctx, GLenum mode); /** OpenGL 2.0 two-sided StencilFunc */ void (*StencilFuncSeparate)(struct gl_context *ctx, GLenum face, GLenum func, GLint ref, GLuint mask); /** OpenGL 2.0 two-sided StencilMask */ void (*StencilMaskSeparate)(struct gl_context *ctx, GLenum face, GLuint mask); /** OpenGL 2.0 two-sided StencilOp */ void (*StencilOpSeparate)(struct gl_context *ctx, GLenum face, GLenum fail, GLenum zfail, GLenum zpass); /** Control the generation of texture coordinates */ void (*TexGen)(struct gl_context *ctx, GLenum coord, GLenum pname, const GLfloat *params); /** Set texture environment parameters */ void (*TexEnv)(struct gl_context *ctx, GLenum target, GLenum pname, const GLfloat *param); /** Set texture parameters */ void (*TexParameter)(struct gl_context *ctx, struct gl_texture_object *texObj, GLenum pname, const GLfloat *params); /** Set the viewport */ void (*Viewport)(struct gl_context *ctx); /*@}*/ /** * \name Vertex/pixel buffer object functions */ /*@{*/ struct gl_buffer_object * (*NewBufferObject)(struct gl_context *ctx, GLuint buffer, GLenum target); void (*DeleteBuffer)( struct gl_context *ctx, struct gl_buffer_object *obj ); GLboolean (*BufferData)(struct gl_context *ctx, GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage, GLenum storageFlags, struct gl_buffer_object *obj); void (*BufferSubData)( struct gl_context *ctx, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data, struct gl_buffer_object *obj ); void (*GetBufferSubData)( struct gl_context *ctx, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data, struct gl_buffer_object *obj ); void (*ClearBufferSubData)( struct gl_context *ctx, GLintptr offset, GLsizeiptr size, const GLvoid *clearValue, GLsizeiptr clearValueSize, struct gl_buffer_object *obj ); void (*CopyBufferSubData)( struct gl_context *ctx, struct gl_buffer_object *src, struct gl_buffer_object *dst, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size ); /* Returns pointer to the start of the mapped range. * May return NULL if MESA_MAP_NOWAIT_BIT is set in access: */ void * (*MapBufferRange)( struct gl_context *ctx, GLintptr offset, GLsizeiptr length, GLbitfield access, struct gl_buffer_object *obj, gl_map_buffer_index index); void (*FlushMappedBufferRange)(struct gl_context *ctx, GLintptr offset, GLsizeiptr length, struct gl_buffer_object *obj, gl_map_buffer_index index); GLboolean (*UnmapBuffer)( struct gl_context *ctx, struct gl_buffer_object *obj, gl_map_buffer_index index); /*@}*/ /** * \name Functions for GL_APPLE_object_purgeable */ /*@{*/ /* variations on ObjectPurgeable */ GLenum (*BufferObjectPurgeable)(struct gl_context *ctx, struct gl_buffer_object *obj, GLenum option); GLenum (*RenderObjectPurgeable)(struct gl_context *ctx, struct gl_renderbuffer *obj, GLenum option); GLenum (*TextureObjectPurgeable)(struct gl_context *ctx, struct gl_texture_object *obj, GLenum option); /* variations on ObjectUnpurgeable */ GLenum (*BufferObjectUnpurgeable)(struct gl_context *ctx, struct gl_buffer_object *obj, GLenum option); GLenum (*RenderObjectUnpurgeable)(struct gl_context *ctx, struct gl_renderbuffer *obj, GLenum option); GLenum (*TextureObjectUnpurgeable)(struct gl_context *ctx, struct gl_texture_object *obj, GLenum option); /*@}*/ /** * \name Functions for GL_EXT_framebuffer_{object,blit,discard}. */ /*@{*/ struct gl_framebuffer * (*NewFramebuffer)(struct gl_context *ctx, GLuint name); struct gl_renderbuffer * (*NewRenderbuffer)(struct gl_context *ctx, GLuint name); void (*BindFramebuffer)(struct gl_context *ctx, GLenum target, struct gl_framebuffer *drawFb, struct gl_framebuffer *readFb); void (*FramebufferRenderbuffer)(struct gl_context *ctx, struct gl_framebuffer *fb, GLenum attachment, struct gl_renderbuffer *rb); void (*RenderTexture)(struct gl_context *ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att); void (*FinishRenderTexture)(struct gl_context *ctx, struct gl_renderbuffer *rb); void (*ValidateFramebuffer)(struct gl_context *ctx, struct gl_framebuffer *fb); /*@}*/ void (*BlitFramebuffer)(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void (*DiscardFramebuffer)(struct gl_context *ctx, GLenum target, GLsizei numAttachments, const