/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/glheader.h"
#include "main/imports.h"
#include "main/accum.h"
#include "main/arrayobj.h"
#include "main/context.h"
#include "main/framebuffer.h"
#include "main/mipmap.h"
#include "main/queryobj.h"
#include "main/readpix.h"
#include "main/renderbuffer.h"
#include "main/shaderobj.h"
#include "main/texcompress.h"
#include "main/texformat.h"
#include "main/texgetimage.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "main/texstore.h"
#include "main/bufferobj.h"
#include "main/fbobject.h"
#include "main/samplerobj.h"
#include "main/syncobj.h"
#include "main/texturebarrier.h"
#include "main/transformfeedback.h"
#include "program/program.h"
#include "tnl/tnl.h"
#include "swrast/swrast.h"
#include "swrast/s_renderbuffer.h"
#include "driverfuncs.h"
#include "meta.h"
/**
* Plug in default functions for all pointers in the dd_function_table
* structure.
* Device drivers should call this function and then plug in any
* functions which it wants to override.
* Some functions (pointers) MUST be implemented by all drivers (REQUIRED).
*
* \param table the dd_function_table to initialize
*/
void
_mesa_init_driver_functions(struct dd_function_table *driver)
{
memset(driver, 0, sizeof(*driver));
driver->GetString = NULL; /* REQUIRED! */
driver->UpdateState = NULL; /* REQUIRED! */
driver->GetBufferSize = NULL; /* REQUIRED! */
driver->ResizeBuffers = _mesa_resize_framebuffer;
driver->Error = NULL;
driver->Finish = NULL;
driver->Flush = NULL;
/* framebuffer/image functions */
driver->Clear = _swrast_Clear;
driver->Accum = _mesa_accum;
driver->RasterPos = _tnl_RasterPos;
driver->DrawPixels = _swrast_DrawPixels;
driver->ReadPixels = _mesa_readpixels;
driver->CopyPixels = _swrast_CopyPixels;
driver->Bitmap = _swrast_Bitmap;
/* Texture functions */
driver->ChooseTextureFormat = _mesa_choose_tex_format;
driver->TexImage = _mesa_store_teximage;
driver->TexSubImage = _mesa_store_texsubimage;
driver->GetTexImage = _mesa_meta_GetTexImage;
driver->CopyTexSubImage = _mesa_meta_CopyTexSubImage;
driver->GenerateMipmap = _mesa_meta_GenerateMipmap;
driver->TestProxyTexImage = _mesa_test_proxy_teximage;
driver->CompressedTexImage = _mesa_store_compressed_teximage;
driver->CompressedTexSubImage = _mesa_store_compressed_texsubimage;
driver->GetCompressedTexImage = _mesa_get_compressed_teximage;
driver->BindTexture = NULL;
driver->NewTextureObject = _mesa_new_texture_object;
driver->DeleteTexture = _mesa_delete_texture_object;
driver->NewTextureImage = _swrast_new_texture_image;
driver->DeleteTextureImage = _swrast_delete_texture_image;
driver->AllocTextureImageBuffer = _swrast_alloc_texture_image_buffer;
driver->FreeTextureImageBuffer = _swrast_free_texture_image_buffer;
driver->MapTextureImage = _swrast_map_teximage;
driver->UnmapTextureImage = _swrast_unmap_teximage;
driver->DrawTex = _mesa_meta_DrawTex;
/* Vertex/fragment programs */
