mesa: don't set _ClampFragmentColor to TRUE if it has no effect
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 struct set;
83 struct set_entry;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC
150 * include the OpenGL 2.0+ GLSL generic shader attributes.
151 * These alias the generic GL_ARB_vertex_shader attributes.
152 */
153 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
154 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
155
156 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
157 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
158
159 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
160 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
161
162 /**
163 * Bitflags for vertex attributes.
164 * These are used in bitfields in many places.
165 */
166 /*@{*/
167 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
168 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
169 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
170 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
171 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
172 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
173 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
174 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
175 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
176 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
177 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
178 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
179 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
180 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
181 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
182 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
183 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
184 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
185
186 #define VERT_BIT(i) BITFIELD64_BIT(i)
187 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
188
189 #define VERT_BIT_FF(i) VERT_BIT(i)
190 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
191 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
192 #define VERT_BIT_TEX_ALL \
193 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
194
195 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
196 #define VERT_BIT_GENERIC_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
198 /*@}*/
199
200
201 /**
202 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
203 * fragment shader inputs.
204 *
205 * Note that some of these values are not available to all pipeline stages.
206 *
207 * When this enum is updated, the following code must be updated too:
208 * - vertResults (in prog_print.c's arb_output_attrib_string())
209 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
210 * - _mesa_varying_slot_in_fs()
211 */
212 typedef enum
213 {
214 VARYING_SLOT_POS,
215 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
216 VARYING_SLOT_COL1,
217 VARYING_SLOT_FOGC,
218 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
219 VARYING_SLOT_TEX1,
220 VARYING_SLOT_TEX2,
221 VARYING_SLOT_TEX3,
222 VARYING_SLOT_TEX4,
223 VARYING_SLOT_TEX5,
224 VARYING_SLOT_TEX6,
225 VARYING_SLOT_TEX7,
226 VARYING_SLOT_PSIZ, /* Does not appear in FS */
227 VARYING_SLOT_BFC0, /* Does not appear in FS */
228 VARYING_SLOT_BFC1, /* Does not appear in FS */
229 VARYING_SLOT_EDGE, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
231 VARYING_SLOT_CLIP_DIST0,
232 VARYING_SLOT_CLIP_DIST1,
233 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
234 VARYING_SLOT_LAYER, /* Appears only as GS output */
235 VARYING_SLOT_FACE, /* FS only */
236 VARYING_SLOT_PNTC, /* FS only */
237 VARYING_SLOT_VAR0, /* First generic varying slot */
238 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
239 } gl_varying_slot;
240
241
242 /**
243 * Bitflags for varying slots.
244 */
245 /*@{*/
246 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
247 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
248 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
249 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
250 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
251 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
252 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
253 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
254 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
255 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
256 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
257 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
258 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
259 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
260 MAX_TEXTURE_COORD_UNITS)
261 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
262 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
263 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
264 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
265 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
266 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
267 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
268 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
269 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
270 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
271 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
272 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
273 /*@}*/
274
275
276 /*********************************************/
277
278 /**
279 * Determine if the given gl_varying_slot appears in the fragment shader.
280 */
281 static inline GLboolean
282 _mesa_varying_slot_in_fs(gl_varying_slot slot)
283 {
284 switch (slot) {
285 case VARYING_SLOT_PSIZ:
286 case VARYING_SLOT_BFC0:
287 case VARYING_SLOT_BFC1:
288 case VARYING_SLOT_EDGE:
289 case VARYING_SLOT_CLIP_VERTEX:
290 case VARYING_SLOT_LAYER:
291 return GL_FALSE;
292 default:
293 return GL_TRUE;
294 }
295 }
296
297
298 /**
299 * Fragment program results
300 */
301 typedef enum
302 {
303 FRAG_RESULT_DEPTH = 0,
304 FRAG_RESULT_STENCIL = 1,
305 /* If a single color should be written to all render targets, this
306 * register is written. No FRAG_RESULT_DATAn will be written.
307 */
308 FRAG_RESULT_COLOR = 2,
309
310 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
311 * or ARB_fragment_program fragment.color[n]) color results. If
312 * any are written, FRAG_RESULT_COLOR will not be written.
313 */
314 FRAG_RESULT_DATA0 = 3,
315 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
316 } gl_frag_result;
317
318
319 /**
320 * Indexes for all renderbuffers
321 */
322 typedef enum
323 {
324 /* the four standard color buffers */
325 BUFFER_FRONT_LEFT,
326 BUFFER_BACK_LEFT,
327 BUFFER_FRONT_RIGHT,
328 BUFFER_BACK_RIGHT,
329 BUFFER_DEPTH,
330 BUFFER_STENCIL,
331 BUFFER_ACCUM,
332 /* optional aux buffer */
333 BUFFER_AUX0,
334 /* generic renderbuffers */
335 BUFFER_COLOR0,
336 BUFFER_COLOR1,
337 BUFFER_COLOR2,
338 BUFFER_COLOR3,
339 BUFFER_COLOR4,
340 BUFFER_COLOR5,
341 BUFFER_COLOR6,
342 BUFFER_COLOR7,
343 BUFFER_COUNT
344 } gl_buffer_index;
345
346 /**
347 * Bit flags for all renderbuffers
348 */
349 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
350 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
351 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
352 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
353 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
354 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
355 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
356 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
357 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
358 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
359 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
360 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
361 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
362 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
363 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
364 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
365 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
366 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
367 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
368
369 /**
370 * Mask of all the color buffer bits (but not accum).
371 */
372 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
373 BUFFER_BIT_BACK_LEFT | \
374 BUFFER_BIT_FRONT_RIGHT | \
375 BUFFER_BIT_BACK_RIGHT | \
376 BUFFER_BIT_AUX0 | \
377 BUFFER_BIT_COLOR0 | \
378 BUFFER_BIT_COLOR1 | \
379 BUFFER_BIT_COLOR2 | \
380 BUFFER_BIT_COLOR3 | \
381 BUFFER_BIT_COLOR4 | \
382 BUFFER_BIT_COLOR5 | \
383 BUFFER_BIT_COLOR6 | \
384 BUFFER_BIT_COLOR7)
385
386
387 /**
388 * Framebuffer configuration (aka visual / pixelformat)
389 * Note: some of these fields should be boolean, but it appears that
390 * code in drivers/dri/common/util.c requires int-sized fields.
391 */
392 struct gl_config
393 {
394 GLboolean rgbMode;
395 GLboolean floatMode;
396 GLboolean colorIndexMode; /* XXX is this used anywhere? */
397 GLuint doubleBufferMode;
398 GLuint stereoMode;
399
400 GLboolean haveAccumBuffer;
401 GLboolean haveDepthBuffer;
402 GLboolean haveStencilBuffer;
403
404 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
405 GLuint redMask, greenMask, blueMask, alphaMask;
406 GLint rgbBits; /* total bits for rgb */
407 GLint indexBits; /* total bits for colorindex */
408
409 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
410 GLint depthBits;
411 GLint stencilBits;
412
413 GLint numAuxBuffers;
414
415 GLint level;
416
417 /* EXT_visual_rating / GLX 1.2 */
418 GLint visualRating;
419
420 /* EXT_visual_info / GLX 1.2 */
421 GLint transparentPixel;
422 /* colors are floats scaled to ints */
423 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
424 GLint transparentIndex;
425
426 /* ARB_multisample / SGIS_multisample */
427 GLint sampleBuffers;
428 GLint samples;
429
430 /* SGIX_pbuffer / GLX 1.3 */
431 GLint maxPbufferWidth;
432 GLint maxPbufferHeight;
433 GLint maxPbufferPixels;
434 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
435 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
436
437 /* OML_swap_method */
438 GLint swapMethod;
439
440 /* EXT_texture_from_pixmap */
441 GLint bindToTextureRgb;
442 GLint bindToTextureRgba;
443 GLint bindToMipmapTexture;
444 GLint bindToTextureTargets;
445 GLint yInverted;
446
447 /* EXT_framebuffer_sRGB */
448 GLint sRGBCapable;
449 };
450
451
452 /**
453 * \name Bit flags used for updating material values.
454 */
455 /*@{*/
456 #define MAT_ATTRIB_FRONT_AMBIENT 0
457 #define MAT_ATTRIB_BACK_AMBIENT 1
458 #define MAT_ATTRIB_FRONT_DIFFUSE 2
459 #define MAT_ATTRIB_BACK_DIFFUSE 3
460 #define MAT_ATTRIB_FRONT_SPECULAR 4
461 #define MAT_ATTRIB_BACK_SPECULAR 5
462 #define MAT_ATTRIB_FRONT_EMISSION 6
463 #define MAT_ATTRIB_BACK_EMISSION 7
464 #define MAT_ATTRIB_FRONT_SHININESS 8
465 #define MAT_ATTRIB_BACK_SHININESS 9
466 #define MAT_ATTRIB_FRONT_INDEXES 10
467 #define MAT_ATTRIB_BACK_INDEXES 11
468 #define MAT_ATTRIB_MAX 12
469
470 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
471 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
472 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
473 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
474 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
475 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
476
477 #define MAT_INDEX_AMBIENT 0
478 #define MAT_INDEX_DIFFUSE 1
479 #define MAT_INDEX_SPECULAR 2
480
481 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
482 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
483 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
484 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
485 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
486 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
487 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
488 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
489 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
490 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
491 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
492 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
493
494
495 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
496 MAT_BIT_FRONT_AMBIENT | \
497 MAT_BIT_FRONT_DIFFUSE | \
498 MAT_BIT_FRONT_SPECULAR | \
499 MAT_BIT_FRONT_SHININESS | \
500 MAT_BIT_FRONT_INDEXES)
501
502 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
503 MAT_BIT_BACK_AMBIENT | \
504 MAT_BIT_BACK_DIFFUSE | \
505 MAT_BIT_BACK_SPECULAR | \
506 MAT_BIT_BACK_SHININESS | \
507 MAT_BIT_BACK_INDEXES)
508
509 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
510 /*@}*/
511
512
513 /**
514 * Material state.
515 */
516 struct gl_material
517 {
518 GLfloat Attrib[MAT_ATTRIB_MAX][4];
519 };
520
521
522 /**
523 * Light state flags.
524 */
525 /*@{*/
526 #define LIGHT_SPOT 0x1
527 #define LIGHT_LOCAL_VIEWER 0x2
528 #define LIGHT_POSITIONAL 0x4
529 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
530 /*@}*/
531
532
533 /**
534 * Light source state.
535 */
536 struct gl_light
537 {
538 struct gl_light *next; /**< double linked list with sentinel */
539 struct gl_light *prev;
540
541 GLfloat Ambient[4]; /**< ambient color */
542 GLfloat Diffuse[4]; /**< diffuse color */
543 GLfloat Specular[4]; /**< specular color */
544 GLfloat EyePosition[4]; /**< position in eye coordinates */
545 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
546 GLfloat SpotExponent;
547 GLfloat SpotCutoff; /**< in degrees */
548 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
549 GLfloat ConstantAttenuation;
550 GLfloat LinearAttenuation;
551 GLfloat QuadraticAttenuation;
552 GLboolean Enabled; /**< On/off flag */
553
554 /**
555 * \name Derived fields
556 */
557 /*@{*/
558 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
559
560 GLfloat _Position[4]; /**< position in eye/obj coordinates */
561 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
562 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
563 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
564 GLfloat _VP_inf_spot_attenuation;
565
566 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
567 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
568 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
569 /*@}*/
570 };
571
572
573 /**
574 * Light model state.
575 */
576 struct gl_lightmodel
577 {
578 GLfloat Ambient[4]; /**< ambient color */
579 GLboolean LocalViewer; /**< Local (or infinite) view point? */
580 GLboolean TwoSide; /**< Two (or one) sided lighting? */
581 GLenum ColorControl; /**< either GL_SINGLE_COLOR
582 * or GL_SEPARATE_SPECULAR_COLOR */
583 };
584
585
586 /**
587 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
588 */
589 struct gl_accum_attrib
590 {
591 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
592 };
593
594
595 /**
596 * Used for storing clear color, texture border color, etc.
597 * The float values are typically unclamped.
598 */
599 union gl_color_union
600 {
601 GLfloat f[4];
602 GLint i[4];
603 GLuint ui[4];
604 };
605
606
607 /**
608 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
609 */
610 struct gl_colorbuffer_attrib
611 {
612 GLuint ClearIndex; /**< Index for glClear */
613 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
614 GLuint IndexMask; /**< Color index write mask */
615 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
616
617 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
618
619 /**
620 * \name alpha testing
621 */
622 /*@{*/
623 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
624 GLenum AlphaFunc; /**< Alpha test function */
625 GLfloat AlphaRefUnclamped;
626 GLclampf AlphaRef; /**< Alpha reference value */
627 /*@}*/
628
629 /**
630 * \name Blending
631 */
632 /*@{*/
633 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
634
635 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
636 * control, only on the fixed-pointness of the render target.
637 * The query does however depend on fragment color clamping.
