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5f2bebf7a5
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
557 lines
18 KiB
C
557 lines
18 KiB
C
/* $Id: dd.h,v 1.15 1997/12/05 04:38:28 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: dd.h,v $
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* Revision 1.15 1997/12/05 04:38:28 brianp
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* added ClearColorAndDepth() function pointer (David Bucciarelli)
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*
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* Revision 1.14 1997/11/25 03:39:41 brianp
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* added TexSubImage() function pointer (David Bucciarelli)
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*
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* Revision 1.13 1997/10/29 02:23:54 brianp
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* added UseGlobalTexturePalette() dd function (David Bucciarelli v20 3dfx)
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*
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* Revision 1.12 1997/10/16 02:27:53 brianp
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* more comments
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*
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* Revision 1.11 1997/10/14 00:07:40 brianp
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* added DavidB's fxmesa v19 changes
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*
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* Revision 1.10 1997/09/29 23:26:50 brianp
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* new texture functions
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*
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* Revision 1.9 1997/04/29 01:31:07 brianp
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* added RasterSetup() function to device driver
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*
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* Revision 1.8 1997/04/20 19:47:27 brianp
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* added RenderVB to device driver
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*
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* Revision 1.7 1997/04/20 16:31:08 brianp
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* added NearFar device driver function
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*
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* Revision 1.6 1997/04/12 12:27:31 brianp
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* added QuadFunc and RectFunc
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*
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* Revision 1.5 1997/03/21 01:57:07 brianp
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* added RendererString() function
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*
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* Revision 1.4 1997/02/10 19:22:47 brianp
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* added device driver Error() function
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*
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* Revision 1.3 1997/01/16 03:34:33 brianp
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* added preliminary texture mapping functions and cleaned up documentation
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*
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* Revision 1.2 1996/11/13 03:51:59 brianp
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* updated comments
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifndef DD_INCLUDED
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#define DD_INCLUDED
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/* THIS FILE ONLY INCLUDED BY types.h !!!!! */
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/*
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* Device Driver (DD) interface
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*
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*
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* All device driver functions are accessed through pointers in the
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* dd_function_table struct (defined below) which is stored in the GLcontext
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* struct. Since the device driver is strictly accessed trough a table of
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* function pointers we can:
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* 1. switch between a number of different device drivers at runtime.
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* 2. use optimized functions dependant on current rendering state or
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* frame buffer configuration.
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*
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* The function pointers in the dd_function_table struct are divided into
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* two groups: mandatory and optional.
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* Mandatory functions have to be implemented by every device driver.
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* Optional functions may or may not be implemented by the device driver.
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* The optional functions provide ways to take advantage of special hardware
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* or optimized algorithms.
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*
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* The function pointers in the dd_function_table struct are first
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* initialized in the "MakeCurrent" function. The "MakeCurrent" function
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* is a little different in each device driver. See the X/Mesa, GLX, or
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* OS/Mesa drivers for examples.
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*
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* Later, Mesa may call the dd_function_table's UpdateState() function.
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* This function should initialize the dd_function_table's pointers again.
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* The UpdateState() function is called whenever the core (GL) rendering
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* state is changed in a way which may effect rasterization. For example,
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* the TriangleFunc() pointer may have to point to different functions
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* depending on whether smooth or flat shading is enabled.
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*
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* Note that the first argument to every device driver function is a
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* GLcontext *. In turn, the GLcontext->DriverCtx pointer points to
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* the driver-specific context struct. See the X/Mesa or OS/Mesa interface
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* for an example.
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*
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* For more information about writing a device driver see the ddsample.c
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* file and other device drivers (xmesa[123].c, osmesa.c, etc) for examples.
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*
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*
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* Look below in the dd_function_table struct definition for descriptions
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* of each device driver function.
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*
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*
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* In the future more function pointers may be added for glReadPixels
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* glCopyPixels, etc.
