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/**
* \file dd.h
* Device driver interfaces.
*/
/*
* Mesa 3-D graphics library
*
* 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "glheader.h"
#include "formats.h"
#include "menums.h"
#include "compiler/shader_enums.h"
struct gl_bitmap_atlas;
struct gl_buffer_object;
struct gl_context;
struct gl_display_list;
struct gl_framebuffer;
struct gl_image_unit;
struct gl_pixelstore_attrib;
struct gl_program;
struct gl_renderbuffer;
struct gl_renderbuffer_attachment;
struct gl_shader;
struct gl_shader_program;
struct gl_texture_image;
struct gl_texture_object;
struct gl_memory_info;
struct gl_transform_feedback_object;
struct ati_fragment_shader;
struct util_queue_monitoring;
struct _mesa_prim;
struct _mesa_index_buffer;
/* 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 0x4000
/* Mapping a buffer is allowed from any thread. */
#define MESA_MAP_THREAD_SAFE_BIT 0x8000
/**
* 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);
/**
* 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 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 );
/**
* Called by display list code for optimized glCallLists/glBitmap rendering
* The driver must support texture rectangles of width 1024 or more.
*/
void (*DrawAtlasBitmaps)(struct gl_context *ctx,
const struct gl_bitmap_atlas *atlas,
GLuint count, const GLubyte *ids);
/*@}*/
/**
* \name Texture image functions
*/
/*@{*/
/**
* Choose actual hardware texture format given the texture target, the
* user-provided source image format and type and the desired internal
* format. In some cases, srcFormat and srcType can be GL_NONE.
* Note: target may be GL_TEXTURE_CUBE_MAP, but never
* GL_TEXTURE_CUBE_MAP_[POSITIVE/NEGATIVE]_[XYZ].
* Called by glTexImage(), etc.
*/
mesa_format (*ChooseTextureFormat)(struct gl_context *ctx,
GLenum target, GLint internalFormat,
GLenum srcFormat, GLenum srcType );
/**
* Queries different driver parameters for a particular target and format.
* Since ARB_internalformat_query2 introduced several new query parameters
* over ARB_internalformat_query, having one driver hook for each parameter
* is no longer feasible. So this is the generic entry-point for calls
* to glGetInternalFormativ and glGetInternalFormati64v, after Mesa has
* checked errors and default values.
*
* \param ctx GL context
* \param target GL target enum
* \param internalFormat GL format enum
* \param pname GL enum that specifies the info to query.
* \param params Buffer to hold the result of the query.
*/
void (*QueryInternalFormat)(struct gl_context *ctx,
GLenum target,
GLenum internalFormat,
GLenum pname,
GLint *params);
/**
* Called by glTexImage[123]D() and glCopyTexImage[12]D()
* Allocate texture memory and copy the user's image to the buffer.
* The gl_texture_image fields, etc. will be fully initialized.
* The parameters are the same as glTexImage3D(), plus:
* \param dims 1, 2, or 3 indicating glTexImage1/2/3D()
* \param packing describes how to unpack the source data.
* \param texImage is the destination texture image.
*/
void (*TexImage)(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLenum format, GLenum type, const GLvoid *pixels,
const struct gl_pixelstore_attrib *packing);
/**
* Called by glTexSubImage[123]D().
* Replace a subset of the target texture with new texel data.
*/
void (*TexSubImage)(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLint depth,
GLenum format, GLenum type,
const GLvoid *pixels,
const struct gl_pixelstore_attrib *packing);
/**
* Called by glGetTexImage(), glGetTextureSubImage().
*/
void (*GetTexSubImage)(struct gl_context *ctx,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, GLvoid *pixels,
struct gl_texture_image *texImage);
/**
* Called by glClearTex[Sub]Image
*
* Clears a rectangular region of the image to a given value. The
* clearValue argument is either NULL or points to a single texel to use as
* the clear value in the same internal format as the texture image. If it
* is NULL then the texture should be cleared to zeroes.
*/
void (*ClearTexSubImage)(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
const GLvoid *clearValue);
/**
* Called by glCopyTex[Sub]Image[123]D().
*
* This function should copy a rectangular region in the rb to a single
* destination slice, specified by @slice. In the case of 1D array
* textures (where one GL call can potentially affect multiple destination
* slices), core mesa takes care of calling this function multiple times,
* once for each scanline to be copied.
*/
void (*CopyTexSubImage)(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint slice,
struct gl_renderbuffer *rb,
GLint x, GLint y,
GLsizei width, GLsizei height);
/**
* Called by glCopyImageSubData().
*
* This function should copy one 2-D slice from src_teximage or
* src_renderbuffer to dst_teximage or dst_renderbuffer. Either the
* teximage or renderbuffer pointer will be non-null to indicate which
* is the real src/dst.
*
* If one of the textures is 3-D or is a 1-D or 2-D array
* texture, this function will be called multiple times: once for each
* slice. If one of the textures is a cube map, this function will be
* called once for each face to be copied.
*/
void (*CopyImageSubData)(struct gl_context *ctx,
struct gl_texture_image *src_teximage,
struct gl_renderbuffer *src_renderbuffer,
int src_x, int src_y, int src_z,
struct gl_texture_image *dst_teximage,
struct gl_renderbuffer *dst_renderbuffer,
int dst_x, int dst_y, int dst_z,
int src_width, int src_height);
/**
* Called by glGenerateMipmap() or when GL_GENERATE_MIPMAP_SGIS is enabled.