638 */
639 GLfloat BlendColorUnclamped[4]; /**< Blending color */
640 GLfloat BlendColor[4]; /**< Blending color */
641
642 struct
643 {
644 GLenum SrcRGB; /**< RGB blend source term */
645 GLenum DstRGB; /**< RGB blend dest term */
646 GLenum SrcA; /**< Alpha blend source term */
647 GLenum DstA; /**< Alpha blend dest term */
648 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
649 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
650 /**
651 * Set if any blend factor uses SRC1. Computed at the time blend factors
652 * get set.
653 */
654 GLboolean _UsesDualSrc;
655 } Blend[MAX_DRAW_BUFFERS];
656 /** Are the blend func terms currently different for each buffer/target? */
657 GLboolean _BlendFuncPerBuffer;
658 /** Are the blend equations currently different for each buffer/target? */
659 GLboolean _BlendEquationPerBuffer;
660 /*@}*/
661
662 /**
663 * \name Logic op
664 */
665 /*@{*/
666 GLenum LogicOp; /**< Logic operator */
667 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
668 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
669 /*@}*/
670
671 GLboolean DitherFlag; /**< Dither enable flag */
672
673 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
674 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
675 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
676
677 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
678 };
679
680
681 /**
682 * Current attribute group (GL_CURRENT_BIT).
683 */
684 struct gl_current_attrib
685 {
686 /**
687 * \name Current vertex attributes.
688 * \note Values are valid only after FLUSH_VERTICES has been called.
689 * \note Index and Edgeflag current values are stored as floats in the
690 * SIX and SEVEN attribute slots.
691 */
692 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
693
694 /**
695 * \name Current raster position attributes (always valid).
696 * \note This set of attributes is very similar to the SWvertex struct.
697 */
698 /*@{*/
699 GLfloat RasterPos[4];
700 GLfloat RasterDistance;
701 GLfloat RasterColor[4];
702 GLfloat RasterSecondaryColor[4];
703 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
704 GLboolean RasterPosValid;
705 /*@}*/
706 };
707
708
709 /**
710 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
711 */
712 struct gl_depthbuffer_attrib
713 {
714 GLenum Func; /**< Function for depth buffer compare */
715 GLclampd Clear; /**< Value to clear depth buffer to */
716 GLboolean Test; /**< Depth buffering enabled flag */
717 GLboolean Mask; /**< Depth buffer writable? */
718 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
719 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
720 };
721
722
723 /**
724 * Evaluator attribute group (GL_EVAL_BIT).
725 */
726 struct gl_eval_attrib
727 {
728 /**
729 * \name Enable bits
730 */
731 /*@{*/
732 GLboolean Map1Color4;
733 GLboolean Map1Index;
734 GLboolean Map1Normal;
735 GLboolean Map1TextureCoord1;
736 GLboolean Map1TextureCoord2;
737 GLboolean Map1TextureCoord3;
738 GLboolean Map1TextureCoord4;
739 GLboolean Map1Vertex3;
740 GLboolean Map1Vertex4;
741 GLboolean Map2Color4;
742 GLboolean Map2Index;
743 GLboolean Map2Normal;
744 GLboolean Map2TextureCoord1;
745 GLboolean Map2TextureCoord2;
746 GLboolean Map2TextureCoord3;
747 GLboolean Map2TextureCoord4;
748 GLboolean Map2Vertex3;
749 GLboolean Map2Vertex4;
750 GLboolean AutoNormal;
751 /*@}*/
752
753 /**
754 * \name Map Grid endpoints and divisions and calculated du values
755 */
756 /*@{*/
757 GLint MapGrid1un;
758 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
759 GLint MapGrid2un, MapGrid2vn;
760 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
761 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
762 /*@}*/
763 };
764
765
766 /**
767 * Fog attribute group (GL_FOG_BIT).
768 */
769 struct gl_fog_attrib
770 {
771 GLboolean Enabled; /**< Fog enabled flag */
772 GLfloat ColorUnclamped[4]; /**< Fog color */
773 GLfloat Color[4]; /**< Fog color */
774 GLfloat Density; /**< Density >= 0.0 */
775 GLfloat Start; /**< Start distance in eye coords */
776 GLfloat End; /**< End distance in eye coords */
777 GLfloat Index; /**< Fog index */
778 GLenum Mode; /**< Fog mode */
779 GLboolean ColorSumEnabled;
780 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
781 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
782 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
783 };
784
785
786 /**
787 * Hint attribute group (GL_HINT_BIT).
788 *
789 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
790 */
791 struct gl_hint_attrib
792 {
793 GLenum PerspectiveCorrection;
794 GLenum PointSmooth;
795 GLenum LineSmooth;
796 GLenum PolygonSmooth;
797 GLenum Fog;
798 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
799 GLenum TextureCompression; /**< GL_ARB_texture_compression */
800 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
801 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
802 };
803
804
805 /**
806 * Lighting attribute group (GL_LIGHT_BIT).
807 */
808 struct gl_light_attrib
809 {
810 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
811 struct gl_lightmodel Model; /**< Lighting model */
812
813 /**
814 * Front and back material values.
815 * Note: must call FLUSH_VERTICES() before using.
816 */
817 struct gl_material Material;
818
819 GLboolean Enabled; /**< Lighting enabled flag */
820 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
821 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
822 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
823 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
824 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
825 GLboolean ColorMaterialEnabled;
826 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
827 GLboolean _ClampVertexColor;
828
829 struct gl_light EnabledList; /**< List sentinel */
830
831 /**
832 * Derived state for optimizations:
833 */
834 /*@{*/
835 GLboolean _NeedEyeCoords;
836 GLboolean _NeedVertices; /**< Use fast shader? */
837 GLfloat _BaseColor[2][3];
838 /*@}*/
839 };
840
841
842 /**
843 * Line attribute group (GL_LINE_BIT).
844 */
845 struct gl_line_attrib
846 {
847 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
848 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
849 GLushort StipplePattern; /**< Stipple pattern */
850 GLint StippleFactor; /**< Stipple repeat factor */
851 GLfloat Width; /**< Line width */
852 };
853
854
855 /**
856 * Display list attribute group (GL_LIST_BIT).
857 */
858 struct gl_list_attrib
859 {
860 GLuint ListBase;
861 };
862
863
864 /**
865 * Multisample attribute group (GL_MULTISAMPLE_BIT).
866 */
867 struct gl_multisample_attrib
868 {
869 GLboolean Enabled;
870 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
871 GLboolean SampleAlphaToCoverage;
872 GLboolean SampleAlphaToOne;
873 GLboolean SampleCoverage;
874 GLfloat SampleCoverageValue;
875 GLboolean SampleCoverageInvert;
876
877 /* ARB_texture_multisample / GL3.2 additions */
878 GLboolean SampleMask;
879 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
880 * madness
881 */
882 };
883
884
885 /**
886 * A pixelmap (see glPixelMap)
887 */
888 struct gl_pixelmap
889 {
890 GLint Size;
891 GLfloat Map[MAX_PIXEL_MAP_TABLE];
892 };
893
894
895 /**
896 * Collection of all pixelmaps
897 */
898 struct gl_pixelmaps
899 {
900 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
901 struct gl_pixelmap GtoG;
902 struct gl_pixelmap BtoB;
903 struct gl_pixelmap AtoA;
904 struct gl_pixelmap ItoR;
905 struct gl_pixelmap ItoG;
906 struct gl_pixelmap ItoB;
907 struct gl_pixelmap ItoA;
908 struct gl_pixelmap ItoI;
909 struct gl_pixelmap StoS;
910 };
911
912
913 /**
914 * Pixel attribute group (GL_PIXEL_MODE_BIT).
915 */
916 struct gl_pixel_attrib
917 {
918 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
919
920 /*--- Begin Pixel Transfer State ---*/
921 /* Fields are in the order in which they're applied... */
922
923 /** Scale & Bias (index shift, offset) */
924 /*@{*/
925 GLfloat RedBias, RedScale;
926 GLfloat GreenBias, GreenScale;
927 GLfloat BlueBias, BlueScale;
928 GLfloat AlphaBias, AlphaScale;
929 GLfloat DepthBias, DepthScale;
930 GLint IndexShift, IndexOffset;
931 /*@}*/
932
933 /* Pixel Maps */
934 /* Note: actual pixel maps are not part of this attrib group */
935 GLboolean MapColorFlag;
936 GLboolean MapStencilFlag;
937
938 /*--- End Pixel Transfer State ---*/
939
940 /** glPixelZoom */
941 GLfloat ZoomX, ZoomY;
942 };
943
944
945 /**
946 * Point attribute group (GL_POINT_BIT).
947 */
948 struct gl_point_attrib
949 {
950 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
951 GLfloat Size; /**< User-specified point size */
952 GLfloat Params[3]; /**< GL_EXT_point_parameters */
953 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
954 GLfloat Threshold; /**< GL_EXT_point_parameters */
955 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
956 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
957 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
958 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
959 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
960 };
961
962
963 /**
964 * Polygon attribute group (GL_POLYGON_BIT).
965 */
966 struct gl_polygon_attrib
967 {
968 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
969 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
970 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
971 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
972 GLboolean CullFlag; /**< Culling on/off flag */
973 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
974 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
975 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
976 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
977 GLfloat OffsetUnits; /**< Polygon offset units, from user */
978 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
979 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
980 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
981 };
982
983
984 /**
985 * Scissor attributes (GL_SCISSOR_BIT).
986 */
987 struct gl_scissor_attrib
988 {
989 GLboolean Enabled; /**< Scissor test enabled? */
990 GLint X, Y; /**< Lower left corner of box */
991 GLsizei Width, Height; /**< Size of box */
992 };
993
994
995 /**
996 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
997 *
998 * Three sets of stencil data are tracked so that OpenGL 2.0,
999 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1000 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1001 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1002 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1003 * GL_EXT_stencil_two_side GL_BACK state.
1004 *
1005 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1006 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1007 *
1008 * The derived value \c _TestTwoSide is set when the front-face and back-face
1009 * stencil state are different.
1010 */
1011 struct gl_stencil_attrib
1012 {
1013 GLboolean Enabled; /**< Enabled flag */
1014 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1015 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1016 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1017 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1018 GLboolean _TestTwoSide;
1019 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1020 GLenum Function[3]; /**< Stencil function */
1021 GLenum FailFunc[3]; /**< Fail function */
1022 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1023 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1024 GLint Ref[3]; /**< Reference value */
1025 GLuint ValueMask[3]; /**< Value mask */
1026 GLuint WriteMask[3]; /**< Write mask */
1027 GLuint Clear; /**< Clear value */
1028 };
1029
1030
1031 /**
1032 * An index for each type of texture object. These correspond to the GL
1033 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1034 * Note: the order is from highest priority to lowest priority.
1035 */
1036 typedef enum
1037 {
1038 TEXTURE_2D_MULTISAMPLE_INDEX,
1039 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1040 TEXTURE_CUBE_ARRAY_INDEX,
1041 TEXTURE_BUFFER_INDEX,
1042 TEXTURE_2D_ARRAY_INDEX,
1043 TEXTURE_1D_ARRAY_INDEX,
1044 TEXTURE_EXTERNAL_INDEX,
1045 TEXTURE_CUBE_INDEX,
1046 TEXTURE_3D_INDEX,
1047 TEXTURE_RECT_INDEX,
1048 TEXTURE_2D_INDEX,
1049 TEXTURE_1D_INDEX,
1050 NUM_TEXTURE_TARGETS
1051 } gl_texture_index;
1052
1053
1054 /**
1055 * Bit flags for each type of texture object
1056 * Used for Texture.Unit[]._ReallyEnabled flags.
1057 */
1058 /*@{*/
1059 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1060 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1061 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1062 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1063 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1064 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1065 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1066 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1067 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1068 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1069 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1070 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1071 /*@}*/
1072
1073
1074 /**
1075 * Texture image state. Drivers will typically create a subclass of this
1076 * with extra fields for memory buffers, etc.
1077 */
1078 struct gl_texture_image
1079 {
1080 GLint InternalFormat; /**< Internal format as given by the user */
1081 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1082 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1083 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1084 * GL_DEPTH_STENCIL_EXT only. Used for
1085 * choosing TexEnv arithmetic.
1086 */
1087 gl_format TexFormat; /**< The actual texture memory format */
1088
1089 GLuint Border; /**< 0 or 1 */
1090 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1091 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1092 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1093 GLuint Width2; /**< = Width - 2*Border */
1094 GLuint Height2; /**< = Height - 2*Border */
1095 GLuint Depth2; /**< = Depth - 2*Border */
1096 GLuint WidthLog2; /**< = log2(Width2) */
1097 GLuint HeightLog2; /**< = log2(Height2) */
1098 GLuint DepthLog2; /**< = log2(Depth2) */
1099 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1100 levels, computed from the dimensions */
1101
1102 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1103 GLuint Level; /**< Which mipmap level am I? */
1104 /** Cube map face: index into gl_texture_object::Image[] array */
1105 GLuint Face;
1106
1107 /** GL_ARB_texture_multisample */
1108 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1109 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1110 };
1111
1112
1113 /**
1114 * Indexes for cube map faces.