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*
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*
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* Notes:
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* ------
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* RGBA = red/green/blue/alpha
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* CI = color index (color mapped mode)
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* mono = all pixels have the same color or index
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*
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* The write_ functions all take an array of mask flags which indicate
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* whether or not the pixel should be written. One special case exists
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* in the write_color_span function: if the mask array is NULL, then
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* draw all pixels. This is an optimization used for glDrawPixels().
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*
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* IN ALL CASES:
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* X coordinates start at 0 at the left and increase to the right
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* Y coordinates start at 0 at the bottom and increase upward
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*
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*/
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/*
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* Device Driver function table.
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*/
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struct dd_function_table {
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/**********************************************************************
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*** Mandatory functions: these functions must be implemented by ***
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*** every device driver. ***
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**********************************************************************/
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const char * (*RendererString)(void);
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/*
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* Return a string which uniquely identifies this device driver.
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* The string should contain no whitespace. Examples: "X11" "OffScreen"
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* "MSWindows" "SVGA".
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*/
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void (*UpdateState)( GLcontext *ctx );
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/*
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* UpdateState() is called whenver Mesa thinks the device driver should
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* update its state and/or the other pointers (such as PointsFunc,
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* LineFunc, or TriangleFunc).
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*/
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void (*ClearIndex)( GLcontext *ctx, GLuint index );
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/*
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* Called whenever glClearIndex() is called. Set the index for clearing
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* the color buffer.
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*/
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void (*ClearColor)( GLcontext *ctx, GLubyte red, GLubyte green,
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GLubyte blue, GLubyte alpha );
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/*
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* Called whenever glClearColor() is called. Set the color for clearing
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* the color buffer.
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*/
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void (*Clear)( GLcontext *ctx,
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GLboolean all, GLint x, GLint y, GLint width, GLint height );
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/*
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* Clear the current color buffer. If 'all' is set the clear the whole
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* buffer, else clear the region defined by (x,y,width,height).
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*/
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void (*Index)( GLcontext *ctx, GLuint index );
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/*
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* Sets current color index for drawing flat-shaded primitives.
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*/
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void (*Color)( GLcontext *ctx,
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GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
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/*
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* Sets current color for drawing flat-shaded primitives.
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*/
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GLboolean (*SetBuffer)( GLcontext *ctx, GLenum mode );
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/*
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* Selects either the front or back color buffer for reading and writing.
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* mode is either GL_FRONT or GL_BACK.
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*/
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void (*GetBufferSize)( GLcontext *ctx,
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GLuint *width, GLuint *height );
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/*
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* Returns the width and height of the current color buffer.
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*/
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/***
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*** Functions for writing pixels to the frame buffer:
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***/
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void (*WriteColorSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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const GLubyte red[], const GLubyte green[],
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const GLubyte blue[], const GLubyte alpha[],
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const GLubyte mask[] );
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/*
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* Write a horizontal run of RGBA pixels.
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*/
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void (*WriteMonocolorSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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const GLubyte mask[] );
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/*
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* Write a horizontal run of mono-RGBA pixels.
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*/
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void (*WriteColorPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLubyte red[], const GLubyte green[],
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const GLubyte blue[], const GLubyte alpha[],
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const GLubyte mask[] );
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/*
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* Write an array of RGBA pixels at random locations.
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*/
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void (*WriteMonocolorPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLubyte mask[] );
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/*
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* Write an array of mono-RGBA pixels at random locations.
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*/
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void (*WriteIndexSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y, const GLuint index[],
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const GLubyte mask[] );
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/*
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* Write a horizontal run of CI pixels.
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*/
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void (*WriteMonoindexSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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const GLubyte mask[] );
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/*
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* Write a horizontal run of mono-CI pixels.
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*/
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void (*WriteIndexPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLuint index[], const GLubyte mask[] );
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/*
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* Write a random array of CI pixels.
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*/
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void (*WriteMonoindexPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLubyte mask[] );
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/*
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* Write a random array of mono-CI pixels.