* Note that if the texture is a cube map, the <target> parameter will
* indicate which cube face to generate (GL_POSITIVE/NEGATIVE_X/Y/Z).
* texObj->BaseLevel is the level from which to generate the remaining
* mipmap levels.
*/
void (*GenerateMipmap)(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj);
/**
* Called by glTexImage, glCompressedTexImage, glCopyTexImage
* and glTexStorage to check if the dimensions of the texture image
* are too large.
* \param target any GL_PROXY_TEXTURE_x target
* \return GL_TRUE if the image is OK, GL_FALSE if too large
*/
GLboolean (*TestProxyTexImage)(struct gl_context *ctx, GLenum target,
GLuint numLevels, GLint level,
mesa_format format, GLuint numSamples,
GLint width, GLint height,
GLint depth);
/*@}*/
/**
* \name Compressed texture functions
*/
/*@{*/
/**
* Called by glCompressedTexImage[123]D().
*/
void (*CompressedTexImage)(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLsizei imageSize, const GLvoid *data);
/**
* Called by glCompressedTexSubImage[123]D().
*/
void (*CompressedTexSubImage)(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format,
GLsizei imageSize, const GLvoid *data);
/*@}*/
/**
* \name Texture object / image functions
*/
/*@{*/
/**
* Called by glBindTexture() and glBindTextures().
*/
void (*BindTexture)( struct gl_context *ctx, GLuint texUnit,
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);
/** 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). In the case of a
* compressed texture, this is the byte stride between one row of blocks
* and another.
*/
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);
/** Called as part of glTextureView to add views to origTexObj */
GLboolean (*TextureView)(struct gl_context *ctx,
struct gl_texture_object *texObj,
struct gl_texture_object *origTexObj);
/**
* 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,
bool flip_y);
void (*UnmapRenderbuffer)(struct gl_context *ctx,
struct gl_renderbuffer *rb);
/**
* Optional driver entrypoint that binds a non-texture renderbuffer's
* contents to a texture image.
*/
GLboolean (*BindRenderbufferTexImage)(struct gl_context *ctx,
struct gl_renderbuffer *rb,
struct gl_texture_image *texImage);
/*@}*/
/**
* \name Vertex/fragment program functions
*/
/*@{*/
/** Allocate a new program */
struct gl_program * (*NewProgram)(struct gl_context *ctx,
gl_shader_stage stage,
GLuint id, bool is_arb_asm);
/** Delete a program */
void (*DeleteProgram)(struct gl_context *ctx, struct gl_program *prog);
/**
* Allocate a program to associate with the new ATI fragment shader (optional)
*/
struct gl_program * (*NewATIfs)(struct gl_context *ctx,
struct ati_fragment_shader *curProg);
/**
* Notify driver that a program string (and GPU code) has been specified
* or modified. Return GL_TRUE or GL_FALSE to indicate if the program is
* supported by the driver.
*/
GLboolean (*ProgramStringNotify)(struct gl_context *ctx, GLenum target,
struct gl_program *prog);
/**
* Notify driver that the sampler uniforms for the current program have
* changed. On some drivers, this may require shader recompiles.
*/
void (*SamplerUniformChange)(struct gl_context *ctx, GLenum target,
struct gl_program *prog);
/** Query if program can be loaded onto hardware */
GLboolean (*IsProgramNative)(struct gl_context *ctx, GLenum target,
struct gl_program *prog);
/*@}*/
/**
* \name GLSL shader/program functions.
*/
/*@{*/
/**
* Called when a shader program is linked.
*
* This gives drivers an opportunity to clone the IR and make their
* own transformations on it for the purposes of code generation.
*/
GLboolean (*LinkShader)(struct gl_context *ctx,
struct gl_shader_program *shader);
/*@}*/
/**
* \name Draw functions.
*/
/*@{*/
/**
* For indirect array drawing:
*
* typedef struct {
* GLuint count;
* GLuint primCount;
* GLuint first;
* GLuint baseInstance; // in GL 4.2 and later, must be zero otherwise
* } DrawArraysIndirectCommand;
*
* For indirect indexed drawing:
*
* typedef struct {
* GLuint count;
* GLuint primCount;
* GLuint firstIndex;
* GLint baseVertex;
* GLuint baseInstance; // in GL 4.2 and later, must be zero otherwise
* } DrawElementsIndirectCommand;
*/
/**
* Draw a number of primitives.
* \param prims array [nr_prims] describing what to draw (prim type,
* vertex count, first index, instance count, etc).
* \param ib index buffer for indexed drawing, NULL for array drawing
* \param index_bounds_valid are min_index and max_index valid?
* \param min_index lowest vertex index used
* \param max_index highest vertex index used
* \param num_instances instance count from ARB_draw_instanced
* \param base_instance base instance from ARB_base_instance
* \param tfb_vertcount if non-null, indicates which transform feedback
* object has the vertex count.
* \param tfb_stream If called via DrawTransformFeedbackStream, specifies
* the vertex stream buffer from which to get the vertex
* count.
* \param indirect If any prims are indirect, this specifies the buffer
* to find the "DrawArrays/ElementsIndirectCommand" data.
