/* $Id: dd.h,v 3.11 1998/08/23 22:18:18 brianp Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  3.0
 * Copyright (C) 1995-1998  Brian Paul
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the Free
 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 */


/*
 * $Log: dd.h,v $
 * Revision 3.11  1998/08/23 22:18:18  brianp
 * added Driver.Viewport and Driver.DepthRange function pointers
 *
 * Revision 3.10  1998/06/07 22:19:31  brianp
 * implemented GL_EXT_multitexture extension
 *
 * Revision 3.9  1998/04/22 00:52:42  brianp
 * added GLcontext parameter to driver ExtensionString()
 *
 * Revision 3.8  1998/04/01 02:59:42  brianp
 * updated for v0.24 of 3Dfx/Glide driver
 *
 * Revision 3.7  1998/03/28 03:57:39  brianp
 * added CONST macro to fix IRIX compilation problems
 *
 * Revision 3.6  1998/03/10 01:28:09  brianp
 * added a const keyword
 *
 * Revision 3.5  1998/02/21 01:01:07  brianp
 * added GL_MAX_TEXTURES to GetParameteri() documentation
 *
 * Revision 3.4  1998/02/15 01:32:59  brianp
 * updated driver bitmap function
 *
 * Revision 3.3  1998/02/07 14:43:35  brianp
 * added GetParameteri() function
 *
 * Revision 3.2  1998/02/01 15:23:52  brianp
 * added ExtensionString() function to device driver
 *
 * Revision 3.1  1998/01/31 23:57:23  brianp
 * removed ClearDepthBuffer and ClearColorAndDepth functions
 *
 * Revision 3.0  1998/01/31 20:49:46  brianp
 * initial rev
 *
 */


#ifndef DD_INCLUDED
#define DD_INCLUDED


#include "macros.h"


struct gl_pixelstore_attrib;



/* THIS FILE ONLY INCLUDED BY types.h !!!!! */


/*
 *                      Device Driver (DD) interface
 *
 *
 * All device driver functions are accessed through pointers in the
 * dd_function_table struct (defined below) which is stored in the GLcontext
 * struct.  Since the device driver is strictly accessed trough a table of
 * function pointers we can:
 *   1. switch between a number of different device drivers at runtime.
 *   2. use optimized functions dependant on current rendering state or
 *      frame buffer configuration.
 *
 * The function pointers in the dd_function_table struct are divided into
 * two groups:  mandatory and optional.
 * Mandatory functions have to be implemented by every device driver.
 * Optional functions may or may not be implemented by the device driver.
 * The optional functions provide ways to take advantage of special hardware
 * or optimized algorithms.
 *
 * The function pointers in the dd_function_table struct are first
 * initialized in the "MakeCurrent" function.  The "MakeCurrent" function
 * is a little different in each device driver.  See the X/Mesa, GLX, or
 * OS/Mesa drivers for examples.
 *
 * Later, Mesa may call the dd_function_table's UpdateState() function.
 * This function should initialize the dd_function_table's pointers again.
 * The UpdateState() function is called whenever the core (GL) rendering
 * state is changed in a way which may effect rasterization.  For example,
 * the TriangleFunc() pointer may have to point to different functions
 * depending on whether smooth or flat shading is enabled.
 *
 * Note that the first argument to every device driver function is a
 * GLcontext *.  In turn, the GLcontext->DriverCtx pointer points to
 * the driver-specific context struct.  See the X/Mesa or OS/Mesa interface
 * for an example.
 *
 * For more information about writing a device driver see the ddsample.c
 * file and other device drivers (xmesa[123].c, osmesa.c, etc) for examples.
 *
 *
 * Look below in the dd_function_table struct definition for descriptions
 * of each device driver function.
 * 
 *
 * In the future more function pointers may be added for glReadPixels
 * glCopyPixels, etc.
 *
 *
 * Notes:
 * ------
 *   RGBA = red/green/blue/alpha
 *   CI = color index (color mapped mode)
 *   mono = all pixels have the same color or index
 *
 *   The write_ functions all take an array of mask flags which indicate
 *   whether or not the pixel should be written.  One special case exists
 *   in the write_color_span function: if the mask array is NULL, then
 *   draw all pixels.  This is an optimization used for glDrawPixels().
 *
 * IN ALL CASES:
 *      X coordinates start at 0 at the left and increase to the right
 *      Y coordinates start at 0 at the bottom and increase upward
 *
 */




/* Used by the GetParameteri device driver function */
#define DD_MAX_TEXTURE_SIZE          0
#define DD_MAX_TEXTURES              1
#define DD_MAX_TEXTURE_COORD_SETS    2
#define DD_HAVE_HARDWARE_FOG         3