1115 */
1116 typedef enum
1117 {
1118 FACE_POS_X = 0,
1119 FACE_NEG_X = 1,
1120 FACE_POS_Y = 2,
1121 FACE_NEG_Y = 3,
1122 FACE_POS_Z = 4,
1123 FACE_NEG_Z = 5,
1124 MAX_FACES = 6
1125 } gl_face_index;
1126
1127
1128 /**
1129 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1130 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1131 */
1132 struct gl_sampler_object
1133 {
1134 GLuint Name;
1135 GLint RefCount;
1136
1137 GLenum WrapS; /**< S-axis texture image wrap mode */
1138 GLenum WrapT; /**< T-axis texture image wrap mode */
1139 GLenum WrapR; /**< R-axis texture image wrap mode */
1140 GLenum MinFilter; /**< minification filter */
1141 GLenum MagFilter; /**< magnification filter */
1142 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1143 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1144 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1145 GLfloat LodBias; /**< OpenGL 1.4 */
1146 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1147 GLenum CompareMode; /**< GL_ARB_shadow */
1148 GLenum CompareFunc; /**< GL_ARB_shadow */
1149 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1150 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1151 };
1152
1153
1154 /**
1155 * Texture object state. Contains the array of mipmap images, border color,
1156 * wrap modes, filter modes, and shadow/texcompare state.
1157 */
1158 struct gl_texture_object
1159 {
1160 _glthread_Mutex Mutex; /**< for thread safety */
1161 GLint RefCount; /**< reference count */
1162 GLuint Name; /**< the user-visible texture object ID */
1163 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1164
1165 struct gl_sampler_object Sampler;
1166
1167 GLenum DepthMode; /**< GL_ARB_depth_texture */
1168
1169 GLfloat Priority; /**< in [0,1] */
1170 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1171 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1172 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1173 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1174 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1175 GLint CropRect[4]; /**< GL_OES_draw_texture */
1176 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1177 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1178 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1179 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1180 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1181 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1182 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1183 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1184 GLboolean Immutable; /**< GL_ARB_texture_storage */
1185
1186 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1187 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1188
1189 /** GL_ARB_texture_buffer_object */
1190 struct gl_buffer_object *BufferObject;
1191 GLenum BufferObjectFormat;
1192 /** Equivalent Mesa format for BufferObjectFormat. */
1193 gl_format _BufferObjectFormat;
1194 /** GL_ARB_texture_buffer_range */
1195 GLintptr BufferOffset;
1196 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1197
1198 /** GL_OES_EGL_image_external */
1199 GLint RequiredTextureImageUnits;
1200 };
1201
1202
1203 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1204 #define MAX_COMBINER_TERMS 4
1205
1206
1207 /**
1208 * Texture combine environment state.
1209 */
1210 struct gl_tex_env_combine_state
1211 {
1212 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1213 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1214 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1215 GLenum SourceRGB[MAX_COMBINER_TERMS];
1216 GLenum SourceA[MAX_COMBINER_TERMS];
1217 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1218 GLenum OperandRGB[MAX_COMBINER_TERMS];
1219 GLenum OperandA[MAX_COMBINER_TERMS];
1220 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1221 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1222 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1223 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1224 };
1225
1226
1227 /**
1228 * TexGenEnabled flags.
1229 */
1230 /*@{*/
1231 #define S_BIT 1
1232 #define T_BIT 2
1233 #define R_BIT 4
1234 #define Q_BIT 8
1235 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1236 /*@}*/
1237
1238
1239 /**
1240 * Bit flag versions of the corresponding GL_ constants.
1241 */
1242 /*@{*/
1243 #define TEXGEN_SPHERE_MAP 0x1
1244 #define TEXGEN_OBJ_LINEAR 0x2
1245 #define TEXGEN_EYE_LINEAR 0x4
1246 #define TEXGEN_REFLECTION_MAP_NV 0x8
1247 #define TEXGEN_NORMAL_MAP_NV 0x10
1248
1249 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1250 TEXGEN_REFLECTION_MAP_NV | \
1251 TEXGEN_NORMAL_MAP_NV)
1252 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1253 TEXGEN_REFLECTION_MAP_NV | \
1254 TEXGEN_NORMAL_MAP_NV | \
1255 TEXGEN_EYE_LINEAR)
1256 /*@}*/
1257
1258
1259
1260 /** Tex-gen enabled for texture unit? */
1261 #define ENABLE_TEXGEN(unit) (1 << (unit))
1262
1263 /** Non-identity texture matrix for texture unit? */
1264 #define ENABLE_TEXMAT(unit) (1 << (unit))
1265
1266
1267 /**
1268 * Texture coord generation state.
1269 */
1270 struct gl_texgen
1271 {
1272 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1273 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1274 GLfloat ObjectPlane[4];
1275 GLfloat EyePlane[4];
1276 };
1277
1278
1279 /**
1280 * Texture unit state. Contains enable flags, texture environment/function/
1281 * combiners, texgen state, and pointers to current texture objects.
1282 */
1283 struct gl_texture_unit
1284 {
1285 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1286 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1287
1288 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1289 GLclampf EnvColor[4];
1290 GLfloat EnvColorUnclamped[4];
1291
1292 struct gl_texgen GenS;
1293 struct gl_texgen GenT;
1294 struct gl_texgen GenR;
1295 struct gl_texgen GenQ;
1296 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1297 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1298
1299 GLfloat LodBias; /**< for biasing mipmap levels */
1300 GLenum BumpTarget;
1301 GLfloat RotMatrix[4]; /* 2x2 matrix */
1302
1303 /** Current sampler object (GL_ARB_sampler_objects) */
1304 struct gl_sampler_object *Sampler;
1305
1306 /**
1307 * \name GL_EXT_texture_env_combine
1308 */
1309 struct gl_tex_env_combine_state Combine;
1310
1311 /**
1312 * Derived state based on \c EnvMode and the \c BaseFormat of the
1313 * currently enabled texture.
1314 */
1315 struct gl_tex_env_combine_state _EnvMode;
1316
1317 /**
1318 * Currently enabled combiner state. This will point to either
1319 * \c Combine or \c _EnvMode.
1320 */
1321 struct gl_tex_env_combine_state *_CurrentCombine;
1322
1323 /** Current texture object pointers */
1324 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1325
1326 /** Points to highest priority, complete and enabled texture object */
1327 struct gl_texture_object *_Current;
1328 };
1329
1330
1331 /**
1332 * Texture attribute group (GL_TEXTURE_BIT).
1333 */
1334 struct gl_texture_attrib
1335 {
1336 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1337 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1338
1339 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1340
1341 /** GL_ARB_texture_buffer_object */
1342 struct gl_buffer_object *BufferObject;
1343
1344 /** GL_ARB_seamless_cubemap */
1345 GLboolean CubeMapSeamless;
1346
1347 /** Texture units/samplers used by vertex or fragment texturing */
1348 GLbitfield _EnabledUnits;
1349
1350 /** Texture coord units/sets used for fragment texturing */
1351 GLbitfield _EnabledCoordUnits;
1352
1353 /** Texture coord units that have texgen enabled */
1354 GLbitfield _TexGenEnabled;
1355
1356 /** Texture coord units that have non-identity matrices */
1357 GLbitfield _TexMatEnabled;
1358
1359 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1360 GLbitfield _GenFlags;
1361 };
1362
1363
1364 /**
1365 * Data structure representing a single clip plane (e.g. one of the elements
1366 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1367 */
1368 typedef GLfloat gl_clip_plane[4];
1369
1370
1371 /**
1372 * Transformation attribute group (GL_TRANSFORM_BIT).
1373 */
1374 struct gl_transform_attrib
1375 {
1376 GLenum MatrixMode; /**< Matrix mode */
1377 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1378 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1379 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1380 GLboolean Normalize; /**< Normalize all normals? */
1381 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1382 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1383 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1384
1385 GLfloat CullEyePos[4];
1386 GLfloat CullObjPos[4];
1387 };
1388
1389
1390 /**
1391 * Viewport attribute group (GL_VIEWPORT_BIT).
1392 */
1393 struct gl_viewport_attrib
1394 {
1395 GLint X, Y; /**< position */
1396 GLsizei Width, Height; /**< size */
1397 GLfloat Near, Far; /**< Depth buffer range */
1398 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1399 };
1400
1401
1402 /**
1403 * GL_ARB_vertex/pixel_buffer_object buffer object
1404 */
1405 struct gl_buffer_object
1406 {
1407 _glthread_Mutex Mutex;
1408 GLint RefCount;
1409 GLuint Name;
1410 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1411 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1412 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1413 /** Fields describing a mapped buffer */
1414 /*@{*/
1415 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1416 GLvoid *Pointer; /**< User-space address of mapping */
1417 GLintptr Offset; /**< Mapped offset */
1418 GLsizeiptr Length; /**< Mapped length */
1419 /*@}*/
1420 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1421 GLboolean Written; /**< Ever written to? (for debugging) */
1422 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1423 };
1424
1425
1426 /**
1427 * Client pixel packing/unpacking attributes
1428 */
1429 struct gl_pixelstore_attrib
1430 {
1431 GLint Alignment;
1432 GLint RowLength;
1433 GLint SkipPixels;
1434 GLint SkipRows;
1435 GLint ImageHeight;
1436 GLint SkipImages;
1437 GLboolean SwapBytes;
1438 GLboolean LsbFirst;
1439 GLboolean Invert; /**< GL_MESA_pack_invert */
1440 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1441 };
1442
1443
1444 /**
1445 * Client vertex array attributes
1446 */
1447 struct gl_client_array
1448 {
1449 GLint Size; /**< components per element (1,2,3,4) */
1450 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1451 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1452 GLsizei Stride; /**< user-specified stride */
1453 GLsizei StrideB; /**< actual stride in bytes */
1454 const GLubyte *Ptr; /**< Points to array data */
1455 GLboolean Enabled; /**< Enabled flag is a boolean */
1456 GLboolean Normalized; /**< GL_ARB_vertex_program */
1457 GLboolean Integer; /**< Integer-valued? */
1458 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1459 GLuint _ElementSize; /**< size of each element in bytes */
1460
1461 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1462 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1463 };
1464
1465
1466 /**
1467 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1468 * extension, but a nice encapsulation in any case.
1469 */
1470 struct gl_array_object
1471 {
1472 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1473 GLuint Name;
1474
1475 GLint RefCount;
1476 _glthread_Mutex Mutex;
1477
1478 /**
1479 * Does the VAO use ARB semantics or Apple semantics?
1480 *
1481 * There are several ways in which ARB_vertex_array_object and
1482 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1483 * least,
1484 *
1485 * - ARB VAOs require that all array data be sourced from vertex buffer
1486 * objects, but Apple VAOs do not.
1487 *
1488 * - ARB VAOs require that names come from GenVertexArrays.
1489 *
1490 * This flag notes which behavior governs this VAO.
1491 */
1492 GLboolean ARBsemantics;
1493
1494 /**
1495 * Has this array object been bound?
1496 */
1497 GLboolean EverBound;
1498
1499 /** Vertex attribute arrays */
1500 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1501
1502 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1503 GLbitfield64 _Enabled;
1504
1505 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1506 GLbitfield64 NewArrays;
1507
1508 /**
1509 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1510 * we can determine the max legal (in bounds) glDrawElements array index.
1511 */
1512 GLuint _MaxElement;
1513
1514 struct gl_buffer_object *ElementArrayBufferObj;
1515 };
1516
1517
1518 /**
1519 * Vertex array state
1520 */
1521 struct gl_array_attrib
1522 {
1523 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1524 struct gl_array_object *ArrayObj;
1525
1526 /** The default vertex array object */
1527 struct gl_array_object *DefaultArrayObj;
1528
1529 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1530 struct _mesa_HashTable *Objects;
1531
1532 GLint ActiveTexture; /**< Client Active Texture */
1533 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1534 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1535
1536 /**
1537 * \name Primitive restart controls
1538 *
1539 * Primitive restart is enabled if either \c PrimitiveRestart or
1540 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1541 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1542 */
1543 /*@{*/
1544 GLboolean PrimitiveRestart;
1545 GLboolean PrimitiveRestartFixedIndex;
1546 GLboolean _PrimitiveRestart;
1547 GLuint RestartIndex;
1548 GLuint _RestartIndex;
1549 /*@}*/
1550
1551 /* GL_ARB_vertex_buffer_object */
1552 struct gl_buffer_object *ArrayBufferObj;
1553
1554 /**
1555 * Vertex arrays as consumed by a driver.