* This may be deprecated in the future
*/
void (*Draw)(struct gl_context *ctx,
const struct _mesa_prim *prims, GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLboolean index_bounds_valid,
GLuint min_index, GLuint max_index,
GLuint num_instances, GLuint base_instance,
struct gl_transform_feedback_object *tfb_vertcount,
unsigned tfb_stream);
/**
* Draw a primitive, getting the vertex count, instance count, start
* vertex, etc. from a buffer object.
* \param mode GL_POINTS, GL_LINES, GL_TRIANGLE_STRIP, etc.
* \param indirect_data buffer to get "DrawArrays/ElementsIndirectCommand"
* data
* \param indirect_offset offset of first primitive in indrect_data buffer
* \param draw_count number of primitives to draw
* \param stride stride, in bytes, between
* "DrawArrays/ElementsIndirectCommand" objects
* \param indirect_draw_count_buffer if non-NULL specifies a buffer to get
* the real draw_count value. Used for
* GL_ARB_indirect_parameters.
* \param indirect_draw_count_offset offset to the draw_count value in
* indirect_draw_count_buffer
* \param ib index buffer for indexed drawing, NULL otherwise.
*/
void (*DrawIndirect)(struct gl_context *ctx, GLuint mode,
struct gl_buffer_object *indirect_data,
GLsizeiptr indirect_offset, unsigned draw_count,
unsigned stride,
struct gl_buffer_object *indirect_draw_count_buffer,
GLsizeiptr indirect_draw_count_offset,
const struct _mesa_index_buffer *ib);
/*@}*/
/**
* \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);
/** Set the blend color */
void (*BlendColor)(struct gl_context *ctx, const GLfloat color[4]);
/** Set the blend equation */
void (*BlendEquationSeparate)(struct gl_context *ctx,
GLenum modeRGB, GLenum modeA);
/** Specify pixel arithmetic */
void (*BlendFuncSeparate)(struct gl_context *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA);
/** Specify a plane against which all geometry is clipped */
void (*ClipPlane)(struct gl_context *ctx, GLenum plane, const GLfloat *eq);
/** 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);
/** Specify the current buffer for writing */
void (*DrawBuffer)(struct gl_context *ctx);
/** Used to allocated any buffers with on-demand creation */
void (*DrawBufferAllocate)(struct gl_context *ctx);
/** 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);
/** 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, enum gl_logicop_mode 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, GLfloat clamp);
/** 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);
/** Select flat or smooth shading */
void (*ShadeModel)(struct gl_context *ctx, GLenum mode);
/** OpenGL 2.0 two-sided StencilFunc */
void (*StencilFuncSeparate)(struct gl_context *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask);
/** OpenGL 2.0 two-sided StencilMask */
void (*StencilMaskSeparate)(struct gl_context *ctx, GLenum face, GLuint mask);
/** OpenGL 2.0 two-sided StencilOp */
void (*StencilOpSeparate)(struct gl_context *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass);
/** 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 parameter (callee gets param value from the texObj) */
void (*TexParameter)(struct gl_context *ctx,
struct gl_texture_object *texObj, GLenum pname);
/** Set the viewport */
void (*Viewport)(struct gl_context *ctx);
/*@}*/
/**
* \name Vertex/pixel buffer object functions
*/
/*@{*/
struct gl_buffer_object * (*NewBufferObject)(struct gl_context *ctx,
GLuint buffer);
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,
GLenum storageFlags, 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 );
void (*ClearBufferSubData)( struct gl_context *ctx,
GLintptr offset, GLsizeiptr size,
const GLvoid *clearValue,
GLsizeiptr clearValueSize,
struct gl_buffer_object *obj );
void (*CopyBufferSubData)( struct gl_context *ctx,
struct gl_buffer_object *src,
struct gl_buffer_object *dst,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size );
void (*InvalidateBufferSubData)( struct gl_context *ctx,
struct gl_buffer_object *obj,
GLintptr offset,
GLsizeiptr length );
/* Returns pointer to the start of the mapped range.
* 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,
gl_map_buffer_index index);
void (*FlushMappedBufferRange)(struct gl_context *ctx,
GLintptr offset, GLsizeiptr length,
struct gl_buffer_object *obj,
gl_map_buffer_index index);
GLboolean (*UnmapBuffer)( struct gl_context *ctx,
struct gl_buffer_object *obj,
gl_map_buffer_index index);
/*@}*/
/**
* \name Functions for GL_APPLE_object_purgeable
*/
/*@{*/
/* variations on ObjectPurgeable */
GLenum (*BufferObjectPurgeable)(struct gl_context *ctx,
struct gl_buffer_object *obj, GLenum option);
GLenum (*RenderObjectPurgeable)(struct gl_context *ctx,
struct gl_renderbuffer *obj, GLenum option);
GLenum (*TextureObjectPurgeable)(struct gl_context *ctx,
struct gl_texture_object *obj,
GLenum option);
/* variations on ObjectUnpurgeable */
GLenum (*BufferObjectUnpurgeable)(struct gl_context *ctx,
struct gl_buffer_object *obj,
GLenum option);
GLenum (*RenderObjectUnpurgeable)(struct gl_context *ctx,
struct gl_renderbuffer *obj,
GLenum option);
GLenum (*TextureObjectUnpurgeable)(struct gl_context *ctx,
struct gl_texture_object *obj,
GLenum option);
/*@}*/
/**
* \name Functions for GL_EXT_framebuffer_{object,blit,discard}.
