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- /* $Id: dd.h,v 1.4.2.1 1999/12/12 18:30:47 keithw Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 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.
- */
-
-
-
- #ifndef DD_INCLUDED
- #define DD_INCLUDED
-
-
- #include "macros.h"
-
-
- struct gl_pixelstore_attrib;
-
-
- struct vertex_buffer;
- struct immediate;
- struct gl_pipeline_stage;
-
-
- /* 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 should first be
- * initialized in the driver's "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 (X/xmesa[1234].c, OSMesa/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_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".
- * NOTE: This function will be obsolete in favor of GetString in the future!
- */
-
- 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 when in color index mode.
- */
-
- 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 when in RGBA mode.
- */
-
- 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.
- * This index should also be used in the "mono" drawing functions.
- */
-
- void (*Color)( GLcontext *ctx,
- GLubyte red, GLubyte green, GLubyte glue, GLubyte alpha );
- /*
- * Sets current color for drawing flat-shaded primitives.
- * This color should also be used in the "mono" drawing functions.
- */
-
- GLboolean (*SetBuffer)( GLcontext *ctx, GLenum buffer );
- /*
- * Selects the color buffer(s) for reading and writing.
- * The following values must be accepted when applicable:
- * GL_FRONT_LEFT - this buffer always exists
- * GL_BACK_LEFT - when double buffering
- * GL_FRONT_RIGHT - when using stereo
- * GL_BACK_RIGHT - when using stereo and double buffering
- * The folowing values may optionally be accepted. Return GL_TRUE
- * if accepted, GL_FALSE if not accepted. In practice, only drivers
- * which can write to multiple color buffers at once should accept
- * these values.
- * GL_FRONT - write to front left and front right if it exists
- * GL_BACK - write to back left and back right if it exists
- * GL_LEFT - write to front left and back left if it exists
- * GL_RIGHT - write to right left and back right if they exist
- * GL_FRONT_AND_BACK - write to all four buffers if they exist
- * GL_NONE - disable buffer write in device driver.
- */
-
- 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.
- * If mask is NULL, draw all pixels.
- * If mask is not null, only draw pixel [i] when mask [i] is true.
- */
-
- void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLubyte mask[] );
- /* Write a horizontal run of RGBA pixels all with the color last
- * specified by the Color function.
- */
-
- 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. One function is for 32bpp
- * indexes and the other for 8bpp pixels (the common case). You mus
- * implement both for color index mode.
- */
-
- void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLubyte mask[] );
- /* Write a horizontal run of color index pixels using the color index
- * last specified by the Index() function.
- */
-
- 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 color index pixels using the color index
- * last specified by the Index() function.
- */
-
-
- /***
- *** 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.
- * NOTE: This function will be obsolete in favor of GetString in the future!
- */
-
- const GLubyte * (*GetString)( GLcontext *ctx, GLenum name );
- /* Return a string as needed by glGetString().
- * NOTE: This will replace the ExtensionString and RendererString
- * functions in the future!
- */
-
- void (*Finish)( GLcontext *ctx );
- /*
- * This is called whenever glFinish() is called.
- */
-
- void (*Flush)( GLcontext *ctx );
- /*
- * This is 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.
- * NOTE: This function will be removed in the future in favor
- * of the "Enable" driver function.
- */
-
- 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;
- line_func LineFunc;
- triangle_func TriangleFunc;
- quad_func QuadFunc;
- rect_func RectFunc;
-
-
- 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 );
- /* This is called by glDrawPixels.
- * 'unpack' describes how to unpack the source image data.
- * Return GL_TRUE if the driver succeeds, return GL_FALSE if core Mesa
- * must do the job.
- */
-
- GLboolean (*Bitmap)( GLcontext *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height,
- const struct gl_pixelstore_attrib *unpack,
- const GLubyte *bitmap );
- /* This is called by glBitmap. Works the same as DrawPixels, above.
- */
-
- void (*RenderStart)( GLcontext *ctx );
- void (*RenderFinish)( GLcontext *ctx );
- /* KW: These replace Begin and End, and have more relaxed semantics.
- * They are called prior-to and after one or more vb flush, and are
- * thus decoupled from the gl_begin/gl_end pairs, which are possibly
- * more frequent. If a begin/end pair covers >1 vertex buffer, these
- * are called at most once for the pair. (a bit broken at present)
- */
-
- void (*RasterSetup)( struct vertex_buffer *VB, 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.
- *
- * Note: Deprecated in favour of RegisterPipelineStages, below.
- */
-
-
- render_func *RenderVBClippedTab;
- render_func *RenderVBCulledTab;
- render_func *RenderVBRawTab;
- /* These function tables allow the device driver to rasterize an
- * entire begin/end group of primitives at once. See the
- * gl_render_vb() function in vbrender.c for more details.
