summaryrefslogtreecommitdiff
path: root/xc/extras/Mesa/src/dd.h
diff options
context:
space:
mode:
Diffstat (limited to 'xc/extras/Mesa/src/dd.h')
-rw-r--r--xc/extras/Mesa/src/dd.h675
1 files changed, 675 insertions, 0 deletions
diff --git a/xc/extras/Mesa/src/dd.h b/xc/extras/Mesa/src/dd.h
new file mode 100644
index 000000000..3c4df0469
--- /dev/null
+++ b/xc/extras/Mesa/src/dd.h
@@ -0,0 +1,675 @@
+/* $Id: dd.h,v 1.1.1.1 2000/01/06 13:26:48 faith Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+
+#ifndef DD_INCLUDED
+#define DD_INCLUDED
+
+
+#include "macros.h"
+
+
+struct gl_pixelstore_attrib;
+
+
+struct vertex_buffer;
+struct immediate;
+struct gl_pipeline_stage;
+
+
+/* THIS FILE ONLY INCLUDED BY types.h !!!!! */
+
+
+/*
+ * Device Driver (DD) interface
+ *
+ *
+ * All device driver functions are accessed through pointers in the
+ * dd_function_table struct (defined below) which is stored in the GLcontext
+ * struct. Since the device driver is strictly accessed trough a table of
+ * function pointers we can:
+ * 1. switch between a number of different device drivers at runtime.
+ * 2. use optimized functions dependant on current rendering state or
+ * frame buffer configuration.
+ *
+ * The function pointers in the dd_function_table struct are divided into
+ * two groups: mandatory and optional.
+ * Mandatory functions have to be implemented by every device driver.
+ * Optional functions may or may not be implemented by the device driver.
+ * The optional functions provide ways to take advantage of special hardware
+ * or optimized algorithms.
+ *
+ * The function pointers in the dd_function_table struct should first be
+ * initialized in the driver's "MakeCurrent" function. The "MakeCurrent"
+ * function is a little different in each device driver. See the X/Mesa,
+ * GLX, or OS/Mesa drivers for examples.
+ *
+ * Later, Mesa may call the dd_function_table's UpdateState() function.
+ * This function should initialize the dd_function_table's pointers again.
+ * The UpdateState() function is called whenever the core (GL) rendering
+ * state is changed in a way which may effect rasterization. For example,
+ * the TriangleFunc() pointer may have to point to different functions
+ * depending on whether smooth or flat shading is enabled.
+ *
+ * Note that the first argument to every device driver function is a
+ * GLcontext *. In turn, the GLcontext->DriverCtx pointer points to
+ * the driver-specific context struct. See the X/Mesa or OS/Mesa interface
+ * for an example.
+ *
+ * For more information about writing a device driver see the ddsample.c
+ * file and other device drivers (X/xmesa[1234].c, OSMesa/osmesa.c, etc)
+ * for examples.
+ *
+ *
+ * Look below in the dd_function_table struct definition for descriptions
+ * of each device driver function.
+ *
+ *
+ * In the future more function pointers may be added for glReadPixels
+ * glCopyPixels, etc.
+ *
+ *
+ * Notes:
+ * ------
+ * RGBA = red/green/blue/alpha
+ * CI = color index (color mapped mode)
+ * mono = all pixels have the same color or index
+ *
+ * The write_ functions all take an array of mask flags which indicate
+ * whether or not the pixel should be written. One special case exists
+ * in the write_color_span function: if the mask array is NULL, then
+ * draw all pixels. This is an optimization used for glDrawPixels().
+ *
+ * IN ALL CASES:
+ * X coordinates start at 0 at the left and increase to the right
+ * Y coordinates start at 0 at the bottom and increase upward
+ *
+ */
+
+
+
+
+/* Used by the GetParameteri device driver function */
+#define DD_HAVE_HARDWARE_FOG 3
+
+
+
+
+
+/*
+ * Device Driver function table.