*/
/*@{*/
struct gl_framebuffer * (*NewFramebuffer)(struct gl_context *ctx,
GLuint name);
struct gl_renderbuffer * (*NewRenderbuffer)(struct gl_context *ctx,
GLuint name);
void (*BindFramebuffer)(struct gl_context *ctx, GLenum target,
struct gl_framebuffer *drawFb,
struct gl_framebuffer *readFb);
void (*FramebufferRenderbuffer)(struct gl_context *ctx,
struct gl_framebuffer *fb,
GLenum attachment,
struct gl_renderbuffer *rb);
void (*RenderTexture)(struct gl_context *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att);
void (*FinishRenderTexture)(struct gl_context *ctx,
struct gl_renderbuffer *rb);
void (*ValidateFramebuffer)(struct gl_context *ctx,
struct gl_framebuffer *fb);
/*@}*/
void (*BlitFramebuffer)(struct gl_context *ctx,
struct gl_framebuffer *readFb,
struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void (*DiscardFramebuffer)(struct gl_context *ctx, struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att);
/**
* \name Functions for GL_ARB_sample_locations
*/
void (*GetProgrammableSampleCaps)(struct gl_context *ctx,
const struct gl_framebuffer *fb,
GLuint *bits, GLuint *width, GLuint *height);
void (*EvaluateDepthValues)(struct gl_context *ctx);
/**
* \name Query objects
*/
/*@{*/
struct gl_query_object * (*NewQueryObject)(struct gl_context *ctx, GLuint id);
void (*DeleteQuery)(struct gl_context *ctx, struct gl_query_object *q);
void (*BeginQuery)(struct gl_context *ctx, struct gl_query_object *q);
void (*QueryCounter)(struct gl_context *ctx, struct gl_query_object *q);
void (*EndQuery)(struct gl_context *ctx, struct gl_query_object *q);
void (*CheckQuery)(struct gl_context *ctx, struct gl_query_object *q);
void (*WaitQuery)(struct gl_context *ctx, struct gl_query_object *q);
/*
* \pname the value requested to be written (GL_QUERY_RESULT, etc)
* \ptype the type of the value requested to be written:
* GL_UNSIGNED_INT, GL_UNSIGNED_INT64_ARB,
* GL_INT, GL_INT64_ARB
*/
void (*StoreQueryResult)(struct gl_context *ctx, struct gl_query_object *q,
struct gl_buffer_object *buf, intptr_t offset,
GLenum pname, GLenum ptype);
/*@}*/
/**
* \name Performance monitors
*/
/*@{*/
void (*InitPerfMonitorGroups)(struct gl_context *ctx);
struct gl_perf_monitor_object * (*NewPerfMonitor)(struct gl_context *ctx);
void (*DeletePerfMonitor)(struct gl_context *ctx,
struct gl_perf_monitor_object *m);
GLboolean (*BeginPerfMonitor)(struct gl_context *ctx,
struct gl_perf_monitor_object *m);
/** Stop an active performance monitor, discarding results. */
void (*ResetPerfMonitor)(struct gl_context *ctx,
struct gl_perf_monitor_object *m);
void (*EndPerfMonitor)(struct gl_context *ctx,
struct gl_perf_monitor_object *m);
GLboolean (*IsPerfMonitorResultAvailable)(struct gl_context *ctx,
struct gl_perf_monitor_object *m);
void (*GetPerfMonitorResult)(struct gl_context *ctx,
struct gl_perf_monitor_object *m,
GLsizei dataSize,
GLuint *data,
GLint *bytesWritten);
/*@}*/
/**
* \name Performance Query objects
*/
/*@{*/
unsigned (*InitPerfQueryInfo)(struct gl_context *ctx);
void (*GetPerfQueryInfo)(struct gl_context *ctx,
unsigned queryIndex,
const char **name,
GLuint *dataSize,
GLuint *numCounters,
GLuint *numActive);
void (*GetPerfCounterInfo)(struct gl_context *ctx,
unsigned queryIndex,
unsigned counterIndex,
const char **name,
const char **desc,
GLuint *offset,
GLuint *data_size,
GLuint *type_enum,
GLuint *data_type_enum,
GLuint64 *raw_max);
struct gl_perf_query_object * (*NewPerfQueryObject)(struct gl_context *ctx,
unsigned queryIndex);
void (*DeletePerfQuery)(struct gl_context *ctx,
struct gl_perf_query_object *obj);
bool (*BeginPerfQuery)(struct gl_context *ctx,
struct gl_perf_query_object *obj);
void (*EndPerfQuery)(struct gl_context *ctx,
struct gl_perf_query_object *obj);
void (*WaitPerfQuery)(struct gl_context *ctx,
struct gl_perf_query_object *obj);
bool (*IsPerfQueryReady)(struct gl_context *ctx,
struct gl_perf_query_object *obj);
void (*GetPerfQueryData)(struct gl_context *ctx,
struct gl_perf_query_object *obj,
GLsizei dataSize,
GLuint *data,
GLuint *bytesWritten);
/*@}*/
/**
* \name GREMEDY debug/marker functions
*/
/*@{*/
void (*EmitStringMarker)(struct gl_context *ctx, const GLchar *string, GLsizei len);
/*@}*/
/**
* \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 glBegin state of an in-progress compilation. May be
* GL_POINTS, GL_TRIANGLE_STRIP, etc. or PRIM_OUTSIDE_BEGIN_END
* or PRIM_UNKNOWN.