GLenum *attachments); /** * \name Query objects */ /*@{*/ struct gl_query_object * (*NewQueryObject)(struct gl_context *ctx, GLuint id); void (*DeleteQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*BeginQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*QueryCounter)(struct gl_context *ctx, struct gl_query_object *q); void (*EndQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*CheckQuery)(struct gl_context *ctx, struct gl_query_object *q); void (*WaitQuery)(struct gl_context *ctx, struct gl_query_object *q); /*@}*/ /** * \name Performance monitors */ /*@{*/ struct gl_perf_monitor_object * (*NewPerfMonitor)(struct gl_context *ctx); void (*DeletePerfMonitor)(struct gl_context *ctx, struct gl_perf_monitor_object *m); GLboolean (*BeginPerfMonitor)(struct gl_context *ctx, struct gl_perf_monitor_object *m); /** Stop an active performance monitor, discarding results. */ void (*ResetPerfMonitor)(struct gl_context *ctx, struct gl_perf_monitor_object *m); void (*EndPerfMonitor)(struct gl_context *ctx, struct gl_perf_monitor_object *m); GLboolean (*IsPerfMonitorResultAvailable)(struct gl_context *ctx, struct gl_perf_monitor_object *m); void (*GetPerfMonitorResult)(struct gl_context *ctx, struct gl_perf_monitor_object *m, GLsizei dataSize, GLuint *data, GLint *bytesWritten); /*@}*/ /** * \name Vertex Array objects */ /*@{*/ struct gl_vertex_array_object * (*NewArrayObject)(struct gl_context *ctx, GLuint id); void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *); void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *); /*@}*/ /** * \name GLSL-related functions (ARB extensions and OpenGL 2.x) */ /*@{*/ struct gl_shader *(*NewShader)(struct gl_context *ctx, GLuint name, GLenum type); void (*DeleteShader)(struct gl_context *ctx, struct gl_shader *shader); struct gl_shader_program *(*NewShaderProgram)(struct gl_context *ctx, GLuint name); void (*DeleteShaderProgram)(struct gl_context *ctx, struct gl_shader_program *shProg); void (*UseProgram)(struct gl_context *ctx, struct gl_shader_program *shProg); /*@}*/ /** * \name Support for multiple T&L engines */ /*@{*/ /** * Set by the driver-supplied T&L engine. * * Set to PRIM_OUTSIDE_BEGIN_END when outside glBegin()/glEnd(). */ GLuint CurrentExecPrimitive; /** * Current glBegin state of an in-progress compilation. May be * GL_POINTS, GL_TRIANGLE_STRIP, etc. or PRIM_OUTSIDE_BEGIN_END * or PRIM_UNKNOWN. */ 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 __struct gl_contextRec::Current * is not updated. A bitmask of the FLUSH_x values above. * * The dd_function_table::FlushVertices call below may be used to resolve * these conditions. */ GLbitfield NeedFlush; /** Need to call SaveFlushVertices() upon state change? */ GLboolean SaveNeedFlush; /* Called prior to any of the GLvertexformat functions being * called. Paired with Driver.FlushVertices(). */ void (*BeginVertices)( struct gl_context *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 * __struct gl_contextRec::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)( struct gl_context *ctx, GLuint flags ); void (*SaveFlushVertices)( struct gl_context *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)( struct gl_context *ctx, GLenum mode ); /** * Notify driver that the special derived value _NeedEyeCoords has * changed. */ void (*LightingSpaceChange)( struct gl_context *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)( struct gl_context *ctx, GLuint list, GLenum mode ); /** * Called by glEndList(). * * \sa dd_function_table::NewList. */ void (*EndList)( struct gl_context *ctx ); /** * Called by glCallList(s). * * Notify the T&L component before and after calling a display list. */ void (*BeginCallList)( struct gl_context *ctx, struct gl_display_list *dlist ); /** * Called by glEndCallList(). * * \sa dd_function_table::BeginCallList. */ void (*EndCallList)( struct gl_context *ctx ); /**@}*/ /** * \name GL_ARB_sync interfaces */ /*@{*/ struct gl_sync_object * (*NewSyncObject)(struct gl_context *, GLenum); void (*FenceSync)(struct gl_context *, struct gl_sync_object *, GLenum, GLbitfield); void (*DeleteSyncObject)(struct gl_context *, struct gl_sync_object *); void (*CheckSync)(struct gl_context *, struct gl_sync_object *); void (*ClientWaitSync)(struct gl_context *, struct gl_sync_object *, GLbitfield, GLuint64); void (*ServerWaitSync)(struct gl_context *, struct gl_sync_object *, GLbitfield, GLuint64); /*@}*/ /** GL_NV_conditional_render */ void (*BeginConditionalRender)(struct gl_context *ctx, struct gl_query_object *q, GLenum mode); void (*EndConditionalRender)(struct gl_context *ctx, struct gl_query_object *q); /** * \name GL_OES_draw_texture interface */ /*@{*/ void (*DrawTex)(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height); /*@}*/ /** * \name GL_OES_EGL_image interface */ void (*EGLImageTargetTexture2D)(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLeglImageOES image_handle); void (*EGLImageTargetRenderbufferStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb, void *image_handle); /** * \name GL_EXT_transform_feedback interface */ struct gl_transform_feedback_object * (*NewTransformFeedback)(struct gl_context *ctx, GLuint name); void (*DeleteTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); void (*BeginTransformFeedback)(struct gl_context *ctx, GLenum mode, struct gl_transform_feedback_object *obj); void (*EndTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); void (*PauseTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); void (*ResumeTransformFeedback)(struct gl_context *ctx, struct gl_transform_feedback_object *obj); /** * Return the number of vertices written to a stream during the last * Begin/EndTransformFeedback block. */ GLsizei (*GetTransformFeedbackVertexCount)(struct gl_context *ctx, struct gl_transform_feedback_object *obj, GLuint stream); /** * \name GL_NV_texture_barrier interface */ void (*TextureBarrier)(struct gl_context *ctx); /** * \name GL_ARB_sampler_objects */ struct gl_sampler_object * (*NewSamplerObject)(struct gl_context *ctx, GLuint name); void (*DeleteSamplerObject)(struct gl_context *ctx, struct gl_sampler_object *samp); /** * \name Return a timestamp in nanoseconds as defined by GL_ARB_timer_query. * This should be equivalent to glGetInteger64v(GL_TIMESTAMP); */ uint64_t (*GetTimestamp)(struct gl_context *ctx); /** * \name GL_ARB_texture_multisample */ void (*GetSamplePosition)(struct gl_context *ctx, struct gl_framebuffer *fb, GLuint index, GLfloat *outValue); /** * \name NV_vdpau_interop interface */ void (*VDPAUMapSurface)(struct gl_context *ctx, GLenum target, GLenum access, GLboolean output, struct gl_texture_object *texObj, struct gl_texture_image *texImage, const GLvoid *vdpSurface, GLuint index); void (*VDPAUUnmapSurface)(struct gl_context *ctx, GLenum target, GLenum access, GLboolean output, struct gl_texture_object *texObj, struct gl_texture_image *texImage, const GLvoid *vdpSurface, GLuint index); /** * Query reset status for GL_ARB_robustness * * Per \c glGetGraphicsResetStatusARB, this function should return a * non-zero value once after a reset. If a reset is non-atomic, the * non-zero status should be returned for the duration of the reset. */ GLenum (*GetGraphicsResetStatus)(struct gl_context *ctx); /** * \name GL_ARB_shader_image_load_store interface. */ /** @{ */ void (*BindImageTexture)(struct gl_context *ctx, struct gl_image_unit *unit, struct gl_texture_object *texObj, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); void (*MemoryBarrier)(struct gl_context *ctx, GLbitfield barriers); /** @} */ }; /** * Per-vertex functions. * * These are the functions which can appear between glBegin and glEnd. * Depending on whether we're inside or outside a glBegin/End pair * and whether we're in immediate mode or building a display list, these * functions behave differently. This structure allows us to switch * between those modes more easily. * * Generally, these pointers point to functions in the VBO module. */ typedef struct { void (GLAPIENTRYP ArrayElement)( GLint ); 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 ); void (GLAPIENTRYP EvalCoord1fv)( const GLfloat * ); void (GLAPIENTRYP EvalCoord2f)( GLfloat, GLfloat ); void (GLAPIENTRYP EvalCoord2fv)( const GLfloat * ); void (GLAPIENTRYP EvalPoint1)( GLint ); void (GLAPIENTRYP EvalPoint2)( GLint, GLint ); 