+ */
+struct dd_function_table {
+
+ /**********************************************************************
+ *** Mandatory functions: these functions must be implemented by ***
+ *** every device driver. ***
+ **********************************************************************/
+
+ const char * (*RendererString)(void);
+ /*
+ * Return a string which uniquely identifies this device driver.
+ * The string should contain no whitespace. Examples: "X11", "OffScreen",
+ * "MSWindows", "SVGA".
+ * NOTE: This function will be obsolete in favor of GetString in the future!
+ */
+
+ void (*UpdateState)( GLcontext *ctx );
+ /*
+ * UpdateState() is called whenver Mesa thinks the device driver should
+ * update its state and/or the other pointers (such as PointsFunc,
+ * LineFunc, or TriangleFunc).
+ */
+
+ void (*ClearIndex)( GLcontext *ctx, GLuint index );
+ /*
+ * Called whenever glClearIndex() is called. Set the index for clearing
+ * the color buffer when in color index mode.
+ */
+
+ void (*ClearColor)( GLcontext *ctx, GLubyte red, GLubyte green,
+ GLubyte blue, GLubyte alpha );
+ /*
+ * Called whenever glClearColor() is called. Set the color for clearing
+ * the color buffer when in RGBA mode.
+ */
+
+ GLbitfield (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
+ GLint x, GLint y, GLint width, GLint height );
+ /* Clear the color/depth/stencil/accum buffer(s).
+ * 'mask' indicates which buffers need to be cleared. Return a bitmask
+ * indicating which buffers weren't cleared by the driver function.
+ * If 'all' is true then the clear the whole buffer, else clear the
+ * region defined by (x,y,width,height).
+ */
+
+ void (*Index)( GLcontext *ctx, GLuint index );
+ /*
+ * Sets current color index for drawing flat-shaded primitives.
+ * This index should also be used in the "mono" drawing functions.
+ */
+
+ void (*Color)( GLcontext *ctx,
+ GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
+ /*
+ * Sets current color for drawing flat-shaded primitives.
+ * This color should also be used in the "mono" drawing functions.
+ */
+
+ GLboolean (*SetBuffer)( GLcontext *ctx, GLenum buffer );
+ /*
+ * Selects the color buffer(s) for reading and writing.
+ * The following values must be accepted when applicable:
+ * GL_FRONT_LEFT - this buffer always exists
+ * GL_BACK_LEFT - when double buffering
+ * GL_FRONT_RIGHT - when using stereo
+ * GL_BACK_RIGHT - when using stereo and double buffering
+ * The folowing values may optionally be accepted. Return GL_TRUE
+ * if accepted, GL_FALSE if not accepted. In practice, only drivers
+ * which can write to multiple color buffers at once should accept
+ * these values.
+ * GL_FRONT - write to front left and front right if it exists
+ * GL_BACK - write to back left and back right if it exists
+ * GL_LEFT - write to front left and back left if it exists
+ * GL_RIGHT - write to right left and back right if they exist
+ * GL_FRONT_AND_BACK - write to all four buffers if they exist
+ * GL_NONE - disable buffer write in device driver.
+ */
+
+ void (*GetBufferSize)( GLcontext *ctx, GLuint *width, GLuint *height );
+ /*
+ * Returns the width and height of the current color buffer.
+ */
+
+
+ /***
+ *** Functions for writing pixels to the frame buffer:
+ ***/
+
+ void (*WriteRGBASpan)( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y,
+ CONST GLubyte rgba[][4], const GLubyte mask[] );
+ void (*WriteRGBSpan)( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y,
+ CONST GLubyte rgb[][3], const GLubyte mask[] );
+ /* Write a horizontal run of RGB[A] pixels. The later version is only
+ * used to accelerate GL_RGB, GL_UNSIGNED_BYTE glDrawPixels() calls.
+ * If mask is NULL, draw all pixels.