1556 * The array pointer is set up only by the VBO module. */
1557 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1558 };
1559
1560
1561 /**
1562 * Feedback buffer state
1563 */
1564 struct gl_feedback
1565 {
1566 GLenum Type;
1567 GLbitfield _Mask; /**< FB_* bits */
1568 GLfloat *Buffer;
1569 GLuint BufferSize;
1570 GLuint Count;
1571 };
1572
1573
1574 /**
1575 * Selection buffer state
1576 */
1577 struct gl_selection
1578 {
1579 GLuint *Buffer; /**< selection buffer */
1580 GLuint BufferSize; /**< size of the selection buffer */
1581 GLuint BufferCount; /**< number of values in the selection buffer */
1582 GLuint Hits; /**< number of records in the selection buffer */
1583 GLuint NameStackDepth; /**< name stack depth */
1584 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1585 GLboolean HitFlag; /**< hit flag */
1586 GLfloat HitMinZ; /**< minimum hit depth */
1587 GLfloat HitMaxZ; /**< maximum hit depth */
1588 };
1589
1590
1591 /**
1592 * 1-D Evaluator control points
1593 */
1594 struct gl_1d_map
1595 {
1596 GLuint Order; /**< Number of control points */
1597 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1598 GLfloat *Points; /**< Points to contiguous control points */
1599 };
1600
1601
1602 /**
1603 * 2-D Evaluator control points
1604 */
1605 struct gl_2d_map
1606 {
1607 GLuint Uorder; /**< Number of control points in U dimension */
1608 GLuint Vorder; /**< Number of control points in V dimension */
1609 GLfloat u1, u2, du;
1610 GLfloat v1, v2, dv;
1611 GLfloat *Points; /**< Points to contiguous control points */
1612 };
1613
1614
1615 /**
1616 * All evaluator control point state
1617 */
1618 struct gl_evaluators
1619 {
1620 /**
1621 * \name 1-D maps
1622 */
1623 /*@{*/
1624 struct gl_1d_map Map1Vertex3;
1625 struct gl_1d_map Map1Vertex4;
1626 struct gl_1d_map Map1Index;
1627 struct gl_1d_map Map1Color4;
1628 struct gl_1d_map Map1Normal;
1629 struct gl_1d_map Map1Texture1;
1630 struct gl_1d_map Map1Texture2;
1631 struct gl_1d_map Map1Texture3;
1632 struct gl_1d_map Map1Texture4;
1633 /*@}*/
1634
1635 /**
1636 * \name 2-D maps
1637 */
1638 /*@{*/
1639 struct gl_2d_map Map2Vertex3;
1640 struct gl_2d_map Map2Vertex4;
1641 struct gl_2d_map Map2Index;
1642 struct gl_2d_map Map2Color4;
1643 struct gl_2d_map Map2Normal;
1644 struct gl_2d_map Map2Texture1;
1645 struct gl_2d_map Map2Texture2;
1646 struct gl_2d_map Map2Texture3;
1647 struct gl_2d_map Map2Texture4;
1648 /*@}*/
1649 };
1650
1651
1652 struct gl_transform_feedback_varying_info
1653 {
1654 char *Name;
1655 GLenum Type;
1656 GLint Size;
1657 };
1658
1659
1660 /**
1661 * Per-output info vertex shaders for transform feedback.
1662 */
1663 struct gl_transform_feedback_output
1664 {
1665 unsigned OutputRegister;
1666 unsigned OutputBuffer;
1667 unsigned NumComponents;
1668
1669 /** offset (in DWORDs) of this output within the interleaved structure */
1670 unsigned DstOffset;
1671
1672 /**
1673 * Offset into the output register of the data to output. For example,
1674 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1675 * offset is in the y and z components of the output register.
1676 */
1677 unsigned ComponentOffset;
1678 };
1679
1680
1681 /** Post-link transform feedback info. */
1682 struct gl_transform_feedback_info
1683 {
1684 unsigned NumOutputs;
1685
1686 /**
1687 * Number of transform feedback buffers in use by this program.
1688 */
1689 unsigned NumBuffers;
1690
1691 struct gl_transform_feedback_output *Outputs;
1692
1693 /** Transform feedback varyings used for the linking of this shader program.
1694 *
1695 * Use for glGetTransformFeedbackVarying().
1696 */
1697 struct gl_transform_feedback_varying_info *Varyings;
1698 GLint NumVarying;
1699
1700 /**
1701 * Total number of components stored in each buffer. This may be used by
1702 * hardware back-ends to determine the correct stride when interleaving
1703 * multiple transform feedback outputs in the same buffer.
1704 */
1705 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1706 };
1707
1708
1709 /**
1710 * Transform feedback object state
1711 */
1712 struct gl_transform_feedback_object
1713 {
1714 GLuint Name; /**< AKA the object ID */
1715 GLint RefCount;
1716 GLboolean Active; /**< Is transform feedback enabled? */
1717 GLboolean Paused; /**< Is transform feedback paused? */
1718 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1719 at least once? */
1720 GLboolean EverBound; /**< Has this object been bound? */
1721
1722 /**
1723 * GLES: if Active is true, remaining number of primitives which can be
1724 * rendered without overflow. This is necessary to track because GLES
1725 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1726 * glDrawArraysInstanced would overflow transform feedback buffers.
1727 * Undefined if Active is false.
1728 *
1729 * Not tracked for desktop GL since it's unnecessary.
1730 */
1731 unsigned GlesRemainingPrims;
1732
1733 /** The feedback buffers */
1734 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1735 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1736
1737 /** Start of feedback data in dest buffer */
1738 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1739
1740 /**
1741 * Max data to put into dest buffer (in bytes). Computed based on
1742 * RequestedSize and the actual size of the buffer.
1743 */
1744 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1745
1746 /**
1747 * Size that was specified when the buffer was bound. If the buffer was
1748 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1749 * zero.
1750 */
1751 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1752 };
1753
1754
1755 /**
1756 * Context state for transform feedback.
1757 */
1758 struct gl_transform_feedback_state
1759 {
1760 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1761
1762 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1763 struct gl_buffer_object *CurrentBuffer;
1764
1765 /** The table of all transform feedback objects */
1766 struct _mesa_HashTable *Objects;
1767
1768 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1769 struct gl_transform_feedback_object *CurrentObject;
1770
1771 /** The default xform-fb object (Name==0) */
1772 struct gl_transform_feedback_object *DefaultObject;
1773 };
1774
1775
1776 /**
1777 * Names of the various vertex/fragment program register files, etc.
1778 *
1779 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1780 * All values should fit in a 4-bit field.
1781 *
1782 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1783 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1784 * be "uniform" variables since they can only be set outside glBegin/End.
1785 * They're also all stored in the same Parameters array.
1786 */
1787 typedef enum
1788 {
1789 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1790 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1791 PROGRAM_INPUT, /**< machine->Inputs[] */
1792 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1793 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1794 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1795 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1796 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1797 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1798 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1799 PROGRAM_ADDRESS, /**< machine->AddressReg */
1800 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1801 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1802 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1803 PROGRAM_FILE_MAX
1804 } gl_register_file;
1805
1806
1807 /**
1808 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1809 * one of these values.
1810 */
1811 typedef enum
1812 {
1813 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1814 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1815 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1816 SYSTEM_VALUE_MAX /**< Number of values */
1817 } gl_system_value;
1818
1819
1820 /**
1821 * The possible interpolation qualifiers that can be applied to a fragment
1822 * shader input in GLSL.
1823 *
1824 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1825 * gl_fragment_program data structure to 0 causes the default behavior.
1826 */
1827 enum glsl_interp_qualifier
1828 {
1829 INTERP_QUALIFIER_NONE = 0,
1830 INTERP_QUALIFIER_SMOOTH,
1831 INTERP_QUALIFIER_FLAT,
1832 INTERP_QUALIFIER_NOPERSPECTIVE
1833 };
1834
1835
1836 /**
1837 * \brief Layout qualifiers for gl_FragDepth.
1838 *
1839 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1840 * a layout qualifier.
1841 *
1842 * \see enum ir_depth_layout
1843 */
1844 enum gl_frag_depth_layout
1845 {
1846 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1847 FRAG_DEPTH_LAYOUT_ANY,
1848 FRAG_DEPTH_LAYOUT_GREATER,
1849 FRAG_DEPTH_LAYOUT_LESS,
1850 FRAG_DEPTH_LAYOUT_UNCHANGED
1851 };
1852
1853
1854 /**
1855 * Base class for any kind of program object
1856 */
1857 struct gl_program
1858 {
1859 GLuint Id;
1860 GLubyte *String; /**< Null-terminated program text */
1861 GLint RefCount;
1862 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1863 GLenum Format; /**< String encoding format */
1864
1865 struct prog_instruction *Instructions;
1866
1867 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1868 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1869 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1870 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1871 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1872 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1873 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1874 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1875
1876
1877 /** Named parameters, constants, etc. from program text */
1878 struct gl_program_parameter_list *Parameters;
1879 /** Numbered local parameters */
1880 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1881
1882 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1883 GLubyte SamplerUnits[MAX_SAMPLERS];
1884
1885 /** Bitmask of which register files are read/written with indirect
1886 * addressing. Mask of (1 << PROGRAM_x) bits.
1887 */
1888 GLbitfield IndirectRegisterFiles;
1889
1890 /** Logical counts */
1891 /*@{*/
1892 GLuint NumInstructions;
1893 GLuint NumTemporaries;
1894 GLuint NumParameters;
1895 GLuint NumAttributes;
1896 GLuint NumAddressRegs;
1897 GLuint NumAluInstructions;
1898 GLuint NumTexInstructions;
1899 GLuint NumTexIndirections;
1900 /*@}*/
1901 /** Native, actual h/w counts */
1902 /*@{*/
1903 GLuint NumNativeInstructions;
1904 GLuint NumNativeTemporaries;
1905 GLuint NumNativeParameters;
1906 GLuint NumNativeAttributes;
1907 GLuint NumNativeAddressRegs;
1908 GLuint NumNativeAluInstructions;
1909 GLuint NumNativeTexInstructions;
1910 GLuint NumNativeTexIndirections;
1911 /*@}*/
1912 };
1913
1914
1915 /** Vertex program object */
1916 struct gl_vertex_program
1917 {
1918 struct gl_program Base; /**< base class */
1919 GLboolean IsPositionInvariant;
1920 GLboolean UsesClipDistance;
1921 };
1922
1923
1924 /** Geometry program object */
1925 struct gl_geometry_program
1926 {
1927 struct gl_program Base; /**< base class */
1928
1929 GLint VerticesOut;
1930 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1931 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1932 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1933 };
1934
1935
1936 /** Fragment program object */
1937 struct gl_fragment_program
1938 {
1939 struct gl_program Base; /**< base class */
1940 GLboolean UsesKill; /**< shader uses KIL instruction */
1941 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1942 GLboolean OriginUpperLeft;
1943 GLboolean PixelCenterInteger;
1944 enum gl_frag_depth_layout FragDepthLayout;
1945
1946 /**
1947 * GLSL interpolation qualifier associated with each fragment shader input.
1948 * For inputs that do not have an interpolation qualifier specified in
1949 * GLSL, the value is INTERP_QUALIFIER_NONE.
1950 */
1951 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1952
1953 /**
1954 * Bitfield indicating, for each fragment shader input, 1 if that input
1955 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1956 */
1957 GLbitfield64 IsCentroid;
1958 };
1959
1960
1961 /**
1962 * State common to vertex and fragment programs.
1963 */
1964 struct gl_program_state
1965 {
1966 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1967 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1968 };
1969
1970
1971 /**
1972 * Context state for vertex programs.
1973 */
1974 struct gl_vertex_program_state
1975 {
1976 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1977 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1978 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1979 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1980 /** Computed two sided lighting for fixed function/programs. */
1981 GLboolean _TwoSideEnabled;
1982 struct gl_vertex_program *Current; /**< User-bound vertex program */
1983
1984 /** Currently enabled and valid vertex program (including internal
1985 * programs, user-defined vertex programs and GLSL vertex shaders).
1986 * This is the program we must use when rendering.
1987 */
1988 struct gl_vertex_program *_Current;
1989
1990 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1991
1992 /** Should fixed-function T&L be implemented with a vertex prog? */
1993 GLboolean _MaintainTnlProgram;
1994
1995 /** Program to emulate fixed-function T&L (see above) */
1996 struct gl_vertex_program *_TnlProgram;
1997
1998 /** Cache of fixed-function programs */
1999 struct gl_program_cache *Cache;
2000
2001 GLboolean _Overriden;
2002 };
2003
2004
2005 /**
2006 * Context state for geometry programs.
2007 */
2008 struct gl_geometry_program_state
2009 {
2010 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2011 GLboolean _Enabled; /**< Enabled and valid program? */
2012 struct gl_geometry_program *Current; /**< user-bound geometry program */
2013
2014 /** Currently enabled and valid program (including internal programs
2015 * and compiled shader programs).
2016 */
2017 struct gl_geometry_program *_Current;
2018
2019 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2020
2021 /** Cache of fixed-function programs */
2022 struct gl_program_cache *Cache;
2023 };
2024
2025 /**
2026 * Context state for fragment programs.
2027 */
2028 struct gl_fragment_program_state
2029 {
2030 GLboolean Enabled; /**< User-set fragment program enable flag */
2031 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2032 struct gl_fragment_program *Current; /**< User-bound fragment program */
2033
2034 /** Currently enabled and valid fragment program (including internal
2035 * programs, user-defined fragment programs and GLSL fragment shaders).