/*
 * Device Driver function table.
 */
struct dd_function_table {

   /**********************************************************************
    *** Mandatory functions:  these functions must be implemented by   ***
    *** every device driver.                                           ***
    **********************************************************************/

   const char * (*RendererString)(void);
   /*
    * Return a string which uniquely identifies this device driver.
    * The string should contain no whitespace.  Examples: "X11" "OffScreen"
    * "MSWindows" "SVGA".
    */

   void (*UpdateState)( GLcontext *ctx );
   /*
    * UpdateState() is called whenver Mesa thinks the device driver should
    * update its state and/or the other pointers (such as PointsFunc,
    * LineFunc, or TriangleFunc).
    */

   void (*ClearIndex)( GLcontext *ctx, GLuint index );
   /*
    * Called whenever glClearIndex() is called.  Set the index for clearing
    * the color buffer.
    */

   void (*ClearColor)( GLcontext *ctx, GLubyte red, GLubyte green,
                                        GLubyte blue, GLubyte alpha );
   /*
    * Called whenever glClearColor() is called.  Set the color for clearing
    * the color buffer.
    */

   GLbitfield (*Clear)( GLcontext *ctx, GLbitfield mask, GLboolean all,
                        GLint x, GLint y, GLint width, GLint height );
   /* Clear the color/depth/stencil/accum buffer(s).
    * 'mask' indicates which buffers need to be cleared.  Return a bitmask
    *    indicating which buffers weren't cleared by the driver function.
    * If 'all' is true then the clear the whole buffer, else clear the
    *    region defined by (x,y,width,height).
    */

   void (*Index)( GLcontext *ctx, GLuint index );
   /*
    * Sets current color index for drawing flat-shaded primitives.
    */

   void (*Color)( GLcontext *ctx,
                  GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
   /*
    * Sets current color for drawing flat-shaded primitives.
    */

   GLboolean (*SetBuffer)( GLcontext *ctx, GLenum mode );
   /*
    * Selects either the front or back color buffer for reading and writing.
    * mode is either GL_FRONT or GL_BACK.
    */

   void (*GetBufferSize)( GLcontext *ctx,
                          GLuint *width, GLuint *height );
   /*
    * Returns the width and height of the current color buffer.
    */


   /***
    *** Functions for writing pixels to the frame buffer:
    ***/

   void (*WriteRGBASpan)( const GLcontext *ctx,
                          GLuint n, GLint x, GLint y,
                          CONST GLubyte rgba[][4], const GLubyte mask[] );
   void (*WriteRGBSpan)( const GLcontext *ctx,
                         GLuint n, GLint x, GLint y,
                         CONST GLubyte rgb[][3], const GLubyte mask[] );
   /* Write a horizontal run of RGB[A] pixels.  The later version is only
    * used to accelerate GL_RGB, GL_UNSIGNED_BYTE glDrawPixels() calls.
    */

   void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
                              const GLubyte mask[] );
   /* Write a horizontal run of mono-RGBA pixels.
    */

   void (*WriteRGBAPixels)( const GLcontext *ctx,
                            GLuint n, const GLint x[], const GLint y[],
                            CONST GLubyte rgba[][4], const GLubyte mask[] );
   /* Write array of RGBA pixels at random locations.
    */

   void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
                                GLuint n, const GLint x[], const GLint y[],
                                const GLubyte mask[] );
   /* Write an array of mono-RGBA pixels at random locations.
    */

   void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
                          const GLuint index[], const GLubyte mask[] );
   void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
                         const GLubyte index[], const GLubyte mask[] );
   /* Write a horizontal run of CI pixels.  32 or 8bpp.
    */

   void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
                            const GLubyte mask[] );
   /* Write a horizontal run of mono-CI pixels.
    */

   void (*WriteCI32Pixels)( const GLcontext *ctx,
                            GLuint n, const GLint x[], const GLint y[],
                            const GLuint index[], const GLubyte mask[] );
   /*
    * Write a random array of CI pixels.
    */

   void (*WriteMonoCIPixels)( const GLcontext *ctx,
                              GLuint n, const GLint x[], const GLint y[],
                              const GLubyte mask[] );
   /*
    * Write a random array of mono-CI pixels.
    */


   /***
    *** Functions to read pixels from frame buffer:
    ***/

   void (*ReadCI32Span)( const GLcontext *ctx,
                         GLuint n, GLint x, GLint y, GLuint index[] );
   /* Read a horizontal run of color index pixels.
    */

   void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
                         GLubyte rgba[][4] );
   /* Read a horizontal run of RGBA pixels.
    */

   void (*ReadCI32Pixels)( const GLcontext *ctx,
                           GLuint n, const GLint x[], const GLint y[],
                           GLuint indx[], const GLubyte mask[] );
   /* Read a random array of CI pixels.
    */

   void (*ReadRGBAPixels)( const GLcontext *ctx,
                           GLuint n, const GLint x[], const GLint y[],
                           GLubyte rgba[][4], const GLubyte mask[] );
   /* Read a random array of RGBA pixels.
    */