+ * If mask is not null, only draw pixel [i] when mask [i] is true.
+ */
+
+ void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLubyte mask[] );
+ /* Write a horizontal run of RGBA pixels all with the color last
+ * specified by the Color function.
+ */
+
+ void (*WriteRGBAPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ CONST GLubyte rgba[][4], const GLubyte mask[] );
+ /* Write array of RGBA pixels at random locations.
+ */
+
+ void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLubyte mask[] );
+ /* Write an array of mono-RGBA pixels at random locations.
+ */
+
+ void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLuint index[], const GLubyte mask[] );
+ void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLubyte index[], const GLubyte mask[] );
+ /* Write a horizontal run of CI pixels. One function is for 32bpp
+ * indexes and the other for 8bpp pixels (the common case). You mus
+ * implement both for color index mode.
+ */
+
+ void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLubyte mask[] );
+ /* Write a horizontal run of color index pixels using the color index
+ * last specified by the Index() function.
+ */
+
+ void (*WriteCI32Pixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLuint index[], const GLubyte mask[] );
+ /*
+ * Write a random array of CI pixels.
+ */
+
+ void (*WriteMonoCIPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLubyte mask[] );
+ /* Write a random array of color index pixels using the color index
+ * last specified by the Index() function.
+ */
+
+
+ /***
+ *** Functions to read pixels from frame buffer:
+ ***/
+
+ void (*ReadCI32Span)( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y, GLuint index[] );
+ /* Read a horizontal run of color index pixels.
+ */
+
+ void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLubyte rgba[][4] );
+ /* Read a horizontal run of RGBA pixels.
+ */
+
+ void (*ReadCI32Pixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLuint indx[], const GLubyte mask[] );
+ /* Read a random array of CI pixels.
+ */
+
+ void (*ReadRGBAPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLubyte rgba[][4], const GLubyte mask[] );
+ /* Read a random array of RGBA pixels.
+ */
+
+
+ /**********************************************************************
+ *** Optional functions: these functions may or may not be ***
+ *** implemented by the device driver. If the device driver ***
+ *** doesn't implement them it should never touch these pointers ***
+ *** since Mesa will either set them to NULL or point them at a ***
+ *** fall-back function. ***
+ **********************************************************************/
+
+ const char * (*ExtensionString)( GLcontext *ctx );
+ /* Return a space-separated list of extensions for this driver.
+ * NOTE: This function will be obsolete in favor of GetString in the future!
+ */
+
+ const GLubyte * (*GetString)( GLcontext *ctx, GLenum name );
+ /* Return a string as needed by glGetString().
+ * NOTE: This will replace the ExtensionString and RendererString
+ * functions in the future!
+ */
+
+ void (*Finish)( GLcontext *ctx );
+ /*
+ * This is called whenever glFinish() is called.
+ */
+
+ void (*Flush)( GLcontext *ctx );
+ /*
+ * This is called whenever glFlush() is called.
+ */
+
+ GLboolean (*IndexMask)( GLcontext *ctx, GLuint mask );
+ /*
+ * Implements glIndexMask() if possible, else return GL_FALSE.
+ */
+
+ GLboolean (*ColorMask)( GLcontext *ctx,
+ GLboolean rmask, GLboolean gmask,
+ GLboolean bmask, GLboolean amask );
+ /*
+ * Implements glColorMask() if possible, else return GL_FALSE.
+ */
+
+ GLboolean (*LogicOp)( GLcontext *ctx, GLenum op );
+ /*
+ * Implements glLogicOp() if possible, else return GL_FALSE.
+ */
+
+ void (*Dither)( GLcontext *ctx, GLboolean enable );
+ /*
+ * Enable/disable dithering.
+ * NOTE: This function will be removed in the future in favor
+ * of the "Enable" driver function.
+ */
+
+ void (*Error)( GLcontext *ctx );
+ /*
+ * Called whenever an error is generated. ctx->ErrorValue contains
+ * the error value.