*/
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. A bitmask of the FLUSH_x values above.
*
* The dd_function_table::FlushVertices call below may be used to resolve
* these conditions.
*/
GLbitfield NeedFlush;
/** Need to call vbo_save_SaveFlushVertices() upon state change? */
GLboolean SaveNeedFlush;
/**
* Notify driver that the special derived value _NeedEyeCoords has
* changed.
*/
void (*LightingSpaceChange)( struct gl_context *ctx );
/**@}*/
/**
* \name GL_ARB_sync interfaces
*/
/*@{*/
struct gl_sync_object * (*NewSyncObject)(struct gl_context *);
void (*FenceSync)(struct gl_context *, struct gl_sync_object *,
GLenum, GLbitfield);
void (*DeleteSyncObject)(struct gl_context *, struct gl_sync_object *);
void (*CheckSync)(struct gl_context *, struct gl_sync_object *);
void (*ClientWaitSync)(struct gl_context *, struct gl_sync_object *,
GLbitfield, GLuint64);
void (*ServerWaitSync)(struct gl_context *, struct gl_sync_object *,
GLbitfield, GLuint64);
/*@}*/
/** GL_NV_conditional_render */
void (*BeginConditionalRender)(struct gl_context *ctx,
struct gl_query_object *q,
GLenum mode);
void (*EndConditionalRender)(struct gl_context *ctx,
struct gl_query_object *q);
/**
* \name GL_OES_draw_texture interface
*/
/*@{*/
void (*DrawTex)(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
GLfloat width, GLfloat height);
/*@}*/
/**
* \name GL_OES_EGL_image interface
*/
void (*EGLImageTargetTexture2D)(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage,
GLeglImageOES image_handle);
void (*EGLImageTargetRenderbufferStorage)(struct gl_context *ctx,
struct gl_renderbuffer *rb,
void *image_handle);
/**
* \name GL_EXT_EGL_image_storage interface
*/
void (*EGLImageTargetTexStorage)(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage,
GLeglImageOES image_handle);
/**
* \name GL_EXT_transform_feedback interface
*/
struct gl_transform_feedback_object *
(*NewTransformFeedback)(struct gl_context *ctx, GLuint name);
void (*DeleteTransformFeedback)(struct gl_context *ctx,
struct gl_transform_feedback_object *obj);
void (*BeginTransformFeedback)(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj);
void (*EndTransformFeedback)(struct gl_context *ctx,
struct gl_transform_feedback_object *obj);
void (*PauseTransformFeedback)(struct gl_context *ctx,
struct gl_transform_feedback_object *obj);
void (*ResumeTransformFeedback)(struct gl_context *ctx,
struct gl_transform_feedback_object *obj);
/**
* Return the number of vertices written to a stream during the last
* Begin/EndTransformFeedback block.
*/
GLsizei (*GetTransformFeedbackVertexCount)(struct gl_context *ctx,
struct gl_transform_feedback_object *obj,
GLuint stream);
/**
* \name GL_NV_texture_barrier interface
*/
void (*TextureBarrier)(struct gl_context *ctx);
/**
* \name GL_ARB_sampler_objects
*/
struct gl_sampler_object * (*NewSamplerObject)(struct gl_context *ctx,
GLuint name);
/**
* \name Return a timestamp in nanoseconds as defined by GL_ARB_timer_query.
* This should be equivalent to glGetInteger64v(GL_TIMESTAMP);
*/
uint64_t (*GetTimestamp)(struct gl_context *ctx);
/**
* \name GL_ARB_texture_multisample
*/
void (*GetSamplePosition)(struct gl_context *ctx,
struct gl_framebuffer *fb,
GLuint index,
GLfloat *outValue);
/**
* \name NV_vdpau_interop interface
*/
void (*VDPAUMapSurface)(struct gl_context *ctx, GLenum target,
GLenum access, GLboolean output,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage,
const GLvoid *vdpSurface, GLuint index);
void (*VDPAUUnmapSurface)(struct gl_context *ctx, GLenum target,
GLenum access, GLboolean output,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage,
const GLvoid *vdpSurface, GLuint index);
/**
* Query reset status for GL_ARB_robustness
*
* Per \c glGetGraphicsResetStatusARB, this function should return a
* non-zero value once after a reset. If a reset is non-atomic, the
* non-zero status should be returned for the duration of the reset.
*/
GLenum (*GetGraphicsResetStatus)(struct gl_context *ctx);
/**
* \name GL_ARB_shader_image_load_store interface.
*/
/** @{ */
void (*MemoryBarrier)(struct gl_context *ctx, GLbitfield barriers);
/** @} */
/**
* GL_EXT_shader_framebuffer_fetch_non_coherent rendering barrier.
*
* On return from this function any framebuffer contents written by
* previous draw commands are guaranteed to be visible from subsequent
* fragment shader invocations using the
* EXT_shader_framebuffer_fetch_non_coherent interface.