2036 * This is the program we must use when rendering.
2037 */
2038 struct gl_fragment_program *_Current;
2039
2040 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2041
2042 /** Should fixed-function texturing be implemented with a fragment prog? */
2043 GLboolean _MaintainTexEnvProgram;
2044
2045 /** Program to emulate fixed-function texture env/combine (see above) */
2046 struct gl_fragment_program *_TexEnvProgram;
2047
2048 /** Cache of fixed-function programs */
2049 struct gl_program_cache *Cache;
2050 };
2051
2052
2053 /**
2054 * ATI_fragment_shader runtime state
2055 */
2056 #define ATI_FS_INPUT_PRIMARY 0
2057 #define ATI_FS_INPUT_SECONDARY 1
2058
2059 struct atifs_instruction;
2060 struct atifs_setupinst;
2061
2062 /**
2063 * ATI fragment shader
2064 */
2065 struct ati_fragment_shader
2066 {
2067 GLuint Id;
2068 GLint RefCount;
2069 struct atifs_instruction *Instructions[2];
2070 struct atifs_setupinst *SetupInst[2];
2071 GLfloat Constants[8][4];
2072 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2073 GLubyte numArithInstr[2];
2074 GLubyte regsAssigned[2];
2075 GLubyte NumPasses; /**< 1 or 2 */
2076 GLubyte cur_pass;
2077 GLubyte last_optype;
2078 GLboolean interpinp1;
2079 GLboolean isValid;
2080 GLuint swizzlerq;
2081 };
2082
2083 /**
2084 * Context state for GL_ATI_fragment_shader
2085 */
2086 struct gl_ati_fragment_shader_state
2087 {
2088 GLboolean Enabled;
2089 GLboolean _Enabled; /**< enabled and valid shader? */
2090 GLboolean Compiling;
2091 GLfloat GlobalConstants[8][4];
2092 struct ati_fragment_shader *Current;
2093 };
2094
2095
2096 /** Set by #pragma directives */
2097 struct gl_sl_pragmas
2098 {
2099 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2100 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2101 GLboolean Optimize; /**< defaults on */
2102 GLboolean Debug; /**< defaults off */
2103 };
2104
2105
2106 /**
2107 * A GLSL vertex or fragment shader object.
2108 */
2109 struct gl_shader
2110 {
2111 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2112 GLuint Name; /**< AKA the handle */
2113 GLint RefCount; /**< Reference count */
2114 GLboolean DeletePending;
2115 GLboolean CompileStatus;
2116 const GLchar *Source; /**< Source code string */
2117 GLuint SourceChecksum; /**< for debug/logging purposes */
2118 struct gl_program *Program; /**< Post-compile assembly code */
2119 GLchar *InfoLog;
2120 struct gl_sl_pragmas Pragmas;
2121
2122 unsigned Version; /**< GLSL version used for linking */
2123 GLboolean IsES; /**< True if this shader uses GLSL ES */
2124
2125 /**
2126 * \name Sampler tracking
2127 *
2128 * \note Each of these fields is only set post-linking.
2129 */
2130 /*@{*/
2131 unsigned num_samplers; /**< Number of samplers used by this shader. */
2132 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2133 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2134 /*@}*/
2135
2136 /**
2137 * Number of uniform components used by this shader.
2138 *
2139 * This field is only set post-linking.
2140 */
2141 unsigned num_uniform_components;
2142
2143 /**
2144 * This shader's uniform block information.
2145 *
2146 * The offsets of the variables are assigned only for shaders in a program's
2147 * _LinkedShaders[].
2148 */
2149 struct gl_uniform_block *UniformBlocks;
2150 unsigned NumUniformBlocks;
2151
2152 struct exec_list *ir;
2153 struct glsl_symbol_table *symbols;
2154
2155 /** Shaders containing built-in functions that are used for linking. */
2156 struct gl_shader *builtins_to_link[16];
2157 unsigned num_builtins_to_link;
2158 };
2159
2160
2161 /**
2162 * Shader stages. Note that these will become 5 with tessellation.
2163 * These MUST have the same values as gallium's PIPE_SHADER_*
2164 */
2165 typedef enum
2166 {
2167 MESA_SHADER_VERTEX = 0,
2168 MESA_SHADER_FRAGMENT = 1,
2169 MESA_SHADER_GEOMETRY = 2,
2170 MESA_SHADER_TYPES = 3
2171 } gl_shader_type;
2172
2173 struct gl_uniform_buffer_variable
2174 {
2175 char *Name;
2176
2177 /**
2178 * Name of the uniform as seen by glGetUniformIndices.
2179 *
2180 * glGetUniformIndices requires that the block instance index \b not be
2181 * present in the name of queried uniforms.
2182 *
2183 * \note
2184 * \c gl_uniform_buffer_variable::IndexName and
2185 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2186 */
2187 char *IndexName;
2188
2189 const struct glsl_type *Type;
2190 unsigned int Offset;
2191 GLboolean RowMajor;
2192 };
2193
2194 enum gl_uniform_block_packing {
2195 ubo_packing_std140,
2196 ubo_packing_shared,
2197 ubo_packing_packed
2198 };
2199
2200 struct gl_uniform_block
2201 {
2202 /** Declared name of the uniform block */
2203 char *Name;
2204
2205 /** Array of supplemental information about UBO ir_variables. */
2206 struct gl_uniform_buffer_variable *Uniforms;
2207 GLuint NumUniforms;
2208
2209 /**
2210 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2211 * with glBindBufferBase to bind a buffer object to this uniform block. When
2212 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2213 */
2214 GLuint Binding;
2215
2216 /**
2217 * Minimum size of a buffer object to back this uniform buffer
2218 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2219 */
2220 GLuint UniformBufferSize;
2221
2222 /**
2223 * Layout specified in the shader
2224 *
2225 * This isn't accessible through the API, but it is used while
2226 * cross-validating uniform blocks.
2227 */
2228 enum gl_uniform_block_packing _Packing;
2229 };
2230
2231 /**
2232 * A GLSL program object.
2233 * Basically a linked collection of vertex and fragment shaders.
2234 */
2235 struct gl_shader_program
2236 {
2237 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2238 GLuint Name; /**< aka handle or ID */
2239 GLint RefCount; /**< Reference count */
2240 GLboolean DeletePending;
2241
2242 /**
2243 * Is the application intending to glGetProgramBinary this program?
2244 */
2245 GLboolean BinaryRetreivableHint;
2246
2247 /**
2248 * Flags that the linker should not reject the program if it lacks
2249 * a vertex or fragment shader. GLES2 doesn't allow separate
2250 * shader objects, and would reject them. However, we internally
2251 * build separate shader objects for fixed function programs, which
2252 * we use for drivers/common/meta.c and for handling
2253 * _mesa_update_state with no program bound (for example in
2254 * glClear()).
2255 */
2256 GLboolean InternalSeparateShader;
2257
2258 GLuint NumShaders; /**< number of attached shaders */
2259 struct gl_shader **Shaders; /**< List of attached the shaders */
2260
2261 /**
2262 * User-defined attribute bindings
2263 *
2264 * These are set via \c glBindAttribLocation and are used to direct the
2265 * GLSL linker. These are \b not the values used in the compiled shader,
2266 * and they are \b not the values returned by \c glGetAttribLocation.
2267 */
2268 struct string_to_uint_map *AttributeBindings;
2269
2270 /**
2271 * User-defined fragment data bindings
2272 *
2273 * These are set via \c glBindFragDataLocation and are used to direct the
2274 * GLSL linker. These are \b not the values used in the compiled shader,
2275 * and they are \b not the values returned by \c glGetFragDataLocation.
2276 */
2277 struct string_to_uint_map *FragDataBindings;
2278 struct string_to_uint_map *FragDataIndexBindings;
2279
2280 /**
2281 * Transform feedback varyings last specified by
2282 * glTransformFeedbackVaryings().
2283 *
2284 * For the current set of transform feeedback varyings used for transform
2285 * feedback output, see LinkedTransformFeedback.
2286 */
2287 struct {
2288 GLenum BufferMode;
2289 GLuint NumVarying;
2290 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2291 } TransformFeedback;
2292
2293 /** Post-link transform feedback info. */
2294 struct gl_transform_feedback_info LinkedTransformFeedback;
2295
2296 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2297 enum gl_frag_depth_layout FragDepthLayout;
2298
2299 /** Geometry shader state - copied into gl_geometry_program at link time */
2300 struct {
2301 GLint VerticesOut;
2302 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2303 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2304 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2305 } Geom;
2306
2307 /** Vertex shader state - copied into gl_vertex_program at link time */
2308 struct {
2309 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2310 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2311 0 if not present. */
2312 } Vert;
2313
2314 /* post-link info: */
2315 unsigned NumUserUniformStorage;
2316 struct gl_uniform_storage *UniformStorage;
2317
2318 struct gl_uniform_block *UniformBlocks;
2319 unsigned NumUniformBlocks;
2320
2321 /**
2322 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2323 * they're used in, or -1.
2324 *
2325 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2326 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2327 */
2328 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2329
2330 /**
2331 * Map of active uniform names to locations
2332 *
2333 * Maps any active uniform that is not an array element to a location.
2334 * Each active uniform, including individual structure members will appear
2335 * in this map. This roughly corresponds to the set of names that would be
2336 * enumerated by \c glGetActiveUniform.
2337 */
2338 struct string_to_uint_map *UniformHash;
2339
2340 /**
2341 * Map from sampler unit to texture unit (set by glUniform1i())
2342 *
2343 * A sampler unit is associated with each sampler uniform by the linker.
2344 * The sampler unit associated with each uniform is stored in the
2345 * \c gl_uniform_storage::sampler field.
2346 */
2347 GLubyte SamplerUnits[MAX_SAMPLERS];
2348 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2349 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2350
2351 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2352 GLboolean Validated;
2353 GLboolean _Used; /**< Ever used for drawing? */
2354 GLchar *InfoLog;
2355
2356 unsigned Version; /**< GLSL version used for linking */
2357 GLboolean IsES; /**< True if this program uses GLSL ES */
2358
2359 /**
2360 * Per-stage shaders resulting from the first stage of linking.
2361 *
2362 * Set of linked shaders for this program. The array is accessed using the
2363 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2364 * \c NULL.
2365 */
2366 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2367 };
2368
2369
2370 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2371 #define GLSL_LOG 0x2 /**< Write shaders to files */
2372 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2373 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2374 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2375 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2376 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2377 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2378 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2379
2380
2381 /**
2382 * Context state for GLSL vertex/fragment shaders.
2383 */
2384 struct gl_shader_state
2385 {
2386 /**
2387 * Programs used for rendering
2388 *
2389 * There is a separate program set for each shader stage. If
2390 * GL_EXT_separate_shader_objects is not supported, each of these must point
2391 * to \c NULL or to the same program.
2392 */
2393 struct gl_shader_program *CurrentVertexProgram;
2394 struct gl_shader_program *CurrentGeometryProgram;
2395 struct gl_shader_program *CurrentFragmentProgram;
2396
2397 struct gl_shader_program *_CurrentFragmentProgram;
2398
2399 /**
2400 * Program used by glUniform calls.
2401 *
2402 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2403 */
2404 struct gl_shader_program *ActiveProgram;
2405
2406 GLbitfield Flags; /**< Mask of GLSL_x flags */
2407 };
2408
2409
2410 /**
2411 * Compiler options for a single GLSL shaders type
2412 */
2413 struct gl_shader_compiler_options
2414 {
2415 /** Driver-selectable options: */
2416 GLboolean EmitCondCodes; /**< Use condition codes? */
2417 GLboolean EmitNoLoops;
2418 GLboolean EmitNoFunctions;
2419 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2420 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2421 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2422 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2423 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2424
2425 /**
2426 * \name Forms of indirect addressing the driver cannot do.
2427 */
2428 /*@{*/
2429 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2430 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2431 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2432 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2433 /*@}*/
2434
2435 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2436 GLuint MaxUnrollIterations;
2437
2438 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2439 };
2440
2441
2442 /**
2443 * Occlusion/timer query object.
2444 */
2445 struct gl_query_object
2446 {
2447 GLenum Target; /**< The query target, when active */
2448 GLuint Id; /**< hash table ID/name */
2449 GLuint64EXT Result; /**< the counter */
2450 GLboolean Active; /**< inside Begin/EndQuery */
2451 GLboolean Ready; /**< result is ready? */
2452 GLboolean EverBound;/**< has query object ever been bound */
2453 };
2454
2455
2456 /**
2457 * Context state for query objects.
