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Diffstat (limited to 'xc/extras/Mesa/src/dd.h')
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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 + |