reactos/dll/opengl/mesa/dd.h
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

558 lines
18 KiB
C

/* $Id: dd.h,v 1.15 1997/12/05 04:38:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.6
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: dd.h,v $
* Revision 1.15 1997/12/05 04:38:28 brianp
* added ClearColorAndDepth() function pointer (David Bucciarelli)
*
* Revision 1.14 1997/11/25 03:39:41 brianp
* added TexSubImage() function pointer (David Bucciarelli)
*
* Revision 1.13 1997/10/29 02:23:54 brianp
* added UseGlobalTexturePalette() dd function (David Bucciarelli v20 3dfx)
*
* Revision 1.12 1997/10/16 02:27:53 brianp
* more comments
*
* Revision 1.11 1997/10/14 00:07:40 brianp
* added DavidB's fxmesa v19 changes
*
* Revision 1.10 1997/09/29 23:26:50 brianp
* new texture functions
*
* Revision 1.9 1997/04/29 01:31:07 brianp
* added RasterSetup() function to device driver
*
* Revision 1.8 1997/04/20 19:47:27 brianp
* added RenderVB to device driver
*
* Revision 1.7 1997/04/20 16:31:08 brianp
* added NearFar device driver function
*
* Revision 1.6 1997/04/12 12:27:31 brianp
* added QuadFunc and RectFunc
*
* Revision 1.5 1997/03/21 01:57:07 brianp
* added RendererString() function
*
* Revision 1.4 1997/02/10 19:22:47 brianp
* added device driver Error() function
*
* Revision 1.3 1997/01/16 03:34:33 brianp
* added preliminary texture mapping functions and cleaned up documentation
*
* Revision 1.2 1996/11/13 03:51:59 brianp
* updated comments
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifndef DD_INCLUDED
#define DD_INCLUDED
/* 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 are first
* initialized in the "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 (xmesa[123].c, 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
*
*/
/*
* 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".
*/
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.
*/
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.
*/
void (*Clear)( GLcontext *ctx,
GLboolean all, GLint x, GLint y, GLint width, GLint height );
/*
* Clear the current color buffer. If 'all' is set 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.
*/
void (*Color)( GLcontext *ctx,
GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
/*
* Sets current color for drawing flat-shaded primitives.
*/
GLboolean (*SetBuffer)( GLcontext *ctx, GLenum mode );
/*
* Selects either the front or back color buffer for reading and writing.
* mode is either GL_FRONT or GL_BACK.
*/
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 (*WriteColorSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte red[], const GLubyte green[],
const GLubyte blue[], const GLubyte alpha[],
const GLubyte mask[] );
/*
* Write a horizontal run of RGBA pixels.
*/
void (*WriteMonocolorSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte mask[] );
/*
* Write a horizontal run of mono-RGBA pixels.
*/
void (*WriteColorPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte red[], const GLubyte green[],
const GLubyte blue[], const GLubyte alpha[],
const GLubyte mask[] );
/*
* Write an array of RGBA pixels at random locations.
*/
void (*WriteMonocolorPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte mask[] );
/*
* Write an array of mono-RGBA pixels at random locations.
*/
void (*WriteIndexSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLuint index[],
const GLubyte mask[] );
/*
* Write a horizontal run of CI pixels.
*/
void (*WriteMonoindexSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLubyte mask[] );
/*
* Write a horizontal run of mono-CI pixels.
*/
void (*WriteIndexPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] );
/*
* Write a random array of CI pixels.
*/
void (*WriteMonoindexPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte mask[] );
/*
* Write a random array of mono-CI pixels.
*/
/***
*** Functions to read pixels from frame buffer:
***/
void (*ReadIndexSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLuint index[] );
/*
* Read a horizontal run of color index pixels.
*/
void (*ReadColorSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y,
GLubyte red[], GLubyte green[],
GLubyte blue[], GLubyte alpha[] );
/*
* Read a horizontal run of RGBA pixels.
*/
void (*ReadIndexPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint indx[], const GLubyte mask[] );
/*
* Read a random array of CI pixels.
*/
void (*ReadColorPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte red[], GLubyte green[],
GLubyte blue[], GLubyte alpha[],
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. ***
**********************************************************************/
void (*Finish)( GLcontext *ctx );
/*
* Called whenever glFinish() is called.
*/
void (*Flush)( GLcontext *ctx );
/*
* 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.
*/
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.
*/
/***
*** For supporting hardware Z buffers:
***/
void (*AllocDepthBuffer)( GLcontext *ctx );
/*
* Called when the depth buffer must be allocated or possibly resized.
*/
void (*ClearDepthBuffer)( GLcontext *ctx );
/*
* Clear the depth buffer to depth specified by CC.Depth.Clear value.
*/
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].
*/
void (*ClearColorAndDepth)( GLcontext *ctx,
GLboolean all, GLint x, GLint y,
GLint width, GLint height );
/*
* If this function is implemented then it will be called when both the
* color and depth buffers are to be cleared.
*/
/***
*** Accelerated point, line, polygon, glDrawPixels and glBitmap functions:
***/
points_func PointsFunc;
/*
* Called to draw an array of points.
*/
line_func LineFunc;
/*
* Called to draw a line segment.
*/
triangle_func TriangleFunc;
/*
* Called to draw a filled triangle.
*/
quad_func QuadFunc;
/*
* Called to draw a filled quadrilateral.
*/
rect_func RectFunc;
/*
* Called to draw a filled, screen-aligned 2-D rectangle.
*/
GLboolean (*DrawPixels)( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLboolean packed,
const GLvoid *pixels );
/*
* Called from glDrawPixels().
*/
GLboolean (*Bitmap)( GLcontext *ctx, GLsizei width, GLsizei height,
GLfloat xorig, GLfloat yorig,
GLfloat xmove, GLfloat ymove,
const struct gl_image *bitmap );
/*
* Called from glBitmap().
*/
void (*Begin)( GLcontext *ctx, GLenum mode );
void (*End)( GLcontext *ctx );
/*
* These are called whenever glBegin() or glEnd() are called.
* The device driver may do some sort of window locking/unlocking here.
*/
void (*RasterSetup)( GLcontext *ctx, 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.
*/
GLboolean (*RenderVB)( GLcontext *ctx, GLboolean allDone );
/*
* This function allows the device driver to rasterize an entire
* buffer of primitives at once. See the gl_render_vb() function
* in vbrender.c for more details.
* Return GL_TRUE if vertex buffer successfully rendered.
* Return GL_FALSE if failure, let core Mesa render the vertex buffer.
*/
/***
*** 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.
*/
void (*DeleteTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
/*
* Called when a texture object can be deallocated.
*/
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.
*/
};
#endif