2458 */
2459 struct gl_query_state
2460 {
2461 struct _mesa_HashTable *QueryObjects;
2462 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2463 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2464
2465 /** GL_NV_conditional_render */
2466 struct gl_query_object *CondRenderQuery;
2467
2468 /** GL_EXT_transform_feedback */
2469 struct gl_query_object *PrimitivesGenerated;
2470 struct gl_query_object *PrimitivesWritten;
2471
2472 /** GL_ARB_timer_query */
2473 struct gl_query_object *TimeElapsed;
2474
2475 GLenum CondRenderMode;
2476 };
2477
2478
2479 /** Sync object state */
2480 struct gl_sync_object
2481 {
2482 GLenum Type; /**< GL_SYNC_FENCE */
2483 GLuint Name; /**< Fence name */
2484 GLint RefCount; /**< Reference count */
2485 GLboolean DeletePending; /**< Object was deleted while there were still
2486 * live references (e.g., sync not yet finished)
2487 */
2488 GLenum SyncCondition;
2489 GLbitfield Flags; /**< Flags passed to glFenceSync */
2490 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2491 };
2492
2493
2494 /**
2495 * State which can be shared by multiple contexts:
2496 */
2497 struct gl_shared_state
2498 {
2499 _glthread_Mutex Mutex; /**< for thread safety */
2500 GLint RefCount; /**< Reference count */
2501 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2502 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2503
2504 /** Default texture objects (shared by all texture units) */
2505 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2506
2507 /** Fallback texture used when a bound texture is incomplete */
2508 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2509
2510 /**
2511 * \name Thread safety and statechange notification for texture
2512 * objects.
2513 *
2514 * \todo Improve the granularity of locking.
2515 */
2516 /*@{*/
2517 _glthread_Mutex TexMutex; /**< texobj thread safety */
2518 GLuint TextureStateStamp; /**< state notification for shared tex */
2519 /*@}*/
2520
2521 /** Default buffer object for vertex arrays that aren't in VBOs */
2522 struct gl_buffer_object *NullBufferObj;
2523
2524 /**
2525 * \name Vertex/geometry/fragment programs
2526 */
2527 /*@{*/
2528 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2529 struct gl_vertex_program *DefaultVertexProgram;
2530 struct gl_fragment_program *DefaultFragmentProgram;
2531 struct gl_geometry_program *DefaultGeometryProgram;
2532 /*@}*/
2533
2534 /* GL_ATI_fragment_shader */
2535 struct _mesa_HashTable *ATIShaders;
2536 struct ati_fragment_shader *DefaultFragmentShader;
2537
2538 struct _mesa_HashTable *BufferObjects;
2539
2540 /** Table of both gl_shader and gl_shader_program objects */
2541 struct _mesa_HashTable *ShaderObjects;
2542
2543 /* GL_EXT_framebuffer_object */
2544 struct _mesa_HashTable *RenderBuffers;
2545 struct _mesa_HashTable *FrameBuffers;
2546
2547 /* GL_ARB_sync */
2548 struct set *SyncObjects;
2549
2550 /** GL_ARB_sampler_objects */
2551 struct _mesa_HashTable *SamplerObjects;
2552 };
2553
2554
2555
2556 /**
2557 * Renderbuffers represent drawing surfaces such as color, depth and/or
2558 * stencil. A framebuffer object has a set of renderbuffers.
2559 * Drivers will typically derive subclasses of this type.
2560 */
2561 struct gl_renderbuffer
2562 {
2563 _glthread_Mutex Mutex; /**< for thread safety */
2564 GLuint ClassID; /**< Useful for drivers */
2565 GLuint Name;
2566 GLint RefCount;
2567 GLuint Width, Height;
2568 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2569 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2570 GLubyte NumSamples;
2571 GLenum InternalFormat; /**< The user-specified format */
2572 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2573 GL_STENCIL_INDEX. */
2574 gl_format Format; /**< The actual renderbuffer memory format */
2575
2576 /** Delete this renderbuffer */
2577 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2578
2579 /** Allocate new storage for this renderbuffer */
2580 GLboolean (*AllocStorage)(struct gl_context *ctx,
2581 struct gl_renderbuffer *rb,
2582 GLenum internalFormat,
2583 GLuint width, GLuint height);
2584 };
2585
2586
2587 /**
2588 * A renderbuffer attachment points to either a texture object (and specifies
2589 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2590 */
2591 struct gl_renderbuffer_attachment
2592 {
2593 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2594 GLboolean Complete;
2595
2596 /**
2597 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2598 * application supplied renderbuffer object.
2599 */
2600 struct gl_renderbuffer *Renderbuffer;
2601
2602 /**
2603 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2604 * supplied texture object.
2605 */
2606 struct gl_texture_object *Texture;
2607 GLuint TextureLevel; /**< Attached mipmap level. */
2608 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2609 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2610 * and 2D array textures */
2611 };
2612
2613
2614 /**
2615 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2616 * In C++ terms, think of this as a base class from which device drivers
2617 * will make derived classes.
2618 */
2619 struct gl_framebuffer
2620 {
2621 _glthread_Mutex Mutex; /**< for thread safety */
2622 /**
2623 * If zero, this is a window system framebuffer. If non-zero, this
2624 * is a FBO framebuffer; note that for some devices (i.e. those with
2625 * a natural pixel coordinate system for FBOs that differs from the
2626 * OpenGL/Mesa coordinate system), this means that the viewport,
2627 * polygon face orientation, and polygon stipple will have to be inverted.
2628 */
2629 GLuint Name;
2630
2631 GLint RefCount;
2632 GLboolean DeletePending;
2633
2634 /**
2635 * The framebuffer's visual. Immutable if this is a window system buffer.
2636 * Computed from attachments if user-made FBO.
2637 */
2638 struct gl_config Visual;
2639
2640 GLboolean Initialized;
2641
2642 GLuint Width, Height; /**< size of frame buffer in pixels */
2643
2644 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2645 /*@{*/
2646 GLint _Xmin, _Xmax; /**< inclusive */
2647 GLint _Ymin, _Ymax; /**< exclusive */
2648 /*@}*/
2649
2650 /** \name Derived Z buffer stuff */
2651 /*@{*/
2652 GLuint _DepthMax; /**< Max depth buffer value */
2653 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2654 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2655 /*@}*/
2656
2657 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2658 GLenum _Status;
2659
2660 /** Integer color values */
2661 GLboolean _IntegerColor;
2662
2663 /* ARB_color_buffer_float */
2664 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2665 GLboolean _HasSNormOrFloatColorBuffer;
2666
2667 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2668 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2669
2670 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2671 * attribute group and GL_PIXEL attribute group, respectively.
2672 */
2673 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2674 GLenum ColorReadBuffer;
2675
2676 /** Computed from ColorDraw/ReadBuffer above */
2677 GLuint _NumColorDrawBuffers;
2678 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2679 GLint _ColorReadBufferIndex; /* -1 = None */
2680 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2681 struct gl_renderbuffer *_ColorReadBuffer;
2682
2683 /** Delete this framebuffer */
2684 void (*Delete)(struct gl_framebuffer *fb);
2685 };
2686
2687
2688 /**
2689 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2690 */
2691 struct gl_precision
2692 {
2693 GLushort RangeMin; /**< min value exponent */
2694 GLushort RangeMax; /**< max value exponent */
2695 GLushort Precision; /**< number of mantissa bits */
2696 };
2697
2698
2699 /**
2700 * Limits for vertex, geometry and fragment programs/shaders.
2701 */
2702 struct gl_program_constants
2703 {
2704 /* logical limits */
2705 GLuint MaxInstructions;
2706 GLuint MaxAluInstructions;
2707 GLuint MaxTexInstructions;
2708 GLuint MaxTexIndirections;
2709 GLuint MaxAttribs;
2710 GLuint MaxTemps;
2711 GLuint MaxAddressRegs;
2712 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2713 GLuint MaxParameters;
2714 GLuint MaxLocalParams;
2715 GLuint MaxEnvParams;
2716 /* native/hardware limits */
2717 GLuint MaxNativeInstructions;
2718 GLuint MaxNativeAluInstructions;
2719 GLuint MaxNativeTexInstructions;
2720 GLuint MaxNativeTexIndirections;
2721 GLuint MaxNativeAttribs;
2722 GLuint MaxNativeTemps;
2723 GLuint MaxNativeAddressRegs;
2724 GLuint MaxNativeParameters;
2725 /* For shaders */
2726 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2727 /* ES 2.0 and GL_ARB_ES2_compatibility */
2728 struct gl_precision LowFloat, MediumFloat, HighFloat;
2729 struct gl_precision LowInt, MediumInt, HighInt;
2730 /* GL_ARB_uniform_buffer_object */
2731 GLuint MaxUniformBlocks;
2732 GLuint MaxCombinedUniformComponents;
2733 };
2734
2735
2736 /**
2737 * Constants which may be overridden by device driver during context creation
2738 * but are never changed after that.
2739 */
2740 struct gl_constants
2741 {
2742 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2743 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2744 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2745 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2746 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2747 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2748 GLuint MaxTextureCoordUnits;
2749 GLuint MaxTextureImageUnits;
2750 GLuint MaxVertexTextureImageUnits;
2751 GLuint MaxCombinedTextureImageUnits;
2752 GLuint MaxGeometryTextureImageUnits;
2753 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2754 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2755 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2756 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2757
2758 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2759
2760 GLuint MaxArrayLockSize;
2761
2762 GLint SubPixelBits;
2763
2764 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2765 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2766 GLfloat PointSizeGranularity;
2767 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2768 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2769 GLfloat LineWidthGranularity;
2770
2771 GLuint MaxColorTableSize;
2772
2773 GLuint MaxClipPlanes;
2774 GLuint MaxLights;
2775 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2776 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2777
2778 GLuint MaxViewportWidth, MaxViewportHeight;
2779
2780 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2781 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2782 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2783 GLuint MaxProgramMatrices;
2784 GLuint MaxProgramMatrixStackDepth;
2785
2786 struct {
2787 GLuint SamplesPassed;
2788 GLuint TimeElapsed;
2789 GLuint Timestamp;
2790 GLuint PrimitivesGenerated;
2791 GLuint PrimitivesWritten;
2792 } QueryCounterBits;
2793
2794 /** vertex array / buffer object bounds checking */
2795 GLboolean CheckArrayBounds;
2796
2797 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2798
2799 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2800 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2801 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2802
2803 /** Number of varying vectors between vertex and fragment shaders */
2804 GLuint MaxVarying;
2805 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2806 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2807
2808 /** @{
2809 * GL_ARB_uniform_buffer_object
2810 */
2811 GLuint MaxCombinedUniformBlocks;
2812 GLuint MaxUniformBufferBindings;
2813 GLuint MaxUniformBlockSize;
2814 GLuint UniformBufferOffsetAlignment;
2815 /** @} */
2816
2817 /** GL_ARB_geometry_shader4 */
2818 GLuint MaxGeometryOutputVertices;
2819 GLuint MaxGeometryTotalOutputComponents;
2820
2821 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2822
2823 /**
2824 * Changes default GLSL extension behavior from "error" to "warn". It's out
2825 * of spec, but it can make some apps work that otherwise wouldn't.
2826 */
2827 GLboolean ForceGLSLExtensionsWarn;
2828
2829 /**
2830 * Does the driver support real 32-bit integers? (Otherwise, integers are
2831 * simulated via floats.)
2832 */
2833 GLboolean NativeIntegers;
2834
2835 /**
2836 * If the driver supports real 32-bit integers, what integer value should be
2837 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2838 */
2839 GLuint UniformBooleanTrue;
2840
2841 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2842 GLbitfield SupportedBumpUnits;
2843
2844 /**
2845 * Maximum amount of time, measured in nanseconds, that the server can wait.
2846 */
2847 GLuint64 MaxServerWaitTimeout;
2848
2849 /** GL_EXT_provoking_vertex */
2850 GLboolean QuadsFollowProvokingVertexConvention;
2851
2852 /** OpenGL version 3.0 */
2853 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2854
2855 /** OpenGL version 3.2 */
2856 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2857
2858 /** GL_EXT_transform_feedback */
2859 GLuint MaxTransformFeedbackBuffers;
2860 GLuint MaxTransformFeedbackSeparateComponents;
2861 GLuint MaxTransformFeedbackInterleavedComponents;
2862 GLuint MaxVertexStreams;
2863
2864 /** GL_EXT_gpu_shader4 */
2865 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2866
2867 /* GL_ARB_robustness */
2868 GLenum ResetStrategy;
2869
2870 /* GL_ARB_blend_func_extended */
2871 GLuint MaxDualSourceDrawBuffers;
2872
2873 /**
2874 * Whether the implementation strips out and ignores texture borders.
2875 *
2876 * Many GPU hardware implementations don't support rendering with texture
2877 * borders and mipmapped textures. (Note: not static border color, but the
2878 * old 1-pixel border around each edge). Implementations then have to do
2879 * slow fallbacks to be correct, or just ignore the border and be fast but
2880 * wrong. Setting the flag strips the border off of TexImage calls,
2881 * providing "fast but wrong" at significantly reduced driver complexity.
2882 *
2883 * Texture borders are deprecated in GL 3.0.
2884 **/
2885 GLboolean StripTextureBorder;
2886
2887 /**
2888 * For drivers which can do a better job at eliminating unused varyings
2889 * and uniforms than the GLSL compiler.
2890 *
2891 * XXX Remove these as soon as a better solution is available.