*/
/** @{ */
void (*FramebufferFetchBarrier)(struct gl_context *ctx);
/** @} */
/**
* \name GL_ARB_compute_shader interface
*/
/*@{*/
void (*DispatchCompute)(struct gl_context *ctx, const GLuint *num_groups);
void (*DispatchComputeIndirect)(struct gl_context *ctx, GLintptr indirect);
/*@}*/
/**
* \name GL_ARB_compute_variable_group_size interface
*/
/*@{*/
void (*DispatchComputeGroupSize)(struct gl_context *ctx,
const GLuint *num_groups,
const GLuint *group_size);
/*@}*/
/**
* Query information about memory. Device memory is e.g. VRAM. Staging
* memory is e.g. GART. All sizes are in kilobytes.
*/
void (*QueryMemoryInfo)(struct gl_context *ctx,
struct gl_memory_info *info);
/**
* Indicate that this thread is being used by Mesa as a background drawing
* thread for the given GL context.
*
* If this function is called more than once from any given thread, each
* subsequent call overrides the context that was passed in the previous
* call. Mesa takes advantage of this to re-use a background thread to
* perform drawing on behalf of multiple contexts.
*
* Mesa may sometimes call this function from a non-background thread
* (i.e. a thread that has already been bound to a context using
* __DriverAPIRec::MakeCurrent()); when this happens, ctx will be equal to
* the context that is bound to this thread.
*
* Mesa will only call this function if GL multithreading is enabled.
*/
void (*SetBackgroundContext)(struct gl_context *ctx,
struct util_queue_monitoring *queue_info);
/**
* \name GL_ARB_sparse_buffer interface
*/
/*@{*/
void (*BufferPageCommitment)(struct gl_context *ctx,
struct gl_buffer_object *bufferObj,
GLintptr offset, GLsizeiptr size,
GLboolean commit);
/*@}*/
/**
* \name GL_ARB_bindless_texture interface
*/
/*@{*/
GLuint64 (*NewTextureHandle)(struct gl_context *ctx,
struct gl_texture_object *texObj,
struct gl_sampler_object *sampObj);
void (*DeleteTextureHandle)(struct gl_context *ctx, GLuint64 handle);
void (*MakeTextureHandleResident)(struct gl_context *ctx, GLuint64 handle,
bool resident);
GLuint64 (*NewImageHandle)(struct gl_context *ctx,
struct gl_image_unit *imgObj);
void (*DeleteImageHandle)(struct gl_context *ctx, GLuint64 handle);
void (*MakeImageHandleResident)(struct gl_context *ctx, GLuint64 handle,
GLenum access, bool resident);
/*@}*/
/**
* \name GL_EXT_external_objects interface
*/
/*@{*/
/**
* Called to allocate a new memory object. Drivers will usually
* allocate/return a subclass of gl_memory_object.
*/
struct gl_memory_object * (*NewMemoryObject)(struct gl_context *ctx,
GLuint name);
/**
* Called to delete/free a memory object. Drivers should free the
* object and any image data it contains.
*/
void (*DeleteMemoryObject)(struct gl_context *ctx,
struct gl_memory_object *memObj);
/**
* Set the given memory object as the texture's storage.
*/
GLboolean (*SetTextureStorageForMemoryObject)(struct gl_context *ctx,
struct gl_texture_object *tex_obj,
struct gl_memory_object *mem_obj,
GLsizei levels, GLsizei width,
GLsizei height, GLsizei depth,
GLuint64 offset);
/**
* Use a memory object as the backing data for a buffer object
*/
GLboolean (*BufferDataMem)(struct gl_context *ctx,
GLenum target,
GLsizeiptrARB size,
struct gl_memory_object *memObj,
GLuint64 offset,
GLenum usage,
struct gl_buffer_object *bufObj);
/**
* Fill uuid with an unique identifier for this driver
*
* uuid must point to GL_UUID_SIZE_EXT bytes of available memory
*/
void (*GetDriverUuid)(struct gl_context *ctx, char *uuid);
/**
* Fill uuid with an unique identifier for the device associated
* to this driver
*
* uuid must point to GL_UUID_SIZE_EXT bytes of available memory
*/
void (*GetDeviceUuid)(struct gl_context *ctx, char *uuid);
/*@}*/
/**
* \name GL_EXT_external_objects_fd interface
*/
/*@{*/
/**
* Called to import a memory object. The caller relinquishes ownership
* of fd after the call returns.
*
* Accessing fd after ImportMemoryObjectFd returns results in undefined
* behaviour. This is consistent with EXT_external_object_fd.
*/
void (*ImportMemoryObjectFd)(struct gl_context *ctx,
struct gl_memory_object *memObj,
GLuint64 size,
int fd);
/*@}*/
/**
* \name GL_ARB_get_program_binary
*/
/*@{*/
/**
* Calls to retrieve/store a binary serialized copy of the current program.
*/
void (*GetProgramBinaryDriverSHA1)(struct gl_context *ctx, uint8_t *sha1);
void (*ProgramBinarySerializeDriverBlob)(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog);
void (*ProgramBinaryDeserializeDriverBlob)(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog);
/*@}*/
/**
* \name GL_EXT_semaphore interface
*/
/*@{*/
/**
* Called to allocate a new semaphore object. Drivers will usually
* allocate/return a subclass of gl_semaphore_object.