driver->BindProgram = NULL;
driver->NewProgram = _mesa_new_program;
driver->DeleteProgram = _mesa_delete_program;
/* simple state commands */
driver->AlphaFunc = NULL;
driver->BlendColor = NULL;
driver->BlendEquationSeparate = NULL;
driver->BlendFuncSeparate = NULL;
driver->ClipPlane = NULL;
driver->ColorMask = NULL;
driver->ColorMaterial = NULL;
driver->CullFace = NULL;
driver->DrawBuffer = NULL;
driver->DrawBuffers = NULL;
driver->FrontFace = NULL;
driver->DepthFunc = NULL;
driver->DepthMask = NULL;
driver->DepthRange = NULL;
driver->Enable = NULL;
driver->Fogfv = NULL;
driver->Hint = NULL;
driver->Lightfv = NULL;
driver->LightModelfv = NULL;
driver->LineStipple = NULL;
driver->LineWidth = NULL;
driver->LogicOpcode = NULL;
driver->PointParameterfv = NULL;
driver->PointSize = NULL;
driver->PolygonMode = NULL;
driver->PolygonOffset = NULL;
driver->PolygonStipple = NULL;
driver->ReadBuffer = NULL;
driver->RenderMode = NULL;
driver->Scissor = NULL;
driver->ShadeModel = NULL;
driver->StencilFuncSeparate = NULL;
driver->StencilOpSeparate = NULL;
driver->StencilMaskSeparate = NULL;
driver->TexGen = NULL;
driver->TexEnv = NULL;
driver->TexParameter = NULL;
driver->Viewport = NULL;
/* buffer objects */
_mesa_init_buffer_object_functions(driver);
/* query objects */
_mesa_init_query_object_functions(driver);
_mesa_init_sync_object_functions(driver);
driver->NewFramebuffer = _mesa_new_framebuffer;
driver->NewRenderbuffer = _swrast_new_soft_renderbuffer;
driver->MapRenderbuffer = _swrast_map_soft_renderbuffer;
driver->UnmapRenderbuffer = _swrast_unmap_soft_renderbuffer;
driver->RenderTexture = _swrast_render_texture;
driver->FinishRenderTexture = _swrast_finish_render_texture;
driver->FramebufferRenderbuffer = _mesa_framebuffer_renderbuffer;
driver->ValidateFramebuffer = _mesa_validate_framebuffer;
driver->BlitFramebuffer = _swrast_BlitFramebuffer;
_mesa_init_texture_barrier_functions(driver);
/* APPLE_vertex_array_object */
driver->NewArrayObject = _mesa_new_array_object;
driver->DeleteArrayObject = _mesa_delete_array_object;
driver->BindArrayObject = NULL;
_mesa_init_shader_object_functions(driver);
_mesa_init_transform_feedback_functions(driver);
_mesa_init_sampler_object_functions(driver);
/* T&L stuff */
driver->CurrentExecPrimitive = 0;
driver->CurrentSavePrimitive = 0;
driver->NeedFlush = 0;
driver->SaveNeedFlush = 0;
driver->ProgramStringNotify = _tnl_program_string;
driver->FlushVertices = NULL;
driver->SaveFlushVertices = NULL;
driver->PrepareExecBegin = NULL;
driver->NotifySaveBegin = NULL;
driver->LightingSpaceChange = NULL;
/* display list */
driver->NewList = NULL;
driver->EndList = NULL;
driver->BeginCallList = NULL;
driver->EndCallList = NULL;
/* GL_ARB_texture_storage */
driver->AllocTextureStorage = _swrast_AllocTextureStorage;
}
/**
* Call the ctx->Driver.* state functions with current values to initialize
* driver state.
* Only the Intel drivers use this so far.