   /**********************************************************************
    *** Optional functions:  these functions may or may not be         ***
    *** implemented by the device driver.  If the device driver        ***
    *** doesn't implement them it should never touch these pointers    ***
    *** since Mesa will either set them to NULL or point them at a     ***
    *** fall-back function.                                            ***
    **********************************************************************/

   const char * (*ExtensionString)( GLcontext *ctx );
   /* Return a space-separated list of extensions for this driver.
    */

   void (*Finish)( GLcontext *ctx );
   /*
    * Called whenever glFinish() is called.
    */

   void (*Flush)( GLcontext *ctx );
   /*
    * Called whenever glFlush() is called.
    */

   GLboolean (*IndexMask)( GLcontext *ctx, GLuint mask );
   /*
    * Implements glIndexMask() if possible, else return GL_FALSE.
    */

   GLboolean (*ColorMask)( GLcontext *ctx,
                           GLboolean rmask, GLboolean gmask,
                           GLboolean bmask, GLboolean amask );
   /*
    * Implements glColorMask() if possible, else return GL_FALSE.
    */

   GLboolean (*LogicOp)( GLcontext *ctx, GLenum op );
   /*
    * Implements glLogicOp() if possible, else return GL_FALSE.
    */

   void (*Dither)( GLcontext *ctx, GLboolean enable );
   /*
    * Enable/disable dithering.
    */

   void (*Error)( GLcontext *ctx );
   /*
    * Called whenever an error is generated.  ctx->ErrorValue contains
    * the error value.
    */

   void (*NearFar)( GLcontext *ctx, GLfloat nearVal, GLfloat farVal );
   /*
    * Called from glFrustum and glOrtho to tell device driver the
    * near and far clipping plane Z values.  The 3Dfx driver, for example,
    * uses this.
    */

   GLint (*GetParameteri)( const GLcontext *ctx, GLint param );
   /* Query the device driver to get an integer parameter.
    * Current parameters:
    *     DD_MAX_TEXTURE_SIZE         return maximum texture size
    *
    *     DD_MAX_TEXTURES             number of texture sets/stages, usually 1
    *
    *     DD_HAVE_HARDWARE_FOG        the driver should return 1 (0 otherwise)
    *                                 when the hardware support per fragment
    *                                 fog for free (like the Voodoo Graphics)
    *                                 so the Mesa core will start to ever use
    *                                 per fragment fog
    */


   /***
    *** For supporting hardware Z buffers:
    ***/

   void (*AllocDepthBuffer)( GLcontext *ctx );
   /*
    * Called when the depth buffer must be allocated or possibly resized.
    */

   GLuint (*DepthTestSpan)( GLcontext *ctx,
                            GLuint n, GLint x, GLint y, const GLdepth z[],
                            GLubyte mask[] );
   void (*DepthTestPixels)( GLcontext *ctx,
                            GLuint n, const GLint x[], const GLint y[],
                            const GLdepth z[], GLubyte mask[] );
   /*
    * Apply the depth buffer test to an span/array of pixels and return
    * an updated pixel mask.  This function is not used when accelerated
    * point, line, polygon functions are used.
    */

   void (*ReadDepthSpanFloat)( GLcontext *ctx,
                               GLuint n, GLint x, GLint y, GLfloat depth[]);
   void (*ReadDepthSpanInt)( GLcontext *ctx,
                             GLuint n, GLint x, GLint y, GLdepth depth[] );
   /*
    * Return depth values as integers for glReadPixels.
    * Floats should be returned in the range [0,1].
    * Ints (GLdepth) values should be in the range [0,MAXDEPTH].
    */

   /***
    *** Accelerated point, line, polygon, glDrawPixels and glBitmap functions:
    ***/

   points_func PointsFunc;
   /* Called to draw an array of points.
    */

   line_func LineFunc;
   /*Called to draw a line segment.
    */

   triangle_func TriangleFunc;
   /* Called to draw a filled triangle.
    */

   quad_func QuadFunc;
   /* Called to draw a filled quadrilateral.
    */

   rect_func RectFunc;
   /* Called to draw a filled, screen-aligned 2-D rectangle.
    */

#ifdef DRIVEREXT
   linestrip_func LineStripFunc;
   tristrip_func TriStripFunc;
   trifan_func TriFanFunc;
#endif

