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/contrib/sdk/sources/Mesa/src/mesa/main/dd.h
0,0 → 1,1011
/**
* \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_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.
*/
gl_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.
*/
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, gl_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().
*/
void (*BindTexture)( struct gl_context *ctx, 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);
 
/**
* 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);
 
/*@}*/
 
 
/**
* \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 *equation );
/** 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, GLclampd nearval, GLclampd farval);
/** 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, GLint x, GLint y, GLsizei w, GLsizei h);
/** 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, GLenum target,
struct gl_texture_object *texObj,
GLenum pname, const GLfloat *params);
/** Set the viewport */
void (*Viewport)(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/*@}*/
 
 
/**
* \name Vertex/pixel buffer object functions
*/
/*@{*/
void (*BindBuffer)( struct gl_context *ctx, GLenum target,
struct gl_buffer_object *obj );
 
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,
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 (*CopyBufferSubData)( struct gl_context *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)( struct gl_context *ctx, GLintptr offset,
GLsizeiptr length, GLbitfield access,
struct gl_buffer_object *obj);
 
void (*FlushMappedBufferRange)(struct gl_context *ctx,
GLintptr offset, GLsizeiptr length,
struct gl_buffer_object *obj);
 
GLboolean (*UnmapBuffer)( struct gl_context *ctx,
struct gl_buffer_object *obj );
/*@}*/
 
/**
* \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 Vertex Array objects
*/
/*@{*/
struct gl_array_object * (*NewArrayObject)(struct gl_context *ctx, GLuint id);
void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_array_object *obj);
void (*BindArrayObject)(struct gl_context *ctx, struct gl_array_object *obj);
/*@}*/
 
/**
* \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);
 
/**
* \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);
};
 
 
/**
* 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 */