2892 */
2893 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2894 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2895
2896 /**
2897 * Force software support for primitive restart in the VBO module.
2898 */
2899 GLboolean PrimitiveRestartInSoftware;
2900
2901 /** GL_ARB_map_buffer_alignment */
2902 GLuint MinMapBufferAlignment;
2903
2904 /**
2905 * Disable varying packing. This is out of spec, but potentially useful
2906 * for older platforms that supports a limited number of texture
2907 * indirections--on these platforms, unpacking the varyings in the fragment
2908 * shader increases the number of texture indirections by 1, which might
2909 * make some shaders not executable at all.
2910 *
2911 * Drivers that support transform feedback must set this value to GL_FALSE.
2912 */
2913 GLboolean DisableVaryingPacking;
2914
2915 /*
2916 * Maximum value supported for an index in DrawElements and friends.
2917 *
2918 * This must be at least (1ull<<24)-1. The default value is
2919 * (1ull<<32)-1.
2920 *
2921 * \since ES 3.0 or GL_ARB_ES3_compatibility
2922 * \sa _mesa_init_constants
2923 */
2924 GLuint64 MaxElementIndex;
2925
2926 /**
2927 * Disable interpretation of line continuations (lines ending with a
2928 * backslash character ('\') in GLSL source.
2929 */
2930 GLboolean DisableGLSLLineContinuations;
2931
2932 /** GL_ARB_texture_multisample */
2933 GLint MaxColorTextureSamples;
2934 GLint MaxDepthTextureSamples;
2935 GLint MaxIntegerSamples;
2936 };
2937
2938
2939 /**
2940 * Enable flag for each OpenGL extension. Different device drivers will
2941 * enable different extensions at runtime.
2942 */
2943 struct gl_extensions
2944 {
2945 GLboolean dummy; /* don't remove this! */
2946 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2947 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2948 GLboolean ANGLE_texture_compression_dxt;
2949 GLboolean ARB_ES2_compatibility;
2950 GLboolean ARB_ES3_compatibility;
2951 GLboolean ARB_base_instance;
2952 GLboolean ARB_blend_func_extended;
2953 GLboolean ARB_color_buffer_float;
2954 GLboolean ARB_conservative_depth;
2955 GLboolean ARB_depth_buffer_float;
2956 GLboolean ARB_depth_clamp;
2957 GLboolean ARB_depth_texture;
2958 GLboolean ARB_draw_buffers_blend;
2959 GLboolean ARB_draw_elements_base_vertex;
2960 GLboolean ARB_draw_instanced;
2961 GLboolean ARB_fragment_coord_conventions;
2962 GLboolean ARB_fragment_program;
2963 GLboolean ARB_fragment_program_shadow;
2964 GLboolean ARB_fragment_shader;
2965 GLboolean ARB_framebuffer_object;
2966 GLboolean ARB_explicit_attrib_location;
2967 GLboolean ARB_geometry_shader4;
2968 GLboolean ARB_half_float_pixel;
2969 GLboolean ARB_half_float_vertex;
2970 GLboolean ARB_instanced_arrays;
2971 GLboolean ARB_internalformat_query;
2972 GLboolean ARB_map_buffer_alignment;
2973 GLboolean ARB_map_buffer_range;
2974 GLboolean ARB_occlusion_query;
2975 GLboolean ARB_occlusion_query2;
2976 GLboolean ARB_point_sprite;
2977 GLboolean ARB_seamless_cube_map;
2978 GLboolean ARB_shader_bit_encoding;
2979 GLboolean ARB_shader_objects;
2980 GLboolean ARB_shader_stencil_export;
2981 GLboolean ARB_shader_texture_lod;
2982 GLboolean ARB_shading_language_100;
2983 GLboolean ARB_shading_language_packing;
2984 GLboolean ARB_shadow;
2985 GLboolean ARB_sync;
2986 GLboolean ARB_texture_border_clamp;
2987 GLboolean ARB_texture_buffer_object;
2988 GLboolean ARB_texture_buffer_object_rgb32;
2989 GLboolean ARB_texture_buffer_range;
2990 GLboolean ARB_texture_compression_rgtc;
2991 GLboolean ARB_texture_cube_map;
2992 GLboolean ARB_texture_cube_map_array;
2993 GLboolean ARB_texture_env_combine;
2994 GLboolean ARB_texture_env_crossbar;
2995 GLboolean ARB_texture_env_dot3;
2996 GLboolean ARB_texture_float;
2997 GLboolean ARB_texture_multisample;
2998 GLboolean ARB_texture_non_power_of_two;
2999 GLboolean ARB_texture_query_lod;
3000 GLboolean ARB_texture_rg;
3001 GLboolean ARB_texture_rgb10_a2ui;
3002 GLboolean ARB_texture_storage;
3003 GLboolean ARB_texture_storage_multisample;
3004 GLboolean ARB_timer_query;
3005 GLboolean ARB_transform_feedback2;
3006 GLboolean ARB_transform_feedback3;
3007 GLboolean ARB_transform_feedback_instanced;
3008 GLboolean ARB_uniform_buffer_object;
3009 GLboolean ARB_vertex_program;
3010 GLboolean ARB_vertex_shader;
3011 GLboolean ARB_vertex_type_2_10_10_10_rev;
3012 GLboolean EXT_blend_color;
3013 GLboolean EXT_blend_equation_separate;
3014 GLboolean EXT_blend_func_separate;
3015 GLboolean EXT_blend_minmax;
3016 GLboolean EXT_clip_volume_hint;
3017 GLboolean EXT_depth_bounds_test;
3018 GLboolean EXT_draw_buffers2;
3019 GLboolean EXT_fog_coord;
3020 GLboolean EXT_framebuffer_blit;
3021 GLboolean EXT_framebuffer_multisample;
3022 GLboolean EXT_framebuffer_object;
3023 GLboolean EXT_framebuffer_sRGB;
3024 GLboolean EXT_gpu_program_parameters;
3025 GLboolean EXT_gpu_shader4;
3026 GLboolean EXT_packed_depth_stencil;
3027 GLboolean EXT_packed_float;
3028 GLboolean EXT_pixel_buffer_object;
3029 GLboolean EXT_point_parameters;
3030 GLboolean EXT_provoking_vertex;
3031 GLboolean EXT_shadow_funcs;
3032 GLboolean EXT_secondary_color;
3033 GLboolean EXT_separate_shader_objects;
3034 GLboolean EXT_stencil_two_side;
3035 GLboolean EXT_texture3D;
3036 GLboolean EXT_texture_array;
3037 GLboolean EXT_texture_compression_latc;
3038 GLboolean EXT_texture_compression_s3tc;
3039 GLboolean EXT_texture_env_dot3;
3040 GLboolean EXT_texture_filter_anisotropic;
3041 GLboolean EXT_texture_integer;
3042 GLboolean EXT_texture_mirror_clamp;
3043 GLboolean EXT_texture_shared_exponent;
3044 GLboolean EXT_texture_snorm;
3045 GLboolean EXT_texture_sRGB;
3046 GLboolean EXT_texture_sRGB_decode;
3047 GLboolean EXT_texture_swizzle;
3048 GLboolean EXT_transform_feedback;
3049 GLboolean EXT_timer_query;
3050 GLboolean EXT_vertex_array_bgra;
3051 GLboolean OES_standard_derivatives;
3052 /* vendor extensions */
3053 GLboolean AMD_seamless_cubemap_per_texture;
3054 GLboolean APPLE_object_purgeable;
3055 GLboolean ATI_envmap_bumpmap;
3056 GLboolean ATI_texture_compression_3dc;
3057 GLboolean ATI_texture_mirror_once;
3058 GLboolean ATI_texture_env_combine3;
3059 GLboolean ATI_fragment_shader;
3060 GLboolean ATI_separate_stencil;
3061 GLboolean MESA_pack_invert;
3062 GLboolean MESA_resize_buffers;
3063 GLboolean MESA_ycbcr_texture;
3064 GLboolean MESA_texture_array;
3065 GLboolean NV_blend_square;
3066 GLboolean NV_conditional_render;
3067 GLboolean NV_fog_distance;
3068 GLboolean NV_fragment_program_option;
3069 GLboolean NV_point_sprite;
3070 GLboolean NV_primitive_restart;
3071 GLboolean NV_texture_barrier;
3072 GLboolean NV_texture_env_combine4;
3073 GLboolean NV_texture_rectangle;
3074 GLboolean TDFX_texture_compression_FXT1;
3075 GLboolean OES_EGL_image;
3076 GLboolean OES_draw_texture;
3077 GLboolean OES_depth_texture_cube_map;
3078 GLboolean OES_EGL_image_external;
3079 GLboolean OES_compressed_ETC1_RGB8_texture;
3080 GLboolean extension_sentinel;
3081 /** The extension string */
3082 const GLubyte *String;
3083 /** Number of supported extensions */
3084 GLuint Count;
3085 };
3086
3087
3088 /**
3089 * A stack of matrices (projection, modelview, color, texture, etc).
3090 */
3091 struct gl_matrix_stack
3092 {
3093 GLmatrix *Top; /**< points into Stack */
3094 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3095 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3096 GLuint MaxDepth; /**< size of Stack[] array */
3097 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3098 };
3099
3100
3101 /**
3102 * \name Bits for image transfer operations
3103 * \sa __struct gl_contextRec::ImageTransferState.
3104 */
3105 /*@{*/
3106 #define IMAGE_SCALE_BIAS_BIT 0x1
3107 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3108 #define IMAGE_MAP_COLOR_BIT 0x4
3109 #define IMAGE_CLAMP_BIT 0x800
3110
3111
3112 /** Pixel Transfer ops */
3113 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3114 IMAGE_SHIFT_OFFSET_BIT | \
3115 IMAGE_MAP_COLOR_BIT)
3116
3117 /**
3118 * \name Bits to indicate what state has changed.
3119 */
3120 /*@{*/
3121 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3122 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3123 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3124 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3125 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3126 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3127 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3128 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3129 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3130 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3131 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3132 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3133 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3134 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3135 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3136 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3137 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3138 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3139 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3140 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3141 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3142 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3143 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3144 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3145 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3146 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3147 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3148 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3149 #define _NEW_BUFFER_OBJECT (1 << 28)
3150 #define _NEW_FRAG_CLAMP (1 << 29)
3151 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3152 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3153 #define _NEW_ALL ~0
3154
3155 /**
3156 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3157 * clarity.
3158 */
3159 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3160 /*@}*/
3161
3162
3163 /**
3164 * \name A bunch of flags that we think might be useful to drivers.
3165 *
3166 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3167 */
3168 /*@{*/
3169 #define DD_SEPARATE_SPECULAR (1 << 0)
3170 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3171 #define DD_TRI_UNFILLED (1 << 2)
3172 #define DD_TRI_SMOOTH (1 << 3)
3173 #define DD_TRI_STIPPLE (1 << 4)
3174 #define DD_TRI_OFFSET (1 << 5)
3175 #define DD_LINE_SMOOTH (1 << 6)
3176 #define DD_LINE_STIPPLE (1 << 7)
3177 #define DD_POINT_SMOOTH (1 << 8)
3178 #define DD_POINT_ATTEN (1 << 9)
3179 /*@}*/
3180
3181
3182 /**
3183 * Composite state flags
3184 */
3185 /*@{*/
3186 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3187 _NEW_TEXTURE | \
3188 _NEW_POINT | \
3189 _NEW_PROGRAM | \
3190 _NEW_MODELVIEW)
3191
3192 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3193 _NEW_FOG | \
3194 _NEW_PROGRAM)
3195
3196
3197 /*@}*/
3198
3199
3200
3201
3202 /* This has to be included here. */
3203 #include "dd.h"
3204
3205
3206 /**
3207 * Display list flags.
3208 * Strictly this is a tnl-private concept, but it doesn't seem
3209 * worthwhile adding a tnl private structure just to hold this one bit
3210 * of information:
3211 */
3212 #define DLIST_DANGLING_REFS 0x1
3213
3214
3215 /** Opaque declaration of display list payload data type */
3216 union gl_dlist_node;
3217
3218
3219 /**
3220 * Provide a location where information about a display list can be
3221 * collected. Could be extended with driverPrivate structures,
3222 * etc. in the future.
3223 */
3224 struct gl_display_list
3225 {
3226 GLuint Name;
3227 GLbitfield Flags; /**< DLIST_x flags */
3228 /** The dlist commands are in a linked list of nodes */
3229 union gl_dlist_node *Head;
3230 };
3231
3232
3233 /**
3234 * State used during display list compilation and execution.
3235 */
3236 struct gl_dlist_state
3237 {
3238 GLuint CallDepth; /**< Current recursion calling depth */
3239
3240 struct gl_display_list *CurrentList; /**< List currently being compiled */
3241 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3242 GLuint CurrentPos; /**< Index into current block of nodes */
3243
3244 GLvertexformat ListVtxfmt;
3245
3246 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3247 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3248
3249 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3250 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3251
3252 struct {
3253 /* State known to have been set by the currently-compiling display
3254 * list. Used to eliminate some redundant state changes.
