/** * \file dd.h * Device driver interfaces. */ /* * Mesa 3-D graphics library * Version: 6.5.2 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DD_INCLUDED #define DD_INCLUDED /* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */ #include "glheader.h" struct gl_buffer_object; struct gl_context; struct gl_display_list; struct gl_framebuffer; struct gl_pixelstore_attrib; struct gl_renderbuffer; struct gl_renderbuffer_attachment; 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 ); /** * Get the width and height of the named buffer/window. * * Mesa uses this to determine when the driver's window size has changed. * XXX OBSOLETE: this function will be removed in the future. */ void (*GetBufferSize)( struct gl_framebuffer *buffer, GLuint *width, GLuint *height ); /** * Resize the given framebuffer to the given size. * XXX OBSOLETE: this function will be removed in the future. */ void (*ResizeBuffers)( struct gl_context *ctx, struct gl_framebuffer *fb, GLuint width, GLuint height); /** * Called whenever an error is generated. * __struct gl_contextRec::ErrorValue contains the error value. */ void (*Error)( struct gl_context *ctx ); /** * 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 user-provided source * image format and type and the desired internal format. In some * cases, srcFormat and srcType can be GL_NONE. * Called by glTexImage(), etc. */ gl_format (*ChooseTextureFormat)( struct gl_context *ctx, GLint internalFormat, GLenum srcFormat, GLenum srcType ); /** * Called by glTexImage1D(). Simply copy the source texture data into the * destination texture memory. The gl_texture_image fields, etc. will be * fully initialized. * The parameters are the same as glTexImage1D(), plus: * \param packing describes how to unpack the source data. * \param texImage is the destination texture image. */ void (*TexImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexImage2D(). * * \sa dd_function_table::TexImage1D. */ void (*TexImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexSubImage1D(). Replace a subset of the target texture * with new texel data. * \sa dd_function_table::TexImage1D. */ void (*TexSubImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing); /** * Called by glTexSubImage2D(). * * \sa dd_function_table::TexSubImage1D. */ void (*TexSubImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, 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 glCopyTexSubImage1D() and glCopyTexImage1D(). */ void (*CopyTexSubImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width); /** * Called by glCopyTexSubImage2D() and glCopyTexImage2D(). */ void (*CopyTexSubImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height); /** * Called by glTexImage[123]D when user specifies a proxy texture * target. * * \return GL_TRUE if the proxy test passes, or GL_FALSE if the test fails. */ GLboolean (*TestProxyTexImage)(struct gl_context *ctx, GLenum target, GLint level, GLint internalFormat, GLenum format, GLenum type, GLint width, GLint height, GLint depth, GLint border); /*@}*/ /** * \name Compressed texture functions */ /*@{*/ /** * Called by glCompressedTexImage1D(). * The parameters are the same as for glCompressedTexImage1D(), plus a * pointer to the destination texure image. */ void (*CompressedTexImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexImage2D(). * * \sa dd_function_table::CompressedTexImage1D. */ void (*CompressedTexImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexSubImage1D(). */ void (*CompressedTexSubImage1D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); /** * Called by glCompressedTexSubImage2D(). */ void (*CompressedTexSubImage2D)(struct gl_context *ctx, struct gl_texture_image *texImage, GLint xoffset, GLint yoffset, GLsizei width, GLint height, GLenum format, GLsizei imageSize, const 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, gl_format format, GLsizei width, GLsizei height, GLsizei depth); /** 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) */ 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 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); /** Specify clear values for the color buffers */ void (*ClearColor)(struct gl_context *ctx, const union gl_color_union color); /** Specify the clear value for the depth buffer */ void (*ClearDepth)(struct gl_context *ctx, GLclampd d); /** Specify the clear value for the stencil buffer */ void (*ClearStencil)(struct gl_context *ctx, GLint s); /** 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 ); /** 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 ); /** 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); /** 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 ); /* 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 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 state of an in-progress compilation. * * May take on any of the additional values PRIM_OUTSIDE_BEGIN_END, * PRIM_INSIDE_UNKNOWN_PRIM or PRIM_UNKNOWN defined above. */ GLuint CurrentSavePrimitive; #define FLUSH_STORED_VERTICES 0x1 #define FLUSH_UPDATE_CURRENT 0x2 /** * Set by the driver-supplied T&L engine whenever vertices are buffered * between glBegin()/glEnd() objects or __struct gl_contextRec::Current is not * updated. * * The dd_function_table::FlushVertices call below may be used to resolve * these conditions. */ GLuint NeedFlush; GLuint SaveNeedFlush; /* Called prior to any of the GLvertexformat functions being * called. Paired with Driver.FlushVertices(). */ void (*BeginVertices)( 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 ); /** * \brief Hook for drivers to prepare for a glBegin/glEnd block * * This hook is called in vbo_exec_Begin() before any action, including * state updates, occurs. */ void (*PrepareExecBegin)( 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 ); /**@}*/ }; /** * Transform/Clip/Lighting interface * * Drivers present a reduced set of the functions possible in * glBegin()/glEnd() objects. Core mesa provides translation stubs for the * remaining functions to map down to these entry points. * * These are the initial values to be installed into dispatch by * mesa. If the T&L driver wants to modify the dispatch table * while installed, it must do so itself. It would be possible for * the vertexformat to install its own initial values for these * functions, but this way there is an obvious list of what is * expected of the driver. * * If the driver wants to hook in entry points other than those * listed, it must restore them to their original values in * the disable() callback, below. */ typedef struct { /** * \name Vertex */ /*@{*/ void (GLAPIENTRYP ArrayElement)( GLint ); 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 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 ); /* GL_NV_vertex_program */ void (GLAPIENTRYP VertexAttrib1fNV)( GLuint index, GLfloat x ); void (GLAPIENTRYP VertexAttrib1fvNV)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib2fNV)( GLuint index, GLfloat x, GLfloat y ); void (GLAPIENTRYP VertexAttrib2fvNV)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib3fNV)( GLuint index, GLfloat x, GLfloat y, GLfloat z ); void (GLAPIENTRYP VertexAttrib3fvNV)( GLuint index, const GLfloat *v ); void (GLAPIENTRYP VertexAttrib4fNV)( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void (GLAPIENTRYP VertexAttrib4fvNV)( GLuint index, const GLfloat *v ); /*@}*/ void (GLAPIENTRYP Rectf)( GLfloat, GLfloat, GLfloat, GLfloat ); /** * \name Array */ /*@{*/ void (GLAPIENTRYP DrawArrays)( GLenum mode, GLint start, GLsizei count ); void (GLAPIENTRYP DrawElements)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); /*@}*/ /** * \name Eval * * If you don't support eval, fallback to the default vertex format * on receiving an eval call and use the pipeline mechanism to * provide partial T&L acceleration. * * Mesa will provide a set of helper functions to do eval within * accelerated vertex formats, eventually... */ /*@{*/ void (GLAPIENTRYP EvalMesh1)( GLenum mode, GLint i1, GLint i2 ); void (GLAPIENTRYP EvalMesh2)( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); /*@}*/ } GLvertexformat; #endif /* DD_INCLUDED */