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 * ); 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 ); void (GLAPIENTRYP CallLists)( GLsizei, GLenum, const GLvoid * ); void (GLAPIENTRYP Begin)( GLenum ); void (GLAPIENTRYP End)( void ); void (GLAPIENTRYP PrimitiveRestartNV)( void ); /* Originally for GL_NV_vertex_program, now used only dlist.c and friends */ 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 ); /* GL_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 ); /* GL_EXT_gpu_shader4 / GL 3.0 */ void (GLAPIENTRYP VertexAttribI1i)( GLuint index, GLint x); void (GLAPIENTRYP VertexAttribI2i)( GLuint index, GLint x, GLint y); void (GLAPIENTRYP VertexAttribI3i)( GLuint index, GLint x, GLint y, GLint z); void (GLAPIENTRYP VertexAttribI4i)( GLuint index, GLint x, GLint y, GLint z, GLint w); void (GLAPIENTRYP VertexAttribI2iv)( GLuint index, const GLint *v); void (GLAPIENTRYP VertexAttribI3iv)( GLuint index, const GLint *v); void (GLAPIENTRYP VertexAttribI4iv)( GLuint index, const GLint *v); void (GLAPIENTRYP VertexAttribI1ui)( GLuint index, GLuint x); void (GLAPIENTRYP VertexAttribI2ui)( GLuint index, GLuint x, GLuint y); void (GLAPIENTRYP VertexAttribI3ui)( GLuint index, GLuint x, GLuint y, GLuint z); void (GLAPIENTRYP VertexAttribI4ui)( GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void (GLAPIENTRYP VertexAttribI2uiv)( GLuint index, const GLuint *v); void (GLAPIENTRYP VertexAttribI3uiv)( GLuint index, const GLuint *v); void (GLAPIENTRYP VertexAttribI4uiv)( GLuint index, const GLuint *v); /* GL_ARB_vertex_type_10_10_10_2_rev / GL3.3 */ void (GLAPIENTRYP VertexP2ui)( GLenum type, GLuint value ); void (GLAPIENTRYP VertexP2uiv)( GLenum type, const GLuint *value); void (GLAPIENTRYP VertexP3ui)( GLenum type, GLuint value ); void (GLAPIENTRYP VertexP3uiv)( GLenum type, const GLuint *value); void (GLAPIENTRYP VertexP4ui)( GLenum type, GLuint value ); void (GLAPIENTRYP VertexP4uiv)( GLenum type, const GLuint *value); void (GLAPIENTRYP TexCoordP1ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP1uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP TexCoordP2ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP2uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP TexCoordP3ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP3uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP TexCoordP4ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP TexCoordP4uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP1ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP1uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP2ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP2uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP3ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP3uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP MultiTexCoordP4ui)( GLenum texture, GLenum type, GLuint coords ); void (GLAPIENTRYP MultiTexCoordP4uiv)( GLenum texture, GLenum type, const GLuint *coords ); void (GLAPIENTRYP NormalP3ui)( GLenum type, GLuint coords ); void (GLAPIENTRYP NormalP3uiv)( GLenum type, const GLuint *coords ); void (GLAPIENTRYP ColorP3ui)( GLenum type, GLuint color ); void (GLAPIENTRYP ColorP3uiv)( GLenum type, const GLuint *color ); void (GLAPIENTRYP ColorP4ui)( GLenum type, GLuint color ); void (GLAPIENTRYP ColorP4uiv)( GLenum type, const GLuint *color ); void (GLAPIENTRYP SecondaryColorP3ui)( GLenum type, GLuint color ); void (GLAPIENTRYP SecondaryColorP3uiv)( GLenum type, const GLuint *color ); void (GLAPIENTRYP VertexAttribP1ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP2ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP3ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP4ui)( GLuint index, GLenum type, GLboolean normalized, GLuint value); void (GLAPIENTRYP VertexAttribP1uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void (GLAPIENTRYP VertexAttribP2uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void (GLAPIENTRYP VertexAttribP3uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void (GLAPIENTRYP VertexAttribP4uiv)( GLuint index, GLenum type, GLboolean normalized, const GLuint *value); } GLvertexformat; #endif /* DD_INCLUDED */