3255 */
3256 GLenum ShadeModel;
3257 } Current;
3258 };
3259
3260 /** @{
3261 *
3262 * These are a mapping of the GL_ARB_debug_output enums to small enums
3263 * suitable for use as an array index.
3264 */
3265
3266 enum mesa_debug_source {
3267 MESA_DEBUG_SOURCE_API,
3268 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3269 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3270 MESA_DEBUG_SOURCE_THIRD_PARTY,
3271 MESA_DEBUG_SOURCE_APPLICATION,
3272 MESA_DEBUG_SOURCE_OTHER,
3273 MESA_DEBUG_SOURCE_COUNT,
3274 };
3275
3276 enum mesa_debug_type {
3277 MESA_DEBUG_TYPE_ERROR,
3278 MESA_DEBUG_TYPE_DEPRECATED,
3279 MESA_DEBUG_TYPE_UNDEFINED,
3280 MESA_DEBUG_TYPE_PORTABILITY,
3281 MESA_DEBUG_TYPE_PERFORMANCE,
3282 MESA_DEBUG_TYPE_OTHER,
3283 MESA_DEBUG_TYPE_COUNT,
3284 };
3285
3286 enum mesa_debug_severity {
3287 MESA_DEBUG_SEVERITY_LOW,
3288 MESA_DEBUG_SEVERITY_MEDIUM,
3289 MESA_DEBUG_SEVERITY_HIGH,
3290 MESA_DEBUG_SEVERITY_COUNT,
3291 };
3292
3293 /** @} */
3294
3295 /**
3296 * An error, warning, or other piece of debug information for an application
3297 * to consume via GL_ARB_debug_output.
3298 */
3299 struct gl_debug_msg
3300 {
3301 enum mesa_debug_source source;
3302 enum mesa_debug_type type;
3303 GLuint id;
3304 enum mesa_debug_severity severity;
3305 GLsizei length;
3306 GLcharARB *message;
3307 };
3308
3309 struct gl_debug_namespace
3310 {
3311 struct _mesa_HashTable *IDs;
3312 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3313 /** lists of IDs in the hash table at each severity */
3314 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3315 };
3316
3317 struct gl_debug_state
3318 {
3319 GLDEBUGPROCARB Callback;
3320 GLvoid *CallbackData;
3321 GLboolean SyncOutput;
3322 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3323 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3324 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3325 GLint NumMessages;
3326 GLint NextMsg;
3327 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3328 for the sake of the offsetof() code in get.c */
3329 };
3330
3331 /**
3332 * Enum for the OpenGL APIs we know about and may support.
3333 *
3334 * NOTE: This must match the api_enum table in
3335 * src/mesa/main/get_hash_generator.py
3336 */
3337 typedef enum
3338 {
3339 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3340 API_OPENGLES,
3341 API_OPENGLES2,
3342 API_OPENGL_CORE,
3343 API_OPENGL_LAST = API_OPENGL_CORE,
3344 } gl_api;
3345
3346 /**
3347 * Driver-specific state flags.
3348 *
3349 * These are or'd with gl_context::NewDriverState to notify a driver about
3350 * a state change. The driver sets the flags at context creation and
3351 * the meaning of the bits set is opaque to core Mesa.
3352 */
3353 struct gl_driver_flags
3354 {
3355 GLbitfield NewArray; /**< Vertex array state */
3356 };
3357
3358 struct gl_uniform_buffer_binding
3359 {
3360 struct gl_buffer_object *BufferObject;
3361 /** Start of uniform block data in the buffer */
3362 GLintptr Offset;
3363 /** Size of data allowed to be referenced from the buffer (in bytes) */
3364 GLsizeiptr Size;
3365 /**
3366 * glBindBufferBase() indicates that the Size should be ignored and only
3367 * limited by the current size of the BufferObject.
3368 */
3369 GLboolean AutomaticSize;
3370 };
3371
3372 /**
3373 * Mesa rendering context.
3374 *
3375 * This is the central context data structure for Mesa. Almost all
3376 * OpenGL state is contained in this structure.
3377 * Think of this as a base class from which device drivers will derive
3378 * sub classes.
3379 *
3380 * The struct gl_context typedef names this structure.
3381 */
3382 struct gl_context
3383 {
3384 /** State possibly shared with other contexts in the address space */
3385 struct gl_shared_state *Shared;
3386
3387 /** \name API function pointer tables */
3388 /*@{*/
3389 gl_api API;
3390 /**
3391 * The current dispatch table for non-displaylist-saving execution, either
3392 * BeginEnd or OutsideBeginEnd
3393 */
3394 struct _glapi_table *Exec;
3395 /**
3396 * The normal dispatch table for non-displaylist-saving, non-begin/end
3397 */
3398 struct _glapi_table *OutsideBeginEnd;
3399 /** The dispatch table used between glNewList() and glEndList() */
3400 struct _glapi_table *Save;
3401 /**
3402 * The dispatch table used between glBegin() and glEnd() (outside of a
3403 * display list). Only valid functions between those two are set, which is
3404 * mostly just the set in a GLvertexformat struct.
3405 */
3406 struct _glapi_table *BeginEnd;
3407 /**
3408 * Tracks the current dispatch table out of the 3 above, so that it can be
3409 * re-set on glXMakeCurrent().
3410 */
3411 struct _glapi_table *CurrentDispatch;
3412 /*@}*/
3413
3414 struct gl_config Visual;
3415 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3416 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3417 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3418 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3419
3420 /**
3421 * Device driver function pointer table
3422 */
3423 struct dd_function_table Driver;
3424
3425 /** Core/Driver constants */
3426 struct gl_constants Const;
3427
3428 /** \name The various 4x4 matrix stacks */
3429 /*@{*/
3430 struct gl_matrix_stack ModelviewMatrixStack;
3431 struct gl_matrix_stack ProjectionMatrixStack;
3432 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3433 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3434 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3435 /*@}*/
3436
3437 /** Combined modelview and projection matrix */
3438 GLmatrix _ModelProjectMatrix;
3439
3440 /** \name Display lists */
3441 struct gl_dlist_state ListState;
3442
3443 GLboolean ExecuteFlag; /**< Execute GL commands? */
3444 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3445
3446 /** Extension information */
3447 struct gl_extensions Extensions;
3448
3449 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3450 GLuint Version;
3451 char *VersionString;
3452
3453 /** \name State attribute stack (for glPush/PopAttrib) */
3454 /*@{*/
3455 GLuint AttribStackDepth;
3456 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3457 /*@}*/
3458
3459 /** \name Renderer attribute groups
3460 *
3461 * We define a struct for each attribute group to make pushing and popping
3462 * attributes easy. Also it's a good organization.
3463 */
3464 /*@{*/
3465 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3466 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3467 struct gl_current_attrib Current; /**< Current attributes */
3468 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3469 struct gl_eval_attrib Eval; /**< Eval attributes */
3470 struct gl_fog_attrib Fog; /**< Fog attributes */
3471 struct gl_hint_attrib Hint; /**< Hint attributes */
3472 struct gl_light_attrib Light; /**< Light attributes */
3473 struct gl_line_attrib Line; /**< Line attributes */
3474 struct gl_list_attrib List; /**< List attributes */
3475 struct gl_multisample_attrib Multisample;
3476 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3477 struct gl_point_attrib Point; /**< Point attributes */
3478 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3479 GLuint PolygonStipple[32]; /**< Polygon stipple */
3480 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3481 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3482 struct gl_texture_attrib Texture; /**< Texture attributes */
3483 struct gl_transform_attrib Transform; /**< Transformation attributes */
3484 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3485 /*@}*/
3486
3487 /** \name Client attribute stack */
3488 /*@{*/
3489 GLuint ClientAttribStackDepth;
3490 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3491 /*@}*/
3492
3493 /** \name Client attribute groups */
3494 /*@{*/
3495 struct gl_array_attrib Array; /**< Vertex arrays */
3496 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3497 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3498 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3499 /*@}*/
3500
3501 /** \name Other assorted state (not pushed/popped on attribute stack) */
3502 /*@{*/
3503 struct gl_pixelmaps PixelMaps;
3504
3505 struct gl_evaluators EvalMap; /**< All evaluators */
3506 struct gl_feedback Feedback; /**< Feedback */
3507 struct gl_selection Select; /**< Selection */
3508
3509 struct gl_program_state Program; /**< general program state */
3510 struct gl_vertex_program_state VertexProgram;
3511 struct gl_fragment_program_state FragmentProgram;
3512 struct gl_geometry_program_state GeometryProgram;
3513 struct gl_ati_fragment_shader_state ATIFragmentShader;
3514
3515 struct gl_shader_state Shader; /**< GLSL shader object state */
3516 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3517
3518 struct gl_query_state Query; /**< occlusion, timer queries */
3519
3520 struct gl_transform_feedback_state TransformFeedback;
3521
3522 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3523 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3524
3525 /**
3526 * Current GL_ARB_uniform_buffer_object binding referenced by
3527 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3528 */
3529 struct gl_buffer_object *UniformBuffer;
3530
3531 /**
3532 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3533 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3534 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3535 * shader program.
3536 */
3537 struct gl_uniform_buffer_binding *UniformBufferBindings;
3538
3539 /*@}*/
3540
3541 struct gl_meta_state *Meta; /**< for "meta" operations */
3542
3543 /* GL_EXT_framebuffer_object */
3544 struct gl_renderbuffer *CurrentRenderbuffer;
3545
3546 GLenum ErrorValue; /**< Last error code */
3547
3548 /* GL_ARB_robustness */
3549 GLenum ResetStatus;
3550
3551 /**
3552 * Recognize and silence repeated error debug messages in buggy apps.
3553 */
3554 const char *ErrorDebugFmtString;
3555 GLuint ErrorDebugCount;
3556
3557 /* GL_ARB_debug_output */
3558 struct gl_debug_state Debug;
3559
3560 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3561 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3562 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3563
3564 struct gl_driver_flags DriverFlags;
3565
3566 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3567
3568 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3569
3570 /** \name Derived state */
3571 /*@{*/
3572 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3573 * state validation so they need to always be current.
3574 */
3575 GLbitfield _TriangleCaps;
3576 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3577 GLfloat _EyeZDir[3];
3578 GLfloat _ModelViewInvScale;
3579 GLboolean _NeedEyeCoords;
3580 GLboolean _ForceEyeCoords;
3581
3582 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3583
3584 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3585
3586 /** \name For debugging/development only */
3587 /*@{*/
3588 GLboolean FirstTimeCurrent;
3589 /*@}*/
3590
3591 /** software compression/decompression supported or not */
3592 GLboolean Mesa_DXTn;
3593
3594 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3595
3596 /**
3597 * Use dp4 (rather than mul/mad) instructions for position
3598 * transformation?
3599 */
3600 GLboolean mvp_with_dp4;
3601
3602 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3603
3604 /**
3605 * \name Hooks for module contexts.
3606 *
3607 * These will eventually live in the driver or elsewhere.
3608 */
3609 /*@{*/
3610 void *swrast_context;
3611 void *swsetup_context;
3612 void *swtnl_context;
3613 void *swtnl_im;
3614 struct st_context *st;
3615 void *aelt_context;
3616 /*@}*/
3617 };
3618
3619
3620 #ifdef DEBUG
3621 extern int MESA_VERBOSE;
3622 extern int MESA_DEBUG_FLAGS;
3623 # define MESA_FUNCTION __FUNCTION__
3624 #else
3625 # define MESA_VERBOSE 0
3626 # define MESA_DEBUG_FLAGS 0
3627 # define MESA_FUNCTION "a function"
3628 # ifndef NDEBUG
3629 # define NDEBUG
3630 # endif
3631 #endif
3632
3633
3634 /** The MESA_VERBOSE var is a bitmask of these flags */
3635 enum _verbose
3636 {
3637 VERBOSE_VARRAY = 0x0001,
3638 VERBOSE_TEXTURE = 0x0002,
3639 VERBOSE_MATERIAL = 0x0004,
3640 VERBOSE_PIPELINE = 0x0008,
3641 VERBOSE_DRIVER = 0x0010,
3642 VERBOSE_STATE = 0x0020,
3643 VERBOSE_API = 0x0040,
3644 VERBOSE_DISPLAY_LIST = 0x0100,
3645 VERBOSE_LIGHTING = 0x0200,
3646 VERBOSE_PRIMS = 0x0400,
3647 VERBOSE_VERTS = 0x0800,
3648 VERBOSE_DISASSEM = 0x1000,
3649 VERBOSE_DRAW = 0x2000,
3650 VERBOSE_SWAPBUFFERS = 0x4000
3651 };
3652
3653
3654 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3655 enum _debug
3656 {
3657 DEBUG_SILENT = (1 << 0),
3658 DEBUG_ALWAYS_FLUSH = (1 << 1),
3659 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3660 DEBUG_INCOMPLETE_FBO = (1 << 3)
3661 };
3662
3663
3664
3665 #ifdef __cplusplus
3666 }
3667 #endif
3668
3669 #endif /* MTYPES_H */