*/
void
_mesa_init_driver_state(struct gl_context *ctx)
{
ctx->Driver.AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);
ctx->Driver.BlendColor(ctx, ctx->Color.BlendColor);
ctx->Driver.BlendEquationSeparate(ctx,
ctx->Color.Blend[0].EquationRGB,
ctx->Color.Blend[0].EquationA);
ctx->Driver.BlendFuncSeparate(ctx,
ctx->Color.Blend[0].SrcRGB,
ctx->Color.Blend[0].DstRGB,
ctx->Color.Blend[0].SrcA,
ctx->Color.Blend[0].DstA);
if (ctx->Driver.ColorMaskIndexed) {
GLuint i;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
ctx->Driver.ColorMaskIndexed(ctx, i,
ctx->Color.ColorMask[i][RCOMP],
ctx->Color.ColorMask[i][GCOMP],
ctx->Color.ColorMask[i][BCOMP],
ctx->Color.ColorMask[i][ACOMP]);
}
}
else {
ctx->Driver.ColorMask(ctx,
ctx->Color.ColorMask[0][RCOMP],
ctx->Color.ColorMask[0][GCOMP],
ctx->Color.ColorMask[0][BCOMP],
ctx->Color.ColorMask[0][ACOMP]);
}
ctx->Driver.CullFace(ctx, ctx->Polygon.CullFaceMode);
ctx->Driver.DepthFunc(ctx, ctx->Depth.Func);
ctx->Driver.DepthMask(ctx, ctx->Depth.Mask);
ctx->Driver.Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled);
ctx->Driver.Enable(ctx, GL_BLEND, ctx->Color.BlendEnabled);
ctx->Driver.Enable(ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled);
ctx->Driver.Enable(ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled);
ctx->Driver.Enable(ctx, GL_CULL_FACE, ctx->Polygon.CullFlag);
ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
ctx->Driver.Enable(ctx, GL_DITHER, ctx->Color.DitherFlag);
ctx->Driver.Enable(ctx, GL_FOG, ctx->Fog.Enabled);
ctx->Driver.Enable(ctx, GL_LIGHTING, ctx->Light.Enabled);
ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag);
ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag);
ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled);
ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil._Enabled);
ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE);
ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE);
ctx->Driver.Enable(ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE);
ctx->Driver.Enable(ctx, GL_TEXTURE_3D, GL_FALSE);
ctx->Driver.Enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
ctx->Driver.Fogfv(ctx, GL_FOG_COLOR, ctx->Fog.Color);
{
GLfloat mode = (GLfloat) ctx->Fog.Mode;
ctx->Driver.Fogfv(ctx, GL_FOG_MODE, &mode);
}
ctx->Driver.Fogfv(ctx, GL_FOG_DENSITY, &ctx->Fog.Density);
ctx->Driver.Fogfv(ctx, GL_FOG_START, &ctx->Fog.Start);
ctx->Driver.Fogfv(ctx, GL_FOG_END, &ctx->Fog.End);
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
{
GLfloat f = (GLfloat) ctx->Light.Model.ColorControl;
ctx->Driver.LightModelfv(ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f);
}
ctx->Driver.LineWidth(ctx, ctx->Line.Width);
ctx->Driver.LogicOpcode(ctx, ctx->Color.LogicOp);
ctx->Driver.PointSize(ctx, ctx->Point.Size);
ctx->Driver.PolygonStipple(ctx, (const GLubyte *) ctx->PolygonStipple);
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
ctx->Driver.ShadeModel(ctx, ctx->Light.ShadeModel);
ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT,
ctx->Stencil.Function[0],
ctx->Stencil.Ref[0],
ctx->Stencil.ValueMask[0]);
ctx->Driver.StencilFuncSeparate(ctx, GL_BACK,
ctx->Stencil.Function[1],
ctx->Stencil.Ref[1],
ctx->Stencil.ValueMask[1]);
ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT, ctx->Stencil.WriteMask[0]);
ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, ctx->Stencil.WriteMask[1]);
ctx->Driver.StencilOpSeparate(ctx, GL_FRONT,
ctx->Stencil.FailFunc[0],
ctx->Stencil.ZFailFunc[0],
ctx->Stencil.ZPassFunc[0]);
ctx->Driver.StencilOpSeparate(ctx, GL_BACK,
ctx->Stencil.FailFunc[1],
ctx->Stencil.ZFailFunc[1],
ctx->Stencil.ZPassFunc[1]);
ctx->Driver.DrawBuffer(ctx, ctx->Color.DrawBuffer[0]);
}