*/
struct gl_semaphore_object * (*NewSemaphoreObject)(struct gl_context *ctx,
GLuint name);
/**
* Called to delete/free a semaphore object. Drivers should free the
* object and any associated resources.
*/
void (*DeleteSemaphoreObject)(struct gl_context *ctx,
struct gl_semaphore_object *semObj);
/**
* Introduce an operation to wait for the semaphore object in the GL
* server's command stream
*/
void (*ServerWaitSemaphoreObject)(struct gl_context *ctx,
struct gl_semaphore_object *semObj,
GLuint numBufferBarriers,
struct gl_buffer_object **bufObjs,
GLuint numTextureBarriers,
struct gl_texture_object **texObjs,
const GLenum *srcLayouts);
/**
* Introduce an operation to signal the semaphore object in the GL
* server's command stream
*/
void (*ServerSignalSemaphoreObject)(struct gl_context *ctx,
struct gl_semaphore_object *semObj,
GLuint numBufferBarriers,
struct gl_buffer_object **bufObjs,
GLuint numTextureBarriers,
struct gl_texture_object **texObjs,
const GLenum *dstLayouts);
/*@}*/
/**
* \name GL_EXT_semaphore_fd interface
*/
/*@{*/
/**
* Called to import a semaphore object. The caller relinquishes ownership
* of fd after the call returns.
*
* Accessing fd after ImportSemaphoreFd returns results in undefined
* behaviour. This is consistent with EXT_semaphore_fd.
*/
void (*ImportSemaphoreFd)(struct gl_context *ctx,
struct gl_semaphore_object *semObj,
int fd);
/*@}*/
/**
* \name Disk shader cache functions
*/
/*@{*/
/**
* Called to initialize gl_program::driver_cache_blob (and size) with a
* ralloc allocated buffer.
*
* This buffer will be saved and restored as part of the gl_program
* serialization and deserialization.
*/
void (*ShaderCacheSerializeDriverBlob)(struct gl_context *ctx,
struct gl_program *prog);
/*@}*/
/**
* \name Set the number of compiler threads for ARB_parallel_shader_compile
*/
void (*SetMaxShaderCompilerThreads)(struct gl_context *ctx, unsigned count);
bool (*GetShaderProgramCompletionStatus)(struct gl_context *ctx,
struct gl_shader_program *shprog);
};
/**
* Per-vertex functions.
*
* These are the functions which can appear between glBegin and glEnd.
* Depending on whether we're inside or outside a glBegin/End pair
* and whether we're in immediate mode or building a display list, these
* functions behave differently. This structure allows us to switch
* between those modes more easily.
*
* Generally, these pointers point to functions in the VBO module.
*/
typedef struct {
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 SecondaryColor3fEXT)( GLfloat, GLfloat, GLfloat );
void (GLAPIENTRYP SecondaryColor3fvEXT)( 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 );
void (GLAPIENTRYP PrimitiveRestartNV)( void );
/* Originally for GL_NV_vertex_program, now used only dlist.c and friends */
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 );
/* GL_ARB_vertex_program */
void (GLAPIENTRYP VertexAttrib1fARB)( GLuint index, GLfloat x );
void (GLAPIENTRYP VertexAttrib1fvARB)( GLuint index, const GLfloat *v );
void (GLAPIENTRYP VertexAttrib2fARB)( GLuint index, GLfloat x, GLfloat y );
void (GLAPIENTRYP VertexAttrib2fvARB)( GLuint index, const GLfloat *v );
void (GLAPIENTRYP VertexAttrib3fARB)( GLuint index, GLfloat x, GLfloat y, GLfloat z );
void (GLAPIENTRYP VertexAttrib3fvARB)( GLuint index, const GLfloat *v );
void (GLAPIENTRYP VertexAttrib4fARB)( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void (GLAPIENTRYP VertexAttrib4fvARB)( GLuint index, const GLfloat *v );
/* GL_EXT_gpu_shader4 / GL 3.0 */
void (GLAPIENTRYP VertexAttribI1i)( GLuint index, GLint x);
void (GLAPIENTRYP VertexAttribI2i)( GLuint index, GLint x, GLint y);
void (GLAPIENTRYP VertexAttribI3i)( GLuint index, GLint x, GLint y, GLint z);
void (GLAPIENTRYP VertexAttribI4i)( GLuint index, GLint x, GLint y, GLint z, GLint w);
void (GLAPIENTRYP VertexAttribI2iv)( GLuint index, const GLint *v);
void (GLAPIENTRYP VertexAttribI3iv)( GLuint index, const GLint *v);
void (GLAPIENTRYP VertexAttribI4iv)( GLuint index, const GLint *v);
void (GLAPIENTRYP VertexAttribI1ui)( GLuint index, GLuint x);
void (GLAPIENTRYP VertexAttribI2ui)( GLuint index, GLuint x, GLuint y);
void (GLAPIENTRYP VertexAttribI3ui)( GLuint index, GLuint x, GLuint y, GLuint z);