- */
-
-
- void (*ReducedPrimitiveChange)( GLcontext *ctx, GLenum primitive );
- /* If registered, this will be called when rendering transitions between
- * points, lines and triangles. It is not called on transitions between
- * primtives such as GL_TRIANGLES and GL_TRIANGLE_STRIPS, or between
- * triangles and quads or triangles and polygons.
- */
-
- GLuint TriangleCaps;
- /* Holds a list of the reasons why we might normally want to call
- * render_triangle, but which are in fact implemented by the
- * driver. The FX driver sets this to DD_TRI_CULL, and will soon
- * implement DD_TRI_OFFSET.
- */
-
-
- GLboolean (*MultipassFunc)( struct vertex_buffer *VB, GLuint passno );
- /* Driver may request additional render passes by returning GL_TRUE
- * when this function is called. This function will be called
- * after the first pass, and passes will be made until the function
- * returns GL_FALSE. If no function is registered, only one pass
- * is made.
- *
- * This function will be first invoked with passno == 1.
- */
-
- /***
- *** 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)
- */
-
- void (*ActiveTexture)( GLcontext *ctx, GLuint texUnitNumber );
- /*
- * Called by glActiveTextureARB to set current texture unit.
- */
-
-
- GLboolean (*IsTextureResident)( GLcontext *ctx,
- struct gl_texture_object *t );
- /*
- * Allows the driver to implement the AreTexturesResident tests without
- * knowing about Mesa's internal hash tables for textures.
- */
-
- void (*PrioritizeTexture)( GLcontext *ctx,
- struct gl_texture_object *t,
- GLclampf priority );
- /*
- * Notify driver of priority change for a texture.
- */
-
-
-
-
- /***
- *** NEW in Mesa 3.x
- ***/
-
- void (*RegisterVB)( struct vertex_buffer *VB );
- void (*UnregisterVB)( struct vertex_buffer *VB );
- /* Do any processing (eg allocate memory) required to set up a new
- * vertex_buffer.
- */
-
-
- void (*ResetVB)( struct vertex_buffer *VB );
- void (*ResetCvaVB)( struct vertex_buffer *VB, GLuint stages );
- /* Do any reset operations necessary to the driver data associated
- * with these vertex buffers.
- */
-
- GLuint RenderVectorFlags;
- /* What do the render tables require of the vectors they deal
- * with?
- */
-
- GLuint (*RegisterPipelineStages)( struct gl_pipeline_stage *out,
- const struct gl_pipeline_stage *in,
- GLuint nr );
- /* Register new pipeline stages, or modify existing ones. See also
- * the OptimizePipeline() functions.
- */
-
-
- GLboolean (*BuildPrecalcPipeline)( GLcontext *ctx );
- GLboolean (*BuildEltPipeline)( GLcontext *ctx );
- /* Perform the full pipeline build, or return false.
- */
-
-
- void (*OptimizePrecalcPipeline)( GLcontext *ctx, struct gl_pipeline *pipe );
- void (*OptimizeImmediatePipeline)( GLcontext *ctx, struct gl_pipeline *pipe);
- /* Check to see if a fast path exists for this combination of stages
- * in the precalc and immediate (elt) pipelines.
- */
-
-
- /*
- * State-changing functions (drawing functions are above)
- *
- * These functions are called by their corresponding OpenGL API functions.
- * They're ALSO called by the gl_PopAttrib() function!!!
- * May add more functions like these to the device driver in the future.
- * This should reduce the amount of state checking that
- * the driver's UpdateState() function must do.
- */
- void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLclampf ref);
- void (*BlendEquation)(GLcontext *ctx, GLenum mode);
- void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor);
- void (*BlendFuncSeparate)( GLcontext *ctx, GLenum sfactorRGB,
- GLenum dfactorRGB, GLenum sfactorA,
- GLenum dfactorA );
- void (*ClearDepth)(GLcontext *ctx, GLclampd d);
- void (*CullFace)(GLcontext *ctx, GLenum mode);
- void (*FrontFace)(GLcontext *ctx, GLenum mode);
- void (*DepthFunc)(GLcontext *ctx, GLenum func);
- void (*DepthMask)(GLcontext *ctx, GLboolean flag);
- void (*DepthRange)(GLcontext *ctx, GLclampd nearval, GLclampd farval);
- void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
- void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
- void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
- void (*Lightfv)(GLcontext *ctx, GLenum light,
- GLenum pname, const GLfloat *params, GLint nparams );
- void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
- void (*LogicOpcode)(GLcontext *ctx, GLenum opcode);
- void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
- void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
- void (*ShadeModel)(GLcontext *ctx, GLenum mode);
- void (*ClearStencil)(GLcontext *ctx, GLint s);
- void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
- void (*StencilMask)(GLcontext *ctx, GLuint mask);
- void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
- void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
- };
-
-
-
- #endif
-
-