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*/
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/***
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*** Functions to read pixels from frame buffer:
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***/
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void (*ReadIndexSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLuint index[] );
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/*
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* Read a horizontal run of color index pixels.
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*/
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void (*ReadColorSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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GLubyte red[], GLubyte green[],
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GLubyte blue[], GLubyte alpha[] );
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/*
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* Read a horizontal run of RGBA pixels.
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*/
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void (*ReadIndexPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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GLuint indx[], const GLubyte mask[] );
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/*
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* Read a random array of CI pixels.
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*/
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void (*ReadColorPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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GLubyte red[], GLubyte green[],
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GLubyte blue[], GLubyte alpha[],
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const GLubyte mask[] );
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/*
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* Read a random array of RGBA pixels.
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*/
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/**********************************************************************
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*** Optional functions: these functions may or may not be ***
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*** implemented by the device driver. If the device driver ***
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*** doesn't implement them it should never touch these pointers ***
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*** since Mesa will either set them to NULL or point them at a ***
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*** fall-back function. ***
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**********************************************************************/
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void (*Finish)( GLcontext *ctx );
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/*
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* Called whenever glFinish() is called.
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*/
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void (*Flush)( GLcontext *ctx );
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/*
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* Called whenever glFlush() is called.
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*/
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GLboolean (*IndexMask)( GLcontext *ctx, GLuint mask );
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/*
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* Implements glIndexMask() if possible, else return GL_FALSE.
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*/
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GLboolean (*ColorMask)( GLcontext *ctx,
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GLboolean rmask, GLboolean gmask,
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GLboolean bmask, GLboolean amask );
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/*
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* Implements glColorMask() if possible, else return GL_FALSE.
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*/
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GLboolean (*LogicOp)( GLcontext *ctx, GLenum op );
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/*
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* Implements glLogicOp() if possible, else return GL_FALSE.
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*/
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void (*Dither)( GLcontext *ctx, GLboolean enable );
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/*
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* Enable/disable dithering.
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*/
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void (*Error)( GLcontext *ctx );
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/*
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* Called whenever an error is generated. ctx->ErrorValue contains
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* the error value.
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*/
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void (*NearFar)( GLcontext *ctx, GLfloat nearVal, GLfloat farVal );
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/*
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* Called from glFrustum and glOrtho to tell device driver the
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* near and far clipping plane Z values. The 3Dfx driver, for example,
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* uses this.
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*/
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/***
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*** For supporting hardware Z buffers:
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***/
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void (*AllocDepthBuffer)( GLcontext *ctx );
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/*
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* Called when the depth buffer must be allocated or possibly resized.
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*/
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void (*ClearDepthBuffer)( GLcontext *ctx );
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/*
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* Clear the depth buffer to depth specified by CC.Depth.Clear value.
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*/
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GLuint (*DepthTestSpan)( GLcontext *ctx,
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GLuint n, GLint x, GLint y, const GLdepth z[],
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GLubyte mask[] );
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void (*DepthTestPixels)( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] );
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/*
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* Apply the depth buffer test to an span/array of pixels and return
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* an updated pixel mask. This function is not used when accelerated
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* point, line, polygon functions are used.
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*/
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void (*ReadDepthSpanFloat)( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLfloat depth[]);
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void (*ReadDepthSpanInt)( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLdepth depth[] );
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/*
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* Return depth values as integers for glReadPixels.
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* Floats should be returned in the range [0,1].
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* Ints (GLdepth) values should be in the range [0,MAXDEPTH].
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*/
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void (*ClearColorAndDepth)( GLcontext *ctx,
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GLboolean all, GLint x, GLint y,
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GLint width, GLint height );
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/*
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* If this function is implemented then it will be called when both the
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* color and depth buffers are to be cleared.
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*/
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/***
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*** Accelerated point, line, polygon, glDrawPixels and glBitmap functions:
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***/
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points_func PointsFunc;
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/*
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* Called to draw an array of points.