void (GLAPIENTRYP VertexAttribI4ui)( GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
void (GLAPIENTRYP VertexAttribI2uiv)( GLuint index, const GLuint *v);
void (GLAPIENTRYP VertexAttribI3uiv)( GLuint index, const GLuint *v);
void (GLAPIENTRYP VertexAttribI4uiv)( GLuint index, const GLuint *v);
/* GL_ARB_vertex_type_10_10_10_2_rev / GL3.3 */
void (GLAPIENTRYP VertexP2ui)( GLenum type, GLuint value );
void (GLAPIENTRYP VertexP2uiv)( GLenum type, const GLuint *value);
void (GLAPIENTRYP VertexP3ui)( GLenum type, GLuint value );
void (GLAPIENTRYP VertexP3uiv)( GLenum type, const GLuint *value);
void (GLAPIENTRYP VertexP4ui)( GLenum type, GLuint value );
void (GLAPIENTRYP VertexP4uiv)( GLenum type, const GLuint *value);
void (GLAPIENTRYP TexCoordP1ui)( GLenum type, GLuint coords );
void (GLAPIENTRYP TexCoordP1uiv)( GLenum type, const GLuint *coords );
void (GLAPIENTRYP TexCoordP2ui)( GLenum type, GLuint coords );
void (GLAPIENTRYP TexCoordP2uiv)( GLenum type, const GLuint *coords );
void (GLAPIENTRYP TexCoordP3ui)( GLenum type, GLuint coords );
void (GLAPIENTRYP TexCoordP3uiv)( GLenum type, const GLuint *coords );
void (GLAPIENTRYP TexCoordP4ui)( GLenum type, GLuint coords );
void (GLAPIENTRYP TexCoordP4uiv)( GLenum type, const GLuint *coords );
void (GLAPIENTRYP MultiTexCoordP1ui)( GLenum texture, GLenum type, GLuint coords );
void (GLAPIENTRYP MultiTexCoordP1uiv)( GLenum texture, GLenum type, const GLuint *coords );
void (GLAPIENTRYP MultiTexCoordP2ui)( GLenum texture, GLenum type, GLuint coords );
void (GLAPIENTRYP MultiTexCoordP2uiv)( GLenum texture, GLenum type, const GLuint *coords );
void (GLAPIENTRYP MultiTexCoordP3ui)( GLenum texture, GLenum type, GLuint coords );
void (GLAPIENTRYP MultiTexCoordP3uiv)( GLenum texture, GLenum type, const GLuint *coords );
void (GLAPIENTRYP MultiTexCoordP4ui)( GLenum texture, GLenum type, GLuint coords );
void (GLAPIENTRYP MultiTexCoordP4uiv)( GLenum texture, GLenum type, const GLuint *coords );
void (GLAPIENTRYP NormalP3ui)( GLenum type, GLuint coords );
void (GLAPIENTRYP NormalP3uiv)( GLenum type, const GLuint *coords );
void (GLAPIENTRYP ColorP3ui)( GLenum type, GLuint color );
void (GLAPIENTRYP ColorP3uiv)( GLenum type, const GLuint *color );
void (GLAPIENTRYP ColorP4ui)( GLenum type, GLuint color );
void (GLAPIENTRYP ColorP4uiv)( GLenum type, const GLuint *color );
void (GLAPIENTRYP SecondaryColorP3ui)( GLenum type, GLuint color );
void (GLAPIENTRYP SecondaryColorP3uiv)( GLenum type, const GLuint *color );
void (GLAPIENTRYP VertexAttribP1ui)( GLuint index, GLenum type,
GLboolean normalized, GLuint value);
void (GLAPIENTRYP VertexAttribP2ui)( GLuint index, GLenum type,
GLboolean normalized, GLuint value);
void (GLAPIENTRYP VertexAttribP3ui)( GLuint index, GLenum type,
GLboolean normalized, GLuint value);
void (GLAPIENTRYP VertexAttribP4ui)( GLuint index, GLenum type,
GLboolean normalized, GLuint value);
void (GLAPIENTRYP VertexAttribP1uiv)( GLuint index, GLenum type,
GLboolean normalized,
const GLuint *value);
void (GLAPIENTRYP VertexAttribP2uiv)( GLuint index, GLenum type,
GLboolean normalized,
const GLuint *value);
void (GLAPIENTRYP VertexAttribP3uiv)( GLuint index, GLenum type,
GLboolean normalized,
const GLuint *value);
void (GLAPIENTRYP VertexAttribP4uiv)( GLuint index, GLenum type,
GLboolean normalized,
const GLuint *value);
/* GL_ARB_vertex_attrib_64bit / GL 4.1 */
void (GLAPIENTRYP VertexAttribL1d)( GLuint index, GLdouble x);
void (GLAPIENTRYP VertexAttribL2d)( GLuint index, GLdouble x, GLdouble y);
void (GLAPIENTRYP VertexAttribL3d)( GLuint index, GLdouble x, GLdouble y, GLdouble z);
void (GLAPIENTRYP VertexAttribL4d)( GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void (GLAPIENTRYP VertexAttribL1dv)( GLuint index, const GLdouble *v);
void (GLAPIENTRYP VertexAttribL2dv)( GLuint index, const GLdouble *v);
void (GLAPIENTRYP VertexAttribL3dv)( GLuint index, const GLdouble *v);
void (GLAPIENTRYP VertexAttribL4dv)( GLuint index, const GLdouble *v);
void (GLAPIENTRYP VertexAttribL1ui64ARB)( GLuint index, GLuint64EXT x);
void (GLAPIENTRYP VertexAttribL1ui64vARB)( GLuint index, const GLuint64EXT *v);
} GLvertexformat;
#endif /* DD_INCLUDED */