+ */
+
+ void (*NearFar)( GLcontext *ctx, GLfloat nearVal, GLfloat farVal );
+ /*
+ * Called from glFrustum and glOrtho to tell device driver the
+ * near and far clipping plane Z values. The 3Dfx driver, for example,
+ * uses this.
+ */
+
+ GLint (*GetParameteri)( const GLcontext *ctx, GLint param );
+ /* Query the device driver to get an integer parameter.
+ * Current parameters:
+ * DD_MAX_TEXTURE_SIZE return maximum texture size
+ *
+ * DD_MAX_TEXTURES number of texture sets/stages, usually 1
+ *
+ * DD_HAVE_HARDWARE_FOG the driver should return 1 (0 otherwise)
+ * when the hardware support per fragment
+ * fog for free (like the Voodoo Graphics)
+ * so the Mesa core will start to ever use
+ * per fragment fog
+ */
+
+
+ /***
+ *** For supporting hardware Z buffers:
+ ***/
+
+ void (*AllocDepthBuffer)( GLcontext *ctx );
+ /*
+ * Called when the depth buffer must be allocated or possibly resized.
+ */
+
+ GLuint (*DepthTestSpan)( GLcontext *ctx,
+ GLuint n, GLint x, GLint y, const GLdepth z[],
+ GLubyte mask[] );
+ void (*DepthTestPixels)( GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] );
+ /*
+ * Apply the depth buffer test to an span/array of pixels and return
+ * an updated pixel mask. This function is not used when accelerated
+ * point, line, polygon functions are used.
+ */
+
+ void (*ReadDepthSpanFloat)( GLcontext *ctx,
+ GLuint n, GLint x, GLint y, GLfloat depth[]);
+ void (*ReadDepthSpanInt)( GLcontext *ctx,
+ GLuint n, GLint x, GLint y, GLdepth depth[] );
+ /*
+ * Return depth values as integers for glReadPixels.
+ * Floats should be returned in the range [0,1].
+ * Ints (GLdepth) values should be in the range [0,MAXDEPTH].
+ */
+
+
+ /***
+ *** Accelerated point, line, polygon, glDrawPixels and glBitmap functions:
+ ***/
+
+ points_func PointsFunc;
+ line_func LineFunc;
+ triangle_func TriangleFunc;
+ quad_func QuadFunc;
+ rect_func RectFunc;
+
+
+ GLboolean (*DrawPixels)( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid *pixels );
+ /* This is called by glDrawPixels.
+ * 'unpack' describes how to unpack the source image data.
+ * Return GL_TRUE if the driver succeeds, return GL_FALSE if core Mesa
+ * must do the job.
+ */
+
+ GLboolean (*Bitmap)( GLcontext *ctx,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap );
+ /* This is called by glBitmap. Works the same as DrawPixels, above.
+ */
+
+ void (*RenderStart)( GLcontext *ctx );
+ void (*RenderFinish)( GLcontext *ctx );
+ /* KW: These replace Begin and End, and have more relaxed semantics.
+ * They are called prior-to and after one or more vb flush, and are
+ * thus decoupled from the gl_begin/gl_end pairs, which are possibly
+ * more frequent. If a begin/end pair covers >1 vertex buffer, these
+ * are called at most once for the pair. (a bit broken at present)
+ */
+
+ void (*RasterSetup)( struct vertex_buffer *VB, GLuint start, GLuint end );
+ /* This function, if not NULL, is called whenever new window coordinates
+ * are put in the vertex buffer. The vertices in question are those n
+ * such that start <= n < end.
+ * The device driver can convert the window coords to its own specialized
+ * format. The 3Dfx driver uses this.
+ *
+ * Note: Deprecated in favour of RegisterPipelineStages, below.