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*/
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line_func LineFunc;
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/*
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* Called to draw a line segment.
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*/
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triangle_func TriangleFunc;
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/*
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* Called to draw a filled triangle.
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*/
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quad_func QuadFunc;
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/*
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* Called to draw a filled quadrilateral.
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*/
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rect_func RectFunc;
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/*
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* Called to draw a filled, screen-aligned 2-D rectangle.
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*/
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GLboolean (*DrawPixels)( GLcontext *ctx,
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GLint x, GLint y, GLsizei width, GLsizei height,
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GLenum format, GLenum type, GLboolean packed,
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const GLvoid *pixels );
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/*
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* Called from glDrawPixels().
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*/
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GLboolean (*Bitmap)( GLcontext *ctx, GLsizei width, GLsizei height,
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GLfloat xorig, GLfloat yorig,
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GLfloat xmove, GLfloat ymove,
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const struct gl_image *bitmap );
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/*
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* Called from glBitmap().
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*/
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void (*Begin)( GLcontext *ctx, GLenum mode );
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void (*End)( GLcontext *ctx );
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/*
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* These are called whenever glBegin() or glEnd() are called.
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* The device driver may do some sort of window locking/unlocking here.
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*/
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void (*RasterSetup)( GLcontext *ctx, GLuint start, GLuint end );
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/*
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* This function, if not NULL, is called whenever new window coordinates
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* are put in the vertex buffer. The vertices in question are those n
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* such that start <= n < end.
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* The device driver can convert the window coords to its own specialized
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* format. The 3Dfx driver uses this.
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*/
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GLboolean (*RenderVB)( GLcontext *ctx, GLboolean allDone );
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/*
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* This function allows the device driver to rasterize an entire
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* buffer of primitives at once. See the gl_render_vb() function
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* in vbrender.c for more details.
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* Return GL_TRUE if vertex buffer successfully rendered.
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* Return GL_FALSE if failure, let core Mesa render the vertex buffer.
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*/
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/***
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*** Texture mapping functions:
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***/
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void (*TexEnv)( GLcontext *ctx, GLenum pname, const GLfloat *param );
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/*
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* Called whenever glTexEnv*() is called.
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* Pname will be one of GL_TEXTURE_ENV_MODE or GL_TEXTURE_ENV_COLOR.
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* If pname is GL_TEXTURE_ENV_MODE then param will be one
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* of GL_MODULATE, GL_BLEND, GL_DECAL, or GL_REPLACE.
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*/
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void (*TexImage)( GLcontext *ctx, GLenum target,
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struct gl_texture_object *tObj, GLint level,
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GLint internalFormat,
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const struct gl_texture_image *image );
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/*
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* Called whenever a texture object's image is changed.
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* texObject is the number of the texture object being changed.
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* level indicates the mipmap level.
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* internalFormat is the format in which the texture is to be stored.
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* image is a pointer to a gl_texture_image struct which contains
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* the actual image data.
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*/
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void (*TexSubImage)( GLcontext *ctx, GLenum target,
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struct gl_texture_object *tObj, GLint level,
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GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height,
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GLint internalFormat,
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const struct gl_texture_image *image );
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/*
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* Called from glTexSubImage() to define a sub-region of a texture.
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*/
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void (*TexParameter)( GLcontext *ctx, GLenum target,
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struct gl_texture_object *tObj,
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GLenum pname, const GLfloat *params );
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/*
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* Called whenever glTexParameter*() is called.
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* target is GL_TEXTURE_1D or GL_TEXTURE_2D
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* texObject is the texture object to modify
|
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* pname is one of GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
|
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* GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_BORDER_COLOR.
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* params is dependant on pname. See man glTexParameter.
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*/
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void (*BindTexture)( GLcontext *ctx, GLenum target,
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|
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.
|
|
*/
|
|
};
|
|
|
|
|
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|
|
#endif
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|