   GLboolean (*DrawPixels)( GLcontext *ctx,
                            GLint x, GLint y, GLsizei width, GLsizei height,
                            GLenum format, GLenum type,
                            const struct gl_pixelstore_attrib *unpack,
                            const GLvoid *pixels );
   /* Device driver hook for optimized glDrawPixels.  'unpack' describes how
    * to unpack the source image data.
    */

   GLboolean (*Bitmap)( GLcontext *ctx,
                        GLint x, GLint y, GLsizei width, GLsizei height,
                        const struct gl_pixelstore_attrib *unpack,
                        const GLubyte *bitmap );
   /* Device driver hook for optimized glBitmap.  'unpack' describes how
    * to unpack the source image data.
    */

   void (*Begin)( GLcontext *ctx, GLenum mode );
   void (*End)( GLcontext *ctx );
   /* These are called whenever glBegin() or glEnd() are called.
    * The device driver may do some sort of window locking/unlocking here.
    */
#ifdef DRIVEREXT
   void (*Lock)( GLcontext *ctx);
   void (*UnLock)( GLcontext *ctx );
#endif

   void (*RasterSetup)( GLcontext *ctx, GLuint start, GLuint end );
   /* This function, if not NULL, is called whenever new window coordinates
    * are put in the vertex buffer.  The vertices in question are those n
    * such that start <= n < end.
    * The device driver can convert the window coords to its own specialized
    * format.  The 3Dfx driver uses this.
    */

   GLboolean (*RenderVB)( GLcontext *ctx, GLboolean allDone );
   /* This function allows the device driver to rasterize an entire
    * buffer of primitives at once.  See the gl_render_vb() function
    * in vbrender.c for more details.
    * Return GL_TRUE if vertex buffer successfully rendered.
    * Return GL_FALSE if failure, let core Mesa render the vertex buffer.
    */

   /***
    *** Texture mapping functions:
    ***/

   void (*TexEnv)( GLcontext *ctx, GLenum pname, const GLfloat *param );
   /*
    * Called whenever glTexEnv*() is called.
    * Pname will be one of GL_TEXTURE_ENV_MODE or GL_TEXTURE_ENV_COLOR.
    * If pname is GL_TEXTURE_ENV_MODE then param will be one
    * of GL_MODULATE, GL_BLEND, GL_DECAL, or GL_REPLACE.
    */

   void (*TexImage)( GLcontext *ctx, GLenum target,
                     struct gl_texture_object *tObj, GLint level,
                     GLint internalFormat,
                     const struct gl_texture_image *image );
   /*
    * Called whenever a texture object's image is changed.
    *    texObject is the number of the texture object being changed.
    *    level indicates the mipmap level.
    *    internalFormat is the format in which the texture is to be stored.
    *    image is a pointer to a gl_texture_image struct which contains
    *       the actual image data.
    */

   void (*TexSubImage)( GLcontext *ctx, GLenum target,
                        struct gl_texture_object *tObj, GLint level,
                        GLint xoffset, GLint yoffset,
                        GLsizei width, GLsizei height,
                        GLint internalFormat,
                        const struct gl_texture_image *image );
   /*
    * Called from glTexSubImage() to define a sub-region of a texture.
    */

   void (*TexParameter)( GLcontext *ctx, GLenum target,
                         struct gl_texture_object *tObj,
                         GLenum pname, const GLfloat *params );
   /*
    * Called whenever glTexParameter*() is called.
    *    target is GL_TEXTURE_1D or GL_TEXTURE_2D
    *    texObject is the texture object to modify
    *    pname is one of GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
    *       GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_BORDER_COLOR.
    *    params is dependant on pname.  See man glTexParameter.
    */

   void (*BindTexture)( GLcontext *ctx, GLenum target,
                        struct gl_texture_object *tObj );
   /*
    * Called whenever glBindTexture() is called.  This specifies which
    * texture is to be the current one.  No dirty flags will be set.
    */

   void (*DeleteTexture)( GLcontext *ctx, struct gl_texture_object *tObj );
   /*
    * Called when a texture object is about to be deallocated.  Driver
    * should free anything attached to the DriverData pointers.
    */

   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.
    */

   void (*UseGlobalTexturePalette)( GLcontext *ctx, GLboolean state );
   /*
    * Called via glEnable/Disable(GL_SHARED_TEXTURE_PALETTE_EXT)
    */


   /***
    *** NEW
    ***/

   void (*Viewport)( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h );
   /*
    * Called when viewport parameters are changed.
    */

   void (*DepthRange)( GLcontext *ctx, GLclampd nearval, GLclampd farval );
   /*
    * Called when depth range parameters are changed.
    */

};



#endif