+ */
+
+
+ render_func *RenderVBClippedTab;
+ render_func *RenderVBCulledTab;
+ render_func *RenderVBRawTab;
+ /* These function tables allow the device driver to rasterize an
+ * entire begin/end group of primitives at once. See the
+ * gl_render_vb() function in vbrender.c for more details.
+ */
+
+
+ void (*ReducedPrimitiveChange)( GLcontext *ctx, GLenum primitive );
+ /* If registered, this will be called when rendering transitions between
+ * points, lines and triangles. It is not called on transitions between
+ * primtives such as GL_TRIANGLES and GL_TRIANGLE_STRIPS, or between
+ * triangles and quads or triangles and polygons.
+ */
+
+ GLuint TriangleCaps;
+ /* Holds a list of the reasons why we might normally want to call
+ * render_triangle, but which are in fact implemented by the
+ * driver. The FX driver sets this to DD_TRI_CULL, and will soon
+ * implement DD_TRI_OFFSET.
+ */
+
+
+ GLboolean (*MultipassFunc)( struct vertex_buffer *VB, GLuint passno );
+ /* Driver may request additional render passes by returning GL_TRUE
+ * when this function is called. This function will be called
+ * after the first pass, and passes will be made until the function
+ * returns GL_FALSE. If no function is registered, only one pass
+ * is made.
+ *
+ * This function will be first invoked with passno == 1.
+ */
+
+ /***
+ *** Texture mapping functions:
+ ***/
+
+ void (*TexEnv)( GLcontext *ctx, GLenum pname, const GLfloat *param );
+ /*
+ * Called whenever glTexEnv*() is called.
+ * Pname will be one of GL_TEXTURE_ENV_MODE or GL_TEXTURE_ENV_COLOR.
+ * If pname is GL_TEXTURE_ENV_MODE then param will be one
+ * of GL_MODULATE, GL_BLEND, GL_DECAL, or GL_REPLACE.
+ */
+
+ void (*TexImage)( GLcontext *ctx, GLenum target,
+ struct gl_texture_object *tObj, GLint level,
+ GLint internalFormat,
+ const struct gl_texture_image *image );
+ /*
+ * Called whenever a texture object's image is changed.
+ * texObject is the number of the texture object being changed.
+ * level indicates the mipmap level.
+ * internalFormat is the format in which the texture is to be stored.
+ * image is a pointer to a gl_texture_image struct which contains
+ * the actual image data.
+ */
+
+ void (*TexSubImage)( GLcontext *ctx, GLenum target,
+ struct gl_texture_object *tObj, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height,
+ GLint internalFormat,
+ const struct gl_texture_image *image );
+ /*
+ * Called from glTexSubImage() to define a sub-region of a texture.
+ */
+
+ void (*TexParameter)( GLcontext *ctx, GLenum target,
+ struct gl_texture_object *tObj,
+ GLenum pname, const GLfloat *params );
+ /*
+ * Called whenever glTexParameter*() is called.
+ * target is GL_TEXTURE_1D or GL_TEXTURE_2D
+ * texObject is the texture object to modify
+ * pname is one of GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
+ * GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_BORDER_COLOR.
+ * params is dependant on pname. See man glTexParameter.
+ */
+
+ void (*BindTexture)( GLcontext *ctx, GLenum target,
+ struct gl_texture_object *tObj );
+ /*
+ * Called whenever glBindTexture() is called. This specifies which
+ * texture is to be the current one. No dirty flags will be set.
+ */
+
+ void (*DeleteTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
+ /*
+ * Called when a texture object is about to be deallocated. Driver
+ * should free anything attached to the DriverData pointers.
+ */
+
+ void (*UpdateTexturePalette)( GLcontext *ctx,
+ struct gl_texture_object *tObj );
+ /*
+ * Called when the texture's color lookup table is changed.
+ * If tObj is NULL then the shared texture palette ctx->Texture.Palette
+ * was changed.
+ */
+
+ void (*UseGlobalTexturePalette)( GLcontext *ctx, GLboolean state );
+ /*
+ * Called via glEnable/Disable(GL_SHARED_TEXTURE_PALETTE_EXT)
+ */
+
+ void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber );
+ /*
+ * Called by glActiveTextureARB to set current texture unit.
+ */
+
+
+ GLboolean (*IsTextureResident)( GLcontext *ctx,
+ struct gl_texture_object *t );
+ /*
+ * Allows the driver to implement the AreTexturesResident tests without
+ * knowing about Mesa's internal hash tables for textures.
+ */
+
+ void (*PrioritizeTexture)( GLcontext *ctx,
+ struct gl_texture_object *t,
+ GLclampf priority );
+ /*
+ * Notify driver of priority change for a texture.
+ */
+
+
+
+
+ /***
+ *** NEW in Mesa 3.x
+ ***/
+
+ void (*RegisterVB)( struct vertex_buffer *VB );
+ void (*UnregisterVB)( struct vertex_buffer *VB );
+ /* Do any processing (eg allocate memory) required to set up a new
+ * vertex_buffer.
+ */
+
+
+ void (*ResetVB)( struct vertex_buffer *VB );
+ void (*ResetCvaVB)( struct vertex_buffer *VB, GLuint stages );
+ /* Do any reset operations necessary to the driver data associated
+ * with these vertex buffers.
+ */
+
+ GLuint RenderVectorFlags;
+ /* What do the render tables require of the vectors they deal
+ * with?
+ */
+
+ GLuint (*RegisterPipelineStages)( struct gl_pipeline_stage *out,
+ const struct gl_pipeline_stage *in,
+ GLuint nr );
+ /* Register new pipeline stages, or modify existing ones. See also
+ * the OptimizePipeline() functions.
+ */
+
+
+ GLboolean (*BuildPrecalcPipeline)( GLcontext *ctx );
+ GLboolean (*BuildEltPipeline)( GLcontext *ctx );
+ /* Perform the full pipeline build, or return false.
+ */
+
+
+ void (*OptimizePrecalcPipeline)( GLcontext *ctx, struct gl_pipeline *pipe );
+ void (*OptimizeImmediatePipeline)( GLcontext *ctx, struct gl_pipeline *pipe);
+ /* Check to see if a fast path exists for this combination of stages
+ * in the precalc and immediate (elt) pipelines.
+ */
+
+
+ /*
+ * State-changing functions (drawing functions are above)
+ *
+ * These functions are called by their corresponding OpenGL API functions.
+ * They're ALSO called by the gl_PopAttrib() function!!!
+ * May add more functions like these to the device driver in the future.
+ * This should reduce the amount of state checking that
+ * the driver's UpdateState() function must do.
+ */
+ void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLclampf ref);
+ void (*BlendEquation)(GLcontext *ctx, GLenum mode);
+ void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor);
+ void (*BlendFuncSeparate)( GLcontext *ctx, GLenum sfactorRGB,
+ GLenum dfactorRGB, GLenum sfactorA,
+ GLenum dfactorA );
+ void (*ClearDepth)(GLcontext *ctx, GLclampd d);
+ void (*CullFace)(GLcontext *ctx, GLenum mode);
+ void (*FrontFace)(GLcontext *ctx, GLenum mode);
+ void (*DepthFunc)(GLcontext *ctx, GLenum func);
+ void (*DepthMask)(GLcontext *ctx, GLboolean flag);
+ void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
+ void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
+ void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+ void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
+ void (*Lightfv)(GLcontext *ctx, GLenum light,
+ GLenum pname, const GLfloat *params, GLint nparams );
+ void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+ void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
+ void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+ void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+ void (*ClearStencil)(GLcontext *ctx, GLint s);
+ void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
+ void (*StencilMask)(GLcontext *ctx, GLuint mask);
+ void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
+ void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+};
+
